/* * 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. * * Authors: * Martin Polak * Fabian 'x3n' Landau * Co-authors: * Fabien Vultier * */ #ifndef _Munition_H__ #define _Munition_H__ #include "OrxonoxPrereqs.h" #include #include "core/BaseObject.h" #include "tools/Timer.h" namespace orxonox { namespace MunitionDeployment { enum Value { Separate, // Every comsuming weapon mode has its own magazine. It is possible that one weapon mode is out of ammo while another still has some. Share, // All comsuming weapon modes take their munition from the same magazine. If this magazine is empty a new one is loaded. Stack // There is only one magazine where all the munition is stored. Use this deployment mode for heavy weapons loke rockets, bombs, ... }; } class _OrxonoxExport Munition : public BaseObject { struct Magazine { public: Magazine(Munition* munition, bool bUseReloadTime = true); virtual ~Magazine() {} unsigned int munition_; Timer loadTimer_; bool bLoaded_; private: void loaded(Munition* munition); }; public: Munition(Context* context); virtual ~Munition(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); unsigned int getNumMunition(WeaponMode* user) const; unsigned int getNumMunitionInCurrentMagazine(WeaponMode* user) const; unsigned int getNumMagazines() const; unsigned int getMaxMunition() const; inline unsigned int getMaxMagazines() const { return this->maxMagazines_; } inline unsigned int getMaxMunitionPerMagazine() const { return this->maxMunitionPerMagazine_; } inline MunitionDeployment::Value getMunitionDeployment() const { return deployment_; } bool canTakeMunition(unsigned int amount, WeaponMode* user) const; bool takeMunition(unsigned int amount, WeaponMode* user); bool canReload() const; bool needReload(WeaponMode* user) const; bool reload(WeaponMode* user, bool bUseReloadTime = true); inline float getReloadTime() const { return this->reloadTime_; } bool canAddMunition(unsigned int amount) const; bool addMunition(unsigned int amount); bool canAddMagazines(unsigned int amount) const; /** @brief Try to add magazines. @param amount The amount of magazines tried to add. @return The amount of magazines sucessfully added. */ unsigned int addMagazines(unsigned int amount); bool canRemoveMagazines(unsigned int amount) const; bool removeMagazines(unsigned int amount); bool dropMagazine(WeaponMode* user); protected: unsigned int maxMunitionPerMagazine_; unsigned int maxMagazines_; unsigned int unassignedMagazines_; // Number of magazines that are not assigned to a weapon mode. These are alway treated as full. std::map assignedMagazines_; // Maps weapon modes to magazines that are currently used. MunitionDeployment::Value deployment_; // Defines the behaviour how munition and magazines are distributed to the consuming weapon modes. bool bAllowMunitionRefilling_; bool bAllowMultiMunitionRemovementUnderflow_; float reloadTime_; // The time needed to replace a magazine by a new one. WeaponMode* lastFilledWeaponMode_; // Pointer to the weapon mode that got the last munition during the last call of addMunition. private: Magazine* getMagazine(WeaponMode* user) const; inline void setMaxMagazines(unsigned int maxMagazines) { this->maxMagazines_ = maxMagazines; } inline void setMaxMunitionPerMagazine(unsigned int maxMunitionPerMagazine) { this->maxMunitionPerMagazine_ = maxMunitionPerMagazine; } void setNumMagazines(unsigned int numMagazines); }; } #endif /* _Munition_H__ */