Last change
on this file since 8436 was
6671,
checked in by bensch, 19 years ago
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WeaponManger now handles Ammo.
If a Weapon has NO ammo then the Ammo will be infinite
|
File size:
1016 bytes
|
Line | |
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1 | /*! |
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2 | * @file proto_class.h |
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3 | * @brief Definition of ... |
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4 | */ |
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5 | |
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6 | #ifndef _AMMO_CONTAINER_H |
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7 | #define _AMMO_CONTAINER_H |
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8 | |
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9 | #include "base_object.h" |
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10 | |
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11 | |
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12 | // FORWARD DECLARATION |
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13 | class Weapon; |
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14 | |
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15 | #define DEFAULT_MAX_ENERGY 100 |
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16 | |
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17 | //! A class for Storing energy of Projectiles. |
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18 | class AmmoContainer : public BaseObject { |
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19 | |
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20 | public: |
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21 | AmmoContainer(ClassID projectileType, float maxEnergy = DEFAULT_MAX_ENERGY); |
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22 | virtual ~AmmoContainer(); |
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23 | |
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24 | bool operator=(ClassID projectileType) const { return (this->projectileType == projectileType); }; |
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25 | ClassID getProjectileType() const { return this->projectileType; }; |
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26 | |
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27 | float increaseEnergy(float energy); |
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28 | float decreaseEnergy(float energy); |
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29 | |
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30 | float getStoredEnergy() const { return this->energy; }; |
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31 | float getMaxEnergy() const { return this->maxEnergy; }; |
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32 | |
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33 | void increaseMaxEnergy(float increase); |
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34 | |
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35 | bool weaponValid(const Weapon* weapon); |
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36 | void fillWeapon(Weapon* weapon); |
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37 | |
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38 | |
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39 | private: |
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40 | float energy; |
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41 | float maxEnergy; |
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42 | |
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43 | ClassID projectileType; |
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44 | }; |
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45 | |
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46 | #endif /* _AMMO_CONTAINER_H */ |
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