[10629] | 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 | * Fabien Vultier |
---|
| 24 | * Co-authors: |
---|
| 25 | * ... |
---|
| 26 | * |
---|
| 27 | */ |
---|
| 28 | |
---|
| 29 | /** |
---|
| 30 | @file IceGunProjectile.cc |
---|
| 31 | @brief Implementation of the IceGunProjectile class. |
---|
| 32 | */ |
---|
| 33 | |
---|
| 34 | #include "IceGunProjectile.h" |
---|
| 35 | |
---|
[11052] | 36 | #include <OgreSceneManager.h> |
---|
| 37 | #include <OgreSceneNode.h> |
---|
| 38 | |
---|
[10629] | 39 | #include "core/CoreIncludes.h" |
---|
| 40 | #include "graphics/Model.h" |
---|
[11052] | 41 | #include "graphics/ParticleSpawner.h" |
---|
| 42 | #include "Scene.h" |
---|
| 43 | #include "core/command/Executor.h" |
---|
| 44 | #include "tools/ParticleInterface.h" |
---|
[10629] | 45 | |
---|
| 46 | namespace orxonox |
---|
| 47 | { |
---|
| 48 | RegisterClass(IceGunProjectile); |
---|
| 49 | |
---|
[11052] | 50 | const float IceGunProjectile::particleDestructionDelay_ = 15.0f; |
---|
| 51 | |
---|
[10629] | 52 | IceGunProjectile::IceGunProjectile(Context* context) : Projectile(context) |
---|
| 53 | { |
---|
| 54 | RegisterObject(IceGunProjectile); |
---|
| 55 | |
---|
| 56 | this->setCollisionShapeRadius(8.0f); |
---|
| 57 | |
---|
| 58 | this->setFreezeTime(3.0); |
---|
| 59 | this->setFreezeFactor(0.5); |
---|
| 60 | |
---|
| 61 | Model* model = new Model(this->getContext()); |
---|
| 62 | model->setMeshSource("IceBolt.mesh"); |
---|
| 63 | model->setScale(15.0); |
---|
| 64 | this->attach(model); |
---|
| 65 | model->setPosition(Vector3(0,0,0)); |
---|
[11052] | 66 | |
---|
| 67 | // Add effect. |
---|
| 68 | spawner_ = new ParticleSpawner(this->getContext()); |
---|
| 69 | this->attach(spawner_); |
---|
| 70 | spawner_->setOrientation(this->getOrientation()); |
---|
| 71 | spawner_->setSource("Orxonox/ice"); |
---|
| 72 | spawner_->setDeleteWithParent(false); |
---|
| 73 | spawner_->setDestroydelay(particleDestructionDelay_); |
---|
[10629] | 74 | } |
---|
| 75 | |
---|
[11052] | 76 | IceGunProjectile::~IceGunProjectile() |
---|
| 77 | { |
---|
| 78 | if (this->isInitialized()) |
---|
| 79 | { |
---|
| 80 | const Vector3& pos = spawner_->getWorldPosition(); |
---|
| 81 | const Quaternion& rot = spawner_->getWorldOrientation(); |
---|
| 82 | this->detach(spawner_); |
---|
| 83 | spawner_->setPosition(pos); |
---|
| 84 | spawner_->setOrientation(rot); |
---|
| 85 | this->getScene()->getRootSceneNode()->addChild(const_cast<Ogre::SceneNode*>(spawner_->getNode())); |
---|
| 86 | this->spawner_->stop(true); |
---|
| 87 | } |
---|
| 88 | } |
---|
| 89 | |
---|
[10629] | 90 | /** |
---|
| 91 | @brief |
---|
| 92 | Sets the freeze time variable to the passed value. |
---|
| 93 | */ |
---|
| 94 | void IceGunProjectile::setFreezeTime(float freezeTime) |
---|
| 95 | { |
---|
| 96 | freezeTime_ = freezeTime; |
---|
| 97 | } |
---|
| 98 | |
---|
| 99 | /** |
---|
| 100 | @brief |
---|
| 101 | Sets the freeze factor variable to the passed value. |
---|
| 102 | */ |
---|
| 103 | void IceGunProjectile::setFreezeFactor(float freezeFactor) |
---|
| 104 | { |
---|
| 105 | freezeFactor_ = freezeFactor; |
---|
| 106 | } |
---|
| 107 | |
---|
| 108 | bool IceGunProjectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) |
---|
| 109 | { |
---|
| 110 | bool bCollision = Projectile::collidesAgainst(otherObject, cs, contactPoint); |
---|
| 111 | |
---|
| 112 | if (bCollision) |
---|
| 113 | { |
---|
| 114 | // If there was a collision, attach a IceGunFreezer to the hit object. |
---|
| 115 | IceGunFreezer* freezer = new IceGunFreezer(this->getContext()); |
---|
| 116 | freezer->setFreezeTime(freezeTime_); |
---|
| 117 | freezer->setFreezeFactor(freezeFactor_); |
---|
| 118 | otherObject->attach(freezer); |
---|
| 119 | |
---|
| 120 | Vector3 offset = this->getWorldPosition() - otherObject->getWorldPosition(); |
---|
| 121 | freezer->setPosition(Vector3(0,0,0)); |
---|
[11071] | 122 | freezer->translate(offset, WorldEntity::TransformSpace::World); |
---|
[10629] | 123 | // Start the freezing effect. |
---|
| 124 | freezer->startFreezing(); |
---|
| 125 | } |
---|
| 126 | |
---|
| 127 | return bCollision; |
---|
| 128 | } |
---|
| 129 | } |
---|