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source: code/branches/weaponsystem/src/orxonox/objects/weaponSystem/Weapon.h @ 2948

Last change on this file since 2948 was 2852, checked in by polakma, 16 years ago

added unlimited munition, reverted shared munition and fixed some bugs

  • Property svn:eol-style set to native
File size: 4.1 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
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Weapon_H__
30#define _Weapon_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include "core/BaseObject.h"
[2662]35#include "tools/BillboardSet.h"
36#include "tools/Timer.h"
37#include "core/Identifier.h"
[2049]38
[2662]39#include "WeaponSystem.h"
40#include "Munition.h"
[2049]41
[2662]42#include "objects/worldentities/StaticEntity.h"
43
[2049]44namespace orxonox
45{
[2662]46    class _OrxonoxExport Weapon : public StaticEntity
[2049]47    {
48        public:
[2097]49            Weapon(BaseObject* creator);
[2049]50            virtual ~Weapon();
51
[2096]52            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
53
[2060]54            virtual void fire();
[2662]55            void attachNeededMunition(std::string munitionType);
56            Munition * getAttachedMunition(std::string munitiontype);
[2049]57
[2662]58            //reloading
59            void bulletTimer(float bulletLoadingTime);
60            void magazineTimer(float magazineLoadingTime);
61            void bulletReloaded();
62            void magazineReloaded();
63
[2804]64            //XMLPort functions
[2662]65            virtual void setMunitionType(std::string munitionType);
66            virtual const std::string getMunitionType();
67            virtual void setBulletLoadingTime(float loadingTime);
68            virtual const float getBulletLoadingTime();
69            virtual void setMagazineLoadingTime(float loadingTime);
70            virtual const float getMagazineLoadingTime();
[2804]71            virtual void setBulletAmount(unsigned int amount);
72            virtual const unsigned int getBulletAmount();
73            virtual void setMagazineAmount(unsigned int amount);
74            virtual const unsigned int getMagazineAmount();
75            virtual void setUnlimitedMunition(bool unlimitedMunition);
76            virtual const bool getUnlimitedMunition();
[2662]77
[2804]78            //weapon actions
[2662]79            virtual void takeBullets();
80            virtual void takeMagazines();
81            virtual void createProjectile();
[2804]82            virtual void reloadBullet();
83            virtual void reloadMagazine();
[2662]84
[2804]85            //manually set or reset
86            virtual void setWeapon();
87            virtual void setMunition();
88           
[2662]89            inline void setParentWeaponSystem(WeaponSystem *parentWeaponSystem)
90                { this->parentWeaponSystem_=parentWeaponSystem; };
91            inline WeaponSystem * getParentWeaponSystem()
92                { return this->parentWeaponSystem_; };
93
94            inline void setAttachedToWeaponSlot(WeaponSlot * wSlot)
95                { this->attachedToWeaponSlot_ = wSlot; }
96            inline WeaponSlot * getAttachedToWeaponSlot()
97                { return this->attachedToWeaponSlot_; }
98
99
[2096]100        private:
[2049]101
[2662]102        protected:
103            bool bReloading_;
104            bool bulletReadyToShoot_;
105            bool magazineReadyToShoot_;
[2804]106            bool unlimitedMunition_;
[2662]107            float bulletLoadingTime_;
108            float magazineLoadingTime_;
[2804]109            unsigned int bulletAmount_;
110            unsigned int magazineAmount_;
[2662]111            std::string munitionType_;
[2049]112
[2662]113            WeaponSlot * attachedToWeaponSlot_;
114            Munition * munition_;
115            WeaponSystem * parentWeaponSystem_;
[2096]116
[2662]117            SubclassIdentifier<Munition> munitionIdentifier_;
118
119            Timer<Weapon> bulletReloadTimer_;
120            Timer<Weapon> magazineReloadTimer_;
[2049]121    };
122}
123
[2106]124#endif /* _Weapon_H__ */
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