/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Martin Polak * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "WeaponSet.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "WeaponSystem.h" #include "WeaponPack.h" namespace orxonox { CreateFactory(WeaponSet); WeaponSet::WeaponSet(BaseObject* creator) : BaseObject(creator) { RegisterObject(WeaponSet); this->weaponSystem_ = 0; this->desiredFiremode_ = WeaponSystem::FIRE_MODE_UNASSIGNED; COUT(0) << "+WeaponSet" << std::endl; } WeaponSet::~WeaponSet() { COUT(0) << "~WeaponSet" << std::endl; if (this->isInitialized() && this->weaponSystem_) this->weaponSystem_->removeWeaponSet(this); } void WeaponSet::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(WeaponSet, XMLPort, xmlelement, mode); XMLPortParam(WeaponSet, "firemode", setDesiredFiremode, getDesiredFiremode, xmlelement, mode); } /* void WeaponSet::attachWeaponPack(WeaponPack *wPack) { if ( this->weaponSystem_->getWeaponSlotSize()>0 && wPack->getSize()>0 && ( wPack->getSize() <= this->weaponSystem_->getWeaponSlotSize() ) ) { this->attachedWeaponPack_ = wPack; int wPackWeapon = 0; //WeaponCounter for Attaching //should be possible to choose which slot to use //attach every weapon of the weaponPack to a weaponSlot for ( int i=0; i < wPack->getSize() ; i++ ) { //at the moment this function only works for one weaponPack in the entire WeaponSystem... //it also takes the first free weaponSlot... if ( this->weaponSystem_->getWeaponSlot(i)->getAttachedWeapon() == 0 && this->weaponSystem_->getWeaponSlot(i) != 0) //if slot not full { this->setWeaponSlots_.push_back( this->weaponSystem_->getWeaponSlot(i) ); this->weaponSystem_->getWeaponSlot(i)->attachWeapon( wPack->getWeaponPointer(wPackWeapon) ); this->weaponSystem_->getPawn()->attach( wPack->getWeaponPointer(wPackWeapon) ); wPackWeapon++; } else { for (int k=0; k < this->weaponSystem_->getWeaponSlotSize(); k++) { if ( this->weaponSystem_->getWeaponSlot(k)->getAttachedWeapon() == 0 ) { this->setWeaponSlots_.push_back( this->weaponSystem_->getWeaponSlot(k) ); this->weaponSystem_->getWeaponSlot(k)->attachWeapon( wPack->getWeaponPointer(wPackWeapon) ); this->weaponSystem_->getPawn()->attach( wPack->getWeaponPointer(wPackWeapon) ); wPackWeapon++; } } } } } } */ void WeaponSet::fire() { // fire all WeaponPacks with their defined weaponmode for (std::map::iterator it = this->weaponpacks_.begin(); it != this->weaponpacks_.end(); ++it) if (it->second != WeaponSystem::WEAPON_MODE_UNASSIGNED) it->first->fire(it->second); } void WeaponSet::setWeaponmodeLink(WeaponPack* weaponpack, unsigned int weaponmode) { this->weaponpacks_[weaponpack] = weaponmode; } void WeaponSet::removeWeaponmodeLink(WeaponPack* weaponpack) { this->weaponpacks_.erase(weaponpack); } unsigned int WeaponSet::getWeaponmodeLink(WeaponPack* weaponpack) { std::map::iterator it = this->weaponpacks_.find(weaponpack); if (it != this->weaponpacks_.end()) return it->second; else return WeaponSystem::WEAPON_MODE_UNASSIGNED; } }