1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Martin Polak |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "OrxonoxStableHeaders.h" |
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30 | |
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31 | #include <vector> |
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32 | |
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33 | #include "core/CoreIncludes.h" |
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34 | #include "core/XMLPort.h" |
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35 | #include "util/Debug.h" |
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36 | |
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37 | #include "WeaponSystem.h" |
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38 | |
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39 | |
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40 | /* WEAPONSYSTEM |
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41 | * creates the WeaponSystem and the ability to use weapons and munition |
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42 | * loads the weapon the whole weaponSystem setting from an xml file |
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43 | * |
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44 | */ |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | CreateFactory(WeaponSystem); |
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49 | |
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50 | WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator) |
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51 | { |
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52 | RegisterObject(WeaponSystem); |
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53 | |
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54 | this->activeWeaponSet_ = 0; |
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55 | this->parentPawn_ = 0; |
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56 | } |
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57 | |
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58 | WeaponSystem::~WeaponSystem() |
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59 | { |
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60 | } |
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61 | |
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62 | void WeaponSystem::attachWeaponPack(WeaponPack *wPack, unsigned int firemode) |
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63 | { |
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64 | if (firemode < this->weaponSets_.size()) |
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65 | this->weaponSets_[firemode]->attachWeaponPack(wPack); |
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66 | this->weaponPacks_.push_back(wPack); |
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67 | } |
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68 | |
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69 | void WeaponSystem::attachWeaponSlot(WeaponSlot *wSlot) |
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70 | { |
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71 | wSlot->setParentWeaponSystem(this); |
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72 | this->weaponSlots_.push_back(wSlot); |
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73 | } |
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74 | |
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75 | void WeaponSystem::attachWeaponSet(WeaponSet *wSet) |
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76 | { |
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77 | wSet->setParentWeaponSystem(this); |
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78 | this->weaponSets_.push_back(wSet); |
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79 | } |
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80 | |
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81 | void WeaponSystem::setNewMunition(std::string munitionType, Munition * munitionToAdd) |
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82 | { |
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83 | this->munitionSet_[munitionType] = munitionToAdd; |
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84 | } |
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85 | |
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86 | //returns the Pointer to the munitionType |
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87 | Munition * WeaponSystem::getMunitionType(std::string munitionType) |
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88 | { |
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89 | //COUT(0) << "WeaponSystem::getMunitionType " << munitionType << std::endl; |
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90 | std::map<std::string, Munition *>::const_iterator it = this->munitionSet_.find(munitionType); |
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91 | if (it != this->munitionSet_.end()) |
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92 | return it->second; |
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93 | else |
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94 | return 0; |
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95 | } |
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96 | |
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97 | |
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98 | /* |
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99 | //the first weaponSet is at n=0 |
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100 | void WeaponSystem::setActiveWeaponSet(unsigned int n) |
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101 | { |
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102 | if (n < this->weaponSets_.size()) |
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103 | this->activeWeaponSet_ = this->weaponSets_[n]; |
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104 | else |
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105 | this->activeWeaponSet_ = this->weaponSets_[0]; |
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106 | } |
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107 | */ |
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108 | |
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109 | |
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110 | //n is the n'th weaponSet, starting with zero |
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111 | //SpaceShip.cc only needs to have the keybinding to a specific Set-number n |
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112 | void WeaponSystem::fire(WeaponMode::Enum n) |
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113 | { |
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114 | int set = 0; |
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115 | switch (n) |
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116 | { |
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117 | case WeaponMode::fire: |
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118 | set = 0; |
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119 | break; |
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120 | case WeaponMode::altFire: |
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121 | set = 1; |
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122 | break; |
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123 | case WeaponMode::altFire2: |
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124 | set = 2; |
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125 | break; |
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126 | } |
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127 | //COUT(0) << "WeaponSystem::fire" << std::endl; |
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128 | if (set < (int)this->weaponSets_.size()) |
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129 | //COUT(0) << "WeaponSystem::fire - after if" << std::endl; |
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130 | this->weaponSets_[set]->fire(); |
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131 | } |
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132 | |
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133 | |
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134 | WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n) |
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135 | { |
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136 | if (n < this->weaponSets_.size()) |
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137 | return this->weaponSets_[n]; |
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138 | else |
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139 | return 0; |
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140 | } |
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141 | |
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142 | WeaponSlot * WeaponSystem::getWeaponSlotPointer(unsigned int n) |
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143 | { |
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144 | if (n < this->weaponSlots_.size()) |
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145 | return this->weaponSlots_[n]; |
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146 | else |
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147 | return 0; |
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148 | } |
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149 | |
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150 | WeaponPack * WeaponSystem::getWeaponPackPointer(unsigned int n) |
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151 | { |
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152 | if (n < this->weaponPacks_.size()) |
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153 | return this->weaponPacks_[n]; |
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154 | else |
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155 | return 0; |
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156 | } |
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157 | |
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158 | void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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159 | { |
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160 | SUPER(WeaponSystem, XMLPort, xmlelement, mode); |
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161 | } |
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162 | |
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163 | } |
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