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source: code/branches/modularships/src/modules/weapons/projectiles/BasicProjectile.h @ 10054

Last change on this file since 10054 was 10011, checked in by noep, 11 years ago

Cleaned up the process passing the collisionshape which was hit to the Pawn. Started implementation of ModularSpaceShip and ShipPart.

  • Property svn:eol-style set to native
File size: 5.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      simonmie
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file BasicProjectile.h
31    @brief Definition of the BasicProjectile class.
32*/
33
34#ifndef _BasicProjectile_H__
35#define _BasicProjectile_H__
36
37#include "weapons/WeaponsPrereqs.h"
38
39#include "worldentities/pawns/Pawn.h"
40
41#include "core/class/OrxonoxInterface.h"
42
43namespace orxonox
44{
45
46    /**
47    @brief
48        Baseclass of all projectiles. Defines the damage the projectile does.
49
50    @author
51        Simon Miescher
52    @ingroup WeaponsProjectiles
53    */
54    class _WeaponsExport BasicProjectile : public virtual OrxonoxInterface
55    {
56        public:
57            BasicProjectile();
58            virtual ~BasicProjectile();
59
60            /**
61            @brief Set the normal damage done by this projectile.
62                   Normal damage can be (partially) absorbed by shields.
63            @param damage The amount of damage. Must be non-negative.
64            */
65            inline void setDamage(float damage)
66                { if(damage >= 0.0f)  { this->damage_ = damage; return; } orxout(internal_warning) << "The input projectile damage must be non-negative. Ignoring..." << endl; }
67            /**
68            @brief Get the normal damage done by this projectile.
69                   Normal damage can be (partially) absorbed by shields.
70            @return Returns the amount of damage. Is non-negative.
71            */
72            inline float getDamage() const
73                { return this->damage_; }
74
75            /**
76            @brief Set the health-damage done by this projectile.
77                   Health-damage cannot be absorbed by shields.
78            @param healthdamage The amount of damage. Must be non-negative.
79            */
80            inline void setHealthDamage(float healthdamage)
81                { if(healthdamage >= 0.0f)  { this->healthdamage_ = healthdamage; return; } orxout(internal_warning) << "The input projectile health-damage must be non-negative. Ignoring..." << endl; }
82            /**
83            @brief Get the health-damage done by this projectile.
84                   Health-damage cannot be absorbed by shields.
85            @return healthdamage The amount of damage. Is non-negative.
86            */
87            inline float getHealthDamage() const
88                { return this->healthdamage_; }
89
90            /**
91            @brief Set the shield-damage done by this projectile.
92                   Shield-damage only reduces shield health.
93            @param shielddamage The amount of damage. Must be non-negative.
94            */
95            inline void setShieldDamage(float shielddamage)
96                { if(shielddamage >= 0.0f)  { this->shielddamage_ = shielddamage; return; } orxout(internal_warning) << "The input projectile shield-damage must be non-negative. Ignoring..." << endl; }
97            /**
98            @brief Get the shield-damage done by this projectile.
99                   Shield-damage only reduces shield health.
100            @param shielddamage The amount of damage. Is non-negative.
101            */
102            inline float getShieldDamage() const
103                { return this->shielddamage_; }
104
105            /**
106            @brief Set the entity that fired the projectile.
107            @param shooter A pointer to the Pawn that fired the projectile.
108            */
109            virtual void setShooter(Pawn* shooter)
110                { this->shooter_ = shooter; }
111            /**
112            @brief Get the entity that fired the projectile.
113            @return Returns a pointer to the Pawn that fired the projectile.
114            */
115            inline Pawn* getShooter(void)
116                { return this->shooter_; }
117
118            virtual void destroyObject(void);
119
120        protected:
121            bool processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs);
122            void destroyCheck(void);
123
124        private:
125            WeakPtr<Pawn> shooter_; //!< The entity that fired the projectile.
126
127            float damage_; //!< The amount of normal damage. Normal damage can be (partially) absorbed by shields.
128            float healthdamage_; //!< The amount of health-damage. Health-damage cannot be absorbed by shields.
129            float shielddamage_; //!< The amount of shield-damage. Shield-damage only reduces shield health.
130
131            bool bDestroy_; //!< Boolean, to check whether a projectile should be destroyed.
132    };
133}
134
135#endif /* _BasicProjectile_H__ */
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