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source: code/branches/sound2/src/orxonox/objects/weaponSystem/WeaponSystem.h @ 3011

Last change on this file since 3011 was 2911, checked in by landauf, 15 years ago

Merged r1-2096 of questsystem5 back to trunk

I hope there weren't more "hidden merge changes" in r2909 than the one in OverlayGroup (removeElement) (and related to this the adjustments in NotificationQueue).

The corresponding media commit seems not yet to be done, but it doesn't break the build.

File size: 2.6 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
30#ifndef _WeaponSystem_H__
31#define _WeaponSystem_H__
32
33#include "OrxonoxPrereqs.h"
34
35#include "core/BaseObject.h"
36
37#include "WeaponSet.h"
38#include "WeaponPack.h"
39
40namespace orxonox
41{
42
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
51            void attachWeaponSlot(WeaponSlot *wSlot);
52            void attachWeaponSet(WeaponSet *wSet);
53            //void fire();
54            void fire(WeaponMode::Enum fireMode);
55            void attachWeaponPack(WeaponPack * wPack, unsigned int firemode);
56            WeaponSet * getWeaponSetPointer(unsigned int n);
57            WeaponSlot * getWeaponSlotPointer(unsigned int n);
58            WeaponPack * getWeaponPackPointer(unsigned int n);
59            void setNewMunition(std::string munitionType, Munition * munitionToAdd);
60            void setNewSharedMunition(std::string munitionType, Munition * munitionToAdd);
61            Munition * getMunitionType(std::string munitionType);
62
63            inline void setParentPawn(Pawn *parentPawn)
64                { parentPawn_=parentPawn; }
65            inline Pawn * getParentPawn()
66                { return parentPawn_; }
67
68            inline int getWeaponSlotSize()
69                { return this->weaponSlots_.size(); }
70
71        private:
72            std::vector<WeaponSet *> weaponSets_;
73            std::vector<WeaponSlot *> weaponSlots_;
74            std::vector<WeaponPack *> weaponPacks_;
75            std::map<std::string, Munition *> munitionSet_;
76            Pawn *parentPawn_;
77    };
78}
79
80#endif /* _WeaponSystem_H__ */
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