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source: code/branches/weaponsystem/src/orxonox/objects/weaponSystem/WeaponSystem.cc @ 2778

Last change on this file since 2778 was 2778, checked in by polakma, 16 years ago

now you can choose between shared munition and normal munition

  • Property svn:eol-style set to native
  • Property svn:mergeinfo set to (toggle deleted branches)
    /code/branches/lodfinal/src/orxonox/objects/weaponSystem/WeaponSystem.ccmergedeligible
    /code/branches/buildsystem2/src/orxonox/objects/weaponSystem/WeaponSystem.cc2506-2658
    /code/branches/buildsystem3/src/orxonox/objects/weaponSystem/WeaponSystem.cc2662-2708
    /code/branches/ceguilua/src/orxonox/objects/WeaponSystem.cc1802-1808
    /code/branches/core3/src/orxonox/objects/WeaponSystem.cc1572-1739
    /code/branches/gcc43/src/orxonox/objects/WeaponSystem.cc1580
    /code/branches/gui/src/orxonox/objects/WeaponSystem.cc1635-1723
    /code/branches/input/src/orxonox/objects/WeaponSystem.cc1629-1636
    /code/branches/network/src/orxonox/objects/weaponSystem/WeaponSystem.cc2356
    /code/branches/network64/src/orxonox/objects/weaponSystem/WeaponSystem.cc2210-2355
    /code/branches/objecthierarchy/src/orxonox/objects/WeaponSystem.cc1911-2085,​2100
    /code/branches/objecthierarchy2/src/orxonox/objects/weaponSystem/WeaponSystem.cc2171-2479
    /code/branches/overlay/src/orxonox/objects/weaponSystem/WeaponSystem.cc2117-2385
    /code/branches/physics/src/orxonox/objects/weaponSystem/WeaponSystem.cc2107-2439
    /code/branches/physics_merge/src/orxonox/objects/weaponSystem/WeaponSystem.cc2436-2457
    /code/branches/pickups/src/orxonox/objects/WeaponSystem.cc1926-2086
    /code/branches/pickups2/src/orxonox/objects/weaponSystem/WeaponSystem.cc2107-2497
    /code/branches/presentation/src/orxonox/objects/weaponSystem/WeaponSystem.cc2369-2652,​2654-2660
    /code/branches/questsystem/src/orxonox/objects/WeaponSystem.cc1894-2088
    /code/branches/questsystem2/src/orxonox/objects/weaponSystem/WeaponSystem.cc2107-2259
    /code/branches/script_trigger/src/orxonox/objects/WeaponSystem.cc1295-1953,​1955
    /code/branches/weapon/src/orxonox/objects/WeaponSystem.cc1925-2047
    /code/branches/weapon2/src/orxonox/objects/weaponSystem/WeaponSystem.cc2107-2488
File size: 4.2 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
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
40/* WeaponSystem
41 *
42 *  www.orxonox.net/wiki/WeaponSystem
43 */
44
45namespace orxonox
46{
47    CreateFactory(WeaponSystem);
48
49    WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator)
50    {
51        RegisterObject(WeaponSystem);
52
53        this->activeWeaponSet_ = 0;
54        this->parentPawn_ = 0;
55    }
56
57    WeaponSystem::~WeaponSystem()
58    {
59    }
60
61    void WeaponSystem::attachWeaponPack(WeaponPack *wPack, unsigned int firemode)
62    {
63        if (firemode < this->weaponSets_.size())
64            this->weaponSets_[firemode]->attachWeaponPack(wPack);
65        this->weaponPacks_.push_back(wPack);
66    }
67
68    void WeaponSystem::attachWeaponSlot(WeaponSlot *wSlot)
69    {
70        wSlot->setParentWeaponSystem(this);
71        this->weaponSlots_.push_back(wSlot);
72    }
73
74    void WeaponSystem::attachWeaponSet(WeaponSet *wSet)
75    {
76        wSet->setParentWeaponSystem(this);
77        this->weaponSets_.push_back(wSet);
78    }
79
80    void WeaponSystem::setNewMunition(std::string munitionType, Munition * munitionToAdd)
81    {
82        this->munitionSet_[munitionType] = munitionToAdd;
83    }
84
85    void WeaponSystem::setNewSharedMunition(std::string munitionType, Munition * munitionToAdd)
86    {
87        this->munitionSharedSet_[munitionType] = munitionToAdd;
88    }
89
90    //returns the Pointer to the munitionType, if this munitionType doesn't exist returns 0, see Weapon::attachNeededMunition
91    Munition * WeaponSystem::getMunitionType(std::string munitionType)
92    {
93//COUT(0) << "WeaponSystem::getMunitionType " << munitionType << std::endl;
94        std::map<std::string, Munition *>::const_iterator it = this->munitionSharedSet_.find(munitionType);
95        if (it != this->munitionSharedSet_.end())
96            return it->second;
97        else
98            return 0;
99    }
100
101
102
103
104
105    //n is the n'th weaponSet, starting with zero
106    //SpaceShip.cc only needs to have the keybinding to a specific Set-number n (=firemode)
107    void WeaponSystem::fire(WeaponMode::Enum n)
108    {
109        int set = 0;
110        switch (n)
111        {
112            case WeaponMode::fire:
113                set = 0;
114                break;
115            case WeaponMode::altFire:
116                set = 1;
117                break;
118            case WeaponMode::altFire2:
119                set = 2;
120                break;
121        }
122//COUT(0) << "WeaponSystem::fire" << std::endl;
123        if (set < (int)this->weaponSets_.size())
124//COUT(0) << "WeaponSystem::fire - after if" << std::endl;
125            this->weaponSets_[set]->fire();
126    }
127
128
129    WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n)
130    {
131        if (n < this->weaponSets_.size())
132            return this->weaponSets_[n];
133        else
134            return 0;
135    }
136
137    WeaponSlot * WeaponSystem::getWeaponSlotPointer(unsigned int n)
138    {
139        if (n < this->weaponSlots_.size())
140            return this->weaponSlots_[n];
141        else
142            return 0;
143    }
144
145    WeaponPack * WeaponSystem::getWeaponPackPointer(unsigned int n)
146    {
147        if (n < this->weaponPacks_.size())
148            return this->weaponPacks_[n];
149        else
150            return 0;
151    }
152
153    void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode)
154    {
155        SUPER(WeaponSystem, XMLPort, xmlelement, mode);
156    }
157
158}
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