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source: code/branches/questsystem5/src/orxonox/objects/weaponSystem/WeaponSet.cc @ 3015

Last change on this file since 3015 was 2908, checked in by dafrick, 16 years ago

Reverted to revision 2906 (because I'm too stupid to merge correctly, 2nd try will follow shortly. ;))

  • Property svn:eol-style set to native
File size: 4.6 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#include "OrxonoxStableHeaders.h"
29
30#include <vector>
31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34#include "util/Debug.h"
35#include "objects/worldentities/pawns/Pawn.h"
36
37#include "WeaponSet.h"
38#include "WeaponPack.h"
39
40namespace orxonox
41{
42    CreateFactory(WeaponSet);
43
44    WeaponSet::WeaponSet(BaseObject* creator, int k) : BaseObject(creator)
45    {
46        RegisterObject(WeaponSet);
47
48        this->parentWeaponSystem_ = 0;
49        this->attachedWeaponPack_ = 0;
50    }
51
52    WeaponSet::~WeaponSet()
53    {
54    }
55
56    void WeaponSet::attachWeaponPack(WeaponPack *wPack)
57    {
58//COUT(0) << "WeaponSet::attachWeaponPack" << std::endl;
59//COUT(0) << "........ parentWeaponSystem_=" << this->parentWeaponSystem_ << std::endl;
60//COUT(0) << "........ this->parentWeaponSystem_->getWeaponSlotSize()" << this->parentWeaponSystem_->getWeaponSlotSize() << std::endl;
61//COUT(0) << "........ wPack->getSize()" << wPack->getSize() << std::endl;
62        if ( this->parentWeaponSystem_->getWeaponSlotSize()>0 && wPack->getSize()>0 && ( wPack->getSize() <= this->parentWeaponSystem_->getWeaponSlotSize() ) )
63        {
64//COUT(0) << "WeaponSet::attachWeaponPack after if" << std::endl;
65            this->attachedWeaponPack_ = wPack;
66            int wPackWeapon = 0;    //WeaponCounter for Attaching
67            //should be possible to choose which slot to use
68            for (  int i=0; i < wPack->getSize() ; i++  )
69            {
70                //at the moment this function only works for one weaponPack in the entire WeaponSystem...
71                if ( this->parentWeaponSystem_->getWeaponSlotPointer(i)->getAttachedWeapon() == 0 && this->parentWeaponSystem_->getWeaponSlotPointer(i) != 0) //if slot not full
72                {
73//COUT(0) << "WeaponSet::attachWeaponPack attaching Weapon" << std::endl;
74                    this->setWeaponSlots_.push_back( this->parentWeaponSystem_->getWeaponSlotPointer(i) );
75                    this->parentWeaponSystem_->getWeaponSlotPointer(i)->attachWeapon( wPack->getWeaponPointer(wPackWeapon) );
76                    this->parentWeaponSystem_->getParentPawn()->attach( wPack->getWeaponPointer(wPackWeapon) );
77                    wPackWeapon++;
78                }
79                else
80                {
81                    for (int k=0; k < this->parentWeaponSystem_->getWeaponSlotSize(); k++)
82                    {
83                        if ( this->parentWeaponSystem_->getWeaponSlotPointer(k)->getAttachedWeapon() == 0 )
84                        {
85//COUT(0) << "WeaponSet::attachWeaponPack mode 2 k="<< k << std::endl;
86                            this->setWeaponSlots_.push_back( this->parentWeaponSystem_->getWeaponSlotPointer(k) );
87                            this->parentWeaponSystem_->getWeaponSlotPointer(k)->attachWeapon( wPack->getWeaponPointer(wPackWeapon) );
88                            this->parentWeaponSystem_->getParentPawn()->attach( wPack->getWeaponPointer(wPackWeapon) );
89                            wPackWeapon++;
90                        }
91                    }
92                }
93            }
94        }
95    }
96
97
98    void WeaponSet::fire()
99    {
100        //fires all WeaponSlots available for this weaponSet attached from the WeaponPack
101//COUT(0) << "WeaponSet::fire from Pack: " << this->attachedWeaponPack_ << std::endl;
102        if (this->attachedWeaponPack_)
103            this->attachedWeaponPack_->fire();
104    }
105
106    void WeaponSet::setFireMode(const unsigned int firemode)
107    {   this->firemode_ = firemode; }
108
109    const unsigned int WeaponSet::getFireMode() const
110    {   return this->firemode_; }
111
112    void WeaponSet::XMLPort(Element& xmlelement, XMLPort::Mode mode)
113    {
114        SUPER(WeaponSet, XMLPort, xmlelement, mode);
115        XMLPortParam(WeaponSet, "firemode", setFireMode, getFireMode, xmlelement, mode);
116    }
117
118}
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