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source: orxonox.OLD/branches/presentation/src/world_entities/projectiles/projectile.h @ 10769

Last change on this file since 10769 was 10747, checked in by nicolasc, 18 years ago

cleaned out origList

File size: 3.5 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 (WorldEntity* 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    //int                      origList;                        //!< FIXME currently a fix around the collision seg fault
70    float                   energyMin;                //!< The minimal Energy a Projectile needs to be emitted.
71    bool                    bChargeable;              //!< if the Projectile is Charegeable
72
73    float                   lifeCycle;                //!< The percentage of the Lifetime done [0-1]
74    float                   lifeSpan;                 //!< The entire lifespan of the Shoot. in seconds
75
76    float                   physDamage;               //!< damage to shield and armor
77    float                   elecDamage;               //!< damage to elctronic
78    float                   turningSpeed;             //!< degrees per tick
79
80    Vector                  flightDirection;          //!< DOF direction in which the shoot flighs
81
82    Vector                  velocity;                 //!< velocity of the projectile.
83
84    PNode*                  target;                   //!< A target for guided Weapons.
85
86    OrxSound::SoundSource  soundSource;
87  private:
88    OrxSound::SoundBuffer  explosionBuffer;
89    OrxSound::SoundBuffer  engineBuffer;
90};
91
92#endif /* _PROJECTILE_H */
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