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source: code/trunk/src/orxonox/objects/weaponSystem/WeaponSystem.h @ 2735

Last change on this file since 2735 was 2710, checked in by rgrieder, 16 years ago

Merged buildsystem3 containing buildsystem2 containing Adi's buildsystem branch back to the trunk.
Please update the media directory if you were not using buildsystem3 before.

File size: 2.6 KB
RevLine 
[2106]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
30#ifndef _WeaponSystem_H__
31#define _WeaponSystem_H__
32
33#include "OrxonoxPrereqs.h"
34
35#include "core/BaseObject.h"
36
[2107]37#include "WeaponSet.h"
[2662]38#include "WeaponPack.h"
[2106]39
40namespace orxonox
41{
[2662]42
[2106]43    class _OrxonoxExport WeaponSystem : public BaseObject
44    {
45        public:
46            WeaponSystem(BaseObject* creator);
47            virtual ~WeaponSystem();
48
49            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
50
[2662]51            void attachWeaponSlot(WeaponSlot *wSlot);
[2106]52            void attachWeaponSet(WeaponSet *wSet);
[2662]53            //void fire();
54            void fire(WeaponMode::Enum fireMode);
55            //void setActiveWeaponSet(unsigned int n);
56            void attachWeaponPack(WeaponPack * wPack, unsigned int firemode);
[2106]57            WeaponSet * getWeaponSetPointer(unsigned int n);
[2662]58            WeaponSlot * getWeaponSlotPointer(unsigned int n);
59            WeaponPack * getWeaponPackPointer(unsigned int n);
60            void setNewMunition(std::string munitionType, Munition * munitionToAdd);
61            Munition * getMunitionType(std::string munitionType);
[2106]62
[2662]63            inline void setParentPawn(Pawn *parentPawn)
64                { parentPawn_=parentPawn; }
65            inline Pawn * getParentPawn()
66                { return parentPawn_; }
[2106]67
[2662]68            inline int getWeaponSlotSize()
69                { return this->weaponSlots_.size(); }
[2106]70
71        private:
72            std::vector<WeaponSet *> weaponSets_;
[2662]73            std::vector<WeaponSlot *> weaponSlots_;
74            std::vector<WeaponPack *> weaponPacks_;
75            std::map<std::string, Munition *> munitionSet_;
[2106]76            WeaponSet *activeWeaponSet_;
[2662]77            Pawn *parentPawn_;
[2106]78    };
79}
80
81#endif /* _WeaponSystem_H__ */
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