| [8492] | 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 | *      simonmie | 
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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 | #include "BasicProjectile.h" | 
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|  | 30 |  | 
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|  | 31 | #include "core/CoreIncludes.h" | 
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|  | 32 | #include "core/ConfigValueIncludes.h" | 
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|  | 33 | #include "core/GameMode.h" | 
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|  | 34 | #include "core/command/Executor.h" | 
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|  | 35 | #include "objects/collisionshapes/SphereCollisionShape.h" | 
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|  | 36 | #include "worldentities/pawns/Pawn.h" | 
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|  | 37 | #include "graphics/ParticleSpawner.h" | 
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|  | 38 | #include "core/OrxonoxClass.h" | 
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|  | 39 |  | 
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|  | 40 | namespace orxonox | 
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|  | 41 | { | 
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|  | 42 | /** | 
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|  | 43 | @brief | 
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|  | 44 | Constructor. Registers the object and initializes some default values. | 
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|  | 45 | */ | 
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|  | 46 | BasicProjectile::BasicProjectile() : OrxonoxClass() | 
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|  | 47 | { | 
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|  | 48 | RegisterRootObject(BasicProjectile);// - register the BasicProjectile class to the core | 
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|  | 49 |  | 
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|  | 50 | this->bDestroy_ = false; | 
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|  | 51 |  | 
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| [8550] | 52 | // Default damage must be zero, otherwise it would be above zero if no settings are made in the weaponsettings xml file. | 
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|  | 53 | // same thing for all weaponmodes files | 
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| [8492] | 54 | this->damage_ = 0; | 
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|  | 55 | this->healthdamage_ = 0; | 
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|  | 56 | this->shielddamage_ = 0; | 
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|  | 57 | } | 
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|  | 58 |  | 
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|  | 59 | BasicProjectile::~BasicProjectile() | 
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|  | 60 | { | 
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|  | 61 | } | 
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|  | 62 |  | 
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| [8542] | 63 | /* The function called when a projectile hits another thing. | 
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|  | 64 | * calls the hit-function, starts the reload countdown, displays visual effects | 
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|  | 65 | * hit is defined in src/orxonox/worldentities/pawns/pawn.cc | 
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|  | 66 | */ | 
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| [8492] | 67 | bool BasicProjectile::basicCollidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint, Pawn* owner, BasicProjectile* this_) | 
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|  | 68 | { | 
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|  | 69 | if (!this_->getBDestroy() && GameMode::isMaster()) | 
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|  | 70 | { | 
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| [8542] | 71 | if (otherObject == owner) //prevents you from shooting yourself | 
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| [8492] | 72 | return false; | 
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|  | 73 |  | 
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| [8542] | 74 | this_->setBDestroy(true); // If something is hit, the object is destroyed and can't hit something else. | 
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|  | 75 | // The projectile is destroyed by its tick()-function (in the following tick). | 
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| [8492] | 76 |  | 
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|  | 77 | Pawn* victim = orxonox_cast<Pawn*>(otherObject); //if otherObject isn't a Pawn, then victim is NULL | 
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|  | 78 |  | 
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|  | 79 | WorldEntity* entity = orxonox_cast<WorldEntity*>(this_); | 
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|  | 80 | assert(entity); //entity must not be null | 
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|  | 81 |  | 
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|  | 82 |  | 
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|  | 83 | // if visual effects after destruction cause problems, put this block below the effects code block | 
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|  | 84 | if (victim) | 
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|  | 85 | { | 
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| [8542] | 86 | victim->hit(owner, contactPoint, this_->getDamage(), this_->getHealthDamage(), this_->getShieldDamage()); | 
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| [8492] | 87 | victim->startReloadCountdown(); | 
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|  | 88 | } | 
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|  | 89 |  | 
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|  | 90 | // visual effects for being hit, depending on whether the shield is hit or not | 
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| [8542] | 91 | if (owner) //if the owner does not exist (anymore?), no effects are displayed. | 
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| [8492] | 92 | { | 
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| [8550] | 93 | // damping and explosion effect is only played if the victim is no pawn (see cast above) | 
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|  | 94 | // 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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|  | 95 | if (!victim || (victim && !victim->hasShield() && victim->getHealth() > 0 && (this_->getDamage() > 0 || this_->getHealthDamage() > 0))) | 
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| [8492] | 96 | { | 
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|  | 97 | { | 
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| [8542] | 98 | ParticleSpawner* effect = new ParticleSpawner(owner->getCreator()); | 
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| [8492] | 99 | effect->setPosition(entity->getPosition()); | 
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|  | 100 | effect->setOrientation(entity->getOrientation()); | 
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|  | 101 | effect->setDestroyAfterLife(true); | 
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|  | 102 | effect->setSource("Orxonox/explosion3"); | 
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|  | 103 | effect->setLifetime(2.0f); | 
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|  | 104 | } | 
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|  | 105 | // second effect with same condition | 
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|  | 106 | { | 
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| [8542] | 107 | ParticleSpawner* effect = new ParticleSpawner(owner->getCreator()); | 
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| [8492] | 108 | effect->setPosition(entity->getPosition()); | 
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|  | 109 | effect->setOrientation(entity->getOrientation()); | 
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|  | 110 | effect->setDestroyAfterLife(true); | 
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|  | 111 | effect->setSource("Orxonox/smoke4"); | 
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|  | 112 | effect->setLifetime(3.0f); | 
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|  | 113 | } | 
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|  | 114 | } | 
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| [8542] | 115 |  | 
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|  | 116 | // victim->isAlive() is not false until the next tick, so getHealth() > 0 is used instead | 
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| [8492] | 117 | if (victim && victim->hasShield() && (this_->getDamage() > 0 || this_->getShieldDamage() > 0) && victim->getHealth() > 0) | 
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|  | 118 | { | 
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| [8542] | 119 | ParticleSpawner* effect = new ParticleSpawner(owner->getCreator()); | 
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| [8492] | 120 | effect->setDestroyAfterLife(true); | 
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|  | 121 | effect->setSource("Orxonox/Shield"); | 
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| [8645] | 122 | effect->setLifetime(0.5f); | 
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| [8635] | 123 | victim->attach(effect); | 
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| [8492] | 124 | } | 
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|  | 125 | } | 
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|  | 126 |  | 
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|  | 127 | } | 
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|  | 128 | return false; | 
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|  | 129 | } | 
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|  | 130 | } | 
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