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source: code/trunk/src/orxonox/weaponsystem/WeaponSystem.h @ 8748

Last change on this file since 8748 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 3.4 KB
RevLine 
[2106]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
30#ifndef _WeaponSystem_H__
31#define _WeaponSystem_H__
32
33#include "OrxonoxPrereqs.h"
34
[3196]35#include <map>
[2912]36#include <set>
[2915]37#include <vector>
[2106]38#include "core/BaseObject.h"
39
40namespace orxonox
41{
42    class _OrxonoxExport WeaponSystem : public BaseObject
43    {
44        public:
45            WeaponSystem(BaseObject* creator);
46            virtual ~WeaponSystem();
47
[2914]48            // adding and removing WeaponSlots
49            void addWeaponSlot(WeaponSlot * wSlot);
50            void removeWeaponSlot(WeaponSlot * wSlot);
[2912]51            WeaponSlot * getWeaponSlot(unsigned int index) const;
[2106]52
[2914]53            // adding and removing WeaponSets
54            bool addWeaponSet(WeaponSet * wSet);
55            bool addWeaponSet(WeaponSet * wSet, unsigned int firemode);
56            void removeWeaponSet(WeaponSet * wSet);
[2912]57            WeaponSet * getWeaponSet(unsigned int index) const;
[2106]58
[2914]59            // adding and removing WeaponPacks
60            bool canAddWeaponPack(WeaponPack * wPack);
61            bool addWeaponPack(WeaponPack * wPack);
62            void removeWeaponPack(WeaponPack * wPack);
[2912]63            WeaponPack * getWeaponPack(unsigned int index) const;
[2106]64
[2914]65            // configure slots and firemodes
66            bool swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2);
67            void changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode);
68
[2912]69            void fire(unsigned int firemode);
[2918]70            void reload();
[2912]71
[2918]72            Munition * getMunition(SubclassIdentifier<Munition> * identifier);
[2914]73
[2912]74            inline void setPawn(Pawn * pawn)
75                { this->pawn_ = pawn; }
76            inline Pawn * getPawn() const
77                { return this->pawn_; }
78
79            inline int getWeaponSlotSize() const
[2662]80                { return this->weaponSlots_.size(); }
[2106]81
[2914]82            static inline unsigned int getFiremodeMask(unsigned int firemode)
[2912]83                { return (0x1 << firemode); }
84
[2914]85            static const unsigned int MAX_FIRE_MODES = 8;
[3301]86            static const unsigned int FIRE_MODE_UNASSIGNED = static_cast<unsigned int>(-1);
[2914]87
88            static const unsigned int MAX_WEAPON_MODES = 8;
[3301]89            static const unsigned int WEAPON_MODE_UNASSIGNED = static_cast<unsigned int>(-1);
[2914]90
[2106]91        private:
[2912]92            std::map<unsigned int, WeaponSet *> weaponSets_;
[2915]93            std::vector<WeaponSlot *> weaponSlots_;
[6417]94            std::vector<WeaponPack *> weaponPacks_;
[2918]95            std::map<Identifier *, Munition *> munitions_;
[2912]96            Pawn * pawn_;
[2106]97    };
98}
99
100#endif /* _WeaponSystem_H__ */
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