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source: code/trunk/src/orxonox/objects/weaponSystem/WeaponSlot.cc @ 3015

Last change on this file since 3015 was 2662, checked in by rgrieder, 16 years ago

Merged presentation branch back to trunk.

  • Property svn:eol-style set to native
File size: 2.3 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
29#include "OrxonoxStableHeaders.h"
30
31#include "core/CoreIncludes.h"
32#include "core/XMLPort.h"
33#include "util/Debug.h"
34
[2096]35#include "WeaponSlot.h"
36
37
[2049]38namespace orxonox
39{
[2662]40    CreateFactory(WeaponSlot);
41
42    WeaponSlot::WeaponSlot(BaseObject* creator) : StaticEntity(creator)
[2049]43    {
44        RegisterObject(WeaponSlot);
[2098]45
46        this->unlimitedAmmo_ = false;
47        this->attachedWeapon_ = 0;
[2662]48        this->setObjectMode(0x0);
[2049]49    }
50
51    WeaponSlot::~WeaponSlot()
52    {
53    }
[2096]54
55
56    /*sets the munition type
57     *unlimited: true
58     *limited:   false  (in this case there will be munition)
59     */
60    void WeaponSlot::setAmmoType(bool isUnlimited)
61    {
62        unlimitedAmmo_ = isUnlimited;
63    }
64
[2662]65
[2096]66    void WeaponSlot::fire()
67    {
[2662]68        if ( this->attachedWeapon_ )
69//COUT(0) << "WeaponSlot::fire" << std::endl;
70        this->attachedWeapon_->fire();
[2096]71    }
72
[2662]73
[2096]74    void WeaponSlot::XMLPort(Element& xmlelement, XMLPort::Mode mode)
75    {
[2662]76        SUPER(WeaponSlot, XMLPort, xmlelement, mode);
77    }
[2096]78
[2662]79    void WeaponSlot::attachWeapon(Weapon *weapon)
80    {
81        this->attachedWeapon_ = weapon;
82        weapon->setAttachedToWeaponSlot(this);
83//COUT(0) << "WeaponSlot::attachWeapon position=" << this->getWorldPosition() << std::endl;
84        weapon->setPosition(this->getPosition());
[2096]85    }
[2662]86
87    Weapon * WeaponSlot::getAttachedWeapon() const
88    {
89        return this->attachedWeapon_;
90    }
[2096]91}
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