/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Martin Polak * Co-authors: * ... * */ #include "WeaponSlot.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "Weapon.h" #include "WeaponSystem.h" namespace orxonox { RegisterClass(WeaponSlot); WeaponSlot::WeaponSlot(Context* context) : StaticEntity(context) { RegisterObject(WeaponSlot); this->weaponSystem_ = 0; this->weapon_ = 0; this->setSyncMode(ObjectDirection::None); } WeaponSlot::~WeaponSlot() { if (this->isInitialized() && this->weaponSystem_) this->weaponSystem_->removeWeaponSlot(this); } void WeaponSlot::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(WeaponSlot, XMLPort, xmlelement, mode); // In the future, there might be parameters like allowed weapon types or max size of the weapon } /** @brief Attaches the passed Weapon to this WeaponSlot. If this WeaponSlot is already occupied the old Weapon is removed and replaced by the new one. */ void WeaponSlot::attachWeapon(Weapon *weapon) { if (this->weapon_) this->removeWeapon(); this->weapon_ = weapon; if (this->weapon_) { this->weapon_->setWeaponSlot(this); this->weapon_->setPosition(this->getPosition()); } } /** @brief Removes the attached weapon if there is any. */ void WeaponSlot::removeWeapon() { if (this->weapon_) { this->weapon_->setWeaponSlot(0); this->weapon_ = 0; } } }