| 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 | /** |
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| 30 | @file BasicProjectile.h |
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| 31 | @brief Implementation of the BasicProjectile class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "BasicProjectile.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "core/GameMode.h" |
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| 38 | #include "core/command/Executor.h" |
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| 39 | |
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| 40 | #include "graphics/ParticleSpawner.h" |
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| 41 | |
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| 42 | namespace orxonox |
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| 43 | { |
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| 44 | /** |
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| 45 | @brief |
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| 46 | Constructor. Registers the object and initializes some default values. |
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| 47 | */ |
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| 48 | BasicProjectile::BasicProjectile() : OrxonoxClass() |
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| 49 | { |
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| 50 | RegisterRootObject(BasicProjectile);// Register the BasicProjectile class to the core |
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| 51 | |
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| 52 | this->bDestroy_ = false; |
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| 53 | |
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| 54 | // 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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| 55 | // same thing for all weaponmodes files |
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| 56 | this->damage_ = 0.0f; |
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| 57 | this->healthdamage_ = 0.0f; |
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| 58 | this->shielddamage_ = 0.0f; |
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| 59 | } |
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| 60 | |
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| 61 | BasicProjectile::~BasicProjectile() |
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| 62 | { |
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| 63 | } |
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| 64 | |
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| 65 | /** |
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| 66 | @brief |
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| 67 | The function called when a projectile hits another thing. |
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| 68 | Calls the hit-function, starts the reload countdown, displays visual hit effects defined in Pawn. |
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| 69 | Needs to be called in the collidesAgainst() function by every Class directly inheriting from BasicProjectile. |
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| 70 | @param otherObject |
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| 71 | A pointer to the object the Projectile has collided against. |
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| 72 | @param contactPoint |
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| 73 | A btManifoldPoint indicating the point of contact/impact. |
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| 74 | @return |
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| 75 | Returns true if the collision resulted in a successful hit. |
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| 76 | @see Pawn.h |
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| 77 | */ |
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| 78 | bool BasicProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint) |
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| 79 | { |
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| 80 | if (!this->bDestroy_ && GameMode::isMaster()) |
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| 81 | { |
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| 82 | if (otherObject == this->getShooter()) // Prevents you from shooting yourself |
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| 83 | return false; |
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| 84 | |
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| 85 | this->bDestroy_ = true; // If something is hit, the object is destroyed and can't hit something else. |
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| 86 | // The projectile is destroyed by its tick()-function (in the following tick). |
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| 87 | |
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| 88 | Pawn* victim = orxonox_cast<Pawn*>(otherObject); // If otherObject isn't a Pawn, then victim is NULL |
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| 89 | |
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| 90 | WorldEntity* entity = orxonox_cast<WorldEntity*>(this); |
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| 91 | assert(entity); // The projectile must not be a WorldEntity. |
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| 92 | |
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| 93 | // If visual effects after destruction cause problems, put this block below the effects code block |
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| 94 | if (victim) |
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| 95 | { |
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| 96 | victim->hit(this->getShooter(), contactPoint, this->getDamage(), this->getHealthDamage(), this->getShieldDamage()); |
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| 97 | victim->startReloadCountdown(); |
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| 98 | } |
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| 99 | |
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| 100 | // Visual effects for being hit, depending on whether the shield is hit or not |
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| 101 | if (this->getShooter()) // If the owner does not exist (anymore?), no effects are displayed. |
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| 102 | { |
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| 103 | // Damping and explosion effect is only played if the victim is no Pawn (see cast above) |
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| 104 | // 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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| 105 | if (!victim || (victim && !victim->hasShield() && victim->getHealth() > 0.0f && (this->getDamage() > 0.0f || this->getHealthDamage() > 0.0f))) |
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| 106 | { |
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| 107 | { |
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| 108 | ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getCreator()); |
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| 109 | effect->setPosition(entity->getPosition()); |
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| 110 | effect->setOrientation(entity->getOrientation()); |
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| 111 | effect->setDestroyAfterLife(true); |
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| 112 | effect->setSource("Orxonox/explosion3"); |
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| 113 | effect->setLifetime(2.0f); |
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| 114 | } |
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| 115 | // Second effect with same condition |
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| 116 | { |
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| 117 | ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getCreator()); |
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| 118 | effect->setPosition(entity->getPosition()); |
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| 119 | effect->setOrientation(entity->getOrientation()); |
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| 120 | effect->setDestroyAfterLife(true); |
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| 121 | effect->setSource("Orxonox/smoke4"); |
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| 122 | effect->setLifetime(3.0f); |
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| 123 | } |
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| 124 | } |
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| 125 | |
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| 126 | // victim->isAlive() is not false until the next tick, so getHealth() > 0 is used instead |
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| 127 | if (victim && victim->hasShield() && (this->getDamage() > 0.0f || this->getShieldDamage() > 0.0f) && victim->getHealth() > 0.0f) |
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| 128 | { |
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| 129 | ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getCreator()); |
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| 130 | effect->setDestroyAfterLife(true); |
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| 131 | effect->setSource("Orxonox/Shield"); |
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| 132 | effect->setLifetime(0.5f); |
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| 133 | victim->attach(effect); |
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| 134 | } |
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| 135 | } |
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| 136 | return true; |
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| 137 | } |
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| 138 | return false; |
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| 139 | } |
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| 140 | |
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| 141 | /** |
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| 142 | @brief |
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| 143 | Check whether the projectile needs to be destroyed and destroys it if so. |
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| 144 | Needs to be called in the tick() by every Class directly inheriting from BasicProjectile, to make sure the projectile is destroyed after it has hit something. |
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| 145 | */ |
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| 146 | void BasicProjectile::destroyCheck(void) |
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| 147 | { |
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| 148 | if(GameMode::isMaster() && this->bDestroy_) |
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| 149 | this->destroy(); |
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| 150 | } |
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| 151 | |
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| 152 | /** |
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| 153 | @brief |
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| 154 | Destroys the object. |
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| 155 | */ |
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| 156 | void BasicProjectile::destroyObject(void) |
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| 157 | { |
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| 158 | if(GameMode::isMaster()) |
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| 159 | this->destroy(); |
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| 160 | } |
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| 161 | } |
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