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 "fast_factory.h" |
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14 | |
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15 | #include "sound_source.h" |
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16 | #include "sound_buffer.h" |
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17 | |
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18 | class Projectile : public WorldEntity |
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19 | { |
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20 | public: |
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21 | Projectile (); |
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22 | virtual ~Projectile (); |
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23 | |
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24 | void setFlightDirection(const Quaternion& flightDirection); |
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25 | void setVelocity(const Vector &velocity); |
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26 | void setLifeSpan(float lifeSpan); |
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27 | |
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28 | void loadExplosionSound(const std::string& explosionSound); |
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29 | void loadEngineSound(const std::string& engineSound); |
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30 | void setMinEnergy(float energyMin); |
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31 | /** @returns the minimal charched energy */ |
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32 | inline float getMinEnergy() { return this->energyMin; }; |
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33 | /** @returns if the Projectile can be charged */ |
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34 | inline bool isChageable() { return this->bChargeable; }; |
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35 | |
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36 | void setTarget(PNode* target); |
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37 | |
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38 | /** @brief This is called, when the Projectile is Emitted */ |
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39 | virtual void activate() = 0; |
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40 | /** @brief This is called, when the Projectile is being destroyed, or deleted */ |
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41 | virtual void deactivate() = 0; |
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42 | |
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43 | virtual void destroy (); |
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44 | |
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45 | virtual void tick (float dt); |
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46 | /** @brief convenience function |
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47 | * @param dt the Time passed |
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48 | * @returns true if the Projectile is past its lifeTime, false if it shall still live */ |
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49 | inline bool tickLifeCycle(float dt ) { this->lifeCycle += dt/this->lifeSpan; return(unlikely(this->lifeCycle >= 1)); } |
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50 | |
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51 | |
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52 | protected: |
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53 | // energy |
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54 | float energyMin; //!< The minimal Energy a Projectile needs to be emitted. |
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55 | bool bChargeable; //!< if the Projectile is Charegeable |
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56 | |
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57 | float lifeCycle; //!< The percentage of the Lifetime done [0-1] |
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58 | float lifeSpan; //!< The entire lifespan of the Shoot. in seconds |
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59 | |
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60 | Vector flightDirection; //!< DOF direction in which the shoot flighs |
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61 | |
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62 | Vector velocity; //!< velocity of the projectile. |
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63 | |
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64 | PNode* target; //!< A target for guided Weapons. |
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65 | |
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66 | OrxSound::SoundSource soundSource; |
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67 | private: |
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68 | OrxSound::SoundBuffer* explosionBuffer; |
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69 | OrxSound::SoundBuffer* engineBuffer; |
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70 | }; |
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71 | |
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72 | #endif /* _PROJECTILE_H */ |
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