| [12254] | 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 |  *      Fabian 'x3n' Landau | 
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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 ParticleProjectile.h | 
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 | 31 |     @brief Implementation of the ParticleProjectile class. | 
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 | 32 | */ | 
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 | 33 |  | 
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 | 34 | #include "BallProjectile.h" | 
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 | 35 |  | 
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 | 36 | #include <OgreParticleEmitter.h> | 
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 | 37 | #include "core/CoreIncludes.h" | 
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 | 38 | #include "tools/ParticleInterface.h" | 
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 | 39 | #include "Scene.h" | 
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 | 40 |  | 
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 | 41 | namespace orxonox | 
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 | 42 | { | 
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 | 43 |     RegisterClass(BallProjectile); | 
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 | 44 |  | 
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 | 45 |     BallProjectile::BallProjectile(Context* context) : Projectile(context) | 
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 | 46 |     { | 
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 | 47 |         RegisterObject(BallProjectile); | 
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 | 48 |  | 
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 | 49 |         this->particles_ = nullptr; | 
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 | 50 |         this->setDestroyAfterCollision(false); //I want the ball to bounce, not to be destroyed | 
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 | 51 |  | 
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 | 52 |         //setEffect("Orxonox/sparks2"); | 
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 | 53 |     } | 
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 | 54 |  | 
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 | 55 |     BallProjectile::~BallProjectile() | 
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 | 56 |     { | 
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 | 57 |         if (this->isInitialized() && this->particles_) | 
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 | 58 |         { | 
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 | 59 |             this->detachOgreObject(this->particles_->getParticleSystem()); | 
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 | 60 |             delete this->particles_; | 
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 | 61 |         } | 
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 | 62 |     } | 
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 | 63 |  | 
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 | 64 |     void BallProjectile::Bounce(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) { | 
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 | 65 |  | 
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 | 66 |         Vector3 velocity = this->getVelocity(); | 
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 | 67 |         Vector3 positionOtherObject = otherObject->getPosition(); | 
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 | 68 |         Vector3 contactPosition = this->getPosition(); | 
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 | 69 |  | 
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 | 70 |         if (positionOtherObject.y < 0) { | 
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 | 71 |             this->destroy(); | 
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 | 72 |         } | 
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 | 73 |         else { | 
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 | 74 |             int distance_X = positionOtherObject.x - contactPosition.x; | 
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 | 75 |  | 
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 | 76 |             if (distance_X < 0) | 
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 | 77 |                 distance_X = -distance_X; | 
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 | 78 |  | 
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 | 79 |             int distance_Y = positionOtherObject.y - contactPosition.y;     | 
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 | 80 |  | 
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 | 81 |             if (distance_Y < 0) | 
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 | 82 |                 distance_Y = -distance_Y; | 
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 | 83 |  | 
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 | 84 |             if (distance_X < distance_Y) | 
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 | 85 |                 velocity.x = -velocity.x; | 
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 | 86 |             if (distance_Y < distance_X) | 
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 | 87 |                 velocity.y = -velocity.y; | 
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 | 88 |             else { | 
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 | 89 |                 velocity.x = -velocity.x; | 
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 | 90 |                 velocity.y = -velocity.y; | 
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 | 91 |             } | 
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 | 92 |         } | 
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 | 93 |     } | 
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 | 94 |  | 
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 | 95 |  | 
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 | 96 | /** | 
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 | 97 |     @brief | 
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 | 98 |         The function called when a projectile hits another thing. | 
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 | 99 |         Calls the hit-function, starts the shield recharge countdown, displays visual hit effects defined in Pawn. | 
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 | 100 |         Needs to be called in the collidesAgainst() function by every Class directly inheriting from BasicProjectile. | 
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 | 101 |     @param otherObject | 
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 | 102 |         A pointer to the object the Projectile has collided against. | 
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 | 103 |     @param contactPoint | 
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 | 104 |         A btManifoldPoint indicating the point of contact/impact. | 
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 | 105 |     @param cs | 
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 | 106 |         The btCollisionShape of the other object | 
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 | 107 |     @return | 
