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source: code/branches/toonshader/src/orxonox/objects/weaponSystem/WeaponSlot.h @ 2991

Last change on this file since 2991 was 2662, checked in by rgrieder, 16 years ago

Merged presentation branch back to trunk.

  • Property svn:eol-style set to native
File size: 1.9 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Martin Polak
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _WeaponSlot_H__
30#define _WeaponSlot_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include "Weapon.h"
35#include "objects/worldentities/StaticEntity.h"
36
37namespace orxonox
38{
39    class _OrxonoxExport WeaponSlot : public StaticEntity
40    {
41        public:
42            WeaponSlot(BaseObject* creator);
43            virtual ~WeaponSlot();
44
45            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
46
47            void attachWeapon(Weapon *weapon);
48            Weapon * getAttachedWeapon() const;
49            void setAmmoType(bool isUnlimited);
50            void fire();
51
52            inline void setParentWeaponSystem(WeaponSystem *parentWeaponSystem)
53                { parentWeaponSystem_=parentWeaponSystem; }
54            inline WeaponSystem * getParentWeaponSystem()
55                { return parentWeaponSystem_; }
56
57
58        private:
59            Weapon *attachedWeapon_;
60            bool unlimitedAmmo_;
61
62            WeaponSystem *parentWeaponSystem_;
63    };
64}
65
66#endif /* _WeaponSlot_H__ */
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