/* * 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: * Martin Polak * Co-authors: * ... * */ #ifndef _Weapon_H__ #define _Weapon_H__ #include "OrxonoxPrereqs.h" #include "core/BaseObject.h" #include "tools/BillboardSet.h" #include "tools/Timer.h" #include "core/Identifier.h" #include "WeaponSystem.h" #include "Munition.h" namespace orxonox { class _OrxonoxExport Weapon : public BaseObject { public: Weapon(BaseObject* creator); virtual ~Weapon(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); virtual void fire(); void attachNeededMunition(std::string munitionType); Munition * getAttachedMunition(); //reloading void bulletTimer(); void magazineTimer(); void bulletReloaded(); void magazineReloaded(); void setBulletLoadingTime(float loadingTime); float getBulletLoadingTime(); void setMagazineLoadingTime(float loadingTime); float getMagazineLoadingTime(); void setBulletReadyToShoot(bool b); bool getBulletReadyToShoot(); void setMagazineReadyToShoot(bool b); bool getMagazineReadyToShoot(); Timer *getBulletTimer(); Timer *getMagazineTimer(); inline void setParentWeaponSlot(WeaponSlot *parentWeaponSlot) { this->parentWeaponSlot_=parentWeaponSlot; }; inline WeaponSlot * getParentWeaponSlot() { return this->parentWeaponSlot_; }; inline void setParentWeaponSystem(WeaponSystem *parentWeaponSystem) { this->parentWeaponSystem_=parentWeaponSystem; }; inline WeaponSystem * getParentWeaponSystem() { return this->parentWeaponSystem_; }; private: bool bulletReadyToShoot_; bool magazineReadyToShoot_; float bulletLoadingTime_; float magazineLoadingTime_; Munition *munition_; WeaponSlot *parentWeaponSlot_; WeaponSystem *parentWeaponSystem_; SubclassIdentifier munitionIdentifier_; Timer bulletReloadTimer_; Timer magazineReloadTimer_; }; } #endif /* _Weapon_H__ */