| [2049] | 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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| [5735] | 33 | #include "worldentities/StaticEntity.h" | 
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| [2096] | 34 |  | 
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| [2049] | 35 | namespace orxonox | 
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|  | 36 | { | 
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| [8891] | 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 StaticEntity) | 
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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 |  | 
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|  | 51 | @author | 
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|  | 52 | Martin Polak | 
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|  | 53 |  | 
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|  | 54 | @ingroup Weaponsystem | 
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|  | 55 | */ | 
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| [2662] | 56 | class _OrxonoxExport WeaponSlot : public StaticEntity | 
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| [2049] | 57 | { | 
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|  | 58 | public: | 
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| [9667] | 59 | WeaponSlot(Context* context); | 
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| [2049] | 60 | virtual ~WeaponSlot(); | 
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|  | 61 |  | 
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| [2096] | 62 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); | 
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| [2049] | 63 |  | 
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| [2914] | 64 | void attachWeapon(Weapon * weapon); | 
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|  | 65 | void removeWeapon(); | 
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|  | 66 | Weapon * getWeapon() const | 
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|  | 67 | { return this->weapon_; } | 
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| [2049] | 68 |  | 
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| [2914] | 69 | inline bool isOccupied() const | 
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|  | 70 | { return (this->weapon_ != 0); } | 
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|  | 71 |  | 
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|  | 72 | inline void setWeaponSystem(WeaponSystem * weaponSystem) | 
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| [2912] | 73 | { this->weaponSystem_ = weaponSystem; } | 
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|  | 74 | inline WeaponSystem * getWeaponSystem() const | 
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|  | 75 | { return this->weaponSystem_; } | 
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| [2049] | 76 |  | 
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| [2096] | 77 |  | 
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|  | 78 | private: | 
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| [2914] | 79 | WeaponSystem * weaponSystem_; | 
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|  | 80 | Weapon * weapon_; | 
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| [2049] | 81 | }; | 
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|  | 82 | } | 
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|  | 83 |  | 
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| [2106] | 84 | #endif /* _WeaponSlot_H__ */ | 
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