1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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17 | |
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18 | #include "weapon_power_up.h" |
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19 | #include "util/loading/factory.h" |
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20 | #include "state.h" |
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21 | #include "network_game_manager.h" |
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22 | |
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23 | #include "primitive_model.h" |
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24 | |
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25 | #include "util/loading/factory.h" |
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26 | #include "util/loading/load_param.h" |
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27 | #include "debug.h" |
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28 | |
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29 | #include "class_id_DEPRECATED.h" |
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30 | ObjectListDefinitionID(WeaponPowerUp, CL_WEAPON_POWER_UP); |
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31 | CREATE_FACTORY(WeaponPowerUp); |
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32 | |
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33 | WeaponPowerUp::WeaponPowerUp(const TiXmlElement* root) : PowerUp(1.0, 1.0, 0.0) |
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34 | { |
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35 | this->init(); |
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36 | if( root != NULL) |
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37 | this->loadParams(root); |
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38 | } |
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39 | |
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40 | |
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41 | WeaponPowerUp::~WeaponPowerUp () |
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42 | { |
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43 | } |
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44 | |
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45 | |
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46 | void WeaponPowerUp::init() |
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47 | { |
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48 | this->registerObject(this, WeaponPowerUp::_objectList); |
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49 | this->loadPickupSound("sound/powerups/whats this2.wav"); |
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50 | |
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51 | this->weaponXML = NULL; |
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52 | this->weapon = NULL; |
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53 | } |
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54 | |
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55 | |
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56 | void WeaponPowerUp::loadParams(const TiXmlElement* root) |
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57 | { |
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58 | PowerUp::loadParams(root); |
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59 | const TiXmlElement* elem = root->FirstChildElement("weapon"); |
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60 | if(elem != NULL && (elem = elem->FirstChildElement()) != NULL) |
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61 | { |
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62 | this->weaponXML = elem; |
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63 | newWeapon(); |
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64 | } |
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65 | else |
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66 | { |
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67 | LoadParam(root, "weaponID", this, WeaponPowerUp, setWeaponClass); |
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68 | } |
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69 | } |
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70 | |
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71 | Weapon* WeaponPowerUp::getWeapon() |
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72 | { |
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73 | return this->weapon; |
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74 | } |
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75 | |
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76 | bool WeaponPowerUp::process(WeaponManager* manager) |
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77 | { |
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78 | if(manager->addWeapon(this->weapon)) { |
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79 | newWeapon(); |
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80 | } |
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81 | else { |
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82 | manager->increaseAmmunition(this->weapon->getProjectileType(), this->weapon->getEnergy()); |
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83 | } |
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84 | return true; |
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85 | } |
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86 | |
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87 | void WeaponPowerUp::newWeapon() |
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88 | { |
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89 | this->weapon = dynamic_cast<Weapon*>((weaponXML == NULL) |
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90 | ? Factory::fabricate((this->weapon->getClassID())) |
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91 | : Factory::fabricate((const TiXmlElement*)this->getXmlElem()->FirstChildElement("weapon"))); |
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92 | this->model = this->weapon->getModel(0); |
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93 | } |
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94 | |
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95 | void WeaponPowerUp::setWeaponClass(const std::string& name) |
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96 | { |
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97 | this->weapon = dynamic_cast<Weapon*>(Factory::fabricate(name)); |
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98 | if (this->weapon == NULL) |
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99 | { |
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100 | PRINTF(1)("Unable to load Weapon. %s\n", name.c_str()); |
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101 | this->weapon = dynamic_cast<Weapon*>(Factory::fabricate("Turret")); |
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102 | } |
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103 | this->model = this->weapon->getModel(0); |
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104 | } |
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105 | |
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