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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33 | #include "worldentities/StaticEntity.h" |
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34 | |
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35 | namespace orxonox |
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36 | { |
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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 @ref orxonox::StaticEntity, therefore it has a position and orientation. |
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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 | A WeaponSlot can be attached to a @ref orxonox::Pawn because WeaponSlot inherits from @ref orxonox::StaticEntity. |
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52 | |
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53 | @author |
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54 | Martin Polak |
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55 | |
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56 | @ingroup Weaponsystem |
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57 | */ |
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58 | class _OrxonoxExport WeaponSlot : public StaticEntity |
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59 | { |
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60 | public: |
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61 | WeaponSlot(Context* context); |
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62 | virtual ~WeaponSlot(); |
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63 | |
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64 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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65 | |
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66 | void attachWeapon(Weapon * weapon); |
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67 | void removeWeapon(); |
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68 | Weapon * getWeapon() const |
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69 | { return this->weapon_; } |
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70 | |
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71 | /** |
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72 | @brief |
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73 | Checks whether there is a Weapon attached to this WeaponSlot. |
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74 | */ |
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75 | inline bool isOccupied() const |
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76 | { return (this->weapon_ != 0); } |
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77 | |
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78 | inline void setWeaponSystem(WeaponSystem * weaponSystem) |
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79 | { this->weaponSystem_ = weaponSystem; } |
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80 | inline WeaponSystem * getWeaponSystem() const |
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81 | { return this->weaponSystem_; } |
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82 | |
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83 | |
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84 | private: |
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85 | WeaponSystem * weaponSystem_; // Pointer to the WeaponSystem |
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86 | Weapon * weapon_; // If the WeaponSlot is occupied a pointer to the attached Weapon is stored here. |
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87 | }; |
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88 | } |
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89 | |
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90 | #endif /* _WeaponSlot_H__ */ |
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