| [10629] | 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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| [11071] | 56 |             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; | 
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 | 57 |             virtual void fire() override; | 
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| [10629] | 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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