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source: code/trunk/src/orxonox/objects/weaponSystem/WeaponSet.cc @ 2911

Last change on this file since 2911 was 2893, checked in by landauf, 16 years ago

merged weaponsystem branch back to trunk

  • Property svn:eol-style set to native
File size: 4.1 KB
RevLine 
[2049]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"
[2662]35#include "objects/worldentities/pawns/Pawn.h"
[2049]36
[2096]37#include "WeaponSet.h"
[2662]38#include "WeaponPack.h"
[2096]39
[2049]40namespace orxonox
41{
[2662]42    CreateFactory(WeaponSet);
43
[2097]44    WeaponSet::WeaponSet(BaseObject* creator, int k) : BaseObject(creator)
[2049]45    {
[2096]46        RegisterObject(WeaponSet);
47
[2098]48        this->parentWeaponSystem_ = 0;
[2662]49        this->attachedWeaponPack_ = 0;
[2049]50    }
51
52    WeaponSet::~WeaponSet()
53    {
54    }
55
[2662]56    void WeaponSet::attachWeaponPack(WeaponPack *wPack)
[2096]57    {
[2662]58        if ( this->parentWeaponSystem_->getWeaponSlotSize()>0 && wPack->getSize()>0 && ( wPack->getSize() <= this->parentWeaponSystem_->getWeaponSlotSize() ) )
[2096]59        {
[2662]60            this->attachedWeaponPack_ = wPack;
61            int wPackWeapon = 0;    //WeaponCounter for Attaching
[2893]62           
[2662]63            //should be possible to choose which slot to use
[2893]64            //attach every weapon of the weaponPack to a weaponSlot
[2662]65            for (  int i=0; i < wPack->getSize() ; i++  )
66            {
67                //at the moment this function only works for one weaponPack in the entire WeaponSystem...
[2893]68                //it also takes the first free weaponSlot...
[2662]69                if ( this->parentWeaponSystem_->getWeaponSlotPointer(i)->getAttachedWeapon() == 0 && this->parentWeaponSystem_->getWeaponSlotPointer(i) != 0) //if slot not full
70                {
71                    this->setWeaponSlots_.push_back( this->parentWeaponSystem_->getWeaponSlotPointer(i) );
72                    this->parentWeaponSystem_->getWeaponSlotPointer(i)->attachWeapon( wPack->getWeaponPointer(wPackWeapon) );
73                    this->parentWeaponSystem_->getParentPawn()->attach( wPack->getWeaponPointer(wPackWeapon) );
74                    wPackWeapon++;
75                }
76                else
77                {
78                    for (int k=0; k < this->parentWeaponSystem_->getWeaponSlotSize(); k++)
79                    {
80                        if ( this->parentWeaponSystem_->getWeaponSlotPointer(k)->getAttachedWeapon() == 0 )
81                        {
82                            this->setWeaponSlots_.push_back( this->parentWeaponSystem_->getWeaponSlotPointer(k) );
83                            this->parentWeaponSystem_->getWeaponSlotPointer(k)->attachWeapon( wPack->getWeaponPointer(wPackWeapon) );
84                            this->parentWeaponSystem_->getParentPawn()->attach( wPack->getWeaponPointer(wPackWeapon) );
85                            wPackWeapon++;
86                        }
87                    }
88                }
89            }
[2096]90        }
91    }
92
[2662]93
94    void WeaponSet::fire()
[2096]95    {
[2662]96        //fires all WeaponSlots available for this weaponSet attached from the WeaponPack
97        if (this->attachedWeaponPack_)
98            this->attachedWeaponPack_->fire();
[2096]99    }
100
[2662]101    void WeaponSet::setFireMode(const unsigned int firemode)
102    {   this->firemode_ = firemode; }
[2096]103
[2662]104    const unsigned int WeaponSet::getFireMode() const
105    {   return this->firemode_; }
106
[2096]107    void WeaponSet::XMLPort(Element& xmlelement, XMLPort::Mode mode)
108    {
[2662]109        SUPER(WeaponSet, XMLPort, xmlelement, mode);
110        XMLPortParam(WeaponSet, "firemode", setFireMode, getFireMode, xmlelement, mode);
[2096]111    }
112
113}
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