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source: code/branches/buildsystem3/src/orxonox/objects/weaponSystem/WeaponSystem.cc @ 2731

Last change on this file since 2731 was 2664, checked in by rgrieder, 16 years ago

Merged buildsystem2 to buildsystem3.

Note: Bare merge, just resolved conflicts. To testing, no nothing.

File size: 4.4 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#include "OrxonoxStableHeaders.h"
30
31#include <vector>
32
33#include "core/CoreIncludes.h"
34#include "core/XMLPort.h"
35#include "util/Debug.h"
36
37#include "WeaponSystem.h"
38
39
40/* WEAPONSYSTEM
41 * creates the WeaponSystem and the ability to use weapons and munition
42 * loads the weapon the whole weaponSystem setting from an xml file
43 *
44 */
45
46namespace orxonox
47{
48    CreateFactory(WeaponSystem);
49
50    WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator)
51    {
52        RegisterObject(WeaponSystem);
53
54        this->activeWeaponSet_ = 0;
55        this->parentPawn_ = 0;
56    }
57
58    WeaponSystem::~WeaponSystem()
59    {
60    }
61
62    void WeaponSystem::attachWeaponPack(WeaponPack *wPack, unsigned int firemode)
63    {
64        if (firemode < this->weaponSets_.size())
65            this->weaponSets_[firemode]->attachWeaponPack(wPack);
66        this->weaponPacks_.push_back(wPack);
67    }
68
69    void WeaponSystem::attachWeaponSlot(WeaponSlot *wSlot)
70    {
71        wSlot->setParentWeaponSystem(this);
72        this->weaponSlots_.push_back(wSlot);
73    }
74
75    void WeaponSystem::attachWeaponSet(WeaponSet *wSet)
76    {
77        wSet->setParentWeaponSystem(this);
78        this->weaponSets_.push_back(wSet);
79    }
80
81    void WeaponSystem::setNewMunition(std::string munitionType, Munition * munitionToAdd)
82    {
83        this->munitionSet_[munitionType] = munitionToAdd;
84    }
85
86    //returns the Pointer to the munitionType
87    Munition * WeaponSystem::getMunitionType(std::string munitionType)
88    {
89//COUT(0) << "WeaponSystem::getMunitionType " << munitionType << std::endl;
90        std::map<std::string, Munition *>::const_iterator it = this->munitionSet_.find(munitionType);
91        if (it != this->munitionSet_.end())
92            return it->second;
93        else
94            return 0;
95    }
96
97
98/*
99    //the first weaponSet is at n=0
100    void WeaponSystem::setActiveWeaponSet(unsigned int n)
101    {
102        if (n < this->weaponSets_.size())
103            this->activeWeaponSet_ = this->weaponSets_[n];
104        else
105            this->activeWeaponSet_ = this->weaponSets_[0];
106    }
107*/
108
109
110    //n is the n'th weaponSet, starting with zero
111    //SpaceShip.cc only needs to have the keybinding to a specific Set-number n
112    void WeaponSystem::fire(WeaponMode::Enum n)
113    {
114        int set = 0;
115        switch (n)
116        {
117            case WeaponMode::fire:
118                set = 0;
119                break;
120            case WeaponMode::altFire:
121                set = 1;
122                break;
123            case WeaponMode::altFire2:
124                set = 2;
125                break;
126        }
127//COUT(0) << "WeaponSystem::fire" << std::endl;
128        if (set < (int)this->weaponSets_.size())
129//COUT(0) << "WeaponSystem::fire - after if" << std::endl;
130            this->weaponSets_[set]->fire();
131    }
132
133
134    WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n)
135    {
136        if (n < this->weaponSets_.size())
137            return this->weaponSets_[n];
138        else
139            return 0;
140    }
141
142    WeaponSlot * WeaponSystem::getWeaponSlotPointer(unsigned int n)
143    {
144        if (n < this->weaponSlots_.size())
145            return this->weaponSlots_[n];
146        else
147            return 0;
148    }
149
150    WeaponPack * WeaponSystem::getWeaponPackPointer(unsigned int n)
151    {
152        if (n < this->weaponPacks_.size())
153            return this->weaponPacks_[n];
154        else
155            return 0;
156    }
157
158    void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode)
159    {
160        SUPER(WeaponSystem, XMLPort, xmlelement, mode);
161    }
162
163}
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