/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * simonmie * */ /** @file Projectile.h @brief Implementation of the Projectile class. */ #include "Projectile.h" #include "core/config/ConfigValueIncludes.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/command/Executor.h" #include "worldentities/pawns/Pawn.h" namespace orxonox { RegisterClass(Projectile); Projectile::Projectile(Context* context) : MovableEntity(context), BasicProjectile() { RegisterObject(Projectile); this->setConfigValues(); // Get notification about collisions if (GameMode::isMaster()) { this->setMass(1.0f); this->enableCollisionCallback(); this->setCollisionResponse(false); this->setCollisionType(Dynamic); // Create a sphere collision shape and attach it to the projectile. collisionShape_ = new SphereCollisionShape(this->getContext()); setCollisionShapeRadius(20.0f); this->attachCollisionShape(collisionShape_); this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&BasicProjectile::destroyObject, this))); } } Projectile::~Projectile() { } void Projectile::setConfigValues() { SetConfigValue(lifetime_, 4.0f).description("The time in seconds a projectile stays alive"); } void Projectile::tick(float dt) { SUPER(Projectile, tick, dt); if (!this->isActive()) return; this->destroyCheck(); } bool Projectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) { return this->processCollision(otherObject, contactPoint, cs); } void Projectile::setCollisionShapeRadius(float radius) { if (collisionShape_ != NULL && radius > 0) { collisionShape_->setRadius(radius); } } }