1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Authors: |
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23 | * Martin Polak |
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24 | * Fabian 'x3n' Landau |
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25 | * Co-authors: |
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26 | * Fabien Vultier |
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27 | * |
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28 | */ |
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29 | |
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30 | #ifndef _Munition_H__ |
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31 | #define _Munition_H__ |
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32 | |
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33 | #include "OrxonoxPrereqs.h" |
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34 | |
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35 | #include <map> |
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36 | #include "core/BaseObject.h" |
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37 | #include "tools/Timer.h" |
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38 | |
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39 | namespace orxonox |
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40 | { |
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41 | namespace MunitionDeployment |
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42 | { |
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43 | enum Value |
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44 | { |
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45 | 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. |
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46 | Share, // All comsuming weapon modes take their munition from the same magazine. If this magazine is empty a new one is loaded. |
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47 | Stack // There is only one magazine where all the munition is stored. Use this deployment mode for heavy weapons loke rockets, bombs, ... |
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48 | }; |
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49 | } |
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50 | |
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51 | class _OrxonoxExport Munition : public BaseObject |
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52 | { |
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53 | struct Magazine |
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54 | { |
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55 | public: |
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56 | Magazine(Munition* munition, bool bUseReloadTime = true); |
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57 | virtual ~Magazine() {} |
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58 | |
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59 | unsigned int munition_; |
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60 | Timer loadTimer_; |
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61 | bool bLoaded_; |
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62 | |
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63 | private: |
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64 | void loaded(Munition* munition); |
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65 | }; |
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66 | |
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67 | public: |
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68 | Munition(Context* context); |
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69 | virtual ~Munition(); |
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70 | |
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71 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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72 | |
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73 | unsigned int getNumMunition(WeaponMode* user) const; |
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74 | unsigned int getNumMunitionInCurrentMagazine(WeaponMode* user) const; |
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75 | unsigned int getNumMagazines() const; |
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76 | |
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77 | unsigned int getMaxMunition() const; |
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78 | inline unsigned int getMaxMagazines() const |
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79 | { return this->maxMagazines_; } |
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80 | inline unsigned int getMaxMunitionPerMagazine() const |
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81 | { return this->maxMunitionPerMagazine_; } |
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82 | inline MunitionDeployment::Value getMunitionDeployment() const |
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83 | { return deployment_; } |
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84 | |
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85 | |
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86 | bool canTakeMunition(unsigned int amount, WeaponMode* user) const; |
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87 | bool takeMunition(unsigned int amount, WeaponMode* user); |
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88 | |
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89 | bool canReload() const; |
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90 | bool needReload(WeaponMode* user) const; |
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91 | bool reload(WeaponMode* user, bool bUseReloadTime = true); |
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92 | inline float getReloadTime() const |
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93 | { return this->reloadTime_; } |
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94 | |
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95 | bool canAddMunition(unsigned int amount) const; |
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96 | bool addMunition(unsigned int amount); |
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97 | |
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98 | bool canAddMagazines(unsigned int amount) const; |
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99 | bool addMagazines(unsigned int amount); |
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100 | |
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101 | bool canRemoveMagazines(unsigned int amount) const; |
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102 | bool removeMagazines(unsigned int amount); |
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103 | |
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104 | bool dropMagazine(WeaponMode* user); |
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105 | |
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106 | protected: |
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107 | unsigned int maxMunitionPerMagazine_; |
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108 | unsigned int maxMagazines_; |
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109 | unsigned int magazines_; |
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110 | std::map<WeaponMode*, Magazine*> currentMagazines_; // Maps weapon modes to magazines that are currently used. |
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111 | |
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112 | MunitionDeployment::Value deployment_; // Defines the behaviour how munition and magazines are distributed to the consuming weapon modes. |
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113 | |
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114 | bool bAllowMunitionRefilling_; |
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115 | bool bAllowMultiMunitionRemovementUnderflow_; |
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116 | |
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117 | float reloadTime_; |
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118 | WeaponMode* lastFilledWeaponMode_; // Pointer to the weapon mode that got the last munition during the last call of addMunition. |
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119 | |
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120 | private: |
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121 | Magazine* getMagazine(WeaponMode* user) const; |
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122 | inline void setMaxMagazines(unsigned int maxMagazines) |
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123 | { this->maxMagazines_ = maxMagazines; } |
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124 | inline void setMaxMunitionPerMagazine(unsigned int maxMunitionPerMagazine) |
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125 | { this->maxMunitionPerMagazine_ = maxMunitionPerMagazine; } |
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126 | void setNumMagazines(unsigned int numMagazines); |
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127 | }; |
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128 | } |
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129 | |
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130 | #endif /* _Munition_H__ */ |
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