text: #include "EquipableItem.h"
  
  #include "Inventory.h"
  #include "Slot.h"
  #include "Entity.h"
  
  using namespace qge;
  
  EquipableItem::EquipableItem():
      slotEquippedIn_(nullptr),
      attachmentPoint_()
  {
  
  }
  
  // Returns true if the EquipableItem is equipped, otherwise false.
  bool EquipableItem::isEquipped()
  {
      if (slotEquippedIn_ != nullptr){
          return true;
      } else {
          return false;
      }
  }
  
  /// Returns the Slot that the EquipableItem is equipped in.
  /// Returns nullptr if not equipped in any slot.
  Slot *EquipableItem::slotEquippedIn()
  {
      return slotEquippedIn_;
  }
  
  /// Returns the EquipableItem's attachment point. The attachment point is the
  /// position of the EquipableItem that is to be attached to the Entity.
  QPointF EquipableItem::attachmentPoint()
  {
      return attachmentPoint_;
  }
  
  /// Set the attachment point of the EquipableItem.
  /// @see EquipableItem::attachmentPoint()
  void EquipableItem::setAttachmentPoint(QPointF point)
  {
      attachmentPoint_ = point;
  }
  