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source: code/branches/weapons/src/orxonox/objects/weaponSystem/WeaponSystem.h @ 2915

Last change on this file since 2915 was 2915, checked in by landauf, 15 years ago
  • switched back to std::vector for the WeaponSlots to keep them in the same order as in the XML file
  • added DefaultWeaponmodeLink, a class which links weaponmodes (a property of a Weapon or a WeaponPack) with firemodes (one firemode corresponds to one WeaponSet). This can be changed later (for example in a nice GUI), but DefaultWeaponmodeLink defines the default value.
File size: 3.5 KB
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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 <set>
36#include <map>
37#include <vector>
38
39#include "core/BaseObject.h"
40
41namespace orxonox
42{
43    class _OrxonoxExport WeaponSystem : public BaseObject
44    {
45        public:
46            WeaponSystem(BaseObject* creator);
47            virtual ~WeaponSystem();
48
49            // adding and removing WeaponSlots
50            void addWeaponSlot(WeaponSlot * wSlot);
51            void removeWeaponSlot(WeaponSlot * wSlot);
52            WeaponSlot * getWeaponSlot(unsigned int index) const;
53
54            // adding and removing WeaponSets
55            bool addWeaponSet(WeaponSet * wSet);
56            bool addWeaponSet(WeaponSet * wSet, unsigned int firemode);
57            void removeWeaponSet(WeaponSet * wSet);
58            WeaponSet * getWeaponSet(unsigned int index) const;
59
60            // adding and removing WeaponPacks
61            bool canAddWeaponPack(WeaponPack * wPack);
62            bool addWeaponPack(WeaponPack * wPack);
63            void removeWeaponPack(WeaponPack * wPack);
64            WeaponPack * getWeaponPack(unsigned int index) const;
65
66            // configure slots and firemodes
67            bool swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2);
68            void changeWeaponmode(WeaponPack * wPack, WeaponSet * wSet, unsigned int weaponmode);
69
70            void fire(unsigned int firemode);
71
72
73            void setNewMunition(const std::string& munitionType, Munition * munitionToAdd);
74            void setNewSharedMunition(const std::string& munitionType, Munition * munitionToAdd);
75            Munition * getMunitionType(const std::string& munitionType) const;
76
77            inline void setPawn(Pawn * pawn)
78                { this->pawn_ = pawn; }
79            inline Pawn * getPawn() const
80                { return this->pawn_; }
81
82            inline int getWeaponSlotSize() const
83                { return this->weaponSlots_.size(); }
84
85            static inline unsigned int getFiremodeMask(unsigned int firemode)
86                { return (0x1 << firemode); }
87
88            static const unsigned int MAX_FIRE_MODES = 8;
89            static const unsigned int FIRE_MODE_UNASSIGNED = (unsigned int)-1;
90
91            static const unsigned int MAX_WEAPON_MODES = 8;
92            static const unsigned int WEAPON_MODE_UNASSIGNED = (unsigned int)-1;
93
94        private:
95            std::map<unsigned int, WeaponSet *> weaponSets_;
96            std::vector<WeaponSlot *> weaponSlots_;
97            std::set<WeaponPack *> weaponPacks_;
98            std::map<std::string, Munition *> munitionSet_;
99            Pawn * pawn_;
100    };
101}
102
103#endif /* _WeaponSystem_H__ */
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