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source: code/branches/fabienHS15/src/orxonox/weaponsystem/WeaponPack.cc @ 11027

Last change on this file since 11027 was 10791, checked in by fvultier, 9 years ago

Munition may and must now be defined for each pawn separately. This way a heavy cruiser may carry more munition than a drone.

  • Property svn:eol-style set to native
File size: 4.8 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 "WeaponPack.h"
30
31#include "core/CoreIncludes.h"
32#include "core/XMLPort.h"
33
34#include "Weapon.h"
35#include "WeaponSystem.h"
36#include "DefaultWeaponmodeLink.h"
37
38namespace orxonox
39{
40    RegisterClass(WeaponPack);
41
42    WeaponPack::WeaponPack(Context* context) : BaseObject(context)
43    {
44        RegisterObject(WeaponPack);
45
46        this->weaponSystem_ = 0;
47    }
48
49    WeaponPack::~WeaponPack()
50    {
51        if (this->isInitialized())
52        {
53            if( this->weaponSystem_ )
54                this->weaponSystem_->removeWeaponPack(this);
55
56            while (!this->weapons_.empty())
57                (*this->weapons_.begin())->destroy();
58
59            for (std::set<DefaultWeaponmodeLink*>::iterator it = this->links_.begin(); it != this->links_.end(); )
60                (*(it++))->destroy();
61        }
62    }
63
64    void WeaponPack::XMLPort(Element& xmlelement, XMLPort::Mode mode)
65    {
66        SUPER(WeaponPack, XMLPort, xmlelement, mode);
67
68        XMLPortObjectExtended(WeaponPack, Weapon, "", addWeapon, getWeapon, xmlelement, mode, false, false);
69        XMLPortObject(WeaponPack, DefaultWeaponmodeLink, "links", addDefaultWeaponmodeLink, getDefaultWeaponmodeLink, xmlelement, mode);
70    }
71
72    /**
73    @brief
74        Fire all weapons in this WeaponSet with the defined weaponmode.
75    */
76    void WeaponPack::fire(unsigned int weaponmode)
77    {
78        for (std::vector<Weapon *>::iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
79            (*it)->fire(weaponmode);
80    }
81
82    /**
83    @brief
84        Reload all weapons in this WeaponSet.
85    */
86    void WeaponPack::reload()
87    {
88        for (std::vector<Weapon *>::iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
89            (*it)->reload();
90    }
91
92    void WeaponPack::addWeapon(Weapon * weapon)
93    {
94        if (!weapon)
95            return;
96
97        this->weapons_.push_back(weapon);
98        weapon->setWeaponPack(this);
99    }
100
101    void WeaponPack::removeWeapon(Weapon * weapon)
102    {
103        if (!weapon)
104            return;
105
106        std::vector<Weapon*>::iterator it = std::find(this->weapons_.begin(), this->weapons_.end(), weapon);
107        assert(it != this->weapons_.end());
108        this->weapons_.erase(it);
109        weapon->setWeaponPack(0);
110    }
111
112    Weapon * WeaponPack::getWeapon(unsigned int index) const
113    {
114        unsigned int i = 0;
115
116        for (std::vector<Weapon *>::const_iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
117        {
118            if (i == index)
119                return (*it);
120            ++i;
121        }
122
123        return 0;
124    }
125
126    std::vector<Weapon*>* WeaponPack::getAllWeapons()
127    {
128        return &weapons_;       
129    }   
130
131    void WeaponPack::addDefaultWeaponmodeLink(DefaultWeaponmodeLink* link)
132    {
133        this->links_.insert(link);
134    }
135
136    DefaultWeaponmodeLink* WeaponPack::getDefaultWeaponmodeLink(unsigned int index) const
137    {
138        unsigned int i = 0;
139        for (std::set<DefaultWeaponmodeLink*>::const_iterator it = this->links_.begin(); it != this->links_.end(); ++it)
140        {
141            if (i == index)
142                return (*it);
143
144            ++i;
145        }
146        return 0;
147    }
148
149    unsigned int WeaponPack::getDesiredWeaponmode(unsigned int firemode) const
150    {
151        for (std::set<DefaultWeaponmodeLink*>::const_iterator it = this->links_.begin(); it != this->links_.end(); ++it)
152            if ((*it)->getFiremode() == firemode)
153                return (*it)->getWeaponmode();
154
155        return WeaponSystem::WEAPON_MODE_UNASSIGNED;
156    }
157
158    void WeaponPack::notifyWeapons()
159    {
160        for (std::vector<Weapon *>::const_iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
161            (*it)->setWeaponPack(this);
162    }
163
164    void WeaponPack::updateMunition()
165    {
166        for (std::vector<Weapon *>::const_iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
167            (*it)->updateMunition();
168    }
169}
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