/*
 ╔══════════════════════════════════════╗
 ║   ///////         Θ             Γ    ╟───────────────┐
 ║       //     Γ              Ω        ║ Thomas Powers │▌
 ║  Γ   //              Γ               ║ April 22 2010 │▌
 ║	   //  ZOMBIES & Landmines          ╟───────────────┘▌
 ║    //                        Θ       ║▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
 ║   //       Γ               Γ     ▒   ║▌
 ║Γ /////////////////////               ║▌
 ╚══════════════════════════════════════╝▌
  ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
*/

// a base class defines stuff about all weapons in general

class weapon
{
	public:
	weapon() {};
	virtual void fire(int direction, position pos)=0;
	void display();
	void addAmmo(int quant) { myAmmo+=quant; }
	int getAmmoCost(int gameLevel) { return ammoCost+(COST_MARKUP_PER_LEVEL * (gameLevel-1)); }

	protected:
	int myAmmo;
	string name;
	int ammoCost;
	int range;
};

// specific types of weapons
class mine : public weapon
{
	public:
	mine();
	void fire(int direction, position pos);

};

class gun : public weapon
{
	public:
	//gun();
	void fire(int direction, position pos);

};

class pistol : public gun
{
	public:
	pistol();
};

class rifle : public gun
{
	public:
	rifle();
};