/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Jannis Holzer * Fabien Vultier * Co-authors: * ... * */ /** @file MineProjectile.h @brief Definition of the MineProjectile class. */ #ifndef _MineProjectile_H__ #define _MineProjectile_H__ #include "weapons/WeaponsPrereqs.h" #include "tools/Timer.h" #include "worldentities/MovableEntity.h" #include "objects/collisionshapes/SphereCollisionShape.h" #include "objects/triggers/DistanceTrigger.h" #include "BasicProjectile.h" namespace orxonox { /** @brief TODO @ingroup WeaponsProjectiles */ class _WeaponsExport MineProjectile : public MovableEntity, public BasicProjectile { public: MineProjectile(Context* context); virtual ~MineProjectile(); virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode) override; void setMaxTimeUntilExplosion(float maxTimeUntilExplosion); void setTimeUntilActivation(float timeUntilActivation); protected: static const float triggerRadius_; static const float damageRadius_; static const float collisionShapeRadius_; private: bool bAllowExplosion_; // The mine can only explode if it is active float maxTimeUntilExplosion_; float timeUntilActivation_; Timer activationTimer_; Timer explodeTimer_; Model* modelCore_; Model* modelRing1_; Model* modelRing2_; Model* modelRing3_; Model* modelRing4_; MovableEntity* rings1_; MovableEntity* rings2_; MovableEntity* core_; ParticleEmitter* emitter_; WeakPtr collisionShape_; // The collision shape of the projectile. WeakPtr distanceTrigger_; void destructionEffect(); void allowExplosion(); void explode(); }; } #endif /* _MineProjectile_H__ */