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source: code/branches/presentationFS14/src/modules/weapons/projectiles/Projectile.cc @ 10179

Last change on this file since 10179 was 10073, checked in by smerkli, 11 years ago

Merged modularships branch

  • Property svn:eol-style set to native
File size: 2.6 KB
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[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:
[8706]25 *      simonmie
[2099]26 *
27 */
28
[8855]29/**
30    @file Projectile.h
31    @brief Implementation of the Projectile class.
32*/
33
[2099]34#include "Projectile.h"
35
[9667]36#include "core/config/ConfigValueIncludes.h"
[2099]37#include "core/CoreIncludes.h"
[3196]38#include "core/GameMode.h"
[7284]39#include "core/command/Executor.h"
[8855]40
[3196]41#include "objects/collisionshapes/SphereCollisionShape.h"
[5735]42#include "worldentities/pawns/Pawn.h"
[2099]43
44namespace orxonox
45{
[9667]46    RegisterClass(Projectile);
[3105]47
[9667]48    Projectile::Projectile(Context* context) : MovableEntity(context), BasicProjectile()
[2099]49    {
50        RegisterObject(Projectile);
51
52        this->setConfigValues();
53
[2662]54        // Get notification about collisions
[2896]55        if (GameMode::isMaster())
[2099]56        {
[8855]57            this->setMass(1.0f);
[2662]58            this->enableCollisionCallback();
[3105]59            this->setCollisionResponse(false);
[2662]60            this->setCollisionType(Kinematic);
61
[9667]62            SphereCollisionShape* shape = new SphereCollisionShape(this->getContext());
[8855]63            shape->setRadius(20.0f);
[2662]64            this->attachCollisionShape(shape);
65
[8855]66            this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&BasicProjectile::destroyObject, this)));
[2099]67        }
68    }
69
70    Projectile::~Projectile()
71    {
72    }
73
74    void Projectile::setConfigValues()
75    {
[8855]76        SetConfigValue(lifetime_, 4.0f).description("The time in seconds a projectile stays alive");
[2099]77    }
78
79
80    void Projectile::tick(float dt)
81    {
[2809]82        SUPER(Projectile, tick, dt);
[2099]83
84        if (!this->isActive())
85            return;
86
[8855]87        this->destroyCheck();
[2662]88    }
89
[10073]90    bool Projectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint)
[2662]91    {
[10073]92        return this->processCollision(otherObject, contactPoint, cs);
[2099]93    }
94
95}
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