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source: code/trunk/src/orxonox/weaponsystem/WeaponSlot.h @ 11468

Last change on this file since 11468 was 11099, checked in by muemart, 9 years ago

Fix loads of doxygen warnings and other documentation issues

  • Property svn:eol-style set to native
File size: 3.1 KB
RevLine 
[2049]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"
[5735]33#include "worldentities/StaticEntity.h"
[2096]34
[2049]35namespace orxonox
36{
[10648]37    /**
38    @brief
[10650]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.
[10648]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)
[8891]42
[10648]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>
[11099]50        @endcode
[8891]51
[10648]52        A WeaponSlot can be attached to a @ref orxonox::Pawn because WeaponSlot inherits from @ref orxonox::StaticEntity.
[8891]53
[10648]54    @author
55        Martin Polak
56
57    @ingroup Weaponsystem
[8891]58    */
[2662]59    class _OrxonoxExport WeaponSlot : public StaticEntity
[2049]60    {
61        public:
[9667]62            WeaponSlot(Context* context);
[2049]63            virtual ~WeaponSlot();
64
[11071]65            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
[2049]66
[2914]67            void attachWeapon(Weapon * weapon);
68            void removeWeapon();
69            Weapon * getWeapon() const
70                { return this->weapon_; }
[2049]71
[10648]72            /**
73            @brief
74                Checks whether there is a Weapon attached to this WeaponSlot.
75            */
[2914]76            inline bool isOccupied() const
[11071]77                { return (this->weapon_ != nullptr); }
[2914]78
79            inline void setWeaponSystem(WeaponSystem * weaponSystem)
[2912]80                { this->weaponSystem_ = weaponSystem; }
81            inline WeaponSystem * getWeaponSystem() const
82                { return this->weaponSystem_; }
[2049]83
[2096]84
85        private:
[10648]86            WeaponSystem * weaponSystem_; // Pointer to the WeaponSystem
87            Weapon * weapon_; // If the WeaponSlot is occupied a pointer to the attached Weapon is stored here.
[2049]88    };
89}
90
[2106]91#endif /* _WeaponSlot_H__ */
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