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/*
core/entityprojectile.h
This file is part of the Osirion project and is distributed under
the terms and conditions of the GNU General Public License version 2
*/
#ifndef __INCLUDED_CORE_PROJECTILE_H__
#define __INCLUDED_CORE_PROJECTILE_H__
#include "core/entity.h"
namespace core
{
class EntityProjectile : public core::EntityDynamic
{
public:
EntityProjectile(const Entity *spawn = 0);
EntityProjectile(std::istream & is);
virtual ~EntityProjectile();
virtual void upkeep(const unsigned long timestamp);
virtual void collision(Entity *other);
virtual void frame(const unsigned long elapsed);
/* --- inspectors ------------------------------------------ */
/**
* @brief core type id
* */
virtual inline const unsigned int type() const {
return Projectile;
}
inline const unsigned long timestamp() const
{
return projectile_timestamp;
}
/**
* @brief the lifespan of this projectile, in milliseconds
* */
inline const unsigned long lifespan() const
{
return projectile_lifespan;
}
/**
* @brief the amount of damage this projectile inflicts
* */
inline const float damage() const
{
return projectile_damage;
}
/**
* @brief id of the player who fired the projectile
* */
inline const int owner_id() const
{
return projectile_owner_id;
}
/**
* @brief id of the entity that spawned the projectile
* */
inline const unsigned int spawn_id() const
{
return projectile_spawn_id;
}
/**
* @brief return the projectile model name
* */
inline const std::string & projectile_modelname() const
{
return projectile_modelname_str;
}
/**
* @brief return the projectile sound name
* */
inline const std::string & projectile_soundname() const
{
return projectile_soundname_str;
}
/*----- serializers ----------------------------------------------- */
/**
* @brief serialize the entity to a stream
* */
virtual void serialize_server_create(std::ostream & os) const;
/*----- mutators -------------------------------------------------- */
/**
* @brief receive a server-to-client create from a stream
* */
virtual void receive_server_create(std::istream &is);
/**
* @brief reset physics state
* */
virtual void reset();
/**
* @brief set the amount of damage this projectile inflicts
* */
inline void set_damage(const float damage)
{
projectile_damage = damage;
}
/**
* @brief set the lifespan of the projectile
* */
inline void set_lifespan(const unsigned long lifespan)
{
projectile_lifespan = lifespan;
}
/**
* @brief set the projectile timestamp
* */
inline void set_timestamp(const unsigned int timestamp)
{
projectile_timestamp = timestamp;
}
/**
* @brief set the projectile model name
* */
void set_projectile_modelname(const std::string modelname);
/**
* @brief set the projectile sound name
* */
void set_projectile_soundname(const std::string soundname);
/**
* @brief set the entity that spawned the projectile
* This sets spawn_id() to the id of the entity and owner_id() to the id
* of the owner of the spawn, if any.
* */
void set_spawn(const Entity *spawn);
private:
unsigned long projectile_timestamp;
unsigned long projectile_lifespan;
std::string projectile_modelname_str;
std::string projectile_soundname_str;
float projectile_damage;
int projectile_owner_id;
unsigned int projectile_spawn_id;
};
} // namespace game
#endif // __INCLUDED_CORE_PROJECTILE_H__
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