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source: code/trunk/src/modules/weapons/projectiles/BasicProjectile.cc @ 8757

Last change on this file since 8757 was 8706, checked in by dafrick, 13 years ago

Merging presentation branch back into trunk.
There are many new features and also a lot of other changes and bugfixes, if you want to know, digg through the svn log.
Not everything is yet working as it should, but it should be fairly stable. If you habe any bug reports, just send me an email.

  • Property svn:eol-style set to native
File size: 5.3 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#include "BasicProjectile.h"
30
31#include "core/CoreIncludes.h"
32#include "core/ConfigValueIncludes.h"
33#include "core/GameMode.h"
34#include "core/command/Executor.h"
35#include "objects/collisionshapes/SphereCollisionShape.h"
36#include "worldentities/pawns/Pawn.h"
37#include "graphics/ParticleSpawner.h"
38#include "core/OrxonoxClass.h"
39
40namespace orxonox
41{
42    /**
43    @brief
44        Constructor. Registers the object and initializes some default values.
45    */
46    BasicProjectile::BasicProjectile() : OrxonoxClass()
47    {
48        RegisterRootObject(BasicProjectile);// - register the BasicProjectile class to the core
49
50        this->bDestroy_ = false;
51
52        // Default damage must be zero, otherwise it would be above zero if no settings are made in the weaponsettings xml file.
53        // same thing for all weaponmodes files
54        this->damage_ = 0;
55        this->healthdamage_ = 0;
56        this->shielddamage_ = 0;
57    }
58
59    BasicProjectile::~BasicProjectile()
60    {
61    }
62
63    /* The function called when a projectile hits another thing.
64     * calls the hit-function, starts the reload countdown, displays visual effects
65     * hit is defined in src/orxonox/worldentities/pawns/pawn.cc
66     */
67    bool BasicProjectile::basicCollidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint, Pawn* owner, BasicProjectile* this_)
68    {
69        if (!this_->getBDestroy() && GameMode::isMaster())
70        {
71            if (otherObject == owner) //prevents you from shooting yourself
72                return false;
73
74            this_->setBDestroy(true); // If something is hit, the object is destroyed and can't hit something else.
75                                      // The projectile is destroyed by its tick()-function (in the following tick).
76
77            Pawn* victim = orxonox_cast<Pawn*>(otherObject); //if otherObject isn't a Pawn, then victim is NULL
78
79            WorldEntity* entity = orxonox_cast<WorldEntity*>(this_);
80            assert(entity); //entity must not be null
81
82
83            // if visual effects after destruction cause problems, put this block below the effects code block
84            if (victim)
85            {
86                victim->hit(owner, contactPoint, this_->getDamage(), this_->getHealthDamage(), this_->getShieldDamage());
87                victim->startReloadCountdown();
88            }
89
90            // visual effects for being hit, depending on whether the shield is hit or not
91            if (owner) //if the owner does not exist (anymore?), no effects are displayed.
92            {
93                // damping and explosion effect is only played if the victim is no pawn (see cast above)
94                // or if the victim is a pawn, has no shield left, is still alive and any damage goes to the health
95                if (!victim || (victim && !victim->hasShield() && victim->getHealth() > 0 && (this_->getDamage() > 0 || this_->getHealthDamage() > 0)))
96                {
97                    {
98                        ParticleSpawner* effect = new ParticleSpawner(owner->getCreator());
99                        effect->setPosition(entity->getPosition());
100                        effect->setOrientation(entity->getOrientation());
101                        effect->setDestroyAfterLife(true);
102                        effect->setSource("Orxonox/explosion3");
103                        effect->setLifetime(2.0f);
104                    }
105                        // second effect with same condition
106                    {
107                        ParticleSpawner* effect = new ParticleSpawner(owner->getCreator());
108                        effect->setPosition(entity->getPosition());
109                        effect->setOrientation(entity->getOrientation());
110                        effect->setDestroyAfterLife(true);
111                        effect->setSource("Orxonox/smoke4");
112                        effect->setLifetime(3.0f);
113                    }
114                }
115
116                // victim->isAlive() is not false until the next tick, so getHealth() > 0 is used instead
117                if (victim && victim->hasShield() && (this_->getDamage() > 0 || this_->getShieldDamage() > 0) && victim->getHealth() > 0)
118                {
119                    ParticleSpawner* effect = new ParticleSpawner(owner->getCreator());
120                    effect->setDestroyAfterLife(true);
121                    effect->setSource("Orxonox/Shield");
122                    effect->setLifetime(0.5f);
123                    victim->attach(effect);
124                }
125            }
126
127        }
128        return false;
129    }
130}
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