| [2099] | 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 | *      Fabian 'x3n' Landau | 
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|  | 24 | *   Co-authors: | 
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| [8706] | 25 | *      simonmie | 
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| [2099] | 26 | * | 
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|  | 27 | */ | 
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|  | 28 |  | 
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| [8855] | 29 | /** | 
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|  | 30 | @file Projectile.h | 
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|  | 31 | @brief Implementation of the Projectile class. | 
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|  | 32 | */ | 
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|  | 33 |  | 
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| [2099] | 34 | #include "Projectile.h" | 
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|  | 35 |  | 
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| [9667] | 36 | #include "core/config/ConfigValueIncludes.h" | 
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| [2099] | 37 | #include "core/CoreIncludes.h" | 
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| [3196] | 38 | #include "core/GameMode.h" | 
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| [7284] | 39 | #include "core/command/Executor.h" | 
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| [8855] | 40 |  | 
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| [5735] | 41 | #include "worldentities/pawns/Pawn.h" | 
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| [2099] | 42 |  | 
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|  | 43 | namespace orxonox | 
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|  | 44 | { | 
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| [9667] | 45 | RegisterClass(Projectile); | 
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| [3105] | 46 |  | 
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| [9667] | 47 | Projectile::Projectile(Context* context) : MovableEntity(context), BasicProjectile() | 
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| [2099] | 48 | { | 
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|  | 49 | RegisterObject(Projectile); | 
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|  | 50 |  | 
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|  | 51 | this->setConfigValues(); | 
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|  | 52 |  | 
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| [2662] | 53 | // Get notification about collisions | 
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| [2896] | 54 | if (GameMode::isMaster()) | 
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| [2099] | 55 | { | 
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| [8855] | 56 | this->setMass(1.0f); | 
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| [2662] | 57 | this->enableCollisionCallback(); | 
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| [3105] | 58 | this->setCollisionResponse(false); | 
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| [10287] | 59 | this->setCollisionType(Dynamic); | 
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| [2662] | 60 |  | 
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| [10629] | 61 | // Create a sphere collision shape and attach it to the projectile. | 
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|  | 62 | collisionShape_ = new SphereCollisionShape(this->getContext()); | 
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|  | 63 | setCollisionShapeRadius(20.0f); | 
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|  | 64 | this->attachCollisionShape(collisionShape_); | 
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| [2662] | 65 |  | 
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| [8855] | 66 | this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&BasicProjectile::destroyObject, this))); | 
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| [2099] | 67 | } | 
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|  | 68 | } | 
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|  | 69 |  | 
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|  | 70 | Projectile::~Projectile() | 
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|  | 71 | { | 
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|  | 72 | } | 
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|  | 73 |  | 
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|  | 74 | void Projectile::setConfigValues() | 
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|  | 75 | { | 
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| [8855] | 76 | SetConfigValue(lifetime_, 4.0f).description("The time in seconds a projectile stays alive"); | 
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| [2099] | 77 | } | 
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|  | 78 |  | 
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|  | 79 | void Projectile::tick(float dt) | 
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|  | 80 | { | 
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| [2809] | 81 | SUPER(Projectile, tick, dt); | 
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| [2099] | 82 |  | 
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|  | 83 | if (!this->isActive()) | 
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|  | 84 | return; | 
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|  | 85 |  | 
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| [8855] | 86 | this->destroyCheck(); | 
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| [2662] | 87 | } | 
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|  | 88 |  | 
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| [10216] | 89 | bool Projectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) | 
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| [2662] | 90 | { | 
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| [10216] | 91 | return this->processCollision(otherObject, contactPoint, cs); | 
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| [2099] | 92 | } | 
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|  | 93 |  | 
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| [10629] | 94 | void Projectile::setCollisionShapeRadius(float radius) | 
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|  | 95 | { | 
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|  | 96 | if (collisionShape_ != NULL && radius > 0) | 
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|  | 97 | { | 
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|  | 98 | collisionShape_->setRadius(radius); | 
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|  | 99 | } | 
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|  | 100 | } | 
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| [2099] | 101 | } | 
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