/* Copyright (c) 2013 yvt based on code of pysnip (c) Mathias Kaerlev 2011-2012. This file is part of OpenSpades. OpenSpades 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 3 of the License, or (at your option) any later version. OpenSpades 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 OpenSpades. If not, see . */ #pragma once #include "PhysicsConstants.h" #include "Player.h" namespace spades { namespace client { class World; class Player; struct GameProperties; class Weapon { World &world; Player &owner; float time; bool shooting; bool shootingPreviously; bool reloading; float nextShotTime; float reloadStartTime; float reloadEndTime; int slowReloadLeftCount; bool lastDryFire; int ammo; int stock; public: Weapon(World &, Player &); virtual ~Weapon(); virtual std::string GetName() = 0; virtual float GetDelay() = 0; virtual int GetClipSize() = 0; virtual int GetMaxStock() = 0; virtual float GetReloadTime() = 0; virtual bool IsReloadSlow() = 0; virtual int GetDamage(HitType, float distance) = 0; virtual WeaponType GetWeaponType() = 0; virtual Vector3 GetRecoil() = 0; virtual float GetSpread() = 0; virtual int GetPelletSize() = 0; static Weapon *CreateWeapon(WeaponType index, Player &owner, const GameProperties &); void Restock(); void Reset(); void SetShooting(bool); /** @return true when fired. */ bool FrameNext(float); /** * @param initial `true` if the reload was initiated by the user. */ void Reload(bool initial = true); void AbortReload(); bool IsShooting() const { return shooting; } bool IsReloading() const { return reloading; } int GetAmmo() { return ammo; } int GetStock() { return stock; } // for local player void ReloadDone(int ammo, int stock); void ForceReloadDone(); float GetReloadProgress(); float TimeToNextFire(); bool IsReadyToShoot(); }; } // namespace client } // namespace spades