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source: code/branches/sound/src/orxonox/objects/weaponSystem/WeaponPack.cc @ 2980

Last change on this file since 2980 was 2710, checked in by rgrieder, 16 years ago

Merged buildsystem3 containing buildsystem2 containing Adi's buildsystem branch back to the trunk.
Please update the media directory if you were not using buildsystem3 before.

  • Property svn:eol-style set to native
File size: 3.3 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//COUT(0) << "WeaponPack::fire (attached from WeaponSet)  from Weapon: "<< i << std::endl;
66            this->weapons_[i]->getAttachedToWeaponSlot()->fire();
67        }
68    }
69
70    Weapon * WeaponPack::getWeaponPointer(unsigned int n)
71    {
72        return this->weapons_[n];
73    }
74
75    void WeaponPack::XMLPort(Element& xmlelement, XMLPort::Mode mode)
76    {
77        SUPER(WeaponPack, XMLPort, xmlelement, mode);
78
79        XMLPortObject(WeaponPack, Weapon, "", addWeapon, getWeapon, xmlelement, mode);
80        XMLPortParam(WeaponPack, "firemode", setFireMode, getFireMode, xmlelement, mode);
81    }
82
83    void WeaponPack::setFireMode(unsigned int firemode)
84    {
85//COUT(0) << "WeaponPack::setFireMode " << std::endl;
86        this->firemode_ = firemode;
87    }
88
89    unsigned int WeaponPack::getFireMode()
90    {
91        return this->firemode_;
92    }
93
94    void WeaponPack::addWeapon(Weapon * weapon)
95    {
96//COUT(0) << "WeaponPack::addWeapon:" << weapon << "   munition " << weapon->getMunitionType() << std::endl;
97        this->weapons_.push_back(weapon);
98    }
99
100    const Weapon * WeaponPack::getWeapon(unsigned int index)
101    {
102        return weapons_[index];
103    }
104
105    void WeaponPack::setParentWeaponSystemToAllWeapons(WeaponSystem * weaponSystem)
106    {
107        for (int i=0; i < (int) this->weapons_.size(); i++)
108        {
109            this->weapons_[i]->setParentWeaponSystem(weaponSystem);
110        }
111
112    }
113
114    void WeaponPack::attachNeededMunitionToAllWeapons()
115    {
116        for (int i=0; i < (int) this->weapons_.size(); i++)
117        {
118            this->weapons_[i]->attachNeededMunition(weapons_[i]->getMunitionType());
119            //hack!
120            this->weapons_[i]->setWeapon();
121        }
122
123    }
124
125}
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