1 | /* |
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2 | * file bsp_weapon.h |
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3 | * A weapon that shoots both at player and environment (pnode and bsp). |
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4 | */ |
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5 | |
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6 | #ifndef _BSP_WEAPON_H |
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7 | #define _BSP_WEAPON_H |
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8 | |
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9 | #include "world_entity.h" |
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10 | #include "aiming_system.h" |
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11 | #include "effects/explosion.h" |
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12 | |
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13 | #include <list> |
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14 | |
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15 | #include "particles/box_emitter.h" |
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16 | #include "particles/sprite_particles.h" |
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17 | |
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18 | class MuzzleFlash : public WorldEntity |
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19 | { |
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20 | ObjectListDeclaration(MuzzleFlash); |
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21 | public: |
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22 | void explode (float lifetime); |
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23 | |
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24 | MuzzleFlash (); |
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25 | virtual ~MuzzleFlash (); |
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26 | |
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27 | virtual void activate(); |
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28 | virtual void deactivate(); |
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29 | |
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30 | virtual void tick (float time); |
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31 | virtual void draw() const; |
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32 | |
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33 | void setLifeTime( float lifeTime ){ this->lifeTime = lifeTime; } |
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34 | |
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35 | void drawParticles(){ if (explosionParticles) explosionParticles->draw(); } |
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36 | |
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37 | protected: |
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38 | //static FastFactory* fastFactory; |
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39 | |
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40 | float lifeTime; |
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41 | float lifeCycle; |
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42 | |
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43 | SpriteParticles* explosionParticles; |
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44 | BoxEmitter* emitter; |
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45 | |
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46 | }; |
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47 | |
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48 | |
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49 | class BspWeapon : public WorldEntity |
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50 | { |
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51 | ObjectListDeclaration(BspWeapon); |
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52 | public: |
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53 | BspWeapon (); |
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54 | BspWeapon (const TiXmlElement* root); |
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55 | virtual ~BspWeapon(); |
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56 | |
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57 | void init(); |
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58 | void loadParams(const TiXmlElement* root); |
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59 | void fire(bool fire){ bFire = fire; } |
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60 | virtual void tick(float dt); |
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61 | virtual void draw() const; |
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62 | |
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63 | |
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64 | private: |
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65 | |
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66 | void shoot(); |
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67 | float range; |
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68 | void setRange( float r ){ this->range = r; } |
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69 | float damage; |
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70 | void setDamage( float d ){ this->damage = d; } |
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71 | float fireRate; |
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72 | void setFireRate( float r ){ this->fireRate = r; } |
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73 | bool alwaysHits; |
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74 | void setAlwaysHits( bool r ){ this->alwaysHits = r; } |
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75 | void addPoint(float x, float y, float z); |
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76 | |
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77 | std::list<MuzzleFlash*> gunFire; |
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78 | |
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79 | float bRate; |
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80 | bool bFire; |
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81 | |
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82 | AimingSystem* aimingSystem; |
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83 | }; |
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84 | |
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85 | #endif |
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