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source: code/branches/pickups2/src/orxonox/objects/weaponSystem/WeaponPack.cc @ 2948

Last change on this file since 2948 was 2893, checked in by landauf, 16 years ago

merged weaponsystem branch back to trunk

  • Property svn:eol-style set to native
File size: 3.0 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#include "OrxonoxStableHeaders.h"
29
30#include <vector>
31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34#include "util/Debug.h"
35
36#include "WeaponPack.h"
37#include "objects/worldentities/pawns/Pawn.h"
38
39namespace orxonox
40{
41    CreateFactory(WeaponPack);
42
43    WeaponPack::WeaponPack(BaseObject* creator) : BaseObject(creator)
44    {
45        RegisterObject(WeaponPack);
46
47        this->parentWeaponSystem_ = 0;
48        this->firemode_ = 0;
49
50    }
51
52    WeaponPack::~WeaponPack()
53    {
54    }
55
56    int WeaponPack::getSize()
57    {
58        return this->weapons_.size();
59    }
60
61    void WeaponPack::fire()
62    {
63        for (int i=0; i < (int) this->weapons_.size(); i++)
64        {
65            this->weapons_[i]->getAttachedToWeaponSlot()->fire();
66        }
67    }
68
69    Weapon * WeaponPack::getWeaponPointer(unsigned int n)
70    {
71        return this->weapons_[n];
72    }
73
74    void WeaponPack::XMLPort(Element& xmlelement, XMLPort::Mode mode)
75    {
76        SUPER(WeaponPack, XMLPort, xmlelement, mode);
77
78        XMLPortObject(WeaponPack, Weapon, "", addWeapon, getWeapon, xmlelement, mode);
79        XMLPortParam(WeaponPack, "firemode", setFireMode, getFireMode, xmlelement, mode);
80    }
81
82    void WeaponPack::setFireMode(unsigned int firemode)
83    {
84        this->firemode_ = firemode;
85    }
86
87    unsigned int WeaponPack::getFireMode()
88    {
89        return this->firemode_;
90    }
91
92    void WeaponPack::addWeapon(Weapon * weapon)
93    {
94        this->weapons_.push_back(weapon);
95    }
96
97    const Weapon * WeaponPack::getWeapon(unsigned int index)
98    {
99        return weapons_[index];
100    }
101
102    void WeaponPack::setParentWeaponSystemToAllWeapons(WeaponSystem * weaponSystem)
103    {
104        for (int i=0; i < (int) this->weapons_.size(); i++)
105        {
106            this->weapons_[i]->setParentWeaponSystem(weaponSystem);
107        }
108
109    }
110
111    void WeaponPack::attachNeededMunitionToAllWeapons()
112    {
113        for (int i=0; i < (int) this->weapons_.size(); i++)
114        {
115            this->weapons_[i]->attachNeededMunition(weapons_[i]->getMunitionType());
116            this->weapons_[i]->setWeapon();
117        }
118
119    }
120
121}
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