[10629] | 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 IceGunProjectile.cc |
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| 31 | @brief Implementation of the IceGunProjectile class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "IceGunProjectile.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "graphics/Model.h" |
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| 38 | |
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| 39 | namespace orxonox |
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| 40 | { |
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| 41 | RegisterClass(IceGunProjectile); |
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| 42 | |
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| 43 | IceGunProjectile::IceGunProjectile(Context* context) : Projectile(context) |
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| 44 | { |
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| 45 | RegisterObject(IceGunProjectile); |
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| 46 | |
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| 47 | this->setCollisionShapeRadius(8.0f); |
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| 48 | |
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| 49 | this->setFreezeTime(3.0); |
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| 50 | this->setFreezeFactor(0.5); |
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| 51 | |
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| 52 | Model* model = new Model(this->getContext()); |
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| 53 | model->setMeshSource("IceBolt.mesh"); |
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| 54 | model->setScale(15.0); |
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| 55 | this->attach(model); |
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| 56 | model->setPosition(Vector3(0,0,0)); |
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| 57 | } |
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| 58 | |
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| 59 | /** |
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| 60 | @brief |
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| 61 | Sets the freeze time variable to the passed value. |
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| 62 | */ |
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| 63 | void IceGunProjectile::setFreezeTime(float freezeTime) |
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| 64 | { |
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| 65 | freezeTime_ = freezeTime; |
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| 66 | } |
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| 67 | |
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| 68 | /** |
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| 69 | @brief |
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| 70 | Sets the freeze factor variable to the passed value. |
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| 71 | */ |
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| 72 | void IceGunProjectile::setFreezeFactor(float freezeFactor) |
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| 73 | { |
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| 74 | freezeFactor_ = freezeFactor; |
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| 75 | } |
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| 76 | |
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| 77 | bool IceGunProjectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) |
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| 78 | { |
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| 79 | bool bCollision = Projectile::collidesAgainst(otherObject, cs, contactPoint); |
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| 80 | |
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| 81 | if (bCollision) |
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| 82 | { |
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| 83 | // If there was a collision, attach a IceGunFreezer to the hit object. |
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| 84 | IceGunFreezer* freezer = new IceGunFreezer(this->getContext()); |
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| 85 | freezer->setFreezeTime(freezeTime_); |
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| 86 | freezer->setFreezeFactor(freezeFactor_); |
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| 87 | otherObject->attach(freezer); |
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| 88 | |
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| 89 | Vector3 offset = this->getWorldPosition() - otherObject->getWorldPosition(); |
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| 90 | freezer->setPosition(Vector3(0,0,0)); |
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| 91 | freezer->translate(offset, WorldEntity::World); |
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| 92 | // Start the freezing effect. |
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| 93 | freezer->startFreezing(); |
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| 94 | } |
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| 95 | |
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| 96 | return bCollision; |
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| 97 | } |
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| 98 | } |
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