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source: code/branches/weapon2/src/orxonox/objects/weaponSystem/WeaponSystem.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: 2.4 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
30#ifndef _WeaponSystem_H__
31#define _WeaponSystem_H__
32
33#include "OrxonoxPrereqs.h"
34
35#include "core/BaseObject.h"
36
37#include "WeaponSet.h"
38
39namespace orxonox
40{
41    //put here all existing munitionTypes
42    namespace MunitionType
43    {
44        enum Enum
45        { LaserGunMunition };
46    }
47
48    //put here all weapon fire modes.
49    //they have to be added to Pawn and HumanController, too.
50    namespace WeaponMode
51    {
52        enum Enum
53        { fire, altFire, altFire2 };
54    }
55
56    class _OrxonoxExport WeaponSystem : public BaseObject
57    {
58        public:
59            WeaponSystem(BaseObject* creator);
60            virtual ~WeaponSystem();
61
62            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
63
64            void attachWeaponSet(WeaponSet *wSet);
65            void addMunitionType(Munition *munitionPointer);
66            void fire();
67            void fire(WeaponMode::Enum fireMode);
68            //void setActiveWeaponSet(unsigned int n);
69            WeaponSet * getWeaponSetPointer(unsigned int n);
70
71            inline void setParentSpaceShip(SpaceShip *parentSpaceShip)
72                { parentSpaceShip_=parentSpaceShip; }
73            inline SpaceShip * getParentSpaceShip()
74                { return parentSpaceShip_; }
75
76
77        private:
78            std::vector<WeaponSet *> weaponSets_;
79            std::map<MunitionType::Enum,Munition *> munitionSet_;
80            WeaponSet *activeWeaponSet_;
81            SpaceShip *parentSpaceShip_;
82    };
83}
84
85#endif /* _WeaponSystem_H__ */
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