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source: code/branches/presentation/src/orxonox/objects/weaponSystem/WeaponSystem.cc @ 2487

Last change on this file since 2487 was 2485, checked in by landauf, 16 years ago

Merged objecthierarchy2 into presentation branch

Couln't merge 2 lines in Gamestate.cc and a whole block of code in GSDedicated.cc (it seems like oli implemented in both branches something like a network-tick-limiter but with different approaches)

Not yet tested in network mode and with bots
The SpaceShips movement is also not yet fully adopted to the new physics (see Engine class)

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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