/* * 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: * Oliver Scheuss * Co-authors: * simonmie * */ #ifndef _SimpleRocket_H__ #define _SimpleRocket_H__ #include "weapons/WeaponsPrereqs.h" #include "tools/Timer.h" #include "worldentities/ControllableEntity.h" #include "graphics/ParticleSpawner.h" #include "BasicProjectile.h" namespace orxonox { class ConeCollisionShape; /** @brief SimpleRocket, follows direction from a Rocketcontroller, has fuel for 80% of its lifetime, afterwards it's fire disappears. @author Gabriel Nadler (Original file: Oli Scheuss) */ class _WeaponsExport SimpleRocket : public ControllableEntity, public BasicProjectile { public: SimpleRocket(BaseObject* creator); virtual ~SimpleRocket(); virtual void tick(float dt); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a SimpleRocket through XML. virtual bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint); void destroyObject(); void disableFire(); //!< Method to disable the fire and stop all acceleration virtual void moveFrontBack(const Vector2& value){} virtual void moveRightLeft(const Vector2& value){} virtual void moveUpDown(const Vector2& value){} virtual void rotateYaw(const Vector2& value); virtual void rotatePitch(const Vector2& value); virtual void rotateRoll(const Vector2& value); void setDestroy(); /** @brief Moves the SimpleRocket in the Front/Back-direction by the specifed amount. @param value The amount by which the SimpleRocket is to be moved. */ inline void moveFrontBack(float value) { this->moveFrontBack(Vector2(value, 0)); } /** @brief Moves the SimpleRocket in the Right/Left-direction by the specifed amount. @param value The amount by which the SimpleRocket is to be moved. */ inline void moveRightLeft(float value) { this->moveRightLeft(Vector2(value, 0)); } /** @brief Moves the SimpleRocket in the Up/Down-direction by the specifed amount. @param value The amount by which the SimpleRocket is to be moved. */ inline void moveUpDown(float value) { this->moveUpDown(Vector2(value, 0)); } /** @brief Rotates the SimpleRocket around the y-axis by the specifed amount. @param value The amount by which the SimpleRocket is to be rotated. */ inline void rotateYaw(float value) { this->rotateYaw(Vector2(value, 0)); } /** @brief Rotates the SimpleRocket around the x-axis by the specifed amount. @param value The amount by which the SimpleRocket is to be rotated. */ inline void rotatePitch(float value) { this->rotatePitch(Vector2(value, 0)); } /** @brief Rotates the SimpleRocket around the z-axis by the specifed amount. @param value The amount by which the SimpleRocket is to be rotated. */ inline void rotateRoll(float value) { this->rotateRoll(Vector2(value, 0)); } void setOwner(Pawn* owner); inline Pawn* getOwner() const { return this->owner_; } inline bool hasFuel() const { return this->fuel_; } private: WeakPtr owner_; Vector3 localAngularVelocity_; bool fuel_; //!< Bool is true while the rocket "has fuel" WeakPtr player_; Timer destroyTimer_; float lifetime_; static const int FUEL_PERCENTAGE=80; //!