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| 1 | /*! | 
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| 2 |  * @file weapon_slot.h | 
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| 3 |  */ | 
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| 4 |  | 
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| 5 |  | 
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| 6 | #ifndef _WEAPON_SLOT_H | 
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| 7 | #define _WEAPON_SLOT_H | 
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| 8 |  | 
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| 9 | #include "p_node.h" | 
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| 10 |  | 
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| 11 |  | 
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| 12 | class Weapon; | 
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| 13 |  | 
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| 14 | //! a class defining a Slot, where a Weapon can be stored inside. | 
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| 15 | class WeaponSlot : public PNode | 
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| 16 | { | 
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| 17 |   ObjectListDeclaration(WeaponSlot); | 
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| 18 |  | 
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| 19 | public: | 
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| 20 |  | 
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| 21 |   WeaponSlot(); | 
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| 22 |   WeaponSlot(const TiXmlElement* root); | 
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| 23 |   virtual ~WeaponSlot(); | 
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| 24 |  | 
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| 25 |   virtual void loadParams(const TiXmlElement* root); | 
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| 26 |  | 
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| 27 |   void setWeaponClass(); | 
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| 28 |  | 
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| 29 |   long getCapability() { return this->capability; } | 
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| 30 |   void setCapability(long cap) { this->capability = cap; } | 
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| 31 |  | 
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| 32 |   inline Weapon* getCurrentWeapon() { return this->currentWeapon; } | 
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| 33 |   inline void setCurrentWeapon(Weapon* weapon) { this->currentWeapon = weapon; } | 
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| 34 |  | 
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| 35 |   inline Weapon* getNextWeapon() { return this->nextWeapon; } | 
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| 36 |   inline void setNextWeapon(Weapon* weapon) { this->nextWeapon = weapon; } | 
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| 37 |  | 
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| 38 |  | 
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| 39 |   inline void setWeaponConfig(int slot, int side) { this->weaponSlot = slot; this->weaponSide = side; } | 
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| 40 |   inline int getWeaponSlot() { return this->weaponSlot; } | 
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| 41 |   inline int getWeaponSide() { return this->weaponSide; } | 
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| 42 |  | 
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| 43 |  | 
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| 44 | private: | 
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| 45 |  | 
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| 46 |   int           weaponSlot; | 
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| 47 |   int           weaponSide; | 
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| 48 |  | 
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| 49 |   long          capability;             //!< the capabilities of the Slot @see WeaponSlotCapability. | 
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| 50 |  | 
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| 51 |   Weapon*       currentWeapon;          //!< The current weapon this slot is carrying. | 
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| 52 |   Weapon*       nextWeapon;             //!< either NULL or the next weapon that will be set (require currentWeapon to deactivate) | 
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| 53 | }; | 
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| 54 |  | 
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| 55 |  | 
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| 56 | #endif /* _WEAPON_SLOT_H */ | 
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