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source: code/branches/particleEffectsHS15/src/modules/weapons/projectiles/MineProjectile.cc @ 10889

Last change on this file since 10889 was 10889, checked in by fvultier, 8 years ago

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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 MineProjectile.h
31    @brief Implementation of the MineProjectile class.
32*/
33
34#include "MineProjectile.h"
35
36#include "core/CoreIncludes.h"
37#include "graphics/Model.h"
38#include "core/command/Executor.h"
39
40namespace orxonox
41{
42    RegisterClass(MineProjectile);
43
44    MineProjectile::MineProjectile(Context* context) : MovableEntity(context), BasicProjectile()
45    {
46        RegisterObject(MineProjectile);
47
48        this->bActive_ = false;
49        this->maxTimeUntilExplosion_ = 10.0f;
50        this->timeUntilActivation_ = 1.0f;
51
52        rings_ = new MovableEntity(this->getContext());
53        this->attach(rings_);
54        rings_->setPosition(Vector3(0.0,0.0,0.0));
55        rings_->setAngularVelocity(Vector3(0.0,5.0,0.0));
56
57        modelCore_ = new Model(this->getContext());
58        modelCore_->setMeshSource("Mine_Core.mesh");
59        modelCore_->setScale(15.0);
60        this->attach(modelCore_);
61        modelCore_->setPosition(Vector3(0,0,0));
62
63        modelRing1_ = new Model(this->getContext());
64        modelRing1_->setMeshSource("Mine_Ring.mesh");
65        modelRing1_->setScale(15.0);
66        rings_->attach(modelRing1_);
67        modelRing1_->setPosition(Vector3(0,0,0));
68        modelRing1_->yaw(Degree(0));
69
70        modelRing2_ = new Model(this->getContext());
71        modelRing2_->setMeshSource("Mine_Ring.mesh");
72        modelRing2_->setScale(15.0);
73        rings_->attach(modelRing2_);
74        modelRing2_->setPosition(Vector3(0,0,0));
75        modelRing2_->yaw(Degree(180));
76
77        if (GameMode::isMaster())
78        {
79            this->setMass(10.0f);
80            this->setFriction(100.0f);
81            this->enableCollisionCallback();
82            this->setCollisionResponse(false);
83            this->setCollisionType(Dynamic);
84
85            // Create a sphere collision shape and attach it to the projectile.
86            collisionShape_ = new SphereCollisionShape(this->getContext());
87            collisionShape_->setRadius(10.0f);
88            this->attachCollisionShape(collisionShape_);
89
90            // Create a distance trigger and attach it to the projectile.
91            distanceTrigger_ = new DistanceTrigger(this->getContext());
92            this->attach(distanceTrigger_);
93            distanceTrigger_->setPosition(Vector3(0,0,0));
94            distanceTrigger_->setDistance(40.0f);
95            distanceTrigger_->addTarget("Pawn");
96            distanceTrigger_->setStayActive(true);
97        }
98    }
99
100    MineProjectile::~MineProjectile()
101    {
102        /*if (modelCore_ != NULL)
103        {
104            modelCore_->destroy();
105        }*/
106        /*if (distanceTrigger_ != NULL)
107        {
108            distanceTrigger_->destroy();
109        }*/
110    }
111
112    /**
113    @brief
114        TODO
115    */
116    void MineProjectile::setMaxTimeUntilExplosion(float maxTimeUntilExplosion)
117    {
118        if (maxTimeUntilExplosion >= 0)
119        {
120            this->maxTimeUntilExplosion_ = maxTimeUntilExplosion;
121            if (GameMode::isMaster())
122            {
123                this->explodeTimer_.setTimer(this->maxTimeUntilExplosion_, false, createExecutor(createFunctor(&MineProjectile::Explode, this)));
124            }
125        }
126        else
127        {
128            this->maxTimeUntilExplosion_ = 0;
129        }
130    }
131
132    /**
133    @brief
134        TODO
135    */
136    void MineProjectile::setTimeUntilActivation(float timeUntilActivation)
137    {
138        timeUntilActivation_ = timeUntilActivation;
139
140        if (GameMode::isMaster())
141        {
142            this->activationTimer_.setTimer(this->timeUntilActivation_, false, createExecutor(createFunctor(&MineProjectile::Activate, this)));
143        }
144    }
145
146    /**
147    @brief
148        TODO
149    */
150    void MineProjectile::Explode()
151    {
152        orxout() << "MineProjectile::Explode" << endl;
153
154        this->destroyLater();
155
156
157    }
158
159    /**
160    @brief
161        TODO
162    */
163    void MineProjectile::Activate()
164    {
165        orxout() << "MineProjectile::Activate" << endl;
166
167        bActive_ = true;
168    }
169}
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