| 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 | *      simonmie | 
|---|
| 24 | *   Co-authors: | 
|---|
| 25 | *      ... | 
|---|
| 26 | * | 
|---|
| 27 | */ | 
|---|
| 28 |  | 
|---|
| 29 | /** | 
|---|
| 30 | @file BasicProjectile.h | 
|---|
| 31 | @brief Implementation of the BasicProjectile class. | 
|---|
| 32 | */ | 
|---|
| 33 |  | 
|---|
| 34 | #include "BasicProjectile.h" | 
|---|
| 35 |  | 
|---|
| 36 | #include "core/CoreIncludes.h" | 
|---|
| 37 | #include "core/GameMode.h" | 
|---|
| 38 | #include "core/command/Executor.h" | 
|---|
| 39 |  | 
|---|
| 40 | #include "graphics/ParticleSpawner.h" | 
|---|
| 41 |  | 
|---|
| 42 | namespace orxonox | 
|---|
| 43 | { | 
|---|
| 44 | RegisterClassNoArgs(BasicProjectile); | 
|---|
| 45 |  | 
|---|
| 46 | /** | 
|---|
| 47 | @brief | 
|---|
| 48 | Constructor. Registers the object and initializes some default values. | 
|---|
| 49 | */ | 
|---|
| 50 | BasicProjectile::BasicProjectile() | 
|---|
| 51 | { | 
|---|
| 52 | RegisterObject(BasicProjectile);// Register the BasicProjectile class to the core | 
|---|
| 53 |  | 
|---|
| 54 | this->bDestroy_ = false; | 
|---|
| 55 |  | 
|---|
| 56 | // Default damage must be zero, otherwise it would be above zero if no settings are made in the weaponsettings xml file. | 
|---|
| 57 | // same thing for all weaponmodes files | 
|---|
| 58 | this->damage_ = 0.0f; | 
|---|
| 59 | this->healthdamage_ = 0.0f; | 
|---|
| 60 | this->shielddamage_ = 0.0f; | 
|---|
| 61 | } | 
|---|
| 62 |  | 
|---|
| 63 | BasicProjectile::~BasicProjectile() | 
|---|
| 64 | { | 
|---|
| 65 | } | 
|---|
| 66 |  | 
|---|
| 67 | /** | 
|---|
| 68 | @brief | 
|---|
| 69 | The function called when a projectile hits another thing. | 
|---|
| 70 | Calls the hit-function, starts the reload countdown, displays visual hit effects defined in Pawn. | 
|---|
| 71 | Needs to be called in the collidesAgainst() function by every Class directly inheriting from BasicProjectile. | 
|---|
| 72 | @param otherObject | 
|---|
| 73 | A pointer to the object the Projectile has collided against. | 
|---|
| 74 | @param contactPoint | 
|---|
| 75 | A btManifoldPoint indicating the point of contact/impact. | 
|---|
| 76 | @return | 
|---|
| 77 | Returns true if the collision resulted in a successful hit. | 
|---|
| 78 | @see Pawn.h | 
|---|
| 79 | */ | 
|---|
| 80 | bool BasicProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) | 
|---|
| 81 | { | 
|---|
| 82 | if (!this->bDestroy_ && GameMode::isMaster()) | 
|---|
| 83 | { | 
|---|
| 84 | if (otherObject == this->getShooter()) // Prevents you from shooting yourself | 
|---|
| 85 | return false; | 
|---|
| 86 |  | 
|---|
| 87 | this->bDestroy_ = true; // If something is hit, the object is destroyed and can't hit something else. | 
|---|
| 88 | // The projectile is destroyed by its tick()-function (in the following tick). | 
|---|
| 89 |  | 
|---|
| 90 | Pawn* victim = orxonox_cast<Pawn*>(otherObject); // If otherObject isn't a Pawn, then victim is NULL | 
|---|
| 91 |  | 
|---|
| 92 | WorldEntity* entity = orxonox_cast<WorldEntity*>(this); | 
|---|
| 93 | assert(entity); // The projectile must not be a WorldEntity. | 
|---|
| 94 |  | 
|---|
| 95 | // If visual effects after destruction cause problems, put this block below the effects code block | 
