/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program 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 2 * of the License, or (at your option) any later version. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Martin Polak * Co-authors: * ... * */ #ifndef _WeaponSet_H__ #define _WeaponSet_H__ #include "OrxonoxPrereqs.h" #include #include "core/BaseObject.h" namespace orxonox { class _OrxonoxExport WeaponSet : public BaseObject { public: WeaponSet(Context* context); virtual ~WeaponSet(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; void fire(); void reload(); void setWeaponmodeLink(WeaponPack* weaponpack, unsigned int weaponmode); void removeWeaponmodeLink(WeaponPack* weaponpack); unsigned int getWeaponmodeLink(WeaponPack* weaponpack); inline void setDesiredFiremode(const unsigned int firemode) { this->desiredFiremode_ = firemode; } inline unsigned int getDesiredFiremode() const { return this->desiredFiremode_; } inline void setWeaponSystem(WeaponSystem *weaponSystem) { this->weaponSystem_ = weaponSystem; } inline WeaponSystem * getWeaponSystem() const { return this->weaponSystem_; } private: WeaponSystem * weaponSystem_; unsigned int desiredFiremode_; std::map weaponpacks_; }; } #endif /* _WeaponSet_H__ */