/* * 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: * Reto Grieder * Co-authors: * ... * */ #ifndef _BaseWeapon_H__ #define _BaseWeapon_H__ #include "OrxonoxPrereqs.h" #include #include "../Model.h" namespace orxonox { class _OrxonoxExport BaseWeapon : public Model { public: enum Action { NOTHING = 0, RELOAD = 1, CHANGE_AMMO = 2, SPECIAL = 3 }; protected: enum State { IDLE = 0, PRIMARY_FIRE = 1, SECONDARY_FIRE = 2, RELOADING = 3, CHANGING_AMMO = 4, }; public: BaseWeapon(); virtual ~BaseWeapon(); bool addAction(const Action); void primaryFireRequest(); void secondaryFireRequest(); int getAmmoState(); void setAmmoDump(AmmunitionDump*); inline virtual void loadParams(TiXmlElement* xmlElem) { Model::loadParams(xmlElem); }; virtual void tick(float dt); protected: virtual void primaryFire() = 0; virtual void primaryFiring(float) = 0; virtual void secondaryFire() = 0; virtual void secondaryFiring(float) = 0; virtual void registerAllVariables() { }; public: protected: Ogre::SceneManager *sceneMgr_; int bulletCounter_; BulletManager *bulletManager_; AmmunitionDump *ammoDump_; bool primaryFireRequest_; bool secondaryFireRequest_; float totalTime_; float actionStartTime_; State currentState_; bool secondaryFired_; Action nextAction_; bool actionAdded_; float timeSinceNextActionAdded_; static float nextActionValidityPeriod_s; // weapon properties int leftAmmo_; float primaryFirePower_; float secondaryFirePower_; float primaryFiringRate_; float secondaryFiringRate_; Real primaryBulletSpeed_; Real secondaryBulletSpeed_; int magazineSize_; }; } #endif /* _BaseWeapon_H__ */