96 lines
2.2 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "PhysicsConstants.h"
#include "Player.h"
namespace spades {
namespace client {
class World;
class Player;
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 *);
void Restock();
void Reset();
void SetShooting(bool);
/** @return true when fired. */
bool FrameNext(float);
void Reload(bool manual = 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();
};
}
}