MegaGlest/source/glest_game/types/projectile_type.h

91 lines
2.8 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _GLEST_GAME_PROJEKTILETYPE_H_
#define _GLEST_GAME_PROJEKTILETYPE_H_
#ifdef WIN32
#include <winsock2.h>
#include <winsock.h>
#endif
#include "sound.h"
#include "vec.h"
//#include "xml_parser.h"
#include "util.h"
//#include "element_type.h"
#include "factory.h"
#include "sound_container.h"
#include "particle_type.h"
#include "leak_dumper.h"
using std::vector;
using std::string;
namespace Glest{ namespace Game{
// =====================================================
// class ProjectileType
// =====================================================
class ProjectileType {
protected:
ParticleSystemTypeProjectile* projectileParticleSystemType;
SoundContainer hitSounds;
float attackStartTime;
string spawnUnit;
int spawnUnitcount;
bool spawnUnitAtTarget;
bool shake;
int shakeIntensity;
int shakeDuration;
bool shakeVisible;
bool shakeInCameraView;
bool shakeCameraDistanceAffected;
int damagePercentage;
public:
ProjectileType();
virtual ~ProjectileType();
void load(const XmlNode *projectileNode, const string &dir, const string &techtreepath, std::map<string,vector<pair<string, string> > > &loadedFileList,
string parentLoader);
//get/set
inline StaticSound *getHitSound() const {return hitSounds.getRandSound();}
ParticleSystemTypeProjectile* getProjectileParticleSystemType() const { return projectileParticleSystemType;}
float getAttackStartTime() const {return attackStartTime;}
void setAttackStartTime(float value) {attackStartTime=value;}
string getSpawnUnit() const{return spawnUnit;}
int getSpawnUnitcount() const{return spawnUnitcount;}
bool getSpawnUnitAtTarget() const{return spawnUnitAtTarget;}
bool isShake() const{return shake;}
bool isShakeCameraDistanceAffected() const{return shakeCameraDistanceAffected;}
int getShakeDuration() const{return shakeDuration;}
bool isShakeInCameraView() const{return shakeInCameraView;}
int getShakeIntensity() const{return shakeIntensity;}
bool isShakeVisible() const{return shakeVisible;}
int getDamagePercentage() const {return damagePercentage;}
void setDamagePercentage(int value) {damagePercentage=value;}
void setProjectileParticleSystemType(ParticleSystemTypeProjectile *pointer) {projectileParticleSystemType=pointer;}
ParticleSystemTypeProjectile* getProjectileParticleSystemType() {return projectileParticleSystemType;}
};
}}//end namespace
#endif