/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Martin Polak * Co-authors: * ... * */ #include "WeaponPack.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "objects/worldentities/pawns/Pawn.h" #include "Weapon.h" #include "WeaponSlot.h" #include "WeaponSystem.h" #include "DefaultWeaponmodeLink.h" namespace orxonox { CreateFactory(WeaponPack); WeaponPack::WeaponPack(BaseObject* creator) : BaseObject(creator) { RegisterObject(WeaponPack); this->weaponSystem_ = 0; } WeaponPack::~WeaponPack() { if (this->isInitialized() && this->weaponSystem_) { this->weaponSystem_->removeWeaponPack(this); while (!this->weapons_.empty()) delete (*this->weapons_.begin()); for (std::set::iterator it = this->links_.begin(); it != this->links_.end(); ) delete (*(it++)); } } void WeaponPack::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(WeaponPack, XMLPort, xmlelement, mode); XMLPortObjectExtended(WeaponPack, Weapon, "", addWeapon, getWeapon, xmlelement, mode, false, false); XMLPortObject(WeaponPack, DefaultWeaponmodeLink, "links", addDefaultWeaponmodeLink, getDefaultWeaponmodeLink, xmlelement, mode); } void WeaponPack::fire(unsigned int weaponmode) { for (std::set::iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it) (*it)->fire(weaponmode); } void WeaponPack::reload() { for (std::set::iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it) (*it)->reload(); } void WeaponPack::addWeapon(Weapon * weapon) { if (!weapon) return; this->weapons_.insert(weapon); weapon->setWeaponPack(this); } void WeaponPack::removeWeapon(Weapon * weapon) { if (!weapon) return; this->weapons_.erase(weapon); weapon->setWeaponPack(0); } Weapon * WeaponPack::getWeapon(unsigned int index) const { unsigned int i = 0; for (std::set::const_iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it) { if (i == index) return (*it); ++i; } return 0; } void WeaponPack::addDefaultWeaponmodeLink(DefaultWeaponmodeLink* link) { this->links_.insert(link); } DefaultWeaponmodeLink* WeaponPack::getDefaultWeaponmodeLink(unsigned int index) const { unsigned int i = 0; for (std::set::const_iterator it = this->links_.begin(); it != this->links_.end(); ++it) { if (i == index) return (*it); ++i; } return 0; } unsigned int WeaponPack::getDesiredWeaponmode(unsigned int firemode) const { for (std::set::const_iterator it = this->links_.begin(); it != this->links_.end(); ++it) if ((*it)->getFiremode() == firemode) return (*it)->getWeaponmode(); return WeaponSystem::WEAPON_MODE_UNASSIGNED; } void WeaponPack::notifyWeapons() { for (std::set::const_iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it) (*it)->setWeaponPack(this); } }