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