[10629] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabien Vultier |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file IceGunProjectile.cc |
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| 31 | @brief Implementation of the IceGunProjectile class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "IceGunProjectile.h" |
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| 35 | |
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[10836] | 36 | #include <OgreSceneManager.h> |
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| 37 | #include <OgreSceneNode.h> |
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| 38 | |
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[10629] | 39 | #include "core/CoreIncludes.h" |
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| 40 | #include "graphics/Model.h" |
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[10836] | 41 | #include "graphics/ParticleSpawner.h" |
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| 42 | #include "Scene.h" |
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| 43 | #include "core/command/Executor.h" |
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| 44 | #include "tools/ParticleInterface.h" |
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[10629] | 45 | |
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| 46 | namespace orxonox |
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| 47 | { |
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| 48 | RegisterClass(IceGunProjectile); |
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| 49 | |
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[10911] | 50 | const float IceGunProjectile::particleDestructionDelay_ = 15.0f; |
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| 51 | |
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[10629] | 52 | IceGunProjectile::IceGunProjectile(Context* context) : Projectile(context) |
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| 53 | { |
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| 54 | RegisterObject(IceGunProjectile); |
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| 55 | |
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| 56 | this->setCollisionShapeRadius(8.0f); |
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| 57 | |
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| 58 | this->setFreezeTime(3.0); |
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| 59 | this->setFreezeFactor(0.5); |
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| 60 | |
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| 61 | Model* model = new Model(this->getContext()); |
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| 62 | model->setMeshSource("IceBolt.mesh"); |
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| 63 | model->setScale(15.0); |
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| 64 | this->attach(model); |
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| 65 | model->setPosition(Vector3(0,0,0)); |
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[10836] | 66 | |
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| 67 | // Add effect. |
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| 68 | emitter_ = new ParticleEmitter(this->getContext()); |
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| 69 | this->attach(emitter_); |
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| 70 | emitter_->setOrientation(this->getOrientation()); |
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[10911] | 71 | emitter_->setSource("Orxonox/ice"); |
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| 72 | emitter_->setDeleteWithParent(false); |
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[10629] | 73 | } |
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| 74 | |
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[10836] | 75 | IceGunProjectile::~IceGunProjectile() |
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| 76 | { |
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| 77 | if (this->isInitialized()) |
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| 78 | { |
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| 79 | const Vector3& pos = emitter_->getWorldPosition(); |
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| 80 | const Quaternion& rot = emitter_->getWorldOrientation(); |
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| 81 | this->detach(emitter_); |
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| 82 | emitter_->setPosition(pos); |
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| 83 | emitter_->setOrientation(rot); |
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| 84 | emitter_->getParticleInterface()->setEnabled(false); |
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| 85 | this->getScene()->getRootSceneNode()->addChild(const_cast<Ogre::SceneNode*>(emitter_->getNode())); |
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| 86 | |
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| 87 | const ExecutorPtr& executor = createExecutor(createFunctor(&ParticleEmitter::destroy, emitter_)); |
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[10911] | 88 | new Timer(particleDestructionDelay_, false, executor, true); |
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[10836] | 89 | } |
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| 90 | } |
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| 91 | |
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[10629] | 92 | /** |
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| 93 | @brief |
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| 94 | Sets the freeze time variable to the passed value. |
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| 95 | */ |
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| 96 | void IceGunProjectile::setFreezeTime(float freezeTime) |
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| 97 | { |
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| 98 | freezeTime_ = freezeTime; |
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| 99 | } |
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| 100 | |
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| 101 | /** |
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| 102 | @brief |
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| 103 | Sets the freeze factor variable to the passed value. |
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| 104 | */ |
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| 105 | void IceGunProjectile::setFreezeFactor(float freezeFactor) |
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| 106 | { |
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| 107 | freezeFactor_ = freezeFactor; |
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| 108 | } |
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| 109 | |
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| 110 | bool IceGunProjectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) |
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| 111 | { |
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| 112 | bool bCollision = Projectile::collidesAgainst(otherObject, cs, contactPoint); |
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| 113 | |
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| 114 | if (bCollision) |
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| 115 | { |
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| 116 | // If there was a collision, attach a IceGunFreezer to the hit object. |
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| 117 | IceGunFreezer* freezer = new IceGunFreezer(this->getContext()); |
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| 118 | freezer->setFreezeTime(freezeTime_); |
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| 119 | freezer->setFreezeFactor(freezeFactor_); |
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| 120 | otherObject->attach(freezer); |
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| 121 | |
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| 122 | Vector3 offset = this->getWorldPosition() - otherObject->getWorldPosition(); |
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| 123 | freezer->setPosition(Vector3(0,0,0)); |
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| 124 | freezer->translate(offset, WorldEntity::World); |
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| 125 | // Start the freezing effect. |
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| 126 | freezer->startFreezing(); |
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| 127 | } |
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| 128 | |
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| 129 | return bCollision; |
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| 130 | } |
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| 131 | } |
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