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source: orxonox.OLD/branches/playability/src/world_entities/projectiles/projectile.h @ 10042

Last change on this file since 10042 was 10035, checked in by nicolasc, 18 years ago

updated swarm_projectile, model included in data
TE2 tests

File size: 3.8 KB
Line 
1/*!
2 * @file projectile.h
3 * a projectile, that is been shooted by a weapon
4 *
5 * You can use this class to make some Projectiles/Bullets/Lasers/Rockets/etc.
6 *
7 */
8
9#ifndef _PROJECTILE_H
10#define _PROJECTILE_H
11
12#include "world_entity.h"
13#include "loading/fast_factory.h"
14#include "space_ships/space_ship.h"
15
16#include "sound_source.h"
17#include "sound_buffer.h"
18
19class Projectile : public WorldEntity
20{
21  ObjectListDeclaration(Projectile);
22  public:
23    Projectile ();
24    virtual ~Projectile ();
25
26    /** @brief Constructor with variable passing*/
27    Projectile (float pDamage, float eDamage, PNode* target);
28    /** @brief for void construction; setting values later - needed for FastFactory*/
29    virtual void initialize(float pDamage, float eDamage, PNode* target);
30
31    void setFlightDirection(const Quaternion& flightDirection);
32    void setVelocity(const Vector &velocity);
33    void setLifeSpan(float lifeSpan);
34
35    void loadExplosionSound(const std::string& explosionSound);
36    void loadEngineSound(const std::string& engineSound);
37    void setMinEnergy(float energyMin);
38    /** @returns the minimal charched energy */
39    inline float getMinEnergy() { return this->energyMin; };
40    /** @returns if the Projectile can be charged */
41    inline bool isChageable() { return this->bChargeable; };
42
43    void setTarget(PNode* target);
44
45    /** @brief This is called, when the Projectile is Emitted */
46    virtual void activate() = 0;
47    /** @brief This is called, when the Projectile is being destroyed, or deleted */
48    virtual void deactivate() = 0;
49
50    virtual void destroy (WorldEntity* killer);
51
52    virtual void collidesWith (SpaceShip* target, const Vector& location);  //!< collision handler; used against SpaceShip as most target will be
53
54
55    virtual void tick (float dt);
56    /** @brief convenience function
57     * @param dt the Time passed
58     * @returns true if the Projectile is past its lifeTime, false if it shall still live */
59    inline bool tickLifeCycle(float dt ) { this->lifeCycle += dt/this->lifeSpan;  return(unlikely(this->lifeCycle >= 1)); }
60
61    inline float getPhysDamage() { return this->physDamage; };
62    inline float getElecDamage() { return this->elecDamage; };
63
64    inline void setPhysDamage( float dmg) {this->physDamage = dmg; };
65    inline void setElecDamage( float dmg) {this->elecDamage = dmg; };
66
67  protected:
68    // energy
69    float                   energyMin;                //!< The minimal Energy a Projectile needs to be emitted.
70    bool                    bChargeable;              //!< if the Projectile is Charegeable
71
72    float                   lifeCycle;                //!< The percentage of the Lifetime done [0-1]
73    float                   lifeSpan;                 //!< The entire lifespan of the Shoot. in seconds
74
75    float                   physDamage;               //!< damage to shield and armor
76    float                   elecDamage;               //!< damage to elctronic
77    float                   turningSpeed;             //!< degrees per tick
78
79    Vector                  flightDirection;          //!< DOF direction in which the shoot flighs
80
81    Vector                  velocity;                 //!< velocity of the projectile.
82
83    PNode*                  target;                   //!< A target for guided Weapons.
84    //Vector                  targetPosition;           //!< current target position relative to projectile
85    //Vector                  targetVelocity;           //!< current target speed and direction
86    //float                   eta;                      //!< estimated time of arrival == time to kaboom!
87
88    OrxSound::SoundSource  soundSource;
89  private:
90    OrxSound::SoundBuffer  explosionBuffer;
91    OrxSound::SoundBuffer  engineBuffer;
92
93//     virtual Vector newDirection(Vector curDirection, Vector estTargetDir, float angle);
94};
95
96#endif /* _PROJECTILE_H */
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