[8492] | 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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[8855] | 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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[8492] | 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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[8855] | 39 | |
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[8492] | 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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[9667] | 44 | RegisterClassNoArgs(BasicProjectile); |
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| 45 | |
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[8492] | 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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[9667] | 50 | BasicProjectile::BasicProjectile() |
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[8492] | 51 | { |
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[9667] | 52 | RegisterObject(BasicProjectile);// Register the BasicProjectile class to the core |
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[8492] | 53 | |
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| 54 | this->bDestroy_ = false; |
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| 55 | |
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[8550] | 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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[8767] | 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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[8492] | 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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[8855] | 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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[10216] | 80 | bool BasicProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) |
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[8492] | 81 | { |
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[8855] | 82 | if (!this->bDestroy_ && GameMode::isMaster()) |
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[8492] | 83 | { |
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[8855] | 84 | if (otherObject == this->getShooter()) // Prevents you from shooting yourself |
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[8492] | 85 | return false; |
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| 86 | |
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[8855] | 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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[8492] | 89 | |
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[8855] | 90 | Pawn* victim = orxonox_cast<Pawn*>(otherObject); // If otherObject isn't a Pawn, then victim is NULL |
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[8492] | 91 | |
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[8855] | 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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[8492] | 94 | |
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[8855] | 95 | // If visual effects after destruction cause problems, put this block below the effects code block |
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[8492] | 96 | if (victim) |
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| 97 | { |
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[10216] | 98 | victim->hit(this->getShooter(), contactPoint, cs, this->getDamage(), this->getHealthDamage(), this->getShieldDamage()); |
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[8492] | 99 | victim->startReloadCountdown(); |
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| 100 | } |
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| 101 | |
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[8855] | 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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[8492] | 104 | { |
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[8855] | 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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[8492] | 108 | { |
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| 109 | { |
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[9667] | 110 | ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext()); |
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[8492] | 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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[8855] | 117 | // Second effect with same condition |
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[8492] | 118 | { |
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[9667] | 119 | ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext()); |
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[8492] | 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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[8542] | 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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[8855] | 129 | if (victim && victim->hasShield() && (this->getDamage() > 0.0f || this->getShieldDamage() > 0.0f) && victim->getHealth() > 0.0f) |
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[8492] | 130 | { |
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[9667] | 131 | ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext()); |
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[8492] | 132 | effect->setDestroyAfterLife(true); |
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| 133 | effect->setSource("Orxonox/Shield"); |
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[8645] | 134 | effect->setLifetime(0.5f); |
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[8635] | 135 | victim->attach(effect); |
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[8492] | 136 | } |
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| 137 | } |
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[8855] | 138 | return true; |
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[8492] | 139 | } |
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| 140 | return false; |
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| 141 | } |
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[8855] | 142 | |
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[10216] | 143 | |
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[8855] | 144 | /** |
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| 145 | @brief |
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| 146 | Check whether the projectile needs to be destroyed and destroys it if so. |
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| 147 | 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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| 148 | */ |
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| 149 | void BasicProjectile::destroyCheck(void) |
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| 150 | { |
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| 151 | if(GameMode::isMaster() && this->bDestroy_) |
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| 152 | this->destroy(); |
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| 153 | } |
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| 154 | |
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| 155 | /** |
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| 156 | @brief |
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| 157 | Destroys the object. |
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| 158 | */ |
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| 159 | void BasicProjectile::destroyObject(void) |
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| 160 | { |
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| 161 | if(GameMode::isMaster()) |
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| 162 | this->destroy(); |
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| 163 | } |
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[8492] | 164 | } |
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