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 "WeaponSet.h" |
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30 | |
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31 | #include "core/CoreIncludes.h" |
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32 | #include "core/XMLPort.h" |
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33 | |
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34 | #include "WeaponSystem.h" |
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35 | #include "WeaponPack.h" |
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36 | |
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37 | namespace orxonox |
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38 | { |
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39 | RegisterClass(WeaponSet); |
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40 | |
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41 | WeaponSet::WeaponSet(Context* context) : BaseObject(context) |
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42 | { |
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43 | RegisterObject(WeaponSet); |
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44 | |
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45 | this->weaponSystem_ = nullptr; |
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46 | this->desiredFiremode_ = WeaponSystem::FIRE_MODE_UNASSIGNED; |
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47 | } |
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48 | |
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49 | WeaponSet::~WeaponSet() |
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50 | { |
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51 | if (this->isInitialized() && this->weaponSystem_) |
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52 | this->weaponSystem_->removeWeaponSet(this); |
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53 | } |
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54 | |
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55 | void WeaponSet::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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56 | { |
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57 | SUPER(WeaponSet, XMLPort, xmlelement, mode); |
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58 | |
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59 | XMLPortParam(WeaponSet, "firemode", setDesiredFiremode, getDesiredFiremode, xmlelement, mode); |
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60 | } |
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61 | |
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62 | void WeaponSet::fire() |
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63 | { |
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64 | // Fire all WeaponPacks with their defined weaponmode |
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65 | for (const auto& mapEntry : this->weaponpacks_) |
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66 | if (mapEntry.second != WeaponSystem::WEAPON_MODE_UNASSIGNED) |
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67 | mapEntry.first->fire(mapEntry.second); |
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68 | } |
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69 | |
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70 | void WeaponSet::reload() |
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71 | { |
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72 | // Reload all WeaponPacks with their defined weaponmode |
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73 | for (const auto& mapEntry : this->weaponpacks_) |
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74 | mapEntry.first->reload(); |
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75 | } |
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76 | |
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77 | void WeaponSet::setWeaponmodeLink(WeaponPack* weaponpack, unsigned int weaponmode) |
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78 | { |
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79 | this->weaponpacks_[weaponpack] = weaponmode; |
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80 | } |
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81 | |
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82 | void WeaponSet::removeWeaponmodeLink(WeaponPack* weaponpack) |
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83 | { |
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84 | this->weaponpacks_.erase(weaponpack); |
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85 | } |
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86 | |
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87 | unsigned int WeaponSet::getWeaponmodeLink(WeaponPack* weaponpack) |
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88 | { |
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89 | std::map<WeaponPack*, unsigned int>::iterator it = this->weaponpacks_.find(weaponpack); |
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90 | if (it != this->weaponpacks_.end()) |
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91 | return it->second; |
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92 | else |
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93 | return WeaponSystem::WEAPON_MODE_UNASSIGNED; |
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94 | } |
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95 | } |
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