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source: code/branches/weapon2/src/orxonox/objects/weaponSystem/Weapon.h @ 2145

Last change on this file since 2145 was 2145, checked in by polakma, 15 years ago

added firemodes and a lot of other things

  • Property svn:eol-style set to native
File size: 2.0 KB
Line 
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#ifndef _Weapon_H__
30#define _Weapon_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include "core/BaseObject.h"
35#include "tools/BillboardSet.h"
36#include "tools/Timer.h"
37
38namespace orxonox
39{
40    class _OrxonoxExport Weapon : public BaseObject
41    {
42        public:
43            Weapon(BaseObject* creator);
44            virtual ~Weapon();
45
46            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
47
48            virtual void fire();
49            void reloaded();
50            virtual void attachNeededMunition(Munition *PointerToMunition);
51
52            inline void setParentWeaponSlot(WeaponSlot *parentWeaponSlot)
53                { parentWeaponSlot_=parentWeaponSlot; };
54            inline WeaponSlot * getParentWeaponSlot()
55                { return parentWeaponSlot_; };
56
57            //void setParentWeaponSystem();
58
59        private:
60            bool weaponReadyToShoot_;
61            float loadingTime_;
62            Munition *pointerToMunition_;
63            WeaponSlot *parentWeaponSlot_;
64            //WeaponSystem *parentWeaponSystem_;
65            Timer<Weapon> reloadTimer_;
66
67
68    };
69}
70
71#endif /* _Weapon_H__ */
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