| 1 | /*! | 
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| 2 | \file weapon.h | 
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| 3 | \brief a weapon that a player can use | 
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| 4 |  | 
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| 5 | A Player has a list of weapons, that can be choosen to shoot projectiles | 
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| 6 | (projectiles.{cc,h}) at ennemies. These weapons can be shooted sequentially | 
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| 7 | or (if able) combined. Therefore you can choose the weapon mode = choose | 
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| 8 | a weapon. | 
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| 9 |  | 
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| 10 | A weapon is characterized by: | 
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| 11 | o firing-rate: the initial firing rate of a weapon (1/s = Herz) | 
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| 12 | o slowdown-factor: this is a factor d: exp(-d*x), d is element of all positive R. it determines how fast the firing-rate will slow down. if no slowdown: d=0, the bigger d is, the faster the weapon will slow down! | 
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| 13 | o energy-consumption: this determines the energy that has to be used to produce this projectile = costs per projectile | 
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| 14 |  | 
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| 15 | Furthermore there are some other attributes, that will help to represent a firing | 
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| 16 | weapon in this world: | 
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| 17 | o sound file/ressource: this is a pointer to the sound-file/ressource. however it may be represented | 
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| 18 | o shooting animation | 
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| 19 |  | 
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| 20 | */ | 
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| 21 |  | 
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| 22 |  | 
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| 23 | #ifndef _WEAPON_H | 
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| 24 | #define _WEAPON_H | 
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| 25 |  | 
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| 26 | #include "world_entity.h" | 
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| 27 |  | 
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| 28 | class Projectile; | 
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| 29 |  | 
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| 30 | typedef enum { | 
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| 31 | SHOOT, | 
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| 32 | EMPTY, | 
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| 33 | RELOAD, | 
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| 34 | SPECIAL1, | 
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| 35 | SPECIAL2, | 
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| 36 | SPECIAL3 | 
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| 37 | } weaponSoundType; | 
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| 38 |  | 
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| 39 |  | 
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| 40 | class Weapon : public WorldEntity | 
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| 41 | { | 
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| 42 | friend class World; | 
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| 43 |  | 
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| 44 | public: | 
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| 45 | Weapon (PNode* parent, Vector* coordinate, Quaternion* direction); | 
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| 46 | virtual ~Weapon (); | 
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| 47 |  | 
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| 48 | void enable(void); | 
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| 49 | void disable(void); | 
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| 50 | bool isEnabled(void); | 
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| 51 |  | 
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| 52 | void setProjectile(Projectile* projectile); | 
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| 53 | Projectile* getProjectile(void); | 
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| 54 |  | 
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| 55 | virtual void activate(void); | 
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| 56 | virtual void deactivate(void); | 
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| 57 | bool isActive(void); | 
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| 58 |  | 
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| 59 | void setWeaponIdleTime(float time); | 
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| 60 | float getWeaponIdleTime(void); | 
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| 61 | bool hasWeaponIdleTimeElapsed(void); | 
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| 62 |  | 
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| 63 | virtual void fire(void) = 0; | 
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| 64 | virtual void hit (WorldEntity* weapon, Vector* loc); | 
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| 65 | virtual void destroy(void); | 
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| 66 |  | 
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| 67 | virtual void tick(float time); | 
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| 68 | virtual void weaponIdle(void); | 
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| 69 | virtual void draw(void); | 
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| 70 |  | 
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| 71 | protected: | 
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| 72 | tList<WorldEntity>* worldEntities; | 
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| 73 |  | 
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| 74 | private: | 
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| 75 | bool enabled; | 
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| 76 | float localTime; | 
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| 77 | float slowDownFactor; | 
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| 78 | Projectile* projectile; | 
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| 79 | //WeaponSound sound; | 
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| 80 | }; | 
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| 81 |  | 
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| 82 | #endif /* _WEAPON_H */ | 
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