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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 | private: |
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39 | |
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40 | long capability; //!< the capabilities of the Slot @see WeaponSlotCapability. |
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41 | |
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42 | Weapon* currentWeapon; //!< The current weapon this slot is carrying. |
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43 | Weapon* nextWeapon; //!< either NULL or the next weapon that will be set (require currentWeapon to deactivate) |
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44 | }; |
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45 | |
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46 | |
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47 | #endif /* _WEAPON_SLOT_H */ |
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