| [2918] | 1 | /* | 
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|  | 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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|  | 3 | *                    > www.orxonox.net < | 
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|  | 4 | * | 
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|  | 5 | * | 
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|  | 6 | *   License notice: | 
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|  | 7 | * | 
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|  | 8 | *   This program is free software; you can redistribute it and/or | 
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|  | 9 | *   modify it under the terms of the GNU General Public License | 
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|  | 10 | *   as published by the Free Software Foundation; either version 2 | 
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|  | 11 | *   of the License, or (at your option) any later version. | 
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|  | 12 | * | 
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|  | 13 | *   This program is distributed in the hope that it will be useful, | 
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|  | 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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|  | 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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|  | 16 | *   GNU General Public License for more details. | 
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|  | 17 | * | 
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|  | 18 | *   You should have received a copy of the GNU General Public License | 
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|  | 19 | *   along with this program; if not, write to the Free Software | 
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|  | 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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|  | 21 | * | 
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|  | 22 | *   Author: | 
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|  | 23 | *      Martin Polak | 
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|  | 24 | *      Fabian 'x3n' Landau | 
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|  | 25 | *   Co-authors: | 
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|  | 26 | *      ... | 
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|  | 27 | * | 
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|  | 28 | */ | 
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|  | 29 |  | 
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|  | 30 | #ifndef _WeaponMode_H__ | 
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|  | 31 | #define _WeaponMode_H__ | 
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|  | 32 |  | 
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|  | 33 | #include "OrxonoxPrereqs.h" | 
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| [3196] | 34 |  | 
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|  | 35 | #include <string> | 
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|  | 36 | #include "util/Math.h" | 
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| [2918] | 37 | #include "core/BaseObject.h" | 
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| [5929] | 38 | #include "core/SubclassIdentifier.h" | 
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| [2918] | 39 | #include "tools/Timer.h" | 
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|  | 40 |  | 
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|  | 41 | namespace orxonox | 
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|  | 42 | { | 
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|  | 43 | class _OrxonoxExport WeaponMode : public BaseObject | 
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|  | 44 | { | 
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|  | 45 | public: | 
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|  | 46 | WeaponMode(BaseObject* creator); | 
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|  | 47 | virtual ~WeaponMode(); | 
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|  | 48 |  | 
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|  | 49 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); | 
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|  | 50 |  | 
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|  | 51 | bool fire(float* reloadTime); | 
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|  | 52 | bool reload(); | 
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|  | 53 |  | 
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| [6417] | 54 | // Interacting with the default Firing sound | 
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|  | 55 | void setDefaultSound(const std::string& soundPath); | 
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|  | 56 | const std::string& getDefaultSound(); | 
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| [7163] | 57 | void setDefaultSoundWithVolume(const std::string& soundPath, const float soundVolume); | 
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| [2918] | 58 |  | 
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|  | 59 | // Munition | 
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|  | 60 | inline Munition* getMunition() const | 
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|  | 61 | { return this->munition_; } | 
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|  | 62 |  | 
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|  | 63 | void setMunitionType(Identifier* identifier); | 
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|  | 64 | inline Identifier* getMunitionType() const | 
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|  | 65 | { return this->munitiontype_; } | 
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|  | 66 |  | 
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|  | 67 | void setMunitionName(const std::string& munitionname); | 
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|  | 68 | inline const std::string& getMunitionName() const | 
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|  | 69 | { return this->munitionname_; } | 
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|  | 70 |  | 
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|  | 71 | inline void setInitialMunition(unsigned int amount) | 
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|  | 72 | { this->initialMunition_ = amount; } | 
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|  | 73 | inline unsigned int getInitialMunition() const | 
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|  | 74 | { return this->initialMunition_; } | 
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|  | 75 |  | 
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|  | 76 | inline void setInitialMagazines(unsigned int amount) | 
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|  | 77 | { this->initialMagazines_ = amount; } | 
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|  | 78 | inline unsigned int getInitialMagazines() const | 
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|  | 79 | { return this->initialMagazines_; } | 
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|  | 80 |  | 
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|  | 81 | inline void setMunitionPerShot(unsigned int amount) | 
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|  | 82 | { this->munitionPerShot_ = amount; } | 
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|  | 83 | inline unsigned int getMunitionPerShot() const | 
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|  | 84 | { return this->munitionPerShot_; } | 
