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source: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/BallGun/BallProjectile.cc @ 12254

Last change on this file since 12254 was 12254, checked in by pomselj, 6 years ago

Added Folder BallGun, in it are the BallGun Files, the files are not yet correctly documented, the build DOES compile

File size: 6.4 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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file ParticleProjectile.h
31    @brief Implementation of the ParticleProjectile class.
32*/
33
34#include "BallProjectile.h"
35
36#include <OgreParticleEmitter.h>
37#include "core/CoreIncludes.h"
38#include "tools/ParticleInterface.h"
39#include "Scene.h"
40
41namespace orxonox
42{
43    RegisterClass(BallProjectile);
44
45    BallProjectile::BallProjectile(Context* context) : Projectile(context)
46    {
47        RegisterObject(BallProjectile);
48
49        this->particles_ = nullptr;
50        this->setDestroyAfterCollision(false); //I want the ball to bounce, not to be destroyed
51
52        //setEffect("Orxonox/sparks2");
53    }
54
55    BallProjectile::~BallProjectile()
56    {
57        if (this->isInitialized() && this->particles_)
58        {
59            this->detachOgreObject(this->particles_->getParticleSystem());
60            delete this->particles_;
61        }
62    }
63
64    void BallProjectile::Bounce(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) {
65
66        Vector3 velocity = this->getVelocity();
67        Vector3 positionOtherObject = otherObject->getPosition();
68        Vector3 contactPosition = this->getPosition();
69
70        if (positionOtherObject.y < 0) {
71            this->destroy();
72        }
73        else {
74            int distance_X = positionOtherObject.x - contactPosition.x;
75
76            if (distance_X < 0)
77                distance_X = -distance_X;
78
79            int distance_Y = positionOtherObject.y - contactPosition.y;   
80
81            if (distance_Y < 0)
82                distance_Y = -distance_Y;
83
84            if (distance_X < distance_Y)
85                velocity.x = -velocity.x;
86            if (distance_Y < distance_X)
87                velocity.y = -velocity.y;
88            else {
89                velocity.x = -velocity.x;
90                velocity.y = -velocity.y;
91            }
92        }
93    }
94
95
96/**
97    @brief
98        The function called when a projectile hits another thing.
99        Calls the hit-function, starts the shield recharge countdown, displays visual hit effects defined in Pawn.
100        Needs to be called in the collidesAgainst() function by every Class directly inheriting from BasicProjectile.
101    @param otherObject
102        A pointer to the object the Projectile has collided against.
103    @param contactPoint
104        A btManifoldPoint indicating the point of contact/impact.
105    @param cs
106        The btCollisionShape of the other object
107    @return
108        Returns true if the collision resulted in a successful hit.
109    @see Pawn.h
110    */
111
112
113    bool BallProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs)
114    {
115        if (GameMode::isMaster())
116        {
117
118            Pawn* victim = orxonox_cast<Pawn*>(otherObject); // If otherObject isn't a Pawn, then victim is nullptr
119
120            WorldEntity* entity = orxonox_cast<WorldEntity*>(this);
121            assert(entity); // The projectile must not be a WorldEntity.
122
123            // If visual effects after destruction cause problems, put this block below the effects code block
124            if (victim)
125            {
126                victim->hit(this->getShooter(), contactPoint, cs, this->getDamage(), this->getHealthDamage(), this->getShieldDamage());
127                victim->startShieldRechargeCountdown();
128            }
129
130            // Visual effects for being hit, depending on whether the shield is hit or not
131            if (this->getShooter()) // If the owner does not exist (anymore?), no effects are displayed.
132            {
133                // Damping and explosion effect is only played if the victim is no Pawn (see cast above)
134                // or if the victim is a Pawn, has no shield left, is still alive and any damage goes to the health
135                if (!victim || (victim && !victim->hasShield() && victim->getHealth() > 0.0f && (this->getDamage() > 0.0f || this->getHealthDamage() > 0.0f)))
136                {
137                    {
138                        ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext());
139                        effect->setPosition(entity->getPosition());
140                        effect->setOrientation(entity->getOrientation());
141                        effect->setDestroyAfterLife(true);
142                        effect->setSource("Orxonox/explosion3");
143                        effect->setLifetime(2.0f);
144                    }
145                    // Second effect with same condition
146                    {
147                        ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext());
148                        effect->setPosition(entity->getPosition());
149                        effect->setOrientation(entity->getOrientation());
150                        effect->setDestroyAfterLife(true);
151                        effect->setSource("Orxonox/smoke4");
152                        effect->setLifetime(3.0f);
153                    }
154                }
155
156                // victim->isAlive() is not false until the next tick, so getHealth() > 0 is used instead
157                if (victim && victim->hasShield() && (this->getDamage() > 0.0f || this->getShieldDamage() > 0.0f) && victim->getHealth() > 0.0f)
158                {
159                    ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext());
160                    effect->setDestroyAfterLife(true);
161                    effect->setSource("Orxonox/Shield");
162                    effect->setLifetime(0.5f);
163                    victim->attach(effect);
164                }
165            }
166
167            Bounce(otherObject, contactPoint, cs);
168
169            return true;
170        }
171        return false;
172    }
173}
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