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 | * |
---|
42 | * www.orxonox.net/wiki/WeaponSystem |
---|
43 | */ |
---|
44 | |
---|
45 | namespace orxonox |
---|
46 | { |
---|
47 | CreateFactory(WeaponSystem); |
---|
48 | |
---|
49 | WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator) |
---|
50 | { |
---|
51 | RegisterObject(WeaponSystem); |
---|
52 | |
---|
53 | this->parentPawn_ = 0; |
---|
54 | } |
---|
55 | |
---|
56 | WeaponSystem::~WeaponSystem() |
---|
57 | { |
---|
58 | } |
---|
59 | |
---|
60 | void WeaponSystem::attachWeaponPack(WeaponPack *wPack, unsigned int firemode) |
---|
61 | { |
---|
62 | if (firemode < this->weaponSets_.size()) |
---|
63 | this->weaponSets_[firemode]->attachWeaponPack(wPack); |
---|
64 | this->weaponPacks_.push_back(wPack); |
---|
65 | } |
---|
66 | |
---|
67 | void WeaponSystem::attachWeaponSlot(WeaponSlot *wSlot) |
---|
68 | { |
---|
69 | wSlot->setParentWeaponSystem(this); |
---|
70 | this->weaponSlots_.push_back(wSlot); |
---|
71 | } |
---|
72 | |
---|
73 | void WeaponSystem::attachWeaponSet(WeaponSet *wSet) |
---|
74 | { |
---|
75 | wSet->setParentWeaponSystem(this); |
---|
76 | this->weaponSets_.push_back(wSet); |
---|
77 | } |
---|
78 | |
---|
79 | void WeaponSystem::setNewMunition(std::string munitionType, Munition * munitionToAdd) |
---|
80 | { |
---|
81 | this->munitionSet_[munitionType] = munitionToAdd; |
---|
82 | } |
---|
83 | |
---|
84 | |
---|
85 | //returns the Pointer to the munitionType, if this munitionType doesn't exist returns 0, see Weapon::attachNeededMunition |
---|
86 | Munition * WeaponSystem::getMunitionType(std::string munitionType) |
---|
87 | { |
---|
88 | std::map<std::string, Munition *>::const_iterator it = this->munitionSet_.find(munitionType); |
---|
89 | if (it != this->munitionSet_.end()) |
---|
90 | return it->second; |
---|
91 | else |
---|
92 | return 0; |
---|
93 | } |
---|
94 | |
---|
95 | |
---|
96 | //n is the n'th weaponSet, starting with zero |
---|
97 | //SpaceShip.cc only needs to have the keybinding to a specific Set-number n (=firemode) |
---|
98 | //in future this could be well defined and not only for 3 different WeaponModes |
---|
99 | void WeaponSystem::fire(WeaponMode::Enum n) |
---|
100 | { |
---|
101 | int set = 0; |
---|
102 | switch (n) |
---|
103 | { |
---|
104 | case WeaponMode::fire: |
---|
105 | set = 0; |
---|
106 | break; |
---|
107 | case WeaponMode::altFire: |
---|
108 | set = 1; |
---|
109 | break; |
---|
110 | case WeaponMode::altFire2: |
---|
111 | set = 2; |
---|
112 | break; |
---|
113 | } |
---|
114 | if (set < (int)this->weaponSets_.size()) |
---|
115 | this->weaponSets_[set]->fire(); |
---|
116 | } |
---|
117 | |
---|
118 | |
---|
119 | WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n) |
---|
120 | { |
---|
121 | if (n < this->weaponSets_.size()) |
---|
122 | return this->weaponSets_[n]; |
---|
123 | else |
---|
124 | return 0; |
---|
125 | } |
---|
126 | |
---|
127 | WeaponSlot * WeaponSystem::getWeaponSlotPointer(unsigned int n) |
---|
128 | { |
---|
129 | if (n < this->weaponSlots_.size()) |
---|
130 | return this->weaponSlots_[n]; |
---|
131 | else |
---|
132 | return 0; |
---|
133 | } |
---|
134 | |
---|
135 | WeaponPack * WeaponSystem::getWeaponPackPointer(unsigned int n) |
---|
136 | { |
---|
137 | if (n < this->weaponPacks_.size()) |
---|
138 | return this->weaponPacks_[n]; |
---|
139 | else |
---|
140 | return 0; |
---|
141 | } |
---|
142 | |
---|
143 | void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
---|
144 | { |
---|
145 | SUPER(WeaponSystem, XMLPort, xmlelement, mode); |
---|
146 | } |
---|
147 | |
---|
148 | } |
---|