blob: b4a790c1c359bc098686df15af40d74b0e2d769c (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
|
/*
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
* */
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;
}
/* --- 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);
}
/* --- 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;
};
} // namespace game
#endif // __INCLUDED_BASE_WEAPON_H__
|