| 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 |             inline const std::vector<WeaponPack *>& getAllWeaponPacks() const | 
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| 70 |                 { return weaponPacks_; } | 
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| 71 |  | 
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| 72 |             // configure slots and firemodes | 
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| 73 |             bool swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2); | 
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| 74 |             void changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode); | 
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| 75 |  | 
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| 76 |             void fire(unsigned int firemode); | 
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| 77 |             void reload(); | 
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| 78 |  | 
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| 79 |             Munition * getMunition(SubclassIdentifier<Munition> * identifier); | 
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| 80 |             void addMunition(Munition* munition); | 
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| 81 |  | 
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| 82 |             inline void setPawn(Pawn * pawn) | 
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| 83 |                 { this->pawn_ = pawn; } | 
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| 84 |             inline Pawn * getPawn() const | 
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| 85 |                 { return this->pawn_; } | 
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| 86 |  | 
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| 87 |             inline int getWeaponSlotSize() const | 
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| 88 |                 { return this->weaponSlots_.size(); } | 
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| 89 |  | 
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| 90 |             static inline unsigned int getFiremodeMask(unsigned int firemode) | 
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| 91 |                 { return (0x1 << firemode); } | 
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| 92 |  | 
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| 93 |             static const unsigned int MAX_FIRE_MODES = 8; | 
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| 94 |             static const unsigned int FIRE_MODE_UNASSIGNED = static_cast<unsigned int>(-1); | 
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| 95 |  | 
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| 96 |             static const unsigned int MAX_WEAPON_MODES = 8; | 
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| 97 |             static const unsigned int WEAPON_MODE_UNASSIGNED = static_cast<unsigned int>(-1); | 
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| 98 |  | 
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| 99 |         private: | 
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| 100 |             void updateMunition(); | 
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| 101 |              | 
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| 102 |             std::map<unsigned int, WeaponSet *> weaponSets_; | 
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| 103 |             std::vector<WeaponSlot *> weaponSlots_; | 
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| 104 |             std::vector<WeaponPack *> weaponPacks_; | 
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| 105 |             std::map<Identifier *, Munition *> munitions_; | 
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| 106 |             Pawn * pawn_; | 
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| 107 |     }; | 
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| 108 | } | 
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| 109 |  | 
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| 110 | #endif /* _WeaponSystem_H__ */ | 
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