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source: code/branches/presentation2/src/modules/weapons/projectiles/Rocket.h @ 6826

Last change on this file since 6826 was 6387, checked in by rgrieder, 15 years ago

Found some non empty new lines.

  • Property svn:eol-style set to native
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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 *      ...
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
37namespace orxonox
38{
39    class ConeCollisionShape;
40
41    /**
42    @brief
43        Rocket, that is made to move upon a specified pattern.
44        This class was constructed for the PPS tutorial.
45    @author
46        Oli Scheuss
47    */
48    class _WeaponsExport Rocket : public ControllableEntity
49    {
50        public:
51            Rocket(BaseObject* creator);
52            virtual ~Rocket();
53
54            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a Rocket through XML.
55            virtual void tick(float dt); //!< Defines which actions the Rocket has to take in each tick.
56
57            virtual bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint);
58            void destroyObject();
59
60            virtual void moveFrontBack(const Vector2& value){}
61            virtual void moveRightLeft(const Vector2& value){}
62            virtual void moveUpDown(const Vector2& value){}
63
64            virtual void rotateYaw(const Vector2& value);
65            virtual void rotatePitch(const Vector2& value);
66            virtual void rotateRoll(const Vector2& value);
67
68            /**
69            @brief Moves the Rocket in the Front/Back-direction by the specifed amount.
70            @param value  The amount by which the Rocket is to be moved.
71            */
72            inline void moveFrontBack(float value)
73            { this->moveFrontBack(Vector2(value, 0)); }
74            /**
75            @brief Moves the Rocket in the Right/Left-direction by the specifed amount.
76            @param value  The amount by which the Rocket is to be moved.
77            */
78            inline void moveRightLeft(float value)
79            { this->moveRightLeft(Vector2(value, 0)); }
80            /**
81            @brief Moves the Rocket in the Up/Down-direction by the specifed amount.
82            @param value  The amount by which the Rocket is to be moved.
83            */
84            inline void moveUpDown(float value)
85            { this->moveUpDown(Vector2(value, 0)); }
86
87            /**
88            @brief Rotates the Rocket around the y-axis by the specifed amount.
89            @param value  The amount by which the Rocket is to be rotated.
90            */
91            inline void rotateYaw(float value)
92            { this->rotateYaw(Vector2(value, 0)); }
93            /**
94            @brief Rotates the Rocket around the x-axis by the specifed amount.
95            @param value  The amount by which the Rocket is to be rotated.
96            */
97            inline void rotatePitch(float value)
98            { this->rotatePitch(Vector2(value, 0)); }
99            /**
100            @brief Rotates the Rocket around the z-axis by the specifed amount.
101            @param value  The amount by which the Rocket is to be rotated.
102            */
103            inline void rotateRoll(float value)
104            { this->rotateRoll(Vector2(value, 0)); }
105
106            void setOwner(Pawn* owner);
107            inline Pawn* getOwner() const
108                { return this->owner_; }
109
110            inline void setDamage(float damage)
111                { this->damage_ = damage; }
112            inline float getDamage() const
113                { return this->damage_; }
114            virtual void fired(unsigned int firemode);
115
116        private:
117            WeakPtr<Pawn> owner_;
118            Vector3 localAngularVelocity_;
119            float damage_;
120            bool bDestroy_;
121            ControllableEntity* originalControllableEntity_;
122
123            WeakPtr<PlayerInfo> player_;
124            Timer destroyTimer_;
125            float lifetime_;
126
127            WorldSound* defSndWpnEngine_;
128            WorldSound* defSndWpnLaunch_;
129    };
130
131}
132
133#endif /* _Rocket_H__ */
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