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source: code/branches/weapons/src/orxonox/objects/weaponSystem/WeaponPack.cc @ 2914

Last change on this file since 2914 was 2914, checked in by landauf, 15 years ago

More changes in the WeaponSystem:

  • WeaponSets can now contain several WeaponPacks
  • WeaponPacks can now belong to several WeaponSets

(until now this seemingly was a 1:1 relationship… now it's n:m)

  • Started support for multiple weaponmodes
  • Added some code to the destructor of some classes… according to some legends, this helps destroying objects. (WeaponSets and WeaponPacks weren't deleted before…)

Not yet finished, but I have to synchronize desktop computer and notebook.

  • Property svn:eol-style set to native
File size: 3.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Martin Polak
24 *   Co-authors:
25 *      ... *
26 */
27
28#include "OrxonoxStableHeaders.h"
29#include "WeaponPack.h"
30
31#include "core/CoreIncludes.h"
32#include "core/XMLPort.h"
33#include "objects/worldentities/pawns/Pawn.h"
34
35#include "Weapon.h"
36#include "WeaponSlot.h"
37#include "WeaponSystem.h"
38
39namespace orxonox
40{
41    CreateFactory(WeaponPack);
42
43    WeaponPack::WeaponPack(BaseObject* creator) : BaseObject(creator)
44    {
45        RegisterObject(WeaponPack);
46
47        this->weaponSystem_ = 0;
48
49COUT(0) << "+WeaponPack" << std::endl;
50    }
51
52    WeaponPack::~WeaponPack()
53    {
54COUT(0) << "~WeaponPack" << std::endl;
55
56        if (this->isInitialized() && this->weaponSystem_)
57            this->weaponSystem_->removeWeaponPack(this);
58    }
59
60    void WeaponPack::XMLPort(Element& xmlelement, XMLPort::Mode mode)
61    {
62        SUPER(WeaponPack, XMLPort, xmlelement, mode);
63
64        XMLPortObject(WeaponPack, Weapon, "", addWeapon, getWeapon, xmlelement, mode);
65    }
66
67    void WeaponPack::fire(unsigned int weaponmode)
68    {
69        for (std::set<Weapon *>::iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
70            (*it)->fire();
71    }
72
73    void WeaponPack::addWeapon(Weapon * weapon)
74    {
75        if (!weapon)
76            return;
77
78        this->weapons_.insert(weapon);
79        weapon->setWeaponPack(this);
80    }
81
82    Weapon * WeaponPack::getWeapon(unsigned int index) const
83    {
84        unsigned int i = 0;
85
86        for (std::set<Weapon *>::const_iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
87        {
88            if (i == index)
89                return (*it);
90            ++i;
91        }
92
93        return 0;
94    }
95
96    void WeaponPack::setWeaponSystemToAllWeapons(WeaponSystem * weaponSystem)
97    {
98        for (std::set<Weapon *>::const_iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
99            (*it)->setWeaponSystem(weaponSystem);
100    }
101
102    void WeaponPack::attachNeededMunitionToAllWeapons()
103    {
104        for (std::set<Weapon *>::const_iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
105        {
106            (*it)->attachNeededMunition((*it)->getMunitionType());
107            (*it)->setWeapon();
108        }
109    }
110}
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