/* * 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: * ... * */ #ifndef _Rocket_H__ #define _Rocket_H__ #include "weapons/WeaponsPrereqs.h" #include "worldentities/ControllableEntity.h" namespace orxonox { class ConeCollisionShape; /** @brief Rocket, that is made to move upon a specified pattern. This class was constructed for the PPS tutorial. @author Oli Scheuss */ class _WeaponsExport Rocket : public ControllableEntity { public: Rocket(BaseObject* creator); virtual ~Rocket(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Rocket through XML. virtual void tick(float dt); //!< Defines which actions the Rocket has to take in each tick. virtual bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint); void destroyObject(); 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); /** @brief Moves the Rocket in the Front/Back-direction by the specifed amount. @param value The amount by which the Rocket is to be moved. */ inline void moveFrontBack(float value) { this->moveFrontBack(Vector2(value, 0)); } /** @brief Moves the Rocket in the Right/Left-direction by the specifed amount. @param value The amount by which the Rocket is to be moved. */ inline void moveRightLeft(float value) { this->moveRightLeft(Vector2(value, 0)); } /** @brief Moves the Rocket in the Up/Down-direction by the specifed amount. @param value The amount by which the Rocket is to be moved. */ inline void moveUpDown(float value) { this->moveUpDown(Vector2(value, 0)); } /** @brief Rotates the Rocket around the y-axis by the specifed amount. @param value The amount by which the Rocket is to be rotated. */ inline void rotateYaw(float value) { this->rotateYaw(Vector2(value, 0)); } /** @brief Rotates the Rocket around the x-axis by the specifed amount. @param value The amount by which the Rocket is to be rotated. */ inline void rotatePitch(float value) { this->rotatePitch(Vector2(value, 0)); } /** @brief Rotates the Rocket around the z-axis by the specifed amount. @param value The amount by which the Rocket 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 void setDamage(float damage) { this->damage_ = damage; } inline float getDamage() const { return this->damage_; } virtual void fired(unsigned int firemode); private: WeakPtr owner_; Vector3 localAngularVelocity_; float damage_; bool bDestroy_; ControllableEntity* originalControllableEntity_; WeakPtr player_; Timer destroyTimer_; float lifetime_; WorldSound* defSndWpnEngine_; WorldSound* defSndWpnExplosion_; }; } #endif /* _Rocket_H__ */