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source: code/branches/gameimmersion/src/modules/weapons/projectiles/Projectile.cc @ 8748

Last change on this file since 8748 was 8542, checked in by simonmie, 14 years ago

comments added, unused parts removed, some spam messages removed

  • Property svn:eol-style set to native
File size: 2.9 KB
RevLine 
[2099]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
[8542]25 *      simonmie
[2099]26 *
27 */
28
29#include "Projectile.h"
30
31#include "core/CoreIncludes.h"
[3196]32#include "core/ConfigValueIncludes.h"
33#include "core/GameMode.h"
[7284]34#include "core/command/Executor.h"
[3196]35#include "objects/collisionshapes/SphereCollisionShape.h"
[5735]36#include "worldentities/pawns/Pawn.h"
[5737]37#include "graphics/ParticleSpawner.h"
[2099]38
39namespace orxonox
40{
[3088]41    CreateFactory(Projectile);
[3105]42
[8492]43    Projectile::Projectile(BaseObject* creator) : MovableEntity(creator), BasicProjectile()
[2099]44    {
45        RegisterObject(Projectile);
46
47        this->setConfigValues();
[8542]48        this->owner_ = 0;
[2099]49
[2662]50        // Get notification about collisions
[2896]51        if (GameMode::isMaster())
[2099]52        {
[6417]53            this->setMass(1.0);
[2662]54            this->enableCollisionCallback();
[3105]55            this->setCollisionResponse(false);
[2662]56            this->setCollisionType(Kinematic);
57
58            SphereCollisionShape* shape = new SphereCollisionShape(this);
[3105]59            shape->setRadius(20);
[2662]60            this->attachCollisionShape(shape);
61
[5929]62            this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&Projectile::destroyObject, this)));
[2099]63        }
64    }
65
66    Projectile::~Projectile()
67    {
68    }
69
70    void Projectile::setConfigValues()
71    {
72        SetConfigValue(lifetime_, 4.0).description("The time in seconds a projectile stays alive");
73    }
74
75
76    void Projectile::tick(float dt)
77    {
[2809]78        SUPER(Projectile, tick, dt);
[2099]79
80        if (!this->isActive())
81            return;
82
[8492]83        if (this->getBDestroy())
[5929]84            this->destroy(); // TODO: use a scheduler instead of deleting the object right here in tick()
[2662]85    }
86
87    void Projectile::destroyObject()
88    {
[2896]89        if (GameMode::isMaster())
[5929]90            this->destroy();
[2662]91    }
92
[8542]93    /* Calls the collidesAgainst function of BasicProjectile
94     */
[2662]95    bool Projectile::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
96    {
[8538]97        return BasicProjectile::basicCollidesAgainst(otherObject,contactPoint,this->getOwner(),this);
[8492]98    }
99
[5929]100    void Projectile::setOwner(Pawn* owner)
[2099]101    {
[5929]102        this->owner_ = owner;
[2099]103    }
104}
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