| 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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| 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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| 54 | this->damage_ = 0.0f; | 
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| 55 | this->healthdamage_ = 0.0f; | 
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| 56 | this->shielddamage_ = 0.0f; | 
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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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| 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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| 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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| 71 | if (otherObject == owner) //prevents you from shooting yourself | 
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| 72 | return false; | 
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| 73 |  | 
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| 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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| 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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| 86 | victim->hit(owner, contactPoint, this_->getDamage(), this_->getHealthDamage(), this_->getShieldDamage()); | 
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| 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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| 91 | if (owner) //if the owner does not exist (anymore?), no effects are displayed. | 
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| 92 | { | 
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| 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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| 96 | { | 
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| 97 | { | 
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| 98 | ParticleSpawner* effect = new ParticleSpawner(owner->getCreator()); | 
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| 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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| 107 | ParticleSpawner* effect = new ParticleSpawner(owner->getCreator()); | 
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| 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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| 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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| 117 | if (victim && victim->hasShield() && (this_->getDamage() > 0 || this_->getShieldDamage() > 0) && victim->getHealth() > 0) | 
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| 118 | { | 
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| 119 | ParticleSpawner* effect = new ParticleSpawner(owner->getCreator()); | 
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| 120 | effect->setDestroyAfterLife(true); | 
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| 121 | effect->setSource("Orxonox/Shield"); | 
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| 122 | effect->setLifetime(0.5f); | 
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| 123 | victim->attach(effect); | 
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| 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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