| 1 | /*! | 
|---|
| 2 | * @file projectile.h | 
|---|
| 3 | * a projectile, that is been shooted by a weapon | 
|---|
| 4 | * | 
|---|
| 5 | * You can use this class to make some Projectiles/Bullets/Lasers/Rockets/etc. | 
|---|
| 6 | * | 
|---|
| 7 | */ | 
|---|
| 8 |  | 
|---|
| 9 | #ifndef _PROJECTILE_H | 
|---|
| 10 | #define _PROJECTILE_H | 
|---|
| 11 |  | 
|---|
| 12 | #include "world_entity.h" | 
|---|
| 13 | #include "fast_factory.h" | 
|---|
| 14 |  | 
|---|
| 15 | #include "sound_source.h" | 
|---|
| 16 | #include "sound_buffer.h" | 
|---|
| 17 |  | 
|---|
| 18 | class Projectile : public WorldEntity | 
|---|
| 19 | { | 
|---|
| 20 | public: | 
|---|
| 21 | Projectile (); | 
|---|
| 22 | virtual ~Projectile (); | 
|---|
| 23 |  | 
|---|
| 24 | void setFlightDirection(const Quaternion& flightDirection); | 
|---|
| 25 | void setVelocity(const Vector &velocity); | 
|---|
| 26 | void setLifeSpan(float lifeSpan); | 
|---|
| 27 |  | 
|---|
| 28 | void loadExplosionSound(const std::string& explosionSound); | 
|---|
| 29 | void loadEngineSound(const std::string& engineSound); | 
|---|
| 30 | void setMinEnergy(float energyMin); | 
|---|
| 31 | /** @returns the minimal charched energy */ | 
|---|
| 32 | inline float getMinEnergy() { return this->energyMin; }; | 
|---|
| 33 | /** @returns if the Projectile can be charged */ | 
|---|
| 34 | inline bool isChageable() { return this->bChargeable; }; | 
|---|
| 35 |  | 
|---|
| 36 | void setTarget(PNode* target); | 
|---|
| 37 |  | 
|---|
| 38 | /** @brief This is called, when the Projectile is Emitted */ | 
|---|
| 39 | virtual void activate() = 0; | 
|---|
| 40 | /** @brief This is called, when the Projectile is being destroyed, or deleted */ | 
|---|
| 41 | virtual void deactivate() = 0; | 
|---|
| 42 |  | 
|---|
| 43 | virtual void destroy (); | 
|---|
| 44 |  | 
|---|
| 45 | virtual void tick (float dt); | 
|---|
| 46 | /** @brief convenience function | 
|---|
| 47 | * @param dt the Time passed | 
|---|
| 48 | * @returns true if the Projectile is past its lifeTime, false if it shall still live */ | 
|---|
| 49 | inline bool tickLifeCycle(float dt ) { this->lifeCycle += dt/this->lifeSpan;  return(unlikely(this->lifeCycle >= 1)); } | 
|---|
| 50 |  | 
|---|
| 51 |  | 
|---|
| 52 | protected: | 
|---|
| 53 | // energy | 
|---|
| 54 | float                 energyMin;                 //!< The minimal Energy a Projectile needs to be emitted. | 
|---|
| 55 | bool                  bChargeable;               //!< if the Projectile is Charegeable | 
|---|
| 56 |  | 
|---|
| 57 | float                 lifeCycle;                 //!< The percentage of the Lifetime done [0-1] | 
|---|
| 58 | float                 lifeSpan;                  //!< The entire lifespan of the Shoot. in seconds | 
|---|
| 59 |  | 
|---|
| 60 | Vector                flightDirection;           //!< DOF direction in which the shoot flighs | 
|---|
| 61 |  | 
|---|
| 62 | Vector                velocity;                  //!< velocity of the projectile. | 
|---|
| 63 |  | 
|---|
| 64 | PNode*                target;                    //!< A target for guided Weapons. | 
|---|
| 65 |  | 
|---|
| 66 | SoundSource          soundSource; | 
|---|
| 67 | private: | 
|---|
| 68 | SoundBuffer*          explosionBuffer; | 
|---|
| 69 | SoundBuffer*          engineBuffer; | 
|---|
| 70 | }; | 
|---|
| 71 |  | 
|---|
| 72 | #endif /* _PROJECTILE_H */ | 
|---|