/* * 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: * simonmie * Co-authors: * ... * */ #ifndef _BasicProjectile_H__ #define _BasicProjectile_H__ #include "weapons/WeaponsPrereqs.h" #include "tools/Timer.h" #include "core/OrxonoxClass.h" namespace orxonox { class _WeaponsExport BasicProjectile : public virtual OrxonoxClass { public: BasicProjectile(); virtual ~BasicProjectile(); static bool basicCollidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint, Pawn* owner, BasicProjectile* this_); void basicDestroyObject(); inline void setDamage(float damage) { this->damage_ = damage; } inline float getDamage() const { return this->damage_; } inline void setHealthDamage(float healthdamage) { this->healthdamage_ = healthdamage; } inline float getHealthDamage() const { return this->healthdamage_; } inline void setShieldDamage(float shielddamage) { this->shielddamage_ = shielddamage; } //ShieldDamage wird korrekt gesettet vom XML-File inline float getShieldDamage() const { return this->shielddamage_; } inline void setBDestroy(bool bDestroy) { this->bDestroy_ = bDestroy; } inline float getBDestroy() const { return this->bDestroy_; } private: // WeakPtr owner_; //owner cannot be set in BasicProjectile, because it's already defined in MobileEntity and Movable Entity float damage_; float healthdamage_; float shielddamage_; bool bDestroy_; }; } #endif /* _BasicProjectile_H__ */