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 | 108 |         Returns true if the collision resulted in a successful hit. | 
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 | 109 |     @see Pawn.h | 
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 | 110 |     */ | 
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 | 111 |  | 
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 | 112 |  | 
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 | 113 |     bool BallProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) | 
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 | 114 |     { | 
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 | 115 |         if (GameMode::isMaster()) | 
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 | 116 |         { | 
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 | 117 |  | 
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 | 118 |             Pawn* victim = orxonox_cast<Pawn*>(otherObject); // If otherObject isn't a Pawn, then victim is nullptr | 
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 | 119 |  | 
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 | 120 |             WorldEntity* entity = orxonox_cast<WorldEntity*>(this); | 
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 | 121 |             assert(entity); // The projectile must not be a WorldEntity. | 
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 | 122 |  | 
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 | 123 |             // If visual effects after destruction cause problems, put this block below the effects code block | 
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 | 124 |             if (victim) | 
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 | 125 |             { | 
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 | 126 |                 victim->hit(this->getShooter(), contactPoint, cs, this->getDamage(), this->getHealthDamage(), this->getShieldDamage()); | 
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 | 127 |                 victim->startShieldRechargeCountdown(); | 
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 | 128 |             } | 
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 | 129 |  | 
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 | 130 |             // Visual effects for being hit, depending on whether the shield is hit or not | 
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 | 131 |             if (this->getShooter()) // If the owner does not exist (anymore?), no effects are displayed. | 
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 | 132 |             { | 
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 | 133 |                 // Damping and explosion effect is only played if the victim is no Pawn (see cast above) | 
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 | 134 |                 // or if the victim is a Pawn, has no shield left, is still alive and any damage goes to the health | 
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 | 135 |                 if (!victim || (victim && !victim->hasShield() && victim->getHealth() > 0.0f && (this->getDamage() > 0.0f || this->getHealthDamage() > 0.0f))) | 
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 | 136 |                 { | 
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 | 137 |                     { | 
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 | 138 |                         ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext()); | 
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 | 139 |                         effect->setPosition(entity->getPosition()); | 
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 | 140 |                         effect->setOrientation(entity->getOrientation()); | 
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 | 141 |                         effect->setDestroyAfterLife(true); | 
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 | 142 |                         effect->setSource("Orxonox/explosion3"); | 
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 | 143 |                         effect->setLifetime(2.0f); | 
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 | 144 |                     } | 
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 | 145 |                     // Second effect with same condition | 
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 | 146 |                     { | 
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 | 147 |                         ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext()); | 
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 | 148 |                         effect->setPosition(entity->getPosition()); | 
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 | 149 |                         effect->setOrientation(entity->getOrientation()); | 
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 | 150 |                         effect->setDestroyAfterLife(true); | 
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 | 151 |                         effect->setSource("Orxonox/smoke4"); | 
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 | 152 |                         effect->setLifetime(3.0f); | 
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 | 153 |                     } | 
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 | 154 |                 } | 
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 | 155 |  | 
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 | 156 |                 // victim->isAlive() is not false until the next tick, so getHealth() > 0 is used instead | 
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 | 157 |                 if (victim && victim->hasShield() && (this->getDamage() > 0.0f || this->getShieldDamage() > 0.0f) && victim->getHealth() > 0.0f) | 
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 | 158 |                 { | 
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 | 159 |                     ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext()); | 
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 | 160 |                     effect->setDestroyAfterLife(true); | 
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 | 161 |                     effect->setSource("Orxonox/Shield"); | 
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 | 162 |                     effect->setLifetime(0.5f); | 
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 | 163 |                     victim->attach(effect); | 
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 | 164 |                 } | 
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 | 165 |             } | 
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 | 166 |  | 
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 | 167 |             Bounce(otherObject, contactPoint, cs); | 
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 | 168 |  | 
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 | 169 |             return true; | 
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 | 170 |         } | 
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 | 171 |         return false; | 
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 | 172 |     } | 
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 | 173 | } | 
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