| 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 JumpProjectile.cc | 
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| 31 |     @brief projectiles are created by the gametype if the figure shoots. All projectiles check every tick, whether they hit an enemy. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "JumpProjectile.h" | 
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| 35 |  | 
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| 36 | #include "core/CoreIncludes.h" | 
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| 37 | #include "core/XMLPort.h" | 
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| 38 | #include "JumpFigure.h" | 
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| 39 | #include "JumpEnemy.h" | 
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| 40 |  | 
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| 41 | namespace orxonox | 
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| 42 | { | 
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| 43 |     RegisterClass(JumpProjectile); | 
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| 44 |  | 
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| 45 |     JumpProjectile::JumpProjectile(Context* context) : MovableEntity(context) | 
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| 46 |     { | 
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| 47 |         RegisterObject(JumpProjectile); | 
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| 48 |  | 
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| 49 |         figure_ = 0; | 
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| 50 |         setPosition(Vector3(0,0,0)); | 
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| 51 |         setVelocity(Vector3(0,0,250.0)); | 
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| 52 |         setAcceleration(Vector3(0,0,0)); | 
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| 53 |     } | 
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| 54 |  | 
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| 55 |     JumpProjectile::~JumpProjectile() | 
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| 56 |     { | 
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| 57 |  | 
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| 58 |     } | 
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| 59 |  | 
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| 60 |     void JumpProjectile::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 61 |     { | 
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| 62 |         SUPER(JumpProjectile, XMLPort, xmlelement, mode); | 
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| 63 |     } | 
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| 64 |  | 
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| 65 |     void JumpProjectile::tick(float dt) | 
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| 66 |     { | 
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| 67 |         SUPER(JumpProjectile, tick, dt); | 
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| 68 |  | 
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| 69 |         Vector3 projectilePosition = getPosition(); | 
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| 70 |  | 
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| 71 |         for (ObjectList<JumpEnemy>::iterator it = ObjectList<JumpEnemy>::begin(); it != ObjectList<JumpEnemy>::end(); ++it) | 
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| 72 |         { | 
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| 73 |             Vector3 enemyPosition = it->getPosition(); | 
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| 74 |             float enemyWidth = it->getWidth(); | 
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| 75 |             float enemyHeight = it->getHeight(); | 
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| 76 |  | 
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| 77 |             if(projectilePosition.x > enemyPosition.x-enemyWidth && projectilePosition.x < enemyPosition.x+enemyWidth && projectilePosition.z > enemyPosition.z-enemyHeight && projectilePosition.z < enemyPosition.z+enemyHeight) | 
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| 78 |             { | 
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| 79 |                 it->dead_ = true; | 
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| 80 |             } | 
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| 81 |         } | 
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| 82 |     } | 
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| 83 |  | 
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| 84 |     void JumpProjectile::setFigure(WeakPtr<JumpFigure> figure) | 
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| 85 |     { | 
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| 86 |         figure_ = figure; | 
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| 87 |     } | 
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| 88 | } | 
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