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source: code/branches/presentation/src/modules/weapons/projectiles/Rocket.h @ 8721

Last change on this file since 8721 was 8580, checked in by dafrick, 13 years ago

Merging game immersion branch into presentation branch.

  • Property svn:eol-style set to native
File size: 4.5 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 *      Oliver Scheuss
24 *   Co-authors:
25 *      simonmie
26 *
27 */
28
29#ifndef _Rocket_H__
30#define _Rocket_H__
31
32#include "weapons/WeaponsPrereqs.h"
33
34#include "tools/Timer.h"
35#include "worldentities/ControllableEntity.h"
36
37#include "BasicProjectile.h"
38
39namespace orxonox
40{
41    class ConeCollisionShape;
42
43    /**
44    @brief
45        Rocket, that is made to move upon a specified pattern.
46        This class was constructed for the PPS tutorial.
47    @author
48        Oli Scheuss
49    */
50    class _WeaponsExport Rocket : public ControllableEntity, public BasicProjectile
51    {
52        public:
53            Rocket(BaseObject* creator);
54            virtual ~Rocket();
55
56            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Rocket through XML.
57            virtual void tick(float dt); //!< Defines which actions the Rocket has to take in each tick.
58
59            virtual bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint);
60            void destroyObject();
61            void destructionEffect();
62
63            virtual void moveFrontBack(const Vector2& value){}
64            virtual void moveRightLeft(const Vector2& value){}
65            virtual void moveUpDown(const Vector2& value){}
66
67            virtual void rotateYaw(const Vector2& value);
68            virtual void rotatePitch(const Vector2& value);
69            virtual void rotateRoll(const Vector2& value);
70
71            /**
72            @brief Moves the Rocket in the Front/Back-direction by the specifed amount.
73            @param value  The amount by which the Rocket is to be moved.
74            */
75            inline void moveFrontBack(float value)
76            { this->moveFrontBack(Vector2(value, 0)); }
77            /**
78            @brief Moves the Rocket in the Right/Left-direction by the specifed amount.
79            @param value  The amount by which the Rocket is to be moved.
80            */
81            inline void moveRightLeft(float value)
82            { this->moveRightLeft(Vector2(value, 0)); }
83            /**
84            @brief Moves the Rocket in the Up/Down-direction by the specifed amount.
85            @param value  The amount by which the Rocket is to be moved.
86            */
87            inline void moveUpDown(float value)
88            { this->moveUpDown(Vector2(value, 0)); }
89
90            /**
91            @brief Rotates the Rocket around the y-axis by the specifed amount.
92            @param value  The amount by which the Rocket is to be rotated.
93            */
94            inline void rotateYaw(float value)
95            { this->rotateYaw(Vector2(value, 0)); }
96            /**
97            @brief Rotates the Rocket around the x-axis by the specifed amount.
98            @param value  The amount by which the Rocket is to be rotated.
99            */
100            inline void rotatePitch(float value)
101            { this->rotatePitch(Vector2(value, 0)); }
102            /**
103            @brief Rotates the Rocket around the z-axis by the specifed amount.
104            @param value  The amount by which the Rocket is to be rotated.
105            */
106            inline void rotateRoll(float value)
107            { this->rotateRoll(Vector2(value, 0)); }
108
109            void setOwner(Pawn* owner);
110            inline Pawn* getOwner() const
111                { return this->owner_; }
112
113            virtual void fired(unsigned int firemode);
114
115        private:
116            WeakPtr<Pawn> owner_;
117            Vector3 localAngularVelocity_;
118
119            WeakPtr<PlayerInfo> player_;
120            Timer destroyTimer_;
121            float lifetime_;
122
123            WorldSound* defSndWpnEngine_;
124            WorldSound* defSndWpnLaunch_;
125    };
126
127}
128
129#endif /* _Rocket_H__ */
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