[11108] | 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 | * Fabien Vultier |
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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 FlameGunProjectile.h |
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| 31 | @brief Implementation of the FlameGunProjectile class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "FlameGunProjectile.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "core/command/Executor.h" |
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| 38 | #include "util/Convert.h" |
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| 39 | #include "util/Math.h" |
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| 40 | |
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| 41 | namespace orxonox |
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| 42 | { |
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| 43 | RegisterClass(FlameGunProjectile); |
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| 44 | |
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| 45 | FlameGunProjectile::FlameGunProjectile(Context* context) : ParticleProjectile(context) |
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| 46 | { |
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| 47 | RegisterObject(FlameGunProjectile); |
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| 48 | |
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| 49 | this->lifetime_ = 1.0f; |
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| 50 | this->spread_ = 0.1f; |
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| 51 | |
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| 52 | setDestroyAfterCollision(false); |
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| 53 | setEffect("Orxonox/fire3"); |
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| 54 | } |
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| 55 | |
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| 56 | void FlameGunProjectile::setLifetime(float lifetime) |
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| 57 | { |
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| 58 | if (lifetime >= 0.0) |
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| 59 | { |
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| 60 | this->lifetime_ = lifetime; |
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| 61 | this->flameTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&FlameGunProjectile::destroy, this))); |
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| 62 | } |
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| 63 | else |
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| 64 | { |
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| 65 | this->lifetime_ = 0.0; |
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| 66 | } |
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| 67 | } |
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| 68 | |
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| 69 | void FlameGunProjectile::setSpread(float spread) |
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| 70 | { |
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| 71 | spread_ = spread; |
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| 72 | } |
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| 73 | |
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| 74 | bool FlameGunProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) |
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| 75 | { |
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| 76 | bool result = ParticleProjectile::processCollision(otherObject, contactPoint, cs); |
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| 77 | |
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| 78 | // Every projectile can only deal damage once. |
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| 79 | setDamage(0.0); |
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| 80 | setHealthDamage(0.0); |
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| 81 | setShieldDamage(0.0); |
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| 82 | |
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| 83 | return result; |
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| 84 | } |
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| 85 | } |
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