| 1 | /*! | 
|---|
| 2 | * @file projectile.h | 
|---|
| 3 | * a projectile, that is been shooted by a weapon | 
|---|
| 4 | * | 
|---|
| 5 | * You can use this class to make some Projectiles/Bullets/Lasers/Rockets/etc. | 
|---|
| 6 | * | 
|---|
| 7 | */ | 
|---|
| 8 |  | 
|---|
| 9 | #ifndef _PROJECTILE_H | 
|---|
| 10 | #define _PROJECTILE_H | 
|---|
| 11 |  | 
|---|
| 12 | #include "world_entity.h" | 
|---|
| 13 | #include "loading/fast_factory.h" | 
|---|
| 14 | #include "space_ships/space_ship.h" | 
|---|
| 15 |  | 
|---|
| 16 | #include "sound_source.h" | 
|---|
| 17 | #include "sound_buffer.h" | 
|---|
| 18 |  | 
|---|
| 19 | class Projectile : public WorldEntity | 
|---|
| 20 | { | 
|---|
| 21 | ObjectListDeclaration(Projectile); | 
|---|
| 22 | public: | 
|---|
| 23 | Projectile (); | 
|---|
| 24 | virtual ~Projectile (); | 
|---|
| 25 |  | 
|---|
| 26 | /** @brief Constructor with variable passing*/ | 
|---|
| 27 | Projectile (float pDamage, float eDamage, PNode* target); | 
|---|
| 28 | /** @brief for void construction; setting values later - needed for FastFactory*/ | 
|---|
| 29 | virtual void initialize(float pDamage, float eDamage, PNode* target); | 
|---|
| 30 |  | 
|---|
| 31 | void setFlightDirection(const Quaternion& flightDirection); | 
|---|
| 32 | void setVelocity(const Vector &velocity); | 
|---|
| 33 | void setLifeSpan(float lifeSpan); | 
|---|
| 34 |  | 
|---|
| 35 | void loadExplosionSound(const std::string& explosionSound); | 
|---|
| 36 | void loadEngineSound(const std::string& engineSound); | 
|---|
| 37 | void setMinEnergy(float energyMin); | 
|---|
| 38 | /** @returns the minimal charched energy */ | 
|---|
| 39 | inline float getMinEnergy() { return this->energyMin; }; | 
|---|
| 40 | /** @returns if the Projectile can be charged */ | 
|---|
| 41 | inline bool isChageable() { return this->bChargeable; }; | 
|---|
| 42 |  | 
|---|
| 43 | void setTarget(PNode* target); | 
|---|
| 44 |  | 
|---|
| 45 | /** @brief This is called, when the Projectile is Emitted */ | 
|---|
| 46 | virtual void activate() = 0; | 
|---|
| 47 | /** @brief This is called, when the Projectile is being destroyed, or deleted */ | 
|---|
| 48 | virtual void deactivate() = 0; | 
|---|
| 49 |  | 
|---|
| 50 | virtual void destroy (WorldEntity* killer); | 
|---|
| 51 |  | 
|---|
| 52 | virtual void collidesWith (WorldEntity* target, const Vector& location);  //!< collision handler; used against SpaceShip as most target will be | 
|---|
| 53 |  | 
|---|
| 54 |  | 
|---|
| 55 | virtual void tick (float dt); | 
|---|
| 56 | /** @brief convenience function | 
|---|
| 57 | * @param dt the Time passed | 
|---|
| 58 | * @returns true if the Projectile is past its lifeTime, false if it shall still live */ | 
|---|
| 59 | inline bool tickLifeCycle(float dt ) { this->lifeCycle += dt/this->lifeSpan;  return(unlikely(this->lifeCycle >= 1)); } | 
|---|
| 60 |  | 
|---|
| 61 | inline float getPhysDamage() { return this->physDamage; }; | 
|---|
| 62 | inline float getElecDamage() { return this->elecDamage; }; | 
|---|
| 63 |  | 
|---|
| 64 | inline void setPhysDamage( float dmg) {this->physDamage = dmg; }; | 
|---|
| 65 | inline void setElecDamage( float dmg) {this->elecDamage = dmg; }; | 
|---|
| 66 |  | 
|---|
| 67 | protected: | 
|---|
| 68 | // energy | 
|---|
| 69 | int                origList;                        //!< FIXME currently a fix around the collision seg fault | 
|---|
| 70 | float                   energyMin;                //!< The minimal Energy a Projectile needs to be emitted. | 
|---|
| 71 | bool                    bChargeable;              //!< if the Projectile is Charegeable | 
|---|
| 72 |  | 
|---|
| 73 | float                   lifeCycle;                //!< The percentage of the Lifetime done [0-1] | 
|---|
| 74 | float                   lifeSpan;                 //!< The entire lifespan of the Shoot. in seconds | 
|---|
| 75 |  | 
|---|
| 76 | float                   physDamage;               //!< damage to shield and armor | 
|---|
| 77 | float                   elecDamage;               //!< damage to elctronic | 
|---|
| 78 | float                   turningSpeed;             //!< degrees per tick | 
|---|
| 79 |  | 
|---|
| 80 | Vector                  flightDirection;          //!< DOF direction in which the shoot flighs | 
|---|
| 81 |  | 
|---|
| 82 | Vector                  velocity;                 //!< velocity of the projectile. | 
|---|
| 83 |  | 
|---|
| 84 | PNode*                  target;                   //!< A target for guided Weapons. | 
|---|
| 85 |  | 
|---|
| 86 | OrxSound::SoundSource  soundSource; | 
|---|
| 87 | private: | 
|---|
| 88 | OrxSound::SoundBuffer  explosionBuffer; | 
|---|
| 89 | OrxSound::SoundBuffer  engineBuffer; | 
|---|
| 90 | }; | 
|---|
| 91 |  | 
|---|
| 92 | #endif /* _PROJECTILE_H */ | 
|---|