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source: code/branches/release2012/src/orxonox/weaponsystem/WeaponSlot.h @ 11324

Last change on this file since 11324 was 8891, checked in by jo, 13 years ago

Ai and tutorial improvements merged back to the trunk. AI features: all weapons are used, the ai-firestrength is configurable, bots are able to collect pickups . I've set the tutorial level as default level.

  • Property svn:eol-style set to native
File size: 2.7 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Martin Polak
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _WeaponSlot_H__
30#define _WeaponSlot_H__
31
32#include "OrxonoxPrereqs.h"
33#include "worldentities/StaticEntity.h"
34
35namespace orxonox
36{
37        /**
38        @brief
39            The a WeaponSlot defines where a @ref orxonox::Weapon "Weapon" is placed on a pawn. (A WeaponSlot is a StaticEntity)
40            In a WeaponSlot there can be only one "Weapon", but a Weapon can have several @ref orxonox::WeaponMode "WeaponModes".
41            A WeaponMode is what one intuitively imagines as weapon. (E.g. RocketFire, LightningGun, LaserFire are weaponmodes)
42
43            A WeaponSlot is created in XML (in a weaponsettings file), which can be done in the following fashion:
44            @code
45            <weaponslots>
46              <WeaponSlot position="-15.0,-1.5,0" />
47              <WeaponSlot position=" 15.0,-1.5,0" />
48              <WeaponSlot position="    0,   0,0" />
49            </weaponslots>
50
51        @author
52            Martin Polak
53
54        @ingroup Weaponsystem
55    */
56    class _OrxonoxExport WeaponSlot : public StaticEntity
57    {
58        public:
59            WeaponSlot(BaseObject* creator);
60            virtual ~WeaponSlot();
61
62            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
63
64            void attachWeapon(Weapon * weapon);
65            void removeWeapon();
66            Weapon * getWeapon() const
67                { return this->weapon_; }
68
69            inline bool isOccupied() const
70                { return (this->weapon_ != 0); }
71
72            inline void setWeaponSystem(WeaponSystem * weaponSystem)
73                { this->weaponSystem_ = weaponSystem; }
74            inline WeaponSystem * getWeaponSystem() const
75                { return this->weaponSystem_; }
76
77
78        private:
79            WeaponSystem * weaponSystem_;
80            Weapon * weapon_;
81    };
82}
83
84#endif /* _WeaponSlot_H__ */
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