| [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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| [7193] | 13 | #include "fast_factory.h" | 
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| [3573] | 14 |  | 
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| [7084] | 15 | #include "sound_source.h" | 
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|  | 16 | #include "sound_buffer.h" | 
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|  | 17 |  | 
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| [4597] | 18 | class Projectile : public WorldEntity | 
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| [3573] | 19 | { | 
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| [4890] | 20 | public: | 
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| [4932] | 21 | Projectile (); | 
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| [4890] | 22 | virtual ~Projectile (); | 
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| [3573] | 23 |  | 
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| [4927] | 24 | void setFlightDirection(const Quaternion& flightDirection); | 
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| [4890] | 25 | void setVelocity(const Vector &velocity); | 
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|  | 26 | void setLifeSpan(float lifeSpan); | 
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| [3573] | 27 |  | 
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| [7221] | 28 | void loadExplosionSound(const std::string& explosionSound); | 
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|  | 29 | void loadEngineSound(const std::string& engineSound); | 
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| [6431] | 30 | void setMinEnergy(float energyMin); | 
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| [4948] | 31 | /** @returns the minimal charched energy */ | 
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| [6431] | 32 | inline float getMinEnergy() { return this->energyMin; }; | 
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| [4948] | 33 | /** @returns if the Projectile can be charged */ | 
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|  | 34 | inline bool isChageable() { return this->bChargeable; }; | 
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| [3578] | 35 |  | 
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| [5766] | 36 | void setTarget(PNode* target); | 
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| [3573] | 37 |  | 
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| [5443] | 38 | /** @brief This is called, when the Projectile is Emitted */ | 
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|  | 39 | virtual void activate() = 0; | 
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|  | 40 | /** @brief This is called, when the Projectile is being destroyed, or deleted */ | 
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|  | 41 | virtual void deactivate() = 0; | 
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| [4948] | 42 |  | 
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| [4890] | 43 | virtual void destroy (); | 
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| [4597] | 44 |  | 
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| [6056] | 45 | virtual void tick (float dt); | 
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|  | 46 | /** @brief convenience function | 
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|  | 47 | * @param dt the Time passed | 
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|  | 48 | * @returns true if the Projectile is past its lifeTime, false if it shall still live */ | 
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|  | 49 | inline bool tickLifeCycle(float dt ) { this->lifeCycle += dt/this->lifeSpan;  return(unlikely(this->lifeCycle >= 1)); } | 
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| [4890] | 50 |  | 
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| [6056] | 51 |  | 
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| [4890] | 52 | protected: | 
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|  | 53 | // energy | 
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| [7460] | 54 | float                  energyMin;                 //!< The minimal Energy a Projectile needs to be emitted. | 
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|  | 55 | bool                   bChargeable;               //!< if the Projectile is Charegeable | 
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| [4890] | 56 |  | 
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| [7460] | 57 | float                  lifeCycle;                 //!< The percentage of the Lifetime done [0-1] | 
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|  | 58 | float                  lifeSpan;                  //!< The entire lifespan of the Shoot. in seconds | 
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| [4890] | 59 |  | 
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| [7460] | 60 | Vector                 flightDirection;           //!< DOF direction in which the shoot flighs | 
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| [4890] | 61 |  | 
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| [7460] | 62 | Vector                 velocity;                  //!< velocity of the projectile. | 
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| [5766] | 63 |  | 
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| [7460] | 64 | PNode*                 target;                    //!< A target for guided Weapons. | 
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| [7084] | 65 |  | 
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| [7460] | 66 | OrxSound::SoundSource  soundSource; | 
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| [7084] | 67 | private: | 
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| [7460] | 68 | OrxSound::SoundBuffer* explosionBuffer; | 
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|  | 69 | OrxSound::SoundBuffer* engineBuffer; | 
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| [3573] | 70 | }; | 
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|  | 71 |  | 
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|  | 72 | #endif /* _PROJECTILE_H */ | 
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