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source: code/branches/weaponFS15/src/modules/weapons/projectiles/BasicProjectile.cc @ 10435

Last change on this file since 10435 was 10293, checked in by landauf, 10 years ago

avoid collisions between projectiles of a turret and the parent-pawn to which the turret is attached

  • Property svn:eol-style set to native
File size: 7.1 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 *      simonmie
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file BasicProjectile.h
31    @brief Implementation of the BasicProjectile class.
32*/
33
34#include "BasicProjectile.h"
35
36#include "core/CoreIncludes.h"
37#include "core/GameMode.h"
38#include "core/command/Executor.h"
39
40#include "graphics/ParticleSpawner.h"
41
42namespace orxonox
43{
44    RegisterClassNoArgs(BasicProjectile);
45
46    /**
47    @brief
48        Constructor. Registers the object and initializes some default values.
49    */
50    BasicProjectile::BasicProjectile()
51    {
52        RegisterObject(BasicProjectile);// Register the BasicProjectile class to the core
53
54        this->bDestroy_ = false;
55
56        // Default damage must be zero, otherwise it would be above zero if no settings are made in the weaponsettings xml file.
57        // same thing for all weaponmodes files
58        this->damage_ = 0.0f;
59        this->healthdamage_ = 0.0f;
60        this->shielddamage_ = 0.0f;
61    }
62
63    BasicProjectile::~BasicProjectile()
64    {
65    }
66
67    /**
68    @brief
69        The function called when a projectile hits another thing.
70        Calls the hit-function, starts the reload countdown, displays visual hit effects defined in Pawn.
71        Needs to be called in the collidesAgainst() function by every Class directly inheriting from BasicProjectile.
72    @param otherObject
73        A pointer to the object the Projectile has collided against.
74    @param contactPoint
75        A btManifoldPoint indicating the point of contact/impact.
76    @return
77        Returns true if the collision resulted in a successful hit.
78    @see Pawn.h
79    */
80    bool BasicProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs)
81    {
82        if (!this->bDestroy_ && GameMode::isMaster())
83        {
84            if (this->isObjectRelatedToShooter(otherObject) || otherObject->isA(Class(BasicProjectile))) // Prevents you from shooting yourself or other projectiles
85                return false;
86
87            this->bDestroy_ = true; // If something is hit, the object is destroyed and can't hit something else.
88                                    // The projectile is destroyed by its tick()-function (in the following tick).
89
90            Pawn* victim = orxonox_cast<Pawn*>(otherObject); // If otherObject isn't a Pawn, then victim is NULL
91
92            WorldEntity* entity = orxonox_cast<WorldEntity*>(this);
93            assert(entity); // The projectile must not be a WorldEntity.
94
95            // If visual effects after destruction cause problems, put this block below the effects code block
96            if (victim)
97            {
98                victim->hit(this->getShooter(), contactPoint, cs, this->getDamage(), this->getHealthDamage(), this->getShieldDamage());
99                victim->startReloadCountdown();
100            }
101
102            // Visual effects for being hit, depending on whether the shield is hit or not
103            if (this->getShooter()) // If the owner does not exist (anymore?), no effects are displayed.
104            {
105                // Damping and explosion effect is only played if the victim is no Pawn (see cast above)
106                // or if the victim is a Pawn, has no shield left, is still alive and any damage goes to the health
107                if (!victim || (victim && !victim->hasShield() && victim->getHealth() > 0.0f && (this->getDamage() > 0.0f || this->getHealthDamage() > 0.0f)))
108                {
109                    {
110                        ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext());
111                        effect->setPosition(entity->getPosition());
112                        effect->setOrientation(entity->getOrientation());
113                        effect->setDestroyAfterLife(true);
114                        effect->setSource("Orxonox/explosion3");
115                        effect->setLifetime(2.0f);
116                    }
117                    // Second effect with same condition
118                    {
119                        ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext());
120                        effect->setPosition(entity->getPosition());
121                        effect->setOrientation(entity->getOrientation());
122                        effect->setDestroyAfterLife(true);
123                        effect->setSource("Orxonox/smoke4");
124                        effect->setLifetime(3.0f);
125                    }
126                }
127
128                // victim->isAlive() is not false until the next tick, so getHealth() > 0 is used instead
129                if (victim && victim->hasShield() && (this->getDamage() > 0.0f || this->getShieldDamage() > 0.0f) && victim->getHealth() > 0.0f)
130                {
131                    ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext());
132                    effect->setDestroyAfterLife(true);
133                    effect->setSource("Orxonox/Shield");
134                    effect->setLifetime(0.5f);
135                    victim->attach(effect);
136                }
137            }
138            return true;
139        }
140        return false;
141    }
142
143    /**
144     * Returns true if otherObject is equal to the shooter or if one of otherObject's parents is equal to the shooter or if one of the shooter's parent is equal to otherObject.
145     */
146    bool BasicProjectile::isObjectRelatedToShooter(WorldEntity* otherObject)
147    {
148        for (WorldEntity* shooter = this->getShooter(); shooter != NULL; shooter = shooter->getParent())
149            if (otherObject == shooter)
150                return true;
151        for (WorldEntity* object = otherObject; object != NULL; object = object->getParent())
152            if (otherObject == this->getShooter())
153                return true;
154
155        return false;
156    }
157
158    /**
159    @brief
160        Check whether the projectile needs to be destroyed and destroys it if so.
161        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.
162    */
163    void BasicProjectile::destroyCheck(void)
164    {
165        if(GameMode::isMaster() && this->bDestroy_)
166            this->destroy();
167    }
168
169    /**
170    @brief
171        Destroys the object.
172    */
173    void BasicProjectile::destroyObject(void)
174    {
175        if(GameMode::isMaster())
176            this->destroy();
177    }
178}
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