| 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabien Vultier |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file SplitGun.h |
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| 31 | @brief Definition of the SplitGun class. |
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| 32 | */ |
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| 33 | |
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| 34 | #ifndef _SplitGun_H__ |
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| 35 | #define _SplitGun_H__ |
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| 36 | |
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| 37 | #include "weapons/WeaponsPrereqs.h" |
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| 38 | #include "weaponsystem/WeaponMode.h" |
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| 39 | |
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| 40 | namespace orxonox |
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| 41 | { |
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| 42 | |
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| 43 | /** |
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| 44 | @brief |
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| 45 | A WeaponMode that fires projectiles that may split up into many other projectiles, that may again split up ... |
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| 46 | @author |
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| 47 | Fabien Vultier |
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| 48 | @ingroup WeaponsWeaponModes |
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| 49 | */ |
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| 50 | class _WeaponsExport SplitGun : public WeaponMode |
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| 51 | { |
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| 52 | public: |
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| 53 | SplitGun(Context* context); |
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| 54 | virtual ~SplitGun(); |
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| 55 | |
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| 56 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; |
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| 57 | virtual void fire() override; |
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| 58 | |
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| 59 | inline void setNumberOfSplits(int numberOfSplits) |
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| 60 | { this->numberOfSplits_ = numberOfSplits; } |
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| 61 | inline int getNumberOfSplits() const |
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| 62 | { return this->numberOfSplits_; } |
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| 63 | inline void setNumberOfChilds(int numberOfChilds) |
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| 64 | { this->numberOfChilds_ = numberOfChilds; } |
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| 65 | inline int getNumberOfChilds() const |
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| 66 | { return this->numberOfChilds_; } |
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| 67 | inline void setSplitTime(float splitTime) |
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| 68 | { this->splitTime_ = splitTime; } |
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| 69 | inline float getSplitTime() const |
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| 70 | { return this->splitTime_; } |
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| 71 | inline void setSpread(float spread) |
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| 72 | { this->spread_ = spread; } |
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| 73 | inline float getSpread() const |
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| 74 | { return this->spread_; } |
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| 75 | inline void setDamageReduction(float damageReduction) |
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| 76 | { this->damageReduction_ = (damageReduction >= 0.0f ? damageReduction : 1.0f); } |
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| 77 | inline float getDamageReduction() const |
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| 78 | { return this->damageReduction_; } |
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| 79 | |
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| 80 | private: |
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| 81 | float speed_; //The speed of the fired projectile. |
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| 82 | int numberOfSplits_; //The number of times the projectile will split into child projectiles |
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| 83 | int numberOfChilds_; //The number of child projectiles that are created if the projectile splits |
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| 84 | float splitTime_; //The time between creation of the projectile and the split of the projectile |
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| 85 | float spread_; //Low spread means that the child projectiles are concentrated in a small area |
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| 86 | float damageReduction_; //The damage of a child projectile is reduced by this factor |
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| 87 | }; |
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| 88 | } |
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| 89 | |
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| 90 | #endif /* _SplitGun_H__ */ |
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