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source: orxonox.OLD/branches/powerups/src/world_entities/weapons/ammo_container.h @ 6883

Last change on this file since 6883 was 6671, checked in by bensch, 19 years ago

WeaponManger now handles Ammo.
If a Weapon has NO ammo then the Ammo will be infinite

File size: 1016 bytes
Line 
1/*!
2 * @file proto_class.h
3 * @brief Definition of ...
4*/
5
6#ifndef _AMMO_CONTAINER_H
7#define _AMMO_CONTAINER_H
8
9#include "base_object.h"
10
11
12// FORWARD DECLARATION
13class Weapon;
14
15#define DEFAULT_MAX_ENERGY 100
16
17//! A class for Storing energy of Projectiles.
18class AmmoContainer : public BaseObject {
19
20 public:
21  AmmoContainer(ClassID projectileType, float maxEnergy = DEFAULT_MAX_ENERGY);
22  virtual ~AmmoContainer();
23
24  bool operator=(ClassID projectileType) const { return (this->projectileType == projectileType); };
25  ClassID getProjectileType() const { return this->projectileType; };
26
27  float increaseEnergy(float energy);
28  float decreaseEnergy(float energy);
29
30  float getStoredEnergy() const { return this->energy; };
31  float getMaxEnergy() const { return this->maxEnergy; };
32
33  void increaseMaxEnergy(float increase);
34
35  bool weaponValid(const Weapon* weapon);
36  void fillWeapon(Weapon* weapon);
37
38
39 private:
40   float  energy;
41   float  maxEnergy;
42
43   ClassID projectileType;
44};
45
46#endif /* _AMMO_CONTAINER_H */
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