| [10629] | 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 |  *      Fabien Vultier | 
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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 IceGunProjectile.cc | 
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 | 31 |     @brief Implementation of the IceGunProjectile class. | 
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 | 32 | */ | 
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 | 33 |  | 
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 | 34 | #include "IceGunProjectile.h" | 
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 | 35 |  | 
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| [11052] | 36 | #include <OgreSceneManager.h> | 
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 | 37 | #include <OgreSceneNode.h> | 
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 | 38 |  | 
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| [10629] | 39 | #include "core/CoreIncludes.h" | 
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 | 40 | #include "graphics/Model.h" | 
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| [11052] | 41 | #include "graphics/ParticleSpawner.h" | 
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 | 42 | #include "Scene.h" | 
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 | 43 | #include "core/command/Executor.h" | 
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 | 44 | #include "tools/ParticleInterface.h" | 
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| [10629] | 45 |  | 
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 | 46 | namespace orxonox | 
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 | 47 | { | 
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 | 48 |     RegisterClass(IceGunProjectile); | 
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 | 49 |  | 
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| [11052] | 50 |     const float IceGunProjectile::particleDestructionDelay_ = 15.0f; | 
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 | 51 |  | 
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| [10629] | 52 |     IceGunProjectile::IceGunProjectile(Context* context) : Projectile(context) | 
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 | 53 |     { | 
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 | 54 |         RegisterObject(IceGunProjectile); | 
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 | 55 |  | 
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 | 56 |         this->setCollisionShapeRadius(8.0f); | 
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 | 57 |  | 
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 | 58 |         this->setFreezeTime(3.0); | 
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 | 59 |         this->setFreezeFactor(0.5); | 
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 | 60 |  | 
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 | 61 |         Model* model = new Model(this->getContext()); | 
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 | 62 |         model->setMeshSource("IceBolt.mesh"); | 
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 | 63 |         model->setScale(15.0); | 
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 | 64 |         this->attach(model); | 
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 | 65 |         model->setPosition(Vector3(0,0,0)); | 
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| [11052] | 66 |  | 
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 | 67 |         // Add effect. | 
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 | 68 |         spawner_ = new ParticleSpawner(this->getContext()); | 
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 | 69 |         this->attach(spawner_); | 
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 | 70 |         spawner_->setOrientation(this->getOrientation()); | 
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 | 71 |         spawner_->setSource("Orxonox/ice"); | 
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 | 72 |         spawner_->setDeleteWithParent(false); | 
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 | 73 |         spawner_->setDestroydelay(particleDestructionDelay_); | 
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| [10629] | 74 |     } | 
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 | 75 |  | 
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| [11052] | 76 |     IceGunProjectile::~IceGunProjectile() | 
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 | 77 |     { | 
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 | 78 |         if (this->isInitialized()) | 
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 | 79 |         { | 
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 | 80 |             const Vector3& pos = spawner_->getWorldPosition(); | 
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 | 81 |             const Quaternion& rot = spawner_->getWorldOrientation(); | 
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 | 82 |             this->detach(spawner_); | 
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 | 83 |             spawner_->setPosition(pos); | 
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 | 84 |             spawner_->setOrientation(rot); | 
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 | 85 |             this->getScene()->getRootSceneNode()->addChild(const_cast<Ogre::SceneNode*>(spawner_->getNode())); | 
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 | 86 |             this->spawner_->stop(true); | 
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 | 87 |         } | 
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 | 88 |     } | 
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 | 89 |  | 
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| [10629] | 90 |     /** | 
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 | 91 |     @brief | 
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 | 92 |         Sets the freeze time variable to the passed value. | 
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 | 93 |     */ | 
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 | 94 |     void IceGunProjectile::setFreezeTime(float freezeTime) | 
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 | 95 |     { | 
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 | 96 |         freezeTime_ = freezeTime; | 
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 | 97 |     } | 
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 | 98 |  | 
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 | 99 |     /** | 
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 | 100 |     @brief | 
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 | 101 |         Sets the freeze factor variable to the passed value. | 
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 | 102 |     */ | 
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 | 103 |     void IceGunProjectile::setFreezeFactor(float freezeFactor) | 
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 | 104 |     { | 
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 | 105 |         freezeFactor_ = freezeFactor; | 
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 | 106 |     } | 
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 | 107 |  | 
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 | 108 |     bool IceGunProjectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) | 
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 | 109 |     {         | 
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 | 110 |         bool bCollision = Projectile::collidesAgainst(otherObject, cs, contactPoint); | 
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 | 111 |  | 
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 | 112 |         if (bCollision) | 
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 | 113 |         { | 
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 | 114 |             // If there was a collision, attach a IceGunFreezer to the hit object. | 
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 | 115 |             IceGunFreezer* freezer = new IceGunFreezer(this->getContext()); | 
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 | 116 |             freezer->setFreezeTime(freezeTime_); | 
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 | 117 |             freezer->setFreezeFactor(freezeFactor_); | 
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 | 118 |             otherObject->attach(freezer);             | 
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 | 119 |  | 
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 | 120 |             Vector3 offset = this->getWorldPosition() - otherObject->getWorldPosition(); | 
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 | 121 |             freezer->setPosition(Vector3(0,0,0)); | 
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| [11071] | 122 |             freezer->translate(offset, WorldEntity::TransformSpace::World); | 
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| [10629] | 123 |             // Start the freezing effect. | 
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 | 124 |             freezer->startFreezing(); | 
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 | 125 |         } | 
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 | 126 |  | 
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 | 127 |         return bCollision; | 
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 | 128 |     } | 
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 | 129 | } | 
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