| 1 | /*! | 
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| 2 |  * @file projectile_weapon.h | 
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| 3 |  * a projectile_weapon, 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 ProjectileWeapons/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_WEAPON_H | 
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| 10 | #define _PROJECTILE_WEAPON_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 "loading/fast_factory.h" | 
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| 17 | #include "world_entities/projectiles/projectile.h" | 
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| 18 | #include "weapons/weapon.h" | 
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| 19 |  | 
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| 20 |  | 
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| 21 | #include "sound_source.h" | 
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| 22 | #include "sound_buffer.h" | 
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| 23 |  | 
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| 24 | class FastFactory; | 
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| 25 |  | 
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| 26 |  | 
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| 27 | class ProjectileWeapon : public Projectile | 
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| 28 | { | 
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| 29 |   ObjectListDeclaration(ProjectileWeapon); | 
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| 30 |   public: | 
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| 31 |     ProjectileWeapon (); | 
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| 32 |     virtual ~ProjectileWeapon (); | 
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| 33 |  | 
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| 34 |     /** @brief Constructor with variable passing*/ | 
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| 35 |     ProjectileWeapon (float pDamage, float eDamage, PNode* target); | 
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| 36 |     /** @brief for void construction; setting values later - needed for FastFactory*/ | 
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| 37 |     virtual void initialize(float pDamage, float eDamage, PNode* target); | 
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| 38 |  | 
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| 39 |     void setFlightDirection(const Quaternion& flightDirection); | 
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| 40 |     void setVelocity(const Vector &velocity); | 
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| 41 |     void setLifeSpan(float lifeSpan); | 
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| 42 |  | 
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| 43 |     void loadExplosionSound(const std::string& explosionSound); | 
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| 44 |     void loadEngineSound(const std::string& engineSound); | 
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| 45 |     void setMinEnergy(float energyMin); | 
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| 46 |     /** @returns the minimal charched energy */ | 
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| 47 |     inline float getMinEnergy() { return this->energyMin; }; | 
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| 48 |     /** @returns if the ProjectileWeapon can be charged */ | 
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| 49 |     inline bool isChageable() { return this->bChargeable; }; | 
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| 50 |  | 
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| 51 |     void setTarget(PNode* target); | 
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| 52 |  | 
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| 53 |     /** @brief This is called, when the ProjectileWeapon is Emitted */ | 
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| 54 |     virtual void activate() = 0; | 
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| 55 |     /** @brief This is called, when the ProjectileWeapon is being destroyed, or deleted */ | 
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| 56 |     virtual void deactivate() = 0; | 
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| 57 |  | 
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| 58 |     virtual void destroy (WorldEntity* killer); | 
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| 59 |  | 
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| 60 |     virtual void collidesWith (WorldEntity* target, const Vector& location);  //!< collision handler; used against SpaceShip as most target will be | 
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| 61 |  | 
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| 62 |  | 
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| 63 |     virtual void tick (float dt); | 
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| 64 |     /** @brief convenience function | 
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| 65 |      * @param dt the Time passed | 
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| 66 |      * @returns true if the ProjectileWeapon is past its lifeTime, false if it shall still live */ | 
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| 67 |     inline bool tickLifeCycle(float dt ) { this->lifeCycle += dt/this->lifeSpan;  return(unlikely(this->lifeCycle >= 1)); } | 
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| 68 |  | 
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| 69 |     inline float getPhysDamage() { return this->physDamage; }; | 
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| 70 |     inline float getElecDamage() { return this->elecDamage; }; | 
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| 71 |  | 
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| 72 |     inline void setPhysDamage( float dmg) {this->physDamage = dmg; }; | 
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| 73 |     inline void setElecDamage( float dmg) {this->elecDamage = dmg; }; | 
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| 74 |  | 
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| 75 |     inline void setRotationAxis ( Vector axis ) { this->rotationAxis = axis; }; | 
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| 76 |     inline void setRotationSpeed ( float speed ) { this->rotationSpeed = speed; }; | 
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| 77 |     inline const Vector & getRotationAxis () const { return this->rotationAxis; }; | 
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| 78 |     inline float getRotationSpeed () { return this->rotationSpeed; };     //!< Added for completeness | 
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| 79 |  | 
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| 80 |     inline void setAngle () { this->angle = 0; }; | 
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| 81 |     inline void setAngle ( float angle ) { this->angle = angle; }; | 
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| 82 |     inline float getAngle () { return this->angle; }; | 
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| 83 |  | 
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| 84 |     inline void updateAngle ( float dt ) { this->angle += this->rotationSpeed * dt; }; | 
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| 85 |  | 
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| 86 |     inline void setFragments( int frag ) { this->fragments = frag; }; | 
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| 87 |     inline int getFragments () { return this->fragments; }; | 
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| 88 |  | 
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| 89 | //     virtual void blow (); | 
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| 90 |  | 
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| 91 |   protected: | 
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| 92 |     // energy | 
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| 93 |     float                   energyMin;                //!< The minimal Energy a ProjectileWeapon needs to be emitted. | 
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| 94 |     bool                    bChargeable;              //!< if the ProjectileWeapon is Charegeable | 
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| 95 |  | 
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| 96 |     float                   lifeCycle;                //!< The percentage of the Lifetime done [0-1] | 
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| 97 |     float                   lifeSpan;                 //!< The entire lifespan of the Shoot. in seconds | 
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| 98 |  | 
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| 99 |     float                   physDamage;               //!< damage to shield and armor | 
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| 100 |     float                   elecDamage;               //!< damage to elctronic | 
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| 101 |     float                   turningSpeed;             //!< degrees per tick | 
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| 102 |  | 
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| 103 |     Vector                  flightDirection;          //!< DOF direction in which the shoot flighs | 
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| 104 |  | 
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| 105 |     float                   angle;                    //!< Spinning Projectile, needed to ajust dispersal pattern | 
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| 106 |     float                   rotationSpeed;            //!< rotation speed | 
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| 107 |     Vector                  rotationAxis;           //!< rotation axis | 
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| 108 |  | 
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| 109 |     int                     fragments;                //!< Number of fragements created by the blow | 
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| 110 |  | 
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| 111 |     Vector                  velocity;                 //!< velocity of the projectile_weapon. | 
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| 112 |  | 
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| 113 |     PNode*                  target;                   //!< A target for guided Weapons. | 
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| 114 |  | 
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| 115 |     virtual void            blow(); | 
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| 116 |  | 
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| 117 | //     FastFactory             ff; | 
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| 118 | //     static FastFactory*               fastFactory; | 
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| 119 |  | 
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| 120 |     OrxSound::SoundSource  soundSource; | 
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| 121 |   private: | 
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| 122 |     OrxSound::SoundBuffer  explosionBuffer; | 
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| 123 |     OrxSound::SoundBuffer  engineBuffer; | 
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| 124 | }; | 
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| 125 |  | 
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| 126 | #endif /* _PROJECTILE_WEAPON_H */ | 
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