1 | /*! |
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2 | * @file projectile_weapon.h |
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3 | * a projectile_weapon is a projetile fireing projectile. |
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4 | * |
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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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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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28 | class ProjectileWeapon : public Projectile |
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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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61 | virtual void collidesWith (WorldEntity* target, const Vector& location); //!< collision handler; used against SpaceShip as most target will be |
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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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78 | inline const Vector & getRotationAxis () const { return this->rotationAxis; }; |
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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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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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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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110 | int fragments; //!< Number of fragements created by the blow |
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111 | |
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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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116 | virtual void blow(); |
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117 | |
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118 | // FastFactory ff; |
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119 | // static FastFactory* fastFactory; |
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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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