| [4597] | 1 | /*! | 
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| [5039] | 2 |  * @file projectile.h | 
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| [5498] | 3 |  * a projectile, that is been shooted by a weapon | 
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 | 4 |  * | 
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 | 5 |  * You can use this class to make some Projectiles/Bullets/Lasers/Rockets/etc. | 
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 | 6 |  * | 
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 | 7 |  */ | 
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| [3710] | 8 |  | 
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| [3573] | 9 | #ifndef _PROJECTILE_H | 
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 | 10 | #define _PROJECTILE_H | 
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 | 11 |  | 
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 | 12 | #include "world_entity.h" | 
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 | 13 |  | 
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| [7084] | 14 | #include "sound_source.h" | 
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 | 15 | #include "sound_buffer.h" | 
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 | 16 |  | 
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| [4597] | 17 | class Projectile : public WorldEntity | 
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| [3573] | 18 | { | 
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| [4890] | 19 |   public: | 
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| [4932] | 20 |     Projectile (); | 
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| [4890] | 21 |     virtual ~Projectile (); | 
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| [3573] | 22 |  | 
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| [4927] | 23 |     void setFlightDirection(const Quaternion& flightDirection); | 
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| [4890] | 24 |     void setVelocity(const Vector &velocity); | 
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 | 25 |     void setLifeSpan(float lifeSpan); | 
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| [3573] | 26 |  | 
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| [7084] | 27 |     void loadExplosionSound(const char* explosionSound); | 
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 | 28 |     void loadEngineSound(const char* engineSound); | 
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| [6431] | 29 |     void setMinEnergy(float energyMin); | 
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| [4948] | 30 |     /** @returns the minimal charched energy */ | 
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| [6431] | 31 |     inline float getMinEnergy() { return this->energyMin; }; | 
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| [4948] | 32 |     /** @returns if the Projectile can be charged */ | 
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 | 33 |     inline bool isChageable() { return this->bChargeable; }; | 
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| [3578] | 34 |  | 
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| [5766] | 35 |     void setTarget(PNode* target); | 
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| [3573] | 36 |  | 
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| [5443] | 37 |     /** @brief This is called, when the Projectile is Emitted */ | 
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 | 38 |     virtual void activate() = 0; | 
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 | 39 |     /** @brief This is called, when the Projectile is being destroyed, or deleted */ | 
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 | 40 |     virtual void deactivate() = 0; | 
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| [4948] | 41 |  | 
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| [4890] | 42 |     virtual void destroy (); | 
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| [4597] | 43 |  | 
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| [6056] | 44 |     virtual void tick (float dt); | 
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 | 45 |     /** @brief convenience function | 
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 | 46 |      * @param dt the Time passed | 
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 | 47 |      * @returns true if the Projectile is past its lifeTime, false if it shall still live */ | 
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 | 48 |     inline bool tickLifeCycle(float dt ) { this->lifeCycle += dt/this->lifeSpan;  return(unlikely(this->lifeCycle >= 1)); } | 
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| [4890] | 49 |  | 
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| [6056] | 50 |  | 
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| [4890] | 51 |   protected: | 
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 | 52 |     // energy | 
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| [5498] | 53 |     float                 energyMin;                 //!< The minimal Energy a Projectile needs to be emitted. | 
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| [4948] | 54 |     bool                  bChargeable;               //!< if the Projectile is Charegeable | 
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| [4890] | 55 |  | 
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 | 56 |     float                 lifeCycle;                 //!< The percentage of the Lifetime done [0-1] | 
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| [4927] | 57 |     float                 lifeSpan;                  //!< The entire lifespan of the Shoot. in seconds | 
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| [4890] | 58 |  | 
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| [4948] | 59 |     Vector                flightDirection;           //!< DOF direction in which the shoot flighs | 
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| [4890] | 60 |  | 
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 | 61 |     Vector                velocity;                  //!< velocity of the projectile. | 
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| [5766] | 62 |  | 
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| [6078] | 63 |     PNode*                target;                    //!< A target for guided Weapons. | 
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| [7084] | 64 |  | 
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 | 65 |     SoundSource          soundSource; | 
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 | 66 |   private: | 
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 | 67 |     SoundBuffer*          explosionBuffer; | 
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 | 68 |     SoundBuffer*          engineBuffer; | 
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| [3573] | 69 | }; | 
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 | 70 |  | 
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 | 71 | #endif /* _PROJECTILE_H */ | 
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