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source: code/branches/formationupdate/src/orxonox/weaponsystem/WeaponPack.cc @ 9891

Last change on this file since 9891 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 4.3 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    CreateFactory(WeaponPack);
41
42    WeaponPack::WeaponPack(BaseObject* creator) : BaseObject(creator)
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    void WeaponPack::fire(unsigned int weaponmode)
73    {
74        for (std::vector<Weapon *>::iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
75            (*it)->fire(weaponmode);
76    }
77
78    void WeaponPack::reload()
79    {
80        for (std::vector<Weapon *>::iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
81            (*it)->reload();
82    }
83
84    void WeaponPack::addWeapon(Weapon * weapon)
85    {
86        if (!weapon)
87            return;
88
89        this->weapons_.push_back(weapon);
90        weapon->setWeaponPack(this);
91    }
92
93    void WeaponPack::removeWeapon(Weapon * weapon)
94    {
95        if (!weapon)
96            return;
97
98        std::vector<Weapon*>::iterator it = std::find(this->weapons_.begin(), this->weapons_.end(), weapon);
99        assert(it != this->weapons_.end());
100        this->weapons_.erase(it);
101        weapon->setWeaponPack(0);
102    }
103
104    Weapon * WeaponPack::getWeapon(unsigned int index) const
105    {
106        unsigned int i = 0;
107
108        for (std::vector<Weapon *>::const_iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
109        {
110            if (i == index)
111                return (*it);
112            ++i;
113        }
114
115        return 0;
116    }
117
118    void WeaponPack::addDefaultWeaponmodeLink(DefaultWeaponmodeLink* link)
119    {
120        this->links_.insert(link);
121    }
122
123    DefaultWeaponmodeLink* WeaponPack::getDefaultWeaponmodeLink(unsigned int index) const
124    {
125        unsigned int i = 0;
126        for (std::set<DefaultWeaponmodeLink*>::const_iterator it = this->links_.begin(); it != this->links_.end(); ++it)
127        {
128            if (i == index)
129                return (*it);
130
131            ++i;
132        }
133        return 0;
134    }
135
136    unsigned int WeaponPack::getDesiredWeaponmode(unsigned int firemode) const
137    {
138        for (std::set<DefaultWeaponmodeLink*>::const_iterator it = this->links_.begin(); it != this->links_.end(); ++it)
139            if ((*it)->getFiremode() == firemode)
140                return (*it)->getWeaponmode();
141
142        return WeaponSystem::WEAPON_MODE_UNASSIGNED;
143    }
144
145    void WeaponPack::notifyWeapons()
146    {
147        for (std::vector<Weapon *>::const_iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
148            (*it)->setWeaponPack(this);
149    }
150}
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