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 | /** |
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30 | @file BasicProjectile.h |
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31 | @brief Definition of the BasicProjectile class. |
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32 | */ |
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33 | |
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34 | #ifndef _BasicProjectile_H__ |
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35 | #define _BasicProjectile_H__ |
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36 | |
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37 | #include "weapons/WeaponsPrereqs.h" |
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38 | |
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39 | #include "worldentities/pawns/Pawn.h" |
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40 | |
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41 | #include "core/class/OrxonoxInterface.h" |
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42 | |
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43 | namespace orxonox |
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44 | { |
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45 | |
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46 | /** |
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47 | @brief |
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48 | Baseclass of all projectiles. Defines the damage the projectile does. |
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49 | |
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50 | @author |
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51 | Simon Miescher |
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52 | @ingroup WeaponsProjectiles |
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53 | */ |
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54 | class _WeaponsExport BasicProjectile : public virtual OrxonoxInterface |
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55 | { |
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56 | public: |
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57 | BasicProjectile(); |
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58 | virtual ~BasicProjectile(); |
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59 | |
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60 | /** |
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61 | @brief Set the normal damage done by this projectile. |
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62 | Normal damage can be (partially) absorbed by shields. |
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63 | @param damage The amount of damage. Must be non-negative. |
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64 | */ |
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65 | inline void setDamage(float damage) |
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66 | { if(damage >= 0.0f) { this->damage_ = damage; return; } orxout(internal_warning) << "The input projectile damage must be non-negative. Ignoring..." << endl; } |
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67 | /** |
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68 | @brief Get the normal damage done by this projectile. |
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69 | Normal damage can be (partially) absorbed by shields. |
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70 | @return Returns the amount of damage. Is non-negative. |
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71 | */ |
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72 | inline float getDamage() const |
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73 | { return this->damage_; } |
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74 | |
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75 | /** |
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76 | @brief Set the health-damage done by this projectile. |
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77 | Health-damage cannot be absorbed by shields. |
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78 | @param healthdamage The amount of damage. Must be non-negative. |
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79 | */ |
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80 | inline void setHealthDamage(float healthdamage) |
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81 | { if(healthdamage >= 0.0f) { this->healthdamage_ = healthdamage; return; } orxout(internal_warning) << "The input projectile health-damage must be non-negative. Ignoring..." << endl; } |
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82 | /** |
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83 | @brief Get the health-damage done by this projectile. |
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84 | Health-damage cannot be absorbed by shields. |
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85 | @return healthdamage The amount of damage. Is non-negative. |
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86 | */ |
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87 | inline float getHealthDamage() const |
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88 | { return this->healthdamage_; } |
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89 | |
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90 | /** |
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91 | @brief Set the shield-damage done by this projectile. |
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92 | Shield-damage only reduces shield health. |
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93 | @param shielddamage The amount of damage. Must be non-negative. |
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94 | */ |
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95 | inline void setShieldDamage(float shielddamage) |
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96 | { if(shielddamage >= 0.0f) { this->shielddamage_ = shielddamage; return; } orxout(internal_warning) << "The input projectile shield-damage must be non-negative. Ignoring..." << endl; } |
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97 | /** |
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98 | @brief Get the shield-damage done by this projectile. |
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99 | */ |
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100 | inline float getShieldDamage() const |
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101 | { return this->shielddamage_; } |
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102 | |
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103 | /** |
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104 | @brief Set the entity that fired the projectile. |
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105 | @param shooter A pointer to the Pawn that fired the projectile. |
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106 | */ |
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107 | virtual void setShooter(Pawn* shooter) |
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108 | { this->shooter_ = shooter; } |
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109 | /** |
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110 | @brief Get the entity that fired the projectile. |
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111 | @return Returns a pointer to the Pawn that fired the projectile. |
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112 | */ |
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113 | inline Pawn* getShooter(void) |
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114 | { return this->shooter_; } |
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115 | |
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116 | virtual void destroyObject(void); |
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117 | |
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118 | protected: |
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119 | virtual bool processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs); |
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120 | void destroyCheck(void); |
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121 | inline void setDestroyAfterCollision(bool destroyAfterCollision) |
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122 | { destroyAfterCollision_ = destroyAfterCollision; } |
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123 | inline bool getDestroyAfterCollision() const |
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124 | { return destroyAfterCollision_; } |
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125 | |
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126 | private: |
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127 | bool isObjectRelatedToShooter(WorldEntity* otherObject); |
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128 | |
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129 | WeakPtr<Pawn> shooter_; //!< The entity that fired the projectile. |
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130 | |
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131 | float damage_; //!< The amount of normal damage. Normal damage can be (partially) absorbed by shields. |
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132 | float healthdamage_; //!< The amount of health-damage. Health-damage cannot be absorbed by shields. |
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133 | float shielddamage_; //!< The amount of shield-damage. Shield-damage only reduces shield health. |
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134 | |
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135 | bool bDestroy_; //!< Boolean, to check whether a projectile should be destroyed. |
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136 | bool destroyAfterCollision_; //!< Boolean, defines whether the projectile gets detroyed after a collision. |
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137 | }; |
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138 | } |
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139 | |
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140 | #endif /* _BasicProjectile_H__ */ |
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