WeaponSound.h

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #if !defined(__INCLUDE_WeaponSoundh_INCLUDE__)
00022 #define __INCLUDE_WeaponSoundh_INCLUDE__
00023 
00024 #include <weapons/Weapon.h>
00025 #include <vector>
00026 
00027 class WeaponSound : public Weapon
00028 {
00029 public:
00030         WeaponSound();
00031         virtual ~WeaponSound();
00032 
00033         virtual bool parseXML(AccessoryCreateContext &context,
00034                 XMLNode *accessoryNode);
00035 
00036         const char *getSound();
00037         fixed getGain() { return gain_; }
00038         fixed getRolloff() { return rolloff_; }
00039         fixed getReferenceDistance() { return referenceDistance_; }
00040         bool getRelative() { return relative_; }
00041 
00042         // Inherited from Weapon
00043         void fireWeapon(ScorchedContext &context,
00044                 WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity);
00045 
00046         REGISTER_ACCESSORY_HEADER(WeaponSound, AccessoryPart::AccessoryWeapon);
00047 protected:
00048         std::vector<std::string> sounds_;
00049         fixed gain_;
00050         fixed rolloff_;
00051         fixed referenceDistance_;
00052         bool relative_;
00053 };
00054 
00055 #endif // __INCLUDE_WeaponSoundh_INCLUDE__

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