/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it 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. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Martin Polak * Fabian 'x3n' Landau * Co-authors: * ... * */ #ifndef _Weapon_H__ #define _Weapon_H__ #include "OrxonoxPrereqs.h" #include #include "tools/Timer.h" #include "worldentities/StaticEntity.h" namespace orxonox { /** @brief A Weapon is a StaticEntity that can be attached to a WeaponSlot. A Weapon can shoot with different @ref orxonox::WeaponMode modes. Imagine for example that a machine gun can shoot normal bullets, tracer bullets or even grenades. */ class _OrxonoxExport Weapon : public StaticEntity { public: Weapon(Context* context); virtual ~Weapon(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; void fire(unsigned int mode); void reload(); void addWeaponmode(WeaponMode* weaponmode); WeaponMode* getWeaponmode(unsigned int index) const; /** @brief This function is called by a @ref orxonox::WeaponPack if this Weapon is added to the WeaponPack. */ inline void setWeaponPack(WeaponPack * weaponPack) { this->weaponPack_ = weaponPack; this->notifyWeaponModes(); } inline WeaponPack * getWeaponPack() const { return this->weaponPack_; } /** @brief This function is called by a @ref orxonox::WeaponSlot if this Weapon gets attached to the WeaponSlot. */ inline void setWeaponSlot(WeaponSlot * wSlot) { this->weaponSlot_ = wSlot; } inline WeaponSlot * getWeaponSlot() const { return this->weaponSlot_; } private: void reloaded(); void notifyWeaponModes(); WeaponPack* weaponPack_; WeaponSlot* weaponSlot_; std::multimap weaponmodes_; Timer reloadTimer_; bool bReloading_; unsigned int reloadingWeaponmode_; }; } #endif /* _Weapon_H__ */