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 | * simonmie |
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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 BasicProjectile.h |
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31 | @brief Implementation of the BasicProjectile class. |
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32 | */ |
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33 | |
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34 | #include "BasicProjectile.h" |
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35 | |
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36 | #include "core/CoreIncludes.h" |
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37 | #include "core/GameMode.h" |
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38 | #include "core/command/Executor.h" |
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39 | |
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40 | #include "graphics/ParticleSpawner.h" |
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41 | |
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42 | namespace orxonox |
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43 | { |
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44 | RegisterClassNoArgs(BasicProjectile); |
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45 | |
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46 | /** |
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47 | @brief |
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48 | Constructor. Registers the object and initializes some default values. |
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49 | */ |
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50 | BasicProjectile::BasicProjectile() |
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51 | { |
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52 | RegisterObject(BasicProjectile);// Register the BasicProjectile class to the core |
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53 | |
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54 | this->bDestroy_ = false; |
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55 | |
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56 | // Default damage must be zero, otherwise it would be above zero if no settings are made in the weaponsettings xml file. |
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57 | // same thing for all weaponmodes files |
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58 | this->damage_ = 0.0f; |
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59 | this->healthdamage_ = 0.0f; |
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60 | this->shielddamage_ = 0.0f; |
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61 | } |
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62 | |
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63 | BasicProjectile::~BasicProjectile() |
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64 | { |
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65 | } |
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66 | |
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67 | /** |
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68 | @brief |
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69 | The function called when a projectile hits another thing. |
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70 | Calls the hit-function, starts the reload countdown, displays visual hit effects defined in Pawn. |
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71 | Needs to be called in the collidesAgainst() function by every Class directly inheriting from BasicProjectile. |
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72 | @param otherObject |
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73 | A pointer to the object the Projectile has collided against. |
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74 | @param contactPoint |
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75 | A btManifoldPoint indicating the point of contact/impact. |
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76 | @return |
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77 | Returns true if the collision resulted in a successful hit. |
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78 | @see Pawn.h |
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79 | */ |
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80 | bool BasicProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint) |
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81 | { |
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82 | if (!this->bDestroy_ && GameMode::isMaster()) |
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83 | { |
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84 | if (otherObject == this->getShooter()) // Prevents you from shooting yourself |
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85 | return false; |
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86 | |
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87 | this->bDestroy_ = true; // If something is hit, the object is destroyed and can't hit something else. |
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88 | // The projectile is destroyed by its tick()-function (in the following tick). |
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89 | |
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90 | Pawn* victim = orxonox_cast<Pawn*>(otherObject); // If otherObject isn't a Pawn, then victim is NULL |
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91 | |
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92 | WorldEntity* entity = orxonox_cast<WorldEntity*>(this); |
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93 | assert(entity); // The projectile must not be a WorldEntity. |
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94 | |
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95 | // If visual effects after destruction cause problems, put this block below the effects code block |
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96 | if (victim) |
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97 | { |
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98 | victim->hit(this->getShooter(), contactPoint, this->getDamage(), this->getHealthDamage(), this->getShieldDamage()); |
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99 | victim->startReloadCountdown(); |
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100 | } |
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101 | |
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102 | // Visual effects for being hit, depending on whether the shield is hit or not |
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103 | if (this->getShooter()) // If the owner does not exist (anymore?), no effects are displayed. |
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104 | { |
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105 | // Damping and explosion effect is only played if the victim is no Pawn (see cast above) |
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106 | // or if the victim is a Pawn, has no shield left, is still alive and any damage goes to the health |
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107 | if (!victim || (victim && !victim->hasShield() && victim->getHealth() > 0.0f && (this->getDamage() > 0.0f || this->getHealthDamage() > 0.0f))) |
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108 | { |
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109 | { |
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110 | ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext()); |
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111 | effect->setPosition(entity->getPosition()); |
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112 | effect->setOrientation(entity->getOrientation()); |
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113 | effect->setDestroyAfterLife(true); |
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114 | effect->setSource("Orxonox/explosion3"); |
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115 | effect->setLifetime(2.0f); |
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116 | } |
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117 | // Second effect with same condition |
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118 | { |
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119 | ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext()); |
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120 | effect->setPosition(entity->getPosition()); |
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121 | effect->setOrientation(entity->getOrientation()); |
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122 | effect->setDestroyAfterLife(true); |
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123 | effect->setSource("Orxonox/smoke4"); |
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124 | effect->setLifetime(3.0f); |
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125 | } |
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126 | } |
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127 | |
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128 | // victim->isAlive() is not false until the next tick, so getHealth() > 0 is used instead |
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129 | if (victim && victim->hasShield() && (this->getDamage() > 0.0f || this->getShieldDamage() > 0.0f) && victim->getHealth() > 0.0f) |
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130 | { |
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131 | ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext()); |
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132 | effect->setDestroyAfterLife(true); |
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133 | effect->setSource("Orxonox/Shield"); |
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134 | effect->setLifetime(0.5f); |
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135 | victim->attach(effect); |
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136 | } |
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137 | } |
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138 | return true; |
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139 | } |
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140 | return false; |
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141 | } |
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142 | |
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143 | /** |
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144 | @brief |
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145 | Check whether the projectile needs to be destroyed and destroys it if so. |
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146 | Needs to be called in the tick() by every Class directly inheriting from BasicProjectile, to make sure the projectile is destroyed after it has hit something. |
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147 | */ |
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148 | void BasicProjectile::destroyCheck(void) |
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149 | { |
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150 | if(GameMode::isMaster() && this->bDestroy_) |
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151 | this->destroy(); |
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152 | } |
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153 | |
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154 | /** |
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155 | @brief |
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156 | Destroys the object. |
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157 | */ |
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158 | void BasicProjectile::destroyObject(void) |
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159 | { |
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160 | if(GameMode::isMaster()) |
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161 | this->destroy(); |
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162 | } |
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163 | } |
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