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