| 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 IceGunProjectile.cc | 
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| 31 | @brief Implementation of the IceGunProjectile class. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "IceGunProjectile.h" | 
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| 35 |  | 
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| 36 | #include <OgreSceneManager.h> | 
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| 37 | #include <OgreSceneNode.h> | 
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| 38 |  | 
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| 39 | #include "core/CoreIncludes.h" | 
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| 40 | #include "graphics/Model.h" | 
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| 41 | #include "graphics/ParticleSpawner.h" | 
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| 42 | #include "Scene.h" | 
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| 43 | #include "core/command/Executor.h" | 
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| 44 | #include "tools/ParticleInterface.h" | 
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| 45 |  | 
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| 46 | namespace orxonox | 
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| 47 | { | 
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| 48 | RegisterClass(IceGunProjectile); | 
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| 49 |  | 
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| 50 | const float IceGunProjectile::particleDestructionDelay_ = 15.0f; | 
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| 51 |  | 
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| 52 | IceGunProjectile::IceGunProjectile(Context* context) : Projectile(context) | 
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| 53 | { | 
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| 54 | RegisterObject(IceGunProjectile); | 
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| 55 |  | 
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| 56 | this->setCollisionShapeRadius(8.0f); | 
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| 57 |  | 
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| 58 | this->setFreezeTime(3.0); | 
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| 59 | this->setFreezeFactor(0.5); | 
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| 60 |  | 
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| 61 | Model* model = new Model(this->getContext()); | 
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| 62 | model->setMeshSource("IceBolt.mesh"); | 
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| 63 | model->setScale(15.0); | 
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| 64 | this->attach(model); | 
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| 65 | model->setPosition(Vector3(0,0,0)); | 
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| 66 |  | 
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| 67 | // Add effect. | 
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| 68 | spawner_ = new ParticleSpawner(this->getContext()); | 
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| 69 | this->attach(spawner_); | 
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| 70 | spawner_->setOrientation(this->getOrientation()); | 
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| 71 | spawner_->setSource("Orxonox/ice"); | 
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| 72 | spawner_->setDeleteWithParent(false); | 
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| 73 | spawner_->setDestroydelay(particleDestructionDelay_); | 
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| 74 | } | 
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| 75 |  | 
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| 76 | IceGunProjectile::~IceGunProjectile() | 
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| 77 | { | 
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| 78 | if (this->isInitialized()) | 
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| 79 | { | 
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| 80 | const Vector3& pos = spawner_->getWorldPosition(); | 
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| 81 | const Quaternion& rot = spawner_->getWorldOrientation(); | 
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| 82 | this->detach(spawner_); | 
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| 83 | spawner_->setPosition(pos); | 
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| 84 | spawner_->setOrientation(rot); | 
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| 85 | this->getScene()->getRootSceneNode()->addChild(const_cast<Ogre::SceneNode*>(spawner_->getNode())); | 
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| 86 | this->spawner_->stop(true); | 
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| 87 | } | 
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| 88 | } | 
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| 89 |  | 
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| 90 | /** | 
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| 91 | @brief | 
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| 92 | Sets the freeze time variable to the passed value. | 
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| 93 | */ | 
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| 94 | void IceGunProjectile::setFreezeTime(float freezeTime) | 
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| 95 | { | 
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| 96 | freezeTime_ = freezeTime; | 
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| 97 | } | 
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| 98 |  | 
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| 99 | /** | 
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| 100 | @brief | 
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| 101 | Sets the freeze factor variable to the passed value. | 
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| 102 | */ | 
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| 103 | void IceGunProjectile::setFreezeFactor(float freezeFactor) | 
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| 104 | { | 
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| 105 | freezeFactor_ = freezeFactor; | 
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| 106 | } | 
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| 107 |  | 
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| 108 | bool IceGunProjectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) | 
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| 109 | { | 
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| 110 | bool bCollision = Projectile::collidesAgainst(otherObject, cs, contactPoint); | 
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| 111 |  | 
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| 112 | if (bCollision) | 
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| 113 | { | 
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| 114 | // If there was a collision, attach a IceGunFreezer to the hit object. | 
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| 115 | IceGunFreezer* freezer = new IceGunFreezer(this->getContext()); | 
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| 116 | freezer->setFreezeTime(freezeTime_); | 
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| 117 | freezer->setFreezeFactor(freezeFactor_); | 
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| 118 | otherObject->attach(freezer); | 
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| 119 |  | 
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| 120 | Vector3 offset = this->getWorldPosition() - otherObject->getWorldPosition(); | 
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| 121 | freezer->setPosition(Vector3(0,0,0)); | 
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| 122 | freezer->translate(offset, WorldEntity::TransformSpace::World); | 
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| 123 | // Start the freezing effect. | 
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| 124 | freezer->startFreezing(); | 
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| 125 | } | 
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| 126 |  | 
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| 127 | return bCollision; | 
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| 128 | } | 
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| 129 | } | 
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