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source: code/branches/pickups2/src/orxonox/objects/weaponSystem/WeaponSystem.cc @ 2939

Last change on this file since 2939 was 2917, checked in by landauf, 16 years ago

merged pickup into pickup2

File size: 3.9 KB
RevLine 
[2106]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
[2662]39
[2893]40/* WeaponSystem
[2106]41 *
[2893]42 *  www.orxonox.net/wiki/WeaponSystem
[2106]43 */
44
45namespace orxonox
46{
[2662]47    CreateFactory(WeaponSystem);
48
[2106]49    WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator)
50    {
51        RegisterObject(WeaponSystem);
52
[2662]53        this->parentPawn_ = 0;
[2106]54    }
55
56    WeaponSystem::~WeaponSystem()
57    {
58    }
59
[2662]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
[2106]73    void WeaponSystem::attachWeaponSet(WeaponSet *wSet)
74    {
[2662]75        wSet->setParentWeaponSystem(this);
[2106]76        this->weaponSets_.push_back(wSet);
77    }
78
[2662]79    void WeaponSystem::setNewMunition(std::string munitionType, Munition * munitionToAdd)
80    {
81        this->munitionSet_[munitionType] = munitionToAdd;
82    }
83
[2893]84
85    //returns the Pointer to the munitionType, if this munitionType doesn't exist returns 0, see Weapon::attachNeededMunition
[2662]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
[2106]96    //n is the n'th weaponSet, starting with zero
[2893]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
[2662]99    void WeaponSystem::fire(WeaponMode::Enum n)
[2106]100    {
[2662]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();
[2106]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
[2662]127    WeaponSlot * WeaponSystem::getWeaponSlotPointer(unsigned int n)
[2106]128    {
[2662]129        if (n < this->weaponSlots_.size())
130            return this->weaponSlots_[n];
131        else
132            return 0;
133    }
[2106]134
[2662]135    WeaponPack * WeaponSystem::getWeaponPackPointer(unsigned int n)
136    {
137        if (n < this->weaponPacks_.size())
138            return this->weaponPacks_[n];
139        else
140            return 0;
[2106]141    }
142
[2662]143    void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode)
144    {
145        SUPER(WeaponSystem, XMLPort, xmlelement, mode);
146    }
147
[2106]148}
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