|---|
| 96 | if (victim) | 
|---|
| 97 | { | 
|---|
| 98 | victim->hit(this->getShooter(), contactPoint, cs, this->getDamage(), this->getHealthDamage(), this->getShieldDamage()); | 
|---|
| 99 | victim->startReloadCountdown(); | 
|---|
| 100 | } | 
|---|
| 101 |  | 
|---|
| 102 | // Visual effects for being hit, depending on whether the shield is hit or not | 
|---|
| 103 | if (this->getShooter()) // If the owner does not exist (anymore?), no effects are displayed. | 
|---|
| 104 | { | 
|---|
| 105 | // Damping and explosion effect is only played if the victim is no Pawn (see cast above) | 
|---|
| 106 | // or if the victim is a Pawn, has no shield left, is still alive and any damage goes to the health | 
|---|
| 107 | if (!victim || (victim && !victim->hasShield() && victim->getHealth() > 0.0f && (this->getDamage() > 0.0f || this->getHealthDamage() > 0.0f))) | 
|---|
| 108 | { | 
|---|
| 109 | { | 
|---|
| 110 | ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext()); | 
|---|
| 111 | effect->setPosition(entity->getPosition()); | 
|---|
| 112 | effect->setOrientation(entity->getOrientation()); | 
|---|
| 113 | effect->setDestroyAfterLife(true); | 
|---|
| 114 | effect->setSource("Orxonox/explosion3"); | 
|---|
| 115 | effect->setLifetime(2.0f); | 
|---|
| 116 | } | 
|---|
| 117 | // Second effect with same condition | 
|---|
| 118 | { | 
|---|
| 119 | ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext()); | 
|---|
| 120 | effect->setPosition(entity->getPosition()); | 
|---|
| 121 | effect->setOrientation(entity->getOrientation()); | 
|---|
| 122 | effect->setDestroyAfterLife(true); | 
|---|
| 123 | effect->setSource("Orxonox/smoke4"); | 
|---|
| 124 | effect->setLifetime(3.0f); | 
|---|
| 125 | } | 
|---|
| 126 | } | 
|---|
| 127 |  | 
|---|
| 128 | // victim->isAlive() is not false until the next tick, so getHealth() > 0 is used instead | 
|---|
| 129 | if (victim && victim->hasShield() && (this->getDamage() > 0.0f || this->getShieldDamage() > 0.0f) && victim->getHealth() > 0.0f) | 
|---|
| 130 | { | 
|---|
| 131 | ParticleSpawner* effect = new ParticleSpawner(this->getShooter()->getContext()); | 
|---|
| 132 | effect->setDestroyAfterLife(true); | 
|---|
| 133 | effect->setSource("Orxonox/Shield"); | 
|---|
| 134 | effect->setLifetime(0.5f); | 
|---|
| 135 | victim->attach(effect); | 
|---|
| 136 | } | 
|---|
| 137 | } | 
|---|
| 138 | return true; | 
|---|
| 139 | } | 
|---|
| 140 | return false; | 
|---|
| 141 | } | 
|---|
| 142 |  | 
|---|
| 143 |  | 
|---|
| 144 | /** | 
|---|
| 145 | @brief | 
|---|
| 146 | Check whether the projectile needs to be destroyed and destroys it if so. | 
|---|
| 147 | 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. | 
|---|
| 148 | */ | 
|---|
| 149 | void BasicProjectile::destroyCheck(void) | 
|---|
| 150 | { | 
|---|
| 151 | if(GameMode::isMaster() && this->bDestroy_) | 
|---|
| 152 | this->destroy(); | 
|---|
| 153 | } | 
|---|
| 154 |  | 
|---|
| 155 | /** | 
|---|
| 156 | @brief | 
|---|
| 157 | Destroys the object. | 
|---|
| 158 | */ | 
|---|
| 159 | void BasicProjectile::destroyObject(void) | 
|---|
| 160 | { | 
|---|
| 161 | if(GameMode::isMaster()) | 
|---|
| 162 | this->destroy(); | 
|---|
| 163 | } | 
|---|
| 164 | } | 
|---|