[2106] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Martin Polak |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "OrxonoxStableHeaders.h" |
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| 30 | |
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| 31 | #include <vector> |
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| 32 | |
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| 33 | #include "core/CoreIncludes.h" |
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| 34 | #include "core/XMLPort.h" |
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| 35 | #include "util/Debug.h" |
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| 36 | |
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| 37 | #include "WeaponSystem.h" |
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| 38 | |
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[2662] | 39 | |
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[2893] | 40 | /* WeaponSystem |
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[2106] | 41 | * |
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[2893] | 42 | * www.orxonox.net/wiki/WeaponSystem |
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[2106] | 43 | */ |
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| 44 | |
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| 45 | namespace orxonox |
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| 46 | { |
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[2662] | 47 | CreateFactory(WeaponSystem); |
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| 48 | |
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[2106] | 49 | WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator) |
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| 50 | { |
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| 51 | RegisterObject(WeaponSystem); |
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| 52 | |
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[2662] | 53 | this->parentPawn_ = 0; |
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[2106] | 54 | } |
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| 55 | |
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| 56 | WeaponSystem::~WeaponSystem() |
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| 57 | { |
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| 58 | } |
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| 59 | |
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[2662] | 60 | void WeaponSystem::attachWeaponPack(WeaponPack *wPack, unsigned int firemode) |
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| 61 | { |
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| 62 | if (firemode < this->weaponSets_.size()) |
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| 63 | this->weaponSets_[firemode]->attachWeaponPack(wPack); |
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| 64 | this->weaponPacks_.push_back(wPack); |
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| 65 | } |
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| 66 | |
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| 67 | void WeaponSystem::attachWeaponSlot(WeaponSlot *wSlot) |
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| 68 | { |
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| 69 | wSlot->setParentWeaponSystem(this); |
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| 70 | this->weaponSlots_.push_back(wSlot); |
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| 71 | } |
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| 72 | |
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[2106] | 73 | void WeaponSystem::attachWeaponSet(WeaponSet *wSet) |
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| 74 | { |
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[2662] | 75 | wSet->setParentWeaponSystem(this); |
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[2106] | 76 | this->weaponSets_.push_back(wSet); |
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| 77 | } |
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| 78 | |
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[2662] | 79 | void WeaponSystem::setNewMunition(std::string munitionType, Munition * munitionToAdd) |
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| 80 | { |
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| 81 | this->munitionSet_[munitionType] = munitionToAdd; |
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| 82 | } |
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| 83 | |
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[2893] | 84 | |
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| 85 | //returns the Pointer to the munitionType, if this munitionType doesn't exist returns 0, see Weapon::attachNeededMunition |
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[2662] | 86 | Munition * WeaponSystem::getMunitionType(std::string munitionType) |
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| 87 | { |
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| 88 | std::map<std::string, Munition *>::const_iterator it = this->munitionSet_.find(munitionType); |
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| 89 | if (it != this->munitionSet_.end()) |
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| 90 | return it->second; |
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| 91 | else |
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| 92 | return 0; |
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| 93 | } |
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| 94 | |
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| 95 | |
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[2106] | 96 | //n is the n'th weaponSet, starting with zero |
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[2893] | 97 | //SpaceShip.cc only needs to have the keybinding to a specific Set-number n (=firemode) |
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| 98 | //in future this could be well defined and not only for 3 different WeaponModes |
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[2662] | 99 | void WeaponSystem::fire(WeaponMode::Enum n) |
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[2106] | 100 | { |
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[2662] | 101 | int set = 0; |
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| 102 | switch (n) |
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| 103 | { |
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| 104 | case WeaponMode::fire: |
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| 105 | set = 0; |
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| 106 | break; |
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| 107 | case WeaponMode::altFire: |
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| 108 | set = 1; |
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| 109 | break; |
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| 110 | case WeaponMode::altFire2: |
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| 111 | set = 2; |
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| 112 | break; |
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| 113 | } |
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| 114 | if (set < (int)this->weaponSets_.size()) |
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| 115 | this->weaponSets_[set]->fire(); |
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[2106] | 116 | } |
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| 117 | |
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| 118 | |
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| 119 | WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n) |
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| 120 | { |
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| 121 | if (n < this->weaponSets_.size()) |
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| 122 | return this->weaponSets_[n]; |
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| 123 | else |
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| 124 | return 0; |
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| 125 | } |
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| 126 | |
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[2662] | 127 | WeaponSlot * WeaponSystem::getWeaponSlotPointer(unsigned int n) |
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[2106] | 128 | { |
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[2662] | 129 | if (n < this->weaponSlots_.size()) |
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| 130 | return this->weaponSlots_[n]; |
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| 131 | else |
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| 132 | return 0; |
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| 133 | } |
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[2106] | 134 | |
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[2662] | 135 | WeaponPack * WeaponSystem::getWeaponPackPointer(unsigned int n) |
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| 136 | { |
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| 137 | if (n < this->weaponPacks_.size()) |
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| 138 | return this->weaponPacks_[n]; |
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| 139 | else |
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| 140 | return 0; |
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[2106] | 141 | } |
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| 142 | |
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[2662] | 143 | void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 144 | { |
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| 145 | SUPER(WeaponSystem, XMLPort, xmlelement, mode); |
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| 146 | } |
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| 147 | |
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[2106] | 148 | } |
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