//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D 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. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(AFX_TANKWEAPON_H__CC20069B_6E50_49E0_B735_D739BCBF58A9__INCLUDED_) #define AFX_TANKWEAPON_H__CC20069B_6E50_49E0_B735_D739BCBF58A9__INCLUDED_ #include #include #include #include class ScorchedContext; class Tank; class Accessory; class TankWeapon { public: TankWeapon(ScorchedContext &context); virtual ~TankWeapon(); void setTank(Tank *tank) { tank_ = tank; } void newMatch(); void changed(); bool setWeapon(Accessory *wp); // Change the currently selected weapon void prevWeapon(); void nextWeapon(); Accessory *getCurrent(); const char *getWeaponString(); // Serialize the tank bool writeMessage(NetBuffer &buffer, bool writeAccessories); bool readMessage(NetBufferReader &reader); protected: Accessory *currentWeapon_; ScorchedContext &context_; Tank *tank_; void setCurrentWeapon(Accessory *wp); }; #endif // !defined(AFX_TANKWEAPON_H__CC20069B_6E50_49E0_B735_D739BCBF58A9__INCLUDED_)