1 | /*! |
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2 | \file weapon.h |
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3 | \brief a weapon that a player can use |
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4 | |
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5 | A Player has a list of weapons, that can be choosen to shoot projectiles |
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6 | (projectiles.{cc,h}) at ennemies. These weapons can be shooted sequentially |
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7 | or (if able) combined. Therefore you can choose the weapon mode = choose |
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8 | a weapon. |
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9 | |
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10 | A weapon is characterized by: |
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11 | o firing-rate: the initial firing rate of a weapon (1/s = Herz) |
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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! |
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13 | o energy-consumption: this determines the energy that has to be used to produce this projectile = costs per projectile |
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14 | |
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15 | Furthermore there are some other attributes, that will help to represent a firing |
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16 | weapon in this world: |
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17 | o sound file/ressource: this is a pointer to the sound-file/ressource. however it may be represented |
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18 | o shooting animation |
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19 | |
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20 | */ |
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21 | |
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22 | |
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23 | #ifndef _WEAPON_H |
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24 | #define _WEAPON_H |
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25 | |
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26 | #include "world_entity.h" |
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27 | |
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28 | class Projectile; |
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29 | |
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30 | typedef enum { |
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31 | SHOOT, |
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32 | EMPTY, |
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33 | RELOAD, |
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34 | SPECIAL1, |
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35 | SPECIAL2, |
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36 | SPECIAL3 |
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37 | } weaponSoundType; |
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38 | |
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39 | |
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40 | class Weapon : public WorldEntity |
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41 | { |
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42 | friend class World; |
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43 | |
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44 | public: |
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45 | Weapon (PNode* parent, Vector* coordinate, Quaternion* direction); |
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46 | virtual ~Weapon (); |
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47 | |
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48 | void enable(void); |
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49 | void disable(void); |
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50 | bool isEnabled(void); |
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51 | |
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52 | void setProjectile(Projectile* projectile); |
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53 | Projectile* getProjectile(void); |
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54 | |
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55 | virtual void activate(void); |
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56 | virtual void deactivate(void); |
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57 | bool isActive(void); |
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58 | |
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59 | void setWeaponIdleTime(float time); |
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60 | float getWeaponIdleTime(void); |
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61 | bool hasWeaponIdleTimeElapsed(void); |
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62 | |
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63 | virtual void fire(void) = 0; |
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64 | virtual void hit (WorldEntity* weapon, Vector* loc); |
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65 | virtual void destroy(void); |
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66 | |
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67 | virtual void tick(float time); |
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68 | virtual void weaponIdle(void); |
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69 | virtual void draw(void); |
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70 | |
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71 | protected: |
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72 | tList<WorldEntity>* worldEntities; |
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73 | float localTime; |
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74 | float idleTime; |
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75 | float slowDownFactor; |
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76 | |
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77 | private: |
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78 | bool enabled; |
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79 | Projectile* projectile; |
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80 | //WeaponSound sound; |
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81 | }; |
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82 | |
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83 | #endif /* _WEAPON_H */ |
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