| 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 |  | 
|---|
| 36 | #include <OgreSceneManager.h> | 
|---|
| 37 | #include <OgreSceneNode.h> | 
|---|
| 38 |  | 
|---|
| 39 | #include "core/CoreIncludes.h" | 
|---|
| 40 | #include "graphics/Model.h" | 
|---|
| 41 | #include "graphics/ParticleSpawner.h" | 
|---|
| 42 | #include "Scene.h" | 
|---|
| 43 | #include "core/command/Executor.h" | 
|---|
| 44 | #include "tools/ParticleInterface.h" | 
|---|
| 45 |  | 
|---|
| 46 | namespace orxonox | 
|---|
| 47 | { | 
|---|
| 48 |     RegisterClass(IceGunProjectile); | 
|---|
| 49 |  | 
|---|
| 50 |     const float IceGunProjectile::particleDestructionDelay_ = 15.0f; | 
|---|
| 51 |  | 
|---|
| 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)); | 
|---|
| 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_); | 
|---|
| 74 |     } | 
|---|
| 75 |  | 
|---|
| 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 |  | 
|---|
| 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)); | 
|---|
| 122 |             freezer->translate(offset, WorldEntity::TransformSpace::World); | 
|---|
| 123 |             // Start the freezing effect. | 
|---|
| 124 |             freezer->startFreezing(); | 
|---|
| 125 |         } | 
|---|
| 126 |  | 
|---|
| 127 |         return bCollision; | 
|---|
| 128 |     } | 
|---|
| 129 | } | 
|---|