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

Last change on this file since 2980 was 2662, checked in by rgrieder, 16 years ago

Merged presentation branch back to trunk.

  • 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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