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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39 | /* WEAPONSYSTEM |
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40 | * creates the WeaponSystem and the ability to use weapons and munition |
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41 | * loads the weapon the whole weaponSystem setting from an xml file |
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42 | * |
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43 | */ |
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44 | |
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45 | namespace orxonox |
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46 | { |
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47 | WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator) |
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48 | { |
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49 | RegisterObject(WeaponSystem); |
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50 | |
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51 | this->activeWeaponSet_ = 0; |
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52 | this->parentSpaceShip_ = 0; |
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53 | } |
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54 | |
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55 | WeaponSystem::~WeaponSystem() |
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56 | { |
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57 | } |
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58 | |
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59 | //creates empty weaponSet |
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60 | void WeaponSystem::attachWeaponSet(WeaponSet *wSet) |
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61 | { |
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62 | this->weaponSets_.push_back(wSet); |
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63 | wSet->setParentWeaponSystem(this); |
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64 | } |
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65 | |
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66 | //the first weaponSet is at n=0 |
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67 | void WeaponSystem::setActiveWeaponSet(unsigned int n) |
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68 | { |
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69 | if (n < this->weaponSets_.size()) |
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70 | this->activeWeaponSet_ = this->weaponSets_[n]; |
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71 | } |
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72 | |
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73 | //n is the n'th weaponSet, starting with zero |
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74 | //Spaceship.cc only needs to have the keybinding to a specific Set-number n |
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75 | void WeaponSystem::fire(unsigned int n) |
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76 | { |
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77 | if (n < this->weaponSets_.size()) |
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78 | this->weaponSets_[n]->fire(); |
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79 | } |
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80 | |
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81 | void WeaponSystem::fire() |
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82 | { |
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83 | if (this->activeWeaponSet_) |
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84 | this->activeWeaponSet_->fire(); |
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85 | } |
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86 | |
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87 | WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n) |
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88 | { |
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89 | if (n < this->weaponSets_.size()) |
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90 | return this->weaponSets_[n]; |
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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 | void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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96 | { |
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97 | |
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98 | } |
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99 | |
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100 | } |
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