| 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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