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source: code/trunk/src/orxonox/objects/weaponsystem/WeaponSlot.h @ 3607

Last change on this file since 3607 was 3053, checked in by landauf, 16 years ago

merged weapons branch back to trunk

  • Property svn:eol-style set to native
File size: 1.9 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 "objects/worldentities/StaticEntity.h"
34
35namespace orxonox
36{
37    class _OrxonoxExport WeaponSlot : public StaticEntity
38    {
39        public:
40            WeaponSlot(BaseObject* creator);
41            virtual ~WeaponSlot();
42
43            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
44
45            void attachWeapon(Weapon * weapon);
46            void removeWeapon();
47            Weapon * getWeapon() const
48                { return this->weapon_; }
49
50            inline bool isOccupied() const
51                { return (this->weapon_ != 0); }
52
53            inline void setWeaponSystem(WeaponSystem * weaponSystem)
54                { this->weaponSystem_ = weaponSystem; }
55            inline WeaponSystem * getWeaponSystem() const
56                { return this->weaponSystem_; }
57
58
59        private:
60            WeaponSystem * weaponSystem_;
61            Weapon * weapon_;
62    };
63}
64
65#endif /* _WeaponSlot_H__ */
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