| 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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