/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #ifndef _Projectile_H__ #define _Projectile_H__ #include "weapons/WeaponsPrereqs.h" #include "tools/Timer.h" #include "worldentities/MovableEntity.h" namespace orxonox { class _WeaponsExport Projectile : public MovableEntity { public: Projectile(BaseObject* creator); virtual ~Projectile(); void setConfigValues(); void destroyObject(); virtual void tick(float dt); virtual bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint); inline void setDamage(float damage) { this->damage_ = damage; COUT(3) << "DAMAGE-SET-FUNKTION WIRD AUFGERUFEN" << endl; } inline float getDamage() const { return this->damage_; } void setOwner(Pawn* owner); inline Pawn* getOwner() const { return this->owner_; } ////////////////////me inline void setHealthDamage(float healthdamage) { this->healthdamage_ = healthdamage; } inline float getHealthDamage() const { return this->healthdamage_; } inline void setShieldDamage(float shielddamage) { this->shielddamage_ = shielddamage; COUT(3) << "SHIELDDAMAGE SET TO " << shielddamage << endl; } //ShieldDamage wird korrekt gesettet vom XML-File inline float getShieldDamage() const { return this->shielddamage_; } ///////////////////end me private: WeakPtr owner_; float lifetime_; float damage_; ///////me float healthdamage_; float shielddamage_; ///////end me bool bDestroy_; Timer destroyTimer_; }; } #endif /* _Projectile_H__ */