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source: orxonox.OLD/orxonox/branches/levelloader/src/world_entities/weapon.h @ 3770

Last change on this file since 3770 was 3746, checked in by chris, 20 years ago

orxonox/branches/levelloader: Merged trunk into branch… still not working though…

File size: 2.1 KB
Line 
1/*!
2    \file weapon.h
3    \brief a weapon that a player can use
4
5    A Player has a list of weapons, that can be choosen to shoot projectiles
6    (projectiles.{cc,h}) at ennemies. These weapons can be shooted sequentially
7    or (if able) combined. Therefore you can choose the weapon mode = choose
8    a weapon.
9
10    A weapon is characterized by:
11     o firing-rate: the initial firing rate of a weapon (1/s = Herz)
12     o slowdown-factor: this is a factor d: exp(-d*x), d is element of all positive R. it determines how fast the firing-rate will slow down. if no slowdown: d=0, the bigger d is, the faster the weapon will slow down!
13     o energy-consumption: this determines the energy that has to be used to produce this projectile = costs per projectile
14   
15    Furthermore there are some other attributes, that will help to represent a firing
16    weapon in this world:
17     o sound file/ressource: this is a pointer to the sound-file/ressource. however it may be represented
18     o shooting animation
19     
20*/
21
22
23#ifndef _WEAPON_H
24#define _WEAPON_H
25
26#include "world_entity.h"
27
28class Projectile;
29
30typedef enum {
31  SHOOT,
32  EMPTY,
33  RELOAD,
34  SPECIAL1,
35  SPECIAL2,
36  SPECIAL3
37} weaponSoundType;
38
39
40class Weapon : public WorldEntity
41{
42  friend class World;
43
44 public:
45  Weapon (PNode* parent, Vector* coordinate, Quaternion* direction);
46  virtual ~Weapon ();
47 
48  void enable(void);
49  void disable(void);
50  bool isEnabled(void);
51
52  void setProjectile(Projectile* projectile);
53  Projectile* getProjectile(void);
54
55  virtual void activate(void);
56  virtual void deactivate(void);
57  bool isActive(void);
58
59  void setWeaponIdleTime(float time);
60  float getWeaponIdleTime(void);
61  bool hasWeaponIdleTimeElapsed(void);
62
63  virtual void fire(void) = 0;
64  virtual void hit (WorldEntity* weapon, Vector* loc);
65  virtual void destroy(void);
66 
67  virtual void tick(float time);
68  virtual void weaponIdle(void);
69  virtual void draw(void);
70
71 protected:
72  tList<WorldEntity>* worldEntities;
73  float localTime;
74  float idleTime;
75  float slowDownFactor;
76
77 private:
78  bool enabled;
79  Projectile* projectile;
80  //WeaponSound sound;
81};
82
83#endif /* _WEAPON_H */
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