| 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 |   float localTime; | 
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| 74 |   float idleTime; | 
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| 75 |   float slowDownFactor; | 
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| 76 |  | 
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| 77 |  private: | 
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| 78 |   bool enabled; | 
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| 79 |   Projectile* projectile; | 
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| 80 |   //WeaponSound sound; | 
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| 81 | }; | 
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| 82 |  | 
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| 83 | #endif /* _WEAPON_H */ | 
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