/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Hagen Seifert * Co-authors: * ... * */ /** @file EnergyDrink.h @brief Definition of the EnergyDrink class. */ #ifndef _EnergyDrink_H__ #define _EnergyDrink_H__ #include "weapons/WeaponsPrereqs.h" #include #include "tools/Timer.h" #include "weaponsystem/WeaponMode.h" namespace orxonox { /** @brief Shoots a can. @author Hagen Seifert @ingroup WeaponsWeaponModes */ class _WeaponsExport EnergyDrink : public WeaponMode { public: EnergyDrink(Context* context); virtual ~EnergyDrink() {} virtual bool fire(float* reloadTime) override; virtual void fire() override; virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; private: /** @brief Set the material of the EnergyDrink. @param material The name of the material. */ void setMaterial(const std::string& material) { this->material_ = material; } /** @brief Get the material of the EnergyDrink. @return Returns the material name. */ inline const std::string& getMaterial() const { return this->material_; } void setDelay(float delay); /** @brief Get the firing delay. @return Returns the delay in seconds. */ float getDelay() const { return this->delay_; } void shot(); void muzzleflash(); std::string material_; //!< The material. float speed_; //!< The speed of the EnergyDrink. float delay_; //!< The firing delay. Timer delayTimer_; //!< The timer to delay the firing. bool timerStarted_; }; } #endif /* _EnergyDrink_H__ */