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(AFX_WEAPON_H__65439E20_84A6_406A_8FD0_045A3E7555D3__INCLUDED_) 00022 #define AFX_WEAPON_H__65439E20_84A6_406A_8FD0_045A3E7555D3__INCLUDED_ 00023 00024 #include <weapons/AccessoryPart.h> 00025 #include <net/NetBuffer.h> 00026 #include <common/FixedVector.h> 00027 #include <engine/ScorchedContext.h> 00028 #include <common/NumberParser.h> 00029 00030 class WeaponFireContext 00031 { 00032 public: 00033 WeaponFireContext(unsigned int playerId, unsigned int data); 00034 WeaponFireContext(WeaponFireContext &other); 00035 virtual ~WeaponFireContext(); 00036 00037 unsigned int getPlayerId() { return playerId_; } 00038 void setPlayerId(unsigned int playerId) { playerId_ = playerId; } 00039 unsigned int getData() { return data_; } 00040 int getIncLabelCount(unsigned int label); 00041 00042 protected: 00043 unsigned int playerId_; 00044 unsigned int data_; 00045 std::map<unsigned int, int> labelCount_; 00046 00047 private: 00048 WeaponFireContext &operator=(WeaponFireContext &other); 00049 }; 00050 00051 class Action; 00052 class Weapon : public AccessoryPart 00053 { 00054 public: 00055 enum DataEnum 00056 { 00057 eDataDeathAnimation = 1 00058 }; 00059 00060 Weapon(); 00061 virtual ~Weapon(); 00062 00063 virtual bool parseXML(AccessoryCreateContext &context, 00064 XMLNode *accessoryNode); 00065 00066 virtual void fireWeapon(ScorchedContext &context, 00067 WeaponFireContext &weaponContext, 00068 FixedVector &position, FixedVector &velocity) = 0; 00069 00070 int getArmsLevel(); 00071 00072 protected: 00073 int armsLevel_; 00074 00075 }; 00076 00077 #endif // !defined(AFX_WEAPON_H__65439E20_84A6_406A_8FD0_045A3E7555D3__INCLUDED_)
1.5.3