[2106] | 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 | * Author: |
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| 23 | * Martin Polak |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | |
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| 30 | #ifndef _WeaponSystem_H__ |
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| 31 | #define _WeaponSystem_H__ |
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| 32 | |
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| 33 | #include "OrxonoxPrereqs.h" |
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| 34 | |
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[3196] | 35 | #include <map> |
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[2912] | 36 | #include <set> |
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[2915] | 37 | #include <vector> |
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[2106] | 38 | #include "core/BaseObject.h" |
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| 39 | |
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| 40 | namespace orxonox |
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| 41 | { |
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[10650] | 42 | /** |
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| 43 | @brief |
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| 44 | An @ref orxonox::Pawn that is able to fire weapons always need to have a WeaponSystem. The WeaponSystem manages all the @ref orxonox::WeaponSet, @ref orxonox::WeaponPack and @ref orxonox::WeaponSlot classes. |
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| 45 | |
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| 46 | */ |
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[2106] | 47 | class _OrxonoxExport WeaponSystem : public BaseObject |
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| 48 | { |
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| 49 | public: |
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[9667] | 50 | WeaponSystem(Context* context); |
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[2106] | 51 | virtual ~WeaponSystem(); |
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| 52 | |
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[2914] | 53 | // adding and removing WeaponSlots |
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| 54 | void addWeaponSlot(WeaponSlot * wSlot); |
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| 55 | void removeWeaponSlot(WeaponSlot * wSlot); |
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[2912] | 56 | WeaponSlot * getWeaponSlot(unsigned int index) const; |
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[11176] | 57 | inline const std::vector<WeaponSlot *>& getAllWeaponSlots() const |
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| 58 | { return weaponSlots_; } |
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[2106] | 59 | |
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[2914] | 60 | // adding and removing WeaponSets |
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| 61 | bool addWeaponSet(WeaponSet * wSet); |
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| 62 | bool addWeaponSet(WeaponSet * wSet, unsigned int firemode); |
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| 63 | void removeWeaponSet(WeaponSet * wSet); |
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[2912] | 64 | WeaponSet * getWeaponSet(unsigned int index) const; |
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[2106] | 65 | |
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[2914] | 66 | // adding and removing WeaponPacks |
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| 67 | bool canAddWeaponPack(WeaponPack * wPack); |
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| 68 | bool addWeaponPack(WeaponPack * wPack); |
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| 69 | void removeWeaponPack(WeaponPack * wPack); |
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[2912] | 70 | WeaponPack * getWeaponPack(unsigned int index) const; |
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[11071] | 71 | inline const std::vector<WeaponPack *>& getAllWeaponPacks() const |
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| 72 | { return weaponPacks_; } |
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[2106] | 73 | |
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[2914] | 74 | // configure slots and firemodes |
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| 75 | bool swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2); |
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| 76 | void changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode); |
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| 77 | |
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[11208] | 78 | void push(unsigned int firemode); |
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| 79 | void release(unsigned int firemode); |
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[2918] | 80 | void reload(); |
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[2912] | 81 | |
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[2918] | 82 | Munition * getMunition(SubclassIdentifier<Munition> * identifier); |
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[11052] | 83 | void addMunition(Munition* munition); |
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[2914] | 84 | |
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[2912] | 85 | inline void setPawn(Pawn * pawn) |
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| 86 | { this->pawn_ = pawn; } |
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| 87 | inline Pawn * getPawn() const |
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| 88 | { return this->pawn_; } |
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| 89 | |
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| 90 | inline int getWeaponSlotSize() const |
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[2662] | 91 | { return this->weaponSlots_.size(); } |
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[2106] | 92 | |
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[2914] | 93 | static inline unsigned int getFiremodeMask(unsigned int firemode) |
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[2912] | 94 | { return (0x1 << firemode); } |
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| 95 | |
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[2914] | 96 | static const unsigned int MAX_FIRE_MODES = 8; |
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[3301] | 97 | static const unsigned int FIRE_MODE_UNASSIGNED = static_cast<unsigned int>(-1); |
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[2914] | 98 | |
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| 99 | static const unsigned int MAX_WEAPON_MODES = 8; |
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[3301] | 100 | static const unsigned int WEAPON_MODE_UNASSIGNED = static_cast<unsigned int>(-1); |
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[2914] | 101 | |
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[2106] | 102 | private: |
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[11052] | 103 | void updateMunition(); |
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| 104 | |
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[2912] | 105 | std::map<unsigned int, WeaponSet *> weaponSets_; |
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[2915] | 106 | std::vector<WeaponSlot *> weaponSlots_; |
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[6417] | 107 | std::vector<WeaponPack *> weaponPacks_; |
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[2918] | 108 | std::map<Identifier *, Munition *> munitions_; |
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[2912] | 109 | Pawn * pawn_; |
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[2106] | 110 | }; |
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| 111 | } |
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| 112 | |
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| 113 | #endif /* _WeaponSystem_H__ */ |
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