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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35 | #include <map> |
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36 | #include <set> |
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37 | #include <vector> |
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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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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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47 | class _OrxonoxExport WeaponSystem : public BaseObject |
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48 | { |
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49 | public: |
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50 | WeaponSystem(Context* context); |
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51 | virtual ~WeaponSystem(); |
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52 | |
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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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56 | WeaponSlot * getWeaponSlot(unsigned int index) const; |
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57 | |
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58 | // adding and removing WeaponSets |
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59 | bool addWeaponSet(WeaponSet * wSet); |
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60 | bool addWeaponSet(WeaponSet * wSet, unsigned int firemode); |
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61 | void removeWeaponSet(WeaponSet * wSet); |
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62 | WeaponSet * getWeaponSet(unsigned int index) const; |
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63 | |
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64 | // adding and removing WeaponPacks |
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65 | bool canAddWeaponPack(WeaponPack * wPack); |
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66 | bool addWeaponPack(WeaponPack * wPack); |
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67 | void removeWeaponPack(WeaponPack * wPack); |
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68 | WeaponPack * getWeaponPack(unsigned int index) const; |
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69 | std::vector<WeaponPack *> * getAllWeaponPacks(); |
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70 | |
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71 | // configure slots and firemodes |
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72 | bool swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2); |
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73 | void changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode); |
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74 | |
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75 | void fire(unsigned int firemode); |
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76 | void reload(); |
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77 | |
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78 | Munition * getMunition(SubclassIdentifier<Munition> * identifier); |
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79 | void addMunition(Munition* munition); |
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80 | |
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81 | inline void setPawn(Pawn * pawn) |
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82 | { this->pawn_ = pawn; } |
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83 | inline Pawn * getPawn() const |
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84 | { return this->pawn_; } |
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85 | |
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86 | inline int getWeaponSlotSize() const |
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87 | { return this->weaponSlots_.size(); } |
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88 | |
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89 | static inline unsigned int getFiremodeMask(unsigned int firemode) |
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90 | { return (0x1 << firemode); } |
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91 | |
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92 | static const unsigned int MAX_FIRE_MODES = 8; |
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93 | static const unsigned int FIRE_MODE_UNASSIGNED = static_cast<unsigned int>(-1); |
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94 | |
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95 | static const unsigned int MAX_WEAPON_MODES = 8; |
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96 | static const unsigned int WEAPON_MODE_UNASSIGNED = static_cast<unsigned int>(-1); |
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97 | |
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98 | private: |
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99 | void updateMunition(); |
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100 | |
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101 | std::map<unsigned int, WeaponSet *> weaponSets_; |
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102 | std::vector<WeaponSlot *> weaponSlots_; |
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103 | std::vector<WeaponPack *> weaponPacks_; |
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104 | std::map<Identifier *, Munition *> munitions_; |
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105 | Pawn * pawn_; |
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106 | }; |
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107 | } |
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108 | |
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109 | #endif /* _WeaponSystem_H__ */ |
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