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 | |
---|
45 | namespace orxonox |
---|
46 | { |
---|
47 | |
---|
48 | WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator) |
---|
49 | { |
---|
50 | RegisterObject(WeaponSystem); |
---|
51 | |
---|
52 | this->activeWeaponSet_ = 0; |
---|
53 | this->parentSpaceShip_ = 0; |
---|
54 | } |
---|
55 | |
---|
56 | WeaponSystem::~WeaponSystem() |
---|
57 | { |
---|
58 | } |
---|
59 | |
---|
60 | void WeaponSystem::attachWeaponSet(WeaponSet *wSet) |
---|
61 | { |
---|
62 | this->weaponSets_.push_back(wSet); |
---|
63 | wSet->setParentWeaponSystem(this); |
---|
64 | } |
---|
65 | |
---|
66 | void WeaponSystem::setNewMunition(std::string munitionType, Munition * munitionToAdd) |
---|
67 | { |
---|
68 | this->munitionSet_[munitionType] = munitionToAdd; |
---|
69 | } |
---|
70 | Munition * WeaponSystem::getMunitionType(std::string munitionType) |
---|
71 | { |
---|
72 | return this->munitionSet_[munitionType]; |
---|
73 | } |
---|
74 | |
---|
75 | |
---|
76 | /* |
---|
77 | //the first weaponSet is at n=0 |
---|
78 | void WeaponSystem::setActiveWeaponSet(unsigned int n) |
---|
79 | { |
---|
80 | if (n < this->weaponSets_.size()) |
---|
81 | this->activeWeaponSet_ = this->weaponSets_[n]; |
---|
82 | else |
---|
83 | this->activeWeaponSet_ = this->weaponSets_[0]; |
---|
84 | } |
---|
85 | */ |
---|
86 | |
---|
87 | //n is the n'th weaponSet, starting with zero |
---|
88 | //SpaceShip.cc only needs to have the keybinding to a specific Set-number n |
---|
89 | void WeaponSystem::fire(WeaponMode::Enum n) |
---|
90 | { |
---|
91 | if (n < (int)this->weaponSets_.size()) |
---|
92 | this->weaponSets_[n]->fire(); |
---|
93 | } |
---|
94 | |
---|
95 | |
---|
96 | WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n) |
---|
97 | { |
---|
98 | if (n < this->weaponSets_.size()) |
---|
99 | return this->weaponSets_[n]; |
---|
100 | else |
---|
101 | return 0; |
---|
102 | } |
---|
103 | |
---|
104 | void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
---|
105 | { |
---|
106 | |
---|
107 | } |
---|
108 | |
---|
109 | } |
---|