/* * ORXONOX - the hottest 3D action shooter ever to exist * * * License notice: * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * * Author: * Reto Grieder * Co-authors: * ... * */ #ifndef WEAPON_MANAGER_H #define WEAPON_MANAGER_H #include "OgrePrerequisites.h" #include "orxonox_prerequisites.h" namespace orxonox { namespace weapon { class WeaponManager { public: enum Action { NOTHING = 0, RELOAD = 1, CHANGE_AMMO = 2, SPECIAL = 3 }; protected: enum State { IDLE = 0, PRIMARY_FIRE = 1, SECONDARY_FIRE = 2, RELOADING = 3, CHANGING_AMMO = 4, }; public: WeaponManager(Ogre::SceneManager*, InertialNode*, BulletManager*, int); virtual ~WeaponManager(); bool addWeapon(const Ogre::String&); bool addAction(const Action); void primaryFireRequest(); void secondaryFireRequest(); bool tick(unsigned long, Ogre::Real); bool static loadWeapons(); void static destroyWeapons(); protected: void primaryFire(); void primaryFiring(unsigned int); void secondaryFire(); void secondaryFiring(unsigned int); public: protected: Ogre::SceneManager *sceneMgr_; //Ogre::SceneNode *node_; InertialNode* node_; Weapon **slots_; int slotSize_; int slotIndex_; int selectedWeapon_; int bulletCounter_; BulletManager *bulletManager_; bool primaryFireRequest_; bool secondaryFireRequest_; unsigned long actionStartTime_; State currentState_; bool secondaryFired_; Action nextAction_; bool actionAdded_; unsigned long timeSinceNextActionAdded_; static const unsigned long nextActionValidityPeriod_ = 500; static Weapon **weaponList_s; }; } } #endif /* WEAPON_MANAGER_H */