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source: code/archive/Presentation_FS16/src/orxonox/weaponsystem/Weapon.h @ 11642

Last change on this file since 11642 was 11208, checked in by fvultier, 9 years ago

merged discharger, thats the last one

  • Property svn:eol-style set to native
File size: 3.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Martin Polak
24 *      Fabian 'x3n' Landau
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#ifndef _Weapon_H__
31#define _Weapon_H__
32
33#include "OrxonoxPrereqs.h"
34
35#include <map>
36#include "tools/Timer.h"
37#include "worldentities/StaticEntity.h"
38
39namespace orxonox
40{
41    /**
42    @brief
43        A Weapon is a StaticEntity that can be attached to a WeaponSlot. A Weapon can shoot with different @ref orxonox::WeaponMode modes.
44        Imagine for example that a machine gun can shoot normal bullets, tracer bullets or even grenades.
45    */   
46    class _OrxonoxExport Weapon : public StaticEntity
47    {
48        public:
49            Weapon(Context* context);
50            virtual ~Weapon();
51
52            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
53
54            void push(unsigned int mode);
55            void release(unsigned int mode);
56            void reload();
57
58            void addWeaponmode(WeaponMode* weaponmode);
59            WeaponMode* getWeaponmode(unsigned int index) const;
60            inline const std::multimap<unsigned int, WeaponMode*>& getAllWeaponmodes() const
61                { return weaponmodes_; }
62            inline int getNumWeaponModes() const
63                { return weaponmodes_.size(); }
64
65            /**
66            @brief
67                This function is called by a @ref orxonox::WeaponPack if this Weapon is added to the WeaponPack.
68            */
69            inline void setWeaponPack(WeaponPack * weaponPack)
70                { this->weaponPack_ = weaponPack; this->notifyWeaponModes(); }
71            inline WeaponPack * getWeaponPack() const
72                { return this->weaponPack_; }
73
74            /**
75            @brief
76                This function is called by a @ref orxonox::WeaponSlot if this Weapon gets attached to the WeaponSlot.
77            */
78            inline void setWeaponSlot(WeaponSlot * wSlot)
79                { this->weaponSlot_ = wSlot; }
80            inline WeaponSlot * getWeaponSlot() const
81                { return this->weaponSlot_; }
82            void updateMunition();
83
84        private:
85            void reloaded();
86            void notifyWeaponModes();
87
88            WeaponPack* weaponPack_;
89            WeaponSlot* weaponSlot_;
90            std::multimap<unsigned int, WeaponMode*> weaponmodes_;
91
92            Timer reloadTimer_;
93            bool bReloading_;
94            unsigned int reloadingWeaponmode_;
95    };
96}
97
98#endif /* _Weapon_H__ */
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