/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Martin Polak * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "util/Debug.h" #include "objects/worldentities/pawns/Pawn.h" #include "WeaponSet.h" #include "WeaponPack.h" namespace orxonox { CreateFactory(WeaponSet); WeaponSet::WeaponSet(BaseObject* creator, int k) : BaseObject(creator) { RegisterObject(WeaponSet); this->parentWeaponSystem_ = 0; this->attachedWeaponPack_ = 0; } WeaponSet::~WeaponSet() { } void WeaponSet::attachWeaponPack(WeaponPack *wPack) { if ( this->parentWeaponSystem_->getWeaponSlotSize()>0 && wPack->getSize()>0 && ( wPack->getSize() <= this->parentWeaponSystem_->getWeaponSlotSize() ) ) { this->attachedWeaponPack_ = wPack; int wPackWeapon = 0; //WeaponCounter for Attaching //should be possible to choose which slot to use //attach every weapon of the weaponPack to a weaponSlot for ( int i=0; i < wPack->getSize() ; i++ ) { //at the moment this function only works for one weaponPack in the entire WeaponSystem... //it also takes the first free weaponSlot... if ( this->parentWeaponSystem_->getWeaponSlotPointer(i)->getAttachedWeapon() == 0 && this->parentWeaponSystem_->getWeaponSlotPointer(i) != 0) //if slot not full { this->setWeaponSlots_.push_back( this->parentWeaponSystem_->getWeaponSlotPointer(i) ); this->parentWeaponSystem_->getWeaponSlotPointer(i)->attachWeapon( wPack->getWeaponPointer(wPackWeapon) ); this->parentWeaponSystem_->getParentPawn()->attach( wPack->getWeaponPointer(wPackWeapon) ); wPackWeapon++; } else { for (int k=0; k < this->parentWeaponSystem_->getWeaponSlotSize(); k++) { if ( this->parentWeaponSystem_->getWeaponSlotPointer(k)->getAttachedWeapon() == 0 ) { //COUT(0) << "WeaponSet::attachWeaponPack mode 2 k="<< k << std::endl; this->setWeaponSlots_.push_back( this->parentWeaponSystem_->getWeaponSlotPointer(k) ); this->parentWeaponSystem_->getWeaponSlotPointer(k)->attachWeapon( wPack->getWeaponPointer(wPackWeapon) ); this->parentWeaponSystem_->getParentPawn()->attach( wPack->getWeaponPointer(wPackWeapon) ); wPackWeapon++; } } } } } } void WeaponSet::fire() { //fires all WeaponSlots available for this weaponSet attached from the WeaponPack //COUT(0) << "WeaponSet::fire from Pack: " << this->attachedWeaponPack_ << std::endl; if (this->attachedWeaponPack_) this->attachedWeaponPack_->fire(); } void WeaponSet::setFireMode(const unsigned int firemode) { this->firemode_ = firemode; } const unsigned int WeaponSet::getFireMode() const { return this->firemode_; } void WeaponSet::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(WeaponSet, XMLPort, xmlelement, mode); XMLPortParam(WeaponSet, "firemode", setFireMode, getFireMode, xmlelement, mode); } }