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