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|  | 85 |  | 
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|  | 86 |  | 
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|  | 87 | // Reloading | 
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|  | 88 | inline void setReloadTime(float time) | 
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|  | 89 | { this->reloadTime_ = time; } | 
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|  | 90 | inline float getReloadTime() const | 
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|  | 91 | { return this->reloadTime_; } | 
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|  | 92 |  | 
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|  | 93 | inline void setAutoReload(bool autoreload) | 
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|  | 94 | { this->bAutoReload_ = autoreload; } | 
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|  | 95 | inline bool getAutoReload() const | 
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|  | 96 | { return this->bAutoReload_; } | 
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|  | 97 |  | 
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|  | 98 | inline void setParallelReload(bool parallelreload) | 
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|  | 99 | { this->bParallelReload_ = parallelreload; } | 
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|  | 100 | inline bool getParallelReload() const | 
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|  | 101 | { return this->bParallelReload_; } | 
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|  | 102 |  | 
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|  | 103 |  | 
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|  | 104 | // Fire | 
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|  | 105 | inline void setDamage(float damage) | 
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|  | 106 | { this->damage_ = damage; } | 
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|  | 107 | inline float getDamage() const | 
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|  | 108 | { return this->damage_; } | 
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|  | 109 |  | 
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|  | 110 | inline void setMuzzleOffset(const Vector3& offset) | 
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|  | 111 | { this->muzzleOffset_ = offset; } | 
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|  | 112 | inline const Vector3& getMuzzleOffset() const | 
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|  | 113 | { return this->muzzleOffset_; } | 
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|  | 114 |  | 
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| [6417] | 115 | void computeMuzzleParameters(const Vector3& target); | 
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|  | 116 | const Vector3& getMuzzlePosition() const | 
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|  | 117 | { return this->muzzlePosition_; } | 
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|  | 118 | const Quaternion& getMuzzleOrientation() const | 
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|  | 119 | { return this->muzzleOrientation_; } | 
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| [2918] | 120 | Vector3 getMuzzleDirection() const; | 
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|  | 121 |  | 
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|  | 122 |  | 
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|  | 123 | // Weapon | 
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|  | 124 | inline void setWeapon(Weapon* weapon) | 
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|  | 125 | { this->weapon_ = weapon; this->updateMunition(); } | 
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|  | 126 | inline Weapon* getWeapon() const | 
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|  | 127 | { return this->weapon_; } | 
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|  | 128 |  | 
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|  | 129 | inline void setMode(unsigned int mode) | 
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|  | 130 | { this->mode_ = mode; } | 
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|  | 131 | inline unsigned int getMode() const | 
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|  | 132 | { return this->mode_; } | 
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|  | 133 |  | 
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| [6417] | 134 | Vector3 getTarget(); | 
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|  | 135 |  | 
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| [2918] | 136 | protected: | 
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|  | 137 | virtual void fire() = 0; | 
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|  | 138 |  | 
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|  | 139 | unsigned int initialMunition_; | 
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|  | 140 | unsigned int initialMagazines_; | 
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|  | 141 | unsigned int munitionPerShot_; | 
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|  | 142 |  | 
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|  | 143 | float reloadTime_; | 
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|  | 144 | bool bAutoReload_; | 
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|  | 145 | bool bParallelReload_; | 
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|  | 146 |  | 
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|  | 147 | float damage_; | 
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|  | 148 | Vector3 muzzleOffset_; | 
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|  | 149 |  | 
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|  | 150 | private: | 
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|  | 151 | void updateMunition(); | 
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|  | 152 | void reloaded(); | 
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|  | 153 |  | 
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|  | 154 | Weapon* weapon_; | 
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|  | 155 | unsigned int mode_; | 
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|  | 156 |  | 
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|  | 157 | Munition* munition_; | 
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|  | 158 | SubclassIdentifier<Munition> munitiontype_; | 
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|  | 159 | std::string munitionname_; | 
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|  | 160 |  | 
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| [5929] | 161 | Timer reloadTimer_; | 
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| [2918] | 162 | bool bReloading_; | 
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| [6417] | 163 |  | 
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|  | 164 | Vector3 muzzlePosition_; | 
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|  | 165 | Quaternion muzzleOrientation_; | 
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|  | 166 |  | 
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|  | 167 | WorldSound* defSndWpnFire_; | 
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|  | 168 | bool        bSoundAttached_; | 
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| [2918] | 169 | }; | 
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|  | 170 | } | 
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|  | 171 |  | 
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|  | 172 | #endif /* _WeaponMode_H__ */ | 
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