| 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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| 36 | #include "core/CoreIncludes.h" | 
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| 37 | #include "graphics/Model.h" | 
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| 38 |  | 
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| 39 | namespace orxonox | 
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| 40 | { | 
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| 41 |     RegisterClass(IceGunProjectile); | 
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| 42 |  | 
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| 43 |     IceGunProjectile::IceGunProjectile(Context* context) : Projectile(context) | 
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| 44 |     { | 
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| 45 |         RegisterObject(IceGunProjectile); | 
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| 46 |  | 
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| 47 |         this->setCollisionShapeRadius(8.0f); | 
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| 48 |  | 
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| 49 |         this->setFreezeTime(3.0); | 
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| 50 |         this->setFreezeFactor(0.5); | 
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| 51 |  | 
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| 52 |         Model* model = new Model(this->getContext()); | 
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| 53 |         model->setMeshSource("IceBolt.mesh"); | 
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| 54 |         model->setScale(15.0); | 
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| 55 |         this->attach(model); | 
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| 56 |         model->setPosition(Vector3(0,0,0)); | 
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| 57 |     } | 
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| 58 |  | 
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| 59 |     /** | 
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| 60 |     @brief | 
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| 61 |         Sets the freeze time variable to the passed value. | 
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| 62 |     */ | 
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| 63 |     void IceGunProjectile::setFreezeTime(float freezeTime) | 
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| 64 |     { | 
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| 65 |         freezeTime_ = freezeTime; | 
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| 66 |     } | 
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| 67 |  | 
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| 68 |     /** | 
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| 69 |     @brief | 
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| 70 |         Sets the freeze factor variable to the passed value. | 
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| 71 |     */ | 
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| 72 |     void IceGunProjectile::setFreezeFactor(float freezeFactor) | 
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| 73 |     { | 
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| 74 |         freezeFactor_ = freezeFactor; | 
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| 75 |     } | 
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| 76 |  | 
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| 77 |     bool IceGunProjectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) | 
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| 78 |     {         | 
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| 79 |         bool bCollision = Projectile::collidesAgainst(otherObject, cs, contactPoint); | 
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| 80 |  | 
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| 81 |         if (bCollision) | 
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| 82 |         { | 
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| 83 |             // If there was a collision, attach a IceGunFreezer to the hit object. | 
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| 84 |             IceGunFreezer* freezer = new IceGunFreezer(this->getContext()); | 
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| 85 |             freezer->setFreezeTime(freezeTime_); | 
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| 86 |             freezer->setFreezeFactor(freezeFactor_); | 
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| 87 |             otherObject->attach(freezer);             | 
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| 88 |  | 
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| 89 |             Vector3 offset = this->getWorldPosition() - otherObject->getWorldPosition(); | 
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| 90 |             freezer->setPosition(Vector3(0,0,0)); | 
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| 91 |             freezer->translate(offset, WorldEntity::World); | 
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| 92 |             // Start the freezing effect. | 
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| 93 |             freezer->startFreezing(); | 
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| 94 |         } | 
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| 95 |  | 
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| 96 |         return bCollision; | 
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| 97 |     } | 
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| 98 | } | 
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