[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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[2319] | 39 | |
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[2106] | 40 | /* WEAPONSYSTEM |
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| 41 | * creates the WeaponSystem and the ability to use weapons and munition |
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| 42 | * loads the weapon the whole weaponSystem setting from an xml file |
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| 43 | * |
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| 44 | */ |
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| 45 | |
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| 46 | namespace orxonox |
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| 47 | { |
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[2327] | 48 | CreateFactory(WeaponSystem); |
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[2145] | 49 | |
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[2106] | 50 | WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator) |
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| 51 | { |
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| 52 | RegisterObject(WeaponSystem); |
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| 53 | |
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| 54 | this->activeWeaponSet_ = 0; |
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[2319] | 55 | this->parentPawn_ = 0; |
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[2106] | 56 | } |
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| 57 | |
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| 58 | WeaponSystem::~WeaponSystem() |
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| 59 | { |
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| 60 | } |
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| 61 | |
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[2319] | 62 | void WeaponSystem::attachWeaponPack(WeaponPack *wPack, unsigned int firemode) |
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[2288] | 63 | { |
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[2331] | 64 | if (firemode < this->weaponSets_.size()) |
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| 65 | this->weaponSets_[firemode]->attachWeaponPack(wPack); |
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| 66 | this->weaponPacks_.push_back(wPack); |
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[2288] | 67 | } |
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| 68 | |
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| 69 | void WeaponSystem::attachWeaponSlot(WeaponSlot *wSlot) |
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| 70 | { |
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[2327] | 71 | wSlot->setParentWeaponSystem(this); |
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[2288] | 72 | this->weaponSlots_.push_back(wSlot); |
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| 73 | } |
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| 74 | |
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[2106] | 75 | void WeaponSystem::attachWeaponSet(WeaponSet *wSet) |
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| 76 | { |
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[2327] | 77 | wSet->setParentWeaponSystem(this); |
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[2106] | 78 | this->weaponSets_.push_back(wSet); |
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| 79 | } |
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| 80 | |
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[2203] | 81 | void WeaponSystem::setNewMunition(std::string munitionType, Munition * munitionToAdd) |
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| 82 | { |
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| 83 | this->munitionSet_[munitionType] = munitionToAdd; |
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| 84 | } |
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[2337] | 85 | |
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| 86 | //returns the Pointer to the munitionType |
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[2203] | 87 | Munition * WeaponSystem::getMunitionType(std::string munitionType) |
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| 88 | { |
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[2366] | 89 | COUT(0) << "WeaponSystem::getMunitionType " << munitionType << std::endl; |
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[2331] | 90 | std::map<std::string, Munition *>::const_iterator it = this->munitionSet_.find(munitionType); |
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| 91 | if (it != this->munitionSet_.end()) |
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| 92 | return it->second; |
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| 93 | else |
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| 94 | return 0; |
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[2203] | 95 | } |
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| 96 | |
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| 97 | |
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[2145] | 98 | /* |
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[2106] | 99 | //the first weaponSet is at n=0 |
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| 100 | void WeaponSystem::setActiveWeaponSet(unsigned int n) |
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| 101 | { |
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| 102 | if (n < this->weaponSets_.size()) |
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| 103 | this->activeWeaponSet_ = this->weaponSets_[n]; |
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[2145] | 104 | else |
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| 105 | this->activeWeaponSet_ = this->weaponSets_[0]; |
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[2106] | 106 | } |
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[2145] | 107 | */ |
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[2106] | 108 | |
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[2272] | 109 | |
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[2106] | 110 | //n is the n'th weaponSet, starting with zero |
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[2145] | 111 | //SpaceShip.cc only needs to have the keybinding to a specific Set-number n |
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| 112 | void WeaponSystem::fire(WeaponMode::Enum n) |
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[2106] | 113 | { |
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[2288] | 114 | COUT(0) << "WeaponSystem::fire" << std::endl; |
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[2186] | 115 | if (n < (int)this->weaponSets_.size()) |
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[2288] | 116 | COUT(0) << "WeaponSystem::fire - after if" << std::endl; |
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[2308] | 117 | this->weaponSets_[n]->fire(); |
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[2106] | 118 | } |
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| 119 | |
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| 120 | |
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| 121 | WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n) |
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| 122 | { |
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| 123 | if (n < this->weaponSets_.size()) |
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| 124 | return this->weaponSets_[n]; |
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| 125 | else |
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| 126 | return 0; |
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| 127 | } |
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| 128 | |
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[2288] | 129 | WeaponSlot * WeaponSystem::getWeaponSlotPointer(unsigned int n) |
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| 130 | { |
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| 131 | if (n < this->weaponSlots_.size()) |
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| 132 | return this->weaponSlots_[n]; |
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| 133 | else |
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| 134 | return 0; |
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| 135 | } |
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| 136 | |
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[2319] | 137 | WeaponPack * WeaponSystem::getWeaponPackPointer(unsigned int n) |
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| 138 | { |
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| 139 | if (n < this->weaponPacks_.size()) |
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| 140 | return this->weaponPacks_[n]; |
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| 141 | else |
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| 142 | return 0; |
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| 143 | } |
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| 144 | |
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[2106] | 145 | void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 146 | { |
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[2391] | 147 | SUPER(WeaponSystem, XMLPort, xmlelement, mode); |
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[2106] | 148 | } |
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| 149 | |
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| 150 | } |
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