| [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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| [11108] | 56 |             this->setMass(0.1f); | 
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| [2662] | 57 |             this->enableCollisionCallback(); | 
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| [3105] | 58 |             this->setCollisionResponse(false); | 
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| [11071] | 59 |             this->setCollisionType(CollisionType::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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| [11071] | 96 |         if (collisionShape_ != nullptr && radius > 0) | 
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| [10629] | 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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