| 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 (); |
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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 | virtual void setWeaponIdleTime(float time); |
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| 60 | virtual float getWeaponIdleTime(void); |
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| 61 | virtual bool hasWeaponIdleTimeElapsed(void); |
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| 62 | |
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| 63 | virtual void fire(void); |
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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 | |
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| 72 | private: |
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| 73 | bool enabled; |
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| 74 | float localTime; |
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| 75 | float slowDownFactor; |
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| 76 | Projectile* projectile; |
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| 77 | //WeaponSound sound; |
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| 78 | |
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| 79 | }; |
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| 80 | |
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| 81 | #endif /* _WEAPON_H */ |
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