//////////////////////////////////////////////////////////////////////////////// // 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_WEAPON_H__65439E20_84A6_406A_8FD0_045A3E7555D3__INCLUDED_) #define AFX_WEAPON_H__65439E20_84A6_406A_8FD0_045A3E7555D3__INCLUDED_ #include #include #include #include class Action; class Weapon : public AccessoryPart { public: enum DataEnum { eDataDeathAnimation = 1 }; Weapon(); virtual ~Weapon(); virtual bool parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode); virtual void fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data = 0) = 0; int getArmsLevel(); protected: int armsLevel_; }; #endif // !defined(AFX_WEAPON_H__65439E20_84A6_406A_8FD0_045A3E7555D3__INCLUDED_)