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source: code/branches/sagerjFS16/src/orxonox/weaponsystem/Weapon.h @ 12062

Last change on this file since 12062 was 11174, checked in by sagerj, 9 years ago

everything beneath weaponmode changed to push/release - wm modified only need to implement timer/ticker

  • Property svn:eol-style set to native
File size: 3.2 KB
RevLine 
[2049]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 *   Author:
23 *      Martin Polak
[2918]24 *      Fabian 'x3n' Landau
[2049]25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#ifndef _Weapon_H__
31#define _Weapon_H__
32
33#include "OrxonoxPrereqs.h"
34
[3196]35#include <map>
[2662]36#include "tools/Timer.h"
[5735]37#include "worldentities/StaticEntity.h"
[2049]38
39namespace orxonox
40{
[10650]41    /**
42    @brief
43        A Weapon is a StaticEntity that can be attached to a WeaponSlot. A Weapon can shoot with different @ref orxonox::WeaponMode modes.
44        Imagine for example that a machine gun can shoot normal bullets, tracer bullets or even grenades.
45    */   
[2662]46    class _OrxonoxExport Weapon : public StaticEntity
[2049]47    {
48        public:
[9667]49            Weapon(Context* context);
[2049]50            virtual ~Weapon();
51
[11071]52            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
[2096]53
[11174]54            void push(unsigned int mode);
[11164]55            void release(unsigned int mode);
[2918]56            void reload();
[2049]57
[2918]58            void addWeaponmode(WeaponMode* weaponmode);
59            WeaponMode* getWeaponmode(unsigned int index) const;
[11071]60            inline const std::multimap<unsigned int, WeaponMode*>& getAllWeaponmodes() const
61                { return weaponmodes_; }
[11052]62            inline int getNumWeaponModes() const
63                { return weaponmodes_.size(); }
[2662]64
[10650]65            /**
66            @brief
67                This function is called by a @ref orxonox::WeaponPack if this Weapon is added to the WeaponPack.
68            */
[2918]69            inline void setWeaponPack(WeaponPack * weaponPack)
70                { this->weaponPack_ = weaponPack; this->notifyWeaponModes(); }
[2914]71            inline WeaponPack * getWeaponPack() const
[2918]72                { return this->weaponPack_; }
[2662]73
[10650]74            /**
75            @brief
76                This function is called by a @ref orxonox::WeaponSlot if this Weapon gets attached to the WeaponSlot.
77            */
[2914]78            inline void setWeaponSlot(WeaponSlot * wSlot)
79                { this->weaponSlot_ = wSlot; }
80            inline WeaponSlot * getWeaponSlot() const
81                { return this->weaponSlot_; }
[11052]82            void updateMunition();
[2914]83
[2918]84        private:
85            void reloaded();
86            void notifyWeaponModes();
[2049]87
[2914]88            WeaponPack* weaponPack_;
[2918]89            WeaponSlot* weaponSlot_;
90            std::multimap<unsigned int, WeaponMode*> weaponmodes_;
[2096]91
[5929]92            Timer reloadTimer_;
[2918]93            bool bReloading_;
94            unsigned int reloadingWeaponmode_;
[2049]95    };
96}
97
[2106]98#endif /* _Weapon_H__ */
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