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source: code/branches/fabienHS15/src/orxonox/weaponsystem/Munition.h @ 10715

Last change on this file since 10715 was 10713, checked in by fvultier, 9 years ago
  • Property svn:eol-style set to native
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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 *   Authors:
23 *      Martin Polak
24 *      Fabian 'x3n' Landau
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#ifndef _Munition_H__
31#define _Munition_H__
32
33#include "OrxonoxPrereqs.h"
34
35#include <map>
36#include "core/BaseObject.h"
37#include "tools/Timer.h"
38
39namespace orxonox
40{
41    namespace MunitionDeployment
42    {
43        enum Value
44        {
45            Share,
46            Stack,
47            Separate
48        };
49    }
50
51    class _OrxonoxExport Munition : public BaseObject
52    {       
53        struct Magazine
54        {
55            public:
56                Magazine(Munition* munition, bool bUseReloadTime = true);
57                virtual ~Magazine() {}
58
59                unsigned int munition_;
60                Timer loadTimer_;
61                bool bLoaded_;
62
63            private:
64                void loaded(Munition* munition);
65        };
66
67        public:
68            Munition(Context* context);
69            virtual ~Munition();
70
71            unsigned int getNumMunition(WeaponMode* user) const;
72            unsigned int getNumMunitionInCurrentMagazine(WeaponMode* user) const;
73            unsigned int getNumMagazines() const;
74
75            unsigned int getMaxMunition() const;
76            inline unsigned int getMaxMagazines() const
77                { return this->maxMagazines_; }
78            inline unsigned int getMaxMunitionPerMagazine() const
79                { return this->maxMunitionPerMagazine_; }
80            inline bool getUseSeparateMagazines() const
81                { return deployment_ == MunitionDeployment::Separate; }
82            inline bool getStackMunition() const
83                { return deployment_ == MunitionDeployment::Stack; }
84
85            bool canTakeMunition(unsigned int amount, WeaponMode* user) const;
86            bool takeMunition(unsigned int amount, WeaponMode* user);
87
88            bool canReload() const;
89            bool needReload(WeaponMode* user) const;
90            bool reload(WeaponMode* user, bool bUseReloadTime = true);
91            inline float getReloadTime() const
92                { return this->reloadTime_; }
93
94            bool canAddMunition(unsigned int amount) const;
95            bool addMunition(unsigned int amount);
96
97            bool canAddMagazines(unsigned int amount) const;
98            bool addMagazines(unsigned int amount);
99
100            bool canRemoveMagazines(unsigned int amount) const;
101            bool removeMagazines(unsigned int amount);
102
103            bool dropMagazine(WeaponMode* user);
104
105        protected:
106            unsigned int maxMunitionPerMagazine_;
107            unsigned int maxMagazines_;
108            unsigned int magazines_;
109            std::map<WeaponMode*, Magazine*> currentMagazines_; // Maps weapon modes to magazines that are currently used.
110
111            MunitionDeployment::Value deployment_; // Defines the behaviour how munition and magazines are distributed to the consuming weapon modes.
112
113            bool bAllowMunitionRefilling_;
114            bool bAllowMultiMunitionRemovementUnderflow_;
115
116            float reloadTime_;
117            WeaponMode* lastFilledWeaponMode_; // Pointer to the weapon mode that got the last munition during the last call of addMunition.
118
119        private:
120            Magazine* getMagazine(WeaponMode* user) const;
121    };
122}
123
124#endif /* _Munition_H__ */
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