| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Martin Polak | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      ... | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | #ifndef _WeaponSlot_H__ | 
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| 30 | #define _WeaponSlot_H__ | 
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| 31 |  | 
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| 32 | #include "OrxonoxPrereqs.h" | 
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| 33 | #include "worldentities/StaticEntity.h" | 
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| 34 |  | 
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| 35 | namespace orxonox | 
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| 36 | { | 
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| 37 |     /** | 
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| 38 |     @brief | 
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| 39 |         The a WeaponSlot defines where a @ref orxonox::Weapon "Weapon" is placed on a pawn. A WeaponSlot is a @ref orxonox::StaticEntity, therefore it has a position and orientation. | 
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| 40 |         In a WeaponSlot there can be only one "Weapon", but a Weapon can have several @ref orxonox::WeaponMode "WeaponModes". | 
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| 41 |         A WeaponMode is what one intuitively imagines as weapon. (E.g. RocketFire, LightningGun, LaserFire are weaponmodes) | 
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| 42 |  | 
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| 43 |         A WeaponSlot is created in XML (in a weaponsettings file), which can be done in the following fashion: | 
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| 44 |         @code | 
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| 45 |         <weaponslots> | 
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| 46 |           <WeaponSlot position="-15.0,-1.5,0" /> | 
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| 47 |           <WeaponSlot position=" 15.0,-1.5,0" /> | 
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| 48 |           <WeaponSlot position="    0,   0,0" /> | 
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| 49 |         </weaponslots> | 
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| 50 |         @endcode | 
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| 51 |  | 
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| 52 |         A WeaponSlot can be attached to a @ref orxonox::Pawn because WeaponSlot inherits from @ref orxonox::StaticEntity. | 
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| 53 |  | 
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| 54 |     @author | 
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| 55 |         Martin Polak | 
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| 56 |  | 
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| 57 |     @ingroup Weaponsystem | 
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| 58 |     */ | 
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| 59 |     class _OrxonoxExport WeaponSlot : public StaticEntity | 
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| 60 |     { | 
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| 61 |         public: | 
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| 62 |             WeaponSlot(Context* context); | 
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| 63 |             virtual ~WeaponSlot(); | 
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| 64 |  | 
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| 65 |             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; | 
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| 66 |  | 
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| 67 |             void attachWeapon(Weapon * weapon); | 
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| 68 |             void removeWeapon(); | 
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| 69 |             Weapon * getWeapon() const | 
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| 70 |                 { return this->weapon_; } | 
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| 71 |  | 
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| 72 |             /** | 
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| 73 |             @brief | 
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| 74 |                 Checks whether there is a Weapon attached to this WeaponSlot. | 
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| 75 |             */ | 
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| 76 |             inline bool isOccupied() const | 
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| 77 |                 { return (this->weapon_ != nullptr); } | 
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| 78 |  | 
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| 79 |             inline void setWeaponSystem(WeaponSystem * weaponSystem) | 
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| 80 |                 { this->weaponSystem_ = weaponSystem; } | 
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| 81 |             inline WeaponSystem * getWeaponSystem() const | 
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| 82 |                 { return this->weaponSystem_; } | 
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| 83 |  | 
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| 84 |  | 
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| 85 |         private: | 
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| 86 |             WeaponSystem * weaponSystem_; // Pointer to the WeaponSystem | 
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| 87 |             Weapon * weapon_; // If the WeaponSlot is occupied a pointer to the attached Weapon is stored here. | 
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| 88 |     }; | 
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| 89 | } | 
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| 90 |  | 
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| 91 | #endif /* _WeaponSlot_H__ */ | 
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