2013-08-29 11:45:22 +09:00
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/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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2013-08-18 16:18:06 +09:00
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#pragma once
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#include "Player.h"
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#include "PhysicsConstants.h"
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namespace spades {
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namespace client {
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class World;
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class Player;
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class Weapon {
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World *world;
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Player *owner;
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float time;
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bool shooting;
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bool reloading;
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float nextShotTime;
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2013-08-21 00:28:57 +09:00
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float reloadStartTime;
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2013-08-18 16:18:06 +09:00
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float reloadEndTime;
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bool lastDryFire;
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int ammo;
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int stock;
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public:
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Weapon(World *, Player *);
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virtual ~Weapon();
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virtual std::string GetName() = 0;
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virtual float GetDelay() = 0;
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virtual int GetClipSize() = 0;
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virtual int GetMaxStock() = 0;
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virtual float GetReloadTime() = 0;
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virtual bool IsReloadSlow() = 0;
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virtual int GetDamage(HitType, float distance) = 0;
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virtual WeaponType GetWeaponType() = 0;
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virtual Vector3 GetRecoil() = 0;
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virtual float GetSpread() = 0;
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virtual int GetPelletSize() = 0;
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static Weapon *CreateWeapon(WeaponType index,
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Player *);
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void Restock();
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void Reset();
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void SetShooting(bool);
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/** @return true when fired. */
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bool FrameNext(float);
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void Reload();
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bool IsShooting() const {return shooting;}
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bool IsReloading() const { return reloading; }
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int GetAmmo() { return ammo; }
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int GetStock() { return stock;}
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2013-08-31 02:50:51 +09:00
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// for local player
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void ReloadDone(int ammo, int stock);
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2013-08-21 00:28:57 +09:00
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float GetReloadProgress();
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float TimeToNextFire();
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2013-08-18 16:18:06 +09:00
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bool IsReadyToShoot() ;
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};
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}
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}
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