1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabien Vultier |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file SplitGun.h |
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31 | @brief Definition of the SplitGun class. |
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32 | */ |
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33 | |
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34 | #ifndef _SplitGun_H__ |
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35 | #define _SplitGun_H__ |
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36 | |
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37 | #include "weapons/WeaponsPrereqs.h" |
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38 | #include "weaponsystem/WeaponMode.h" |
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39 | |
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40 | namespace orxonox |
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41 | { |
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42 | |
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43 | /** |
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44 | @brief |
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45 | A WeaponMode that fires projectiles that may split up into many other projectiles, that may again split up ... |
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46 | @author |
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47 | Fabien Vultier |
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48 | @ingroup WeaponsWeaponModes |
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49 | */ |
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50 | class _WeaponsExport SplitGun : public WeaponMode |
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51 | { |
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52 | public: |
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53 | SplitGun(Context* context); |
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54 | virtual ~SplitGun(); |
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55 | |
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56 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; |
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57 | virtual void fire() override; |
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58 | |
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59 | inline void setNumberOfSplits(int numberOfSplits) |
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60 | { this->numberOfSplits_ = numberOfSplits; } |
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61 | inline int getNumberOfSplits() const |
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62 | { return this->numberOfSplits_; } |
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63 | inline void setNumberOfChilds(int numberOfChilds) |
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64 | { this->numberOfChilds_ = numberOfChilds; } |
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65 | inline int getNumberOfChilds() const |
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66 | { return this->numberOfChilds_; } |
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67 | inline void setSplitTime(float splitTime) |
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68 | { this->splitTime_ = splitTime; } |
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69 | inline float getSplitTime() const |
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70 | { return this->splitTime_; } |
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71 | inline void setSpread(float spread) |
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72 | { this->spread_ = spread; } |
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73 | inline float getSpread() const |
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74 | { return this->spread_; } |
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75 | inline void setDamageReduction(float damageReduction) |
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76 | { this->damageReduction_ = (damageReduction >= 0.0f ? damageReduction : 1.0f); } |
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77 | inline float getDamageReduction() const |
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78 | { return this->damageReduction_; } |
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79 | |
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80 | private: |
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81 | float speed_; //The speed of the fired projectile. |
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82 | int numberOfSplits_; //The number of times the projectile will split into child projectiles |
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83 | int numberOfChilds_; //The number of child projectiles that are created if the projectile splits |
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84 | float splitTime_; //The time between creation of the projectile and the split of the projectile |
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85 | float spread_; //Low spread means that the child projectiles are concentrated in a small area |
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86 | float damageReduction_; //The damage of a child projectile is reduced by this factor |
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87 | }; |
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88 | } |
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89 | |
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90 | #endif /* _SplitGun_H__ */ |
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