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source: code/branches/output/src/modules/weapons/projectiles/Projectile.cc @ 8775

Last change on this file since 8775 was 8706, checked in by dafrick, 13 years ago

Merging presentation branch back into trunk.
There are many new features and also a lot of other changes and bugfixes, if you want to know, digg through the svn log.
Not everything is yet working as it should, but it should be fairly stable. If you habe any bug reports, just send me an email.

  • Property svn:eol-style set to native
File size: 2.9 KB
Line 
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:
25 *      simonmie
26 *
27 */
28
29#include "Projectile.h"
30
31#include "core/CoreIncludes.h"
32#include "core/ConfigValueIncludes.h"
33#include "core/GameMode.h"
34#include "core/command/Executor.h"
35#include "objects/collisionshapes/SphereCollisionShape.h"
36#include "worldentities/pawns/Pawn.h"
37#include "graphics/ParticleSpawner.h"
38
39namespace orxonox
40{
41    CreateFactory(Projectile);
42
43    Projectile::Projectile(BaseObject* creator) : MovableEntity(creator), BasicProjectile()
44    {
45        RegisterObject(Projectile);
46
47        this->setConfigValues();
48        this->owner_ = 0;
49
50        // Get notification about collisions
51        if (GameMode::isMaster())
52        {
53            this->setMass(1.0);
54            this->enableCollisionCallback();
55            this->setCollisionResponse(false);
56            this->setCollisionType(Kinematic);
57
58            SphereCollisionShape* shape = new SphereCollisionShape(this);
59            shape->setRadius(20);
60            this->attachCollisionShape(shape);
61
62            this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&Projectile::destroyObject, this)));
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    {
78        SUPER(Projectile, tick, dt);
79
80        if (!this->isActive())
81            return;
82
83        if (this->getBDestroy())
84            this->destroy(); // TODO: use a scheduler instead of deleting the object right here in tick()
85    }
86
87    void Projectile::destroyObject()
88    {
89        if (GameMode::isMaster())
90            this->destroy();
91    }
92
93    /* Calls the collidesAgainst function of BasicProjectile
94     */
95    bool Projectile::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
96    {
97        return BasicProjectile::basicCollidesAgainst(otherObject,contactPoint,this->getOwner(),this);
98    }
99
100    void Projectile::setOwner(Pawn* owner)
101    {
102        this->owner_ = owner;
103    }
104}
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