| 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 | class _OrxonoxExport WeaponSystem : public BaseObject | 
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| 43 | { | 
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| 44 | public: | 
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| 45 | WeaponSystem(Context* context); | 
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| 46 | virtual ~WeaponSystem(); | 
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| 47 |  | 
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| 48 | // adding and removing WeaponSlots | 
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| 49 | void addWeaponSlot(WeaponSlot * wSlot); | 
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| 50 | void removeWeaponSlot(WeaponSlot * wSlot); | 
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| 51 | WeaponSlot * getWeaponSlot(unsigned int index) const; | 
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| 52 |  | 
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| 53 | // adding and removing WeaponSets | 
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| 54 | bool addWeaponSet(WeaponSet * wSet); | 
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| 55 | bool addWeaponSet(WeaponSet * wSet, unsigned int firemode); | 
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| 56 | void removeWeaponSet(WeaponSet * wSet); | 
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| 57 | WeaponSet * getWeaponSet(unsigned int index) const; | 
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| 58 |  | 
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| 59 | // adding and removing WeaponPacks | 
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| 60 | bool canAddWeaponPack(WeaponPack * wPack); | 
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| 61 | bool addWeaponPack(WeaponPack * wPack); | 
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| 62 | void removeWeaponPack(WeaponPack * wPack); | 
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| 63 | WeaponPack * getWeaponPack(unsigned int index) const; | 
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| 64 |  | 
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| 65 | // configure slots and firemodes | 
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| 66 | bool swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2); | 
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| 67 | void changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode); | 
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| 68 |  | 
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| 69 | void fire(unsigned int firemode); | 
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| 70 | void reload(); | 
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| 71 |  | 
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| 72 | Munition * getMunition(SubclassIdentifier<Munition> * identifier); | 
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| 73 |  | 
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| 74 | inline void setPawn(Pawn * pawn) | 
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| 75 | { this->pawn_ = pawn; } | 
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| 76 | inline Pawn * getPawn() const | 
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| 77 | { return this->pawn_; } | 
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| 78 |  | 
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| 79 | inline int getWeaponSlotSize() const | 
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| 80 | { return this->weaponSlots_.size(); } | 
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| 81 |  | 
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| 82 | static inline unsigned int getFiremodeMask(unsigned int firemode) | 
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| 83 | { return (0x1 << firemode); } | 
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| 84 |  | 
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| 85 | static const unsigned int MAX_FIRE_MODES = 8; | 
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| 86 | static const unsigned int FIRE_MODE_UNASSIGNED = static_cast<unsigned int>(-1); | 
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| 87 |  | 
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| 88 | static const unsigned int MAX_WEAPON_MODES = 8; | 
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| 89 | static const unsigned int WEAPON_MODE_UNASSIGNED = static_cast<unsigned int>(-1); | 
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| 90 |  | 
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| 91 | private: | 
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| 92 | std::map<unsigned int, WeaponSet *> weaponSets_; | 
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| 93 | std::vector<WeaponSlot *> weaponSlots_; | 
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| 94 | std::vector<WeaponPack *> weaponPacks_; | 
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| 95 | std::map<Identifier *, Munition *> munitions_; | 
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| 96 | Pawn * pawn_; | 
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| 97 | }; | 
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| 98 | } | 
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| 99 |  | 
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| 100 | #endif /* _WeaponSystem_H__ */ | 
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