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/*
base/weapon.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_BASE_WEAPON_H__
#define __INCLUDED_BASE_WEAPON_H__
#include "core/info.h"
namespace game
{
class Weapon : public core::Info {
public:
enum SubType {Ammo = 0, Cannon = 1, Turret = 2, Mine = 3 };
Weapon();
~Weapon();
/* --- inspectors ------------------------------------------ */
inline SubType subtype() const {
return weapon_subtype;
}
inline bool stackable() const {
return weapon_stackable;
}
/**
* @brief player level required to buy this weapon
* */
inline int level() const {
return weapon_level;
}
/**
* @brief the amount of damage this weapon inflicts
* */
inline const float damage() const
{
return weapon_damage;
}
/**
* @brief lifespan of projectiles generated by this weapon, in milliseconds
* */
inline const unsigned long projectile_lifespan() const
{
return weapon_projectile_lifespan;
}
/**
* @brief speed of projectiles generated by this weapon, in game units per second
* */
inline const float projectile_speed() const
{
return weapon_projectile_speed;
}
/**
* @brief interval between consequtive projectils fired by this weapon, in milliseconds
* */
inline const unsigned long projectile_interval() const
{
return weapon_projectile_interval;
}
/**
* @brief name of the model used for projectiles generated by this weapon
* */
inline const std::string & projectile_modelname() const
{
return weapon_projectile_modelname;
}
/**
* @brief name of the sound used when a projectile is fired by this weapon
* */
inline const std::string & projectile_soundname() const
{
return weapon_projectile_soundname;
}
/* --- mutators -------------------------------------------- */
void set_stackable(bool stackable);
void set_level(const int level);
void set_subtype(const SubType subtype);
/**
* @brief set the projectile lifespan, in milliseconds
* */
inline void set_projectile_lifespan(const unsigned long projectile_lifespan)
{
weapon_projectile_lifespan = projectile_lifespan;
}
/**
* @brief set the interval between two consecutive shots by this weapon
* */
inline void set_projectile_interval(const unsigned long projectile_interval)
{
weapon_projectile_interval = projectile_interval;
}
/**
* @brief set_projectile speed, in game units per second
* */
inline void set_projectile_speed(const float projectile_speed)
{
weapon_projectile_speed = projectile_speed;
}
/**
* @brief set the amount of damage this weapon inflicts
* */
inline void set_damage(const float damage)
{
weapon_damage = damage;
}
/**
* @brief set projectile model name
* */
inline void set_projectile_modelname(const std::string & projectile_modelname)
{
weapon_projectile_modelname.assign(projectile_modelname);
}
/**
* @brief set the projectile sound name
* */
inline void set_projectile_soundname(const std::string soundname)
{
weapon_projectile_soundname.assign(soundname);
}
/**
* @brief generate specifications info.
* */
void generate_info();
/* --- static registry functions ---------------------------------- */
static Weapon *find(const std::string & label);
static bool init();
static void done();
static void list();
static inline const core::InfoType *infotype() {
return weapon_infotype;
}
private:
static core::InfoType *weapon_infotype;
SubType weapon_subtype;
int weapon_level;
bool weapon_stackable;
unsigned long weapon_projectile_interval;
unsigned long weapon_projectile_lifespan;
float weapon_projectile_speed;
float weapon_damage;
std::string weapon_projectile_modelname;
std::string weapon_projectile_soundname;
};
} // namespace game
#endif // __INCLUDED_BASE_WEAPON_H__
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