[10235] | 1 | /*! |
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| 2 | * @file projectile_weapon.h |
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[10618] | 3 | * a projectile_weapon is a projetile fireing projectile. |
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[10235] | 4 | * |
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[10618] | 5 | * You can use this class to make some Multi-Stage Projectiles. |
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| 6 | * See Spike_Ball for an implemeted example. |
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[10235] | 7 | * |
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| 8 | */ |
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| 9 | |
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| 10 | #ifndef _PROJECTILE_WEAPON_H |
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| 11 | #define _PROJECTILE_WEAPON_H |
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| 12 | |
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| 13 | #include "world_entity.h" |
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| 14 | #include "loading/fast_factory.h" |
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| 15 | #include "space_ships/space_ship.h" |
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| 16 | |
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| 17 | #include "loading/fast_factory.h" |
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| 18 | #include "world_entities/projectiles/projectile.h" |
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| 19 | #include "weapons/weapon.h" |
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| 20 | |
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| 21 | |
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| 22 | #include "sound_source.h" |
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| 23 | #include "sound_buffer.h" |
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| 24 | |
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| 25 | class FastFactory; |
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| 26 | |
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| 27 | |
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[10256] | 28 | class ProjectileWeapon : public Projectile |
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[10235] | 29 | { |
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| 30 | ObjectListDeclaration(ProjectileWeapon); |
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| 31 | public: |
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| 32 | ProjectileWeapon (); |
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| 33 | virtual ~ProjectileWeapon (); |
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| 34 | |
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| 35 | /** @brief Constructor with variable passing*/ |
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| 36 | ProjectileWeapon (float pDamage, float eDamage, PNode* target); |
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| 37 | /** @brief for void construction; setting values later - needed for FastFactory*/ |
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| 38 | virtual void initialize(float pDamage, float eDamage, PNode* target); |
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| 39 | |
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| 40 | void setFlightDirection(const Quaternion& flightDirection); |
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| 41 | void setVelocity(const Vector &velocity); |
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| 42 | void setLifeSpan(float lifeSpan); |
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| 43 | |
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| 44 | void loadExplosionSound(const std::string& explosionSound); |
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| 45 | void loadEngineSound(const std::string& engineSound); |
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| 46 | void setMinEnergy(float energyMin); |
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| 47 | /** @returns the minimal charched energy */ |
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| 48 | inline float getMinEnergy() { return this->energyMin; }; |
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| 49 | /** @returns if the ProjectileWeapon can be charged */ |
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| 50 | inline bool isChageable() { return this->bChargeable; }; |
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| 51 | |
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| 52 | void setTarget(PNode* target); |
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| 53 | |
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| 54 | /** @brief This is called, when the ProjectileWeapon is Emitted */ |
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| 55 | virtual void activate() = 0; |
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| 56 | /** @brief This is called, when the ProjectileWeapon is being destroyed, or deleted */ |
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| 57 | virtual void deactivate() = 0; |
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| 58 | |
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| 59 | virtual void destroy (WorldEntity* killer); |
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| 60 | |
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[10771] | 61 | // virtual void collidesWith (WorldEntity* target, const Vector& location); //!< collision handler; used against SpaceShip as most target will be |
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[10235] | 62 | |
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| 63 | |
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| 64 | virtual void tick (float dt); |
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| 65 | /** @brief convenience function |
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| 66 | * @param dt the Time passed |
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| 67 | * @returns true if the ProjectileWeapon is past its lifeTime, false if it shall still live */ |
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| 68 | inline bool tickLifeCycle(float dt ) { this->lifeCycle += dt/this->lifeSpan; return(unlikely(this->lifeCycle >= 1)); } |
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| 69 | |
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| 70 | inline float getPhysDamage() { return this->physDamage; }; |
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| 71 | inline float getElecDamage() { return this->elecDamage; }; |
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| 72 | |
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| 73 | inline void setPhysDamage( float dmg) {this->physDamage = dmg; }; |
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| 74 | inline void setElecDamage( float dmg) {this->elecDamage = dmg; }; |
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| 75 | |
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| 76 | inline void setRotationAxis ( Vector axis ) { this->rotationAxis = axis; }; |
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| 77 | inline void setRotationSpeed ( float speed ) { this->rotationSpeed = speed; }; |
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[10256] | 78 | inline const Vector & getRotationAxis () const { return this->rotationAxis; }; |
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[10235] | 79 | inline float getRotationSpeed () { return this->rotationSpeed; }; //!< Added for completeness |
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| 80 | |
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| 81 | inline void setAngle () { this->angle = 0; }; |
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| 82 | inline void setAngle ( float angle ) { this->angle = angle; }; |
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| 83 | inline float getAngle () { return this->angle; }; |
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| 84 | |
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[10252] | 85 | inline void updateAngle ( float dt ) { this->angle += this->rotationSpeed * dt; }; |
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| 86 | |
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| 87 | inline void setFragments( int frag ) { this->fragments = frag; }; |
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| 88 | inline int getFragments () { return this->fragments; }; |
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| 89 | |
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| 90 | // virtual void blow (); |
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| 91 | |
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[10235] | 92 | protected: |
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| 93 | // energy |
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| 94 | float energyMin; //!< The minimal Energy a ProjectileWeapon needs to be emitted. |
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| 95 | bool bChargeable; //!< if the ProjectileWeapon is Charegeable |
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| 96 | |
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| 97 | float lifeCycle; //!< The percentage of the Lifetime done [0-1] |
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| 98 | float lifeSpan; //!< The entire lifespan of the Shoot. in seconds |
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| 99 | |
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| 100 | float physDamage; //!< damage to shield and armor |
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| 101 | float elecDamage; //!< damage to elctronic |
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| 102 | float turningSpeed; //!< degrees per tick |
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| 103 | |
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| 104 | Vector flightDirection; //!< DOF direction in which the shoot flighs |
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| 105 | |
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| 106 | float angle; //!< Spinning Projectile, needed to ajust dispersal pattern |
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| 107 | float rotationSpeed; //!< rotation speed |
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| 108 | Vector rotationAxis; //!< rotation axis |
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| 109 | |
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[10252] | 110 | int fragments; //!< Number of fragements created by the blow |
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| 111 | |
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[10235] | 112 | Vector velocity; //!< velocity of the projectile_weapon. |
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| 113 | |
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| 114 | PNode* target; //!< A target for guided Weapons. |
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| 115 | |
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[10252] | 116 | virtual void blow(); |
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[10235] | 117 | |
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| 118 | // FastFactory ff; |
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[10333] | 119 | // static FastFactory* fastFactory; |
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[10235] | 120 | |
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| 121 | OrxSound::SoundSource soundSource; |
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| 122 | private: |
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| 123 | OrxSound::SoundBuffer explosionBuffer; |
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| 124 | OrxSound::SoundBuffer engineBuffer; |
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| 125 | }; |
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| 126 | |
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| 127 | #endif /* _PROJECTILE_WEAPON_H */ |
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