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source: code/branches/physics_merge/src/orxonox/objects/weaponSystem/WeaponSystem.cc @ 2463

Last change on this file since 2463 was 2442, checked in by rgrieder, 16 years ago

Finally merged physics stuff. Target is physics_merge because I'll have to do some testing first.

File size: 2.6 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/* WEAPONSYSTEM
40 * creates the WeaponSystem and the ability to use weapons and munition
41 * loads the weapon the whole weaponSystem setting from an xml file
42 *
43 */
44
45namespace orxonox
46{
47    WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator)
48    {
49        RegisterObject(WeaponSystem);
50
51        this->activeWeaponSet_ = 0;
52        this->parentSpaceShip_ = 0;
53    }
54
55    WeaponSystem::~WeaponSystem()
56    {
57    }
58
59    //creates empty weaponSet
60    void WeaponSystem::attachWeaponSet(WeaponSet *wSet)
61    {
62        this->weaponSets_.push_back(wSet);
63        wSet->setParentWeaponSystem(this);
64    }
65
66    //the first weaponSet is at n=0
67    void WeaponSystem::setActiveWeaponSet(unsigned int n)
68    {
69        if (n < this->weaponSets_.size())
70            this->activeWeaponSet_ = this->weaponSets_[n];
71    }
72
73    //n is the n'th weaponSet, starting with zero
74    //Spaceship.cc only needs to have the keybinding to a specific Set-number n
75    void WeaponSystem::fire(unsigned int n)
76    {
77        if (n < this->weaponSets_.size())
78            this->weaponSets_[n]->fire();
79    }
80
81    void WeaponSystem::fire()
82    {
83        if (this->activeWeaponSet_)
84            this->activeWeaponSet_->fire();
85    }
86
87    WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n)
88    {
89        if (n < this->weaponSets_.size())
90            return this->weaponSets_[n];
91        else
92            return 0;
93    }
94
95    void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode)
96    {
97
98    }
99
100}
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