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source: code/branches/weapons/src/orxonox/objects/weaponSystem/WeaponSet.cc @ 2915

Last change on this file since 2915 was 2915, checked in by landauf, 15 years ago
  • switched back to std::vector for the WeaponSlots to keep them in the same order as in the XML file
  • added DefaultWeaponmodeLink, a class which links weaponmodes (a property of a Weapon or a WeaponPack) with firemodes (one firemode corresponds to one WeaponSet). This can be changed later (for example in a nice GUI), but DefaultWeaponmodeLink defines the default value.
  • Property svn:eol-style set to native
File size: 4.7 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
29#include "OrxonoxStableHeaders.h"
30#include "WeaponSet.h"
31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34
35#include "WeaponSystem.h"
36#include "WeaponPack.h"
37
38namespace orxonox
39{
40    CreateFactory(WeaponSet);
41
42    WeaponSet::WeaponSet(BaseObject* creator) : BaseObject(creator)
43    {
44        RegisterObject(WeaponSet);
45
46        this->weaponSystem_ = 0;
47        this->desiredFiremode_ = WeaponSystem::FIRE_MODE_UNASSIGNED;
48
49COUT(0) << "+WeaponSet" << std::endl;
50    }
51
52    WeaponSet::~WeaponSet()
53    {
54COUT(0) << "~WeaponSet" << std::endl;
55
56        if (this->isInitialized() && this->weaponSystem_)
57            this->weaponSystem_->removeWeaponSet(this);
58    }
59
60    void WeaponSet::XMLPort(Element& xmlelement, XMLPort::Mode mode)
61    {
62        SUPER(WeaponSet, XMLPort, xmlelement, mode);
63
64        XMLPortParam(WeaponSet, "firemode", setDesiredFiremode, getDesiredFiremode, xmlelement, mode);
65    }
66/*
67    void WeaponSet::attachWeaponPack(WeaponPack *wPack)
68    {
69        if ( this->weaponSystem_->getWeaponSlotSize()>0 && wPack->getSize()>0 && ( wPack->getSize() <= this->weaponSystem_->getWeaponSlotSize() ) )
70        {
71            this->attachedWeaponPack_ = wPack;
72            int wPackWeapon = 0;    //WeaponCounter for Attaching
73
74            //should be possible to choose which slot to use
75            //attach every weapon of the weaponPack to a weaponSlot
76            for (  int i=0; i < wPack->getSize() ; i++  )
77            {
78                //at the moment this function only works for one weaponPack in the entire WeaponSystem...
79                //it also takes the first free weaponSlot...
80                if ( this->weaponSystem_->getWeaponSlot(i)->getAttachedWeapon() == 0 && this->weaponSystem_->getWeaponSlot(i) != 0) //if slot not full
81                {
82                    this->setWeaponSlots_.push_back( this->weaponSystem_->getWeaponSlot(i) );
83                    this->weaponSystem_->getWeaponSlot(i)->attachWeapon( wPack->getWeaponPointer(wPackWeapon) );
84                    this->weaponSystem_->getPawn()->attach( wPack->getWeaponPointer(wPackWeapon) );
85                    wPackWeapon++;
86                }
87                else
88                {
89                    for (int k=0; k < this->weaponSystem_->getWeaponSlotSize(); k++)
90                    {
91                        if ( this->weaponSystem_->getWeaponSlot(k)->getAttachedWeapon() == 0 )
92                        {
93                            this->setWeaponSlots_.push_back( this->weaponSystem_->getWeaponSlot(k) );
94                            this->weaponSystem_->getWeaponSlot(k)->attachWeapon( wPack->getWeaponPointer(wPackWeapon) );
95                            this->weaponSystem_->getPawn()->attach( wPack->getWeaponPointer(wPackWeapon) );
96                            wPackWeapon++;
97                        }
98                    }
99                }
100            }
101        }
102    }
103*/
104
105    void WeaponSet::fire()
106    {
107        // fire all WeaponPacks with their defined weaponmode
108        for (std::map<WeaponPack*, unsigned int>::iterator it = this->weaponpacks_.begin(); it != this->weaponpacks_.end(); ++it)
109            if (it->second != WeaponSystem::WEAPON_MODE_UNASSIGNED)
110                it->first->fire(it->second);
111    }
112
113    void WeaponSet::setWeaponmodeLink(WeaponPack* weaponpack, unsigned int weaponmode)
114    {
115        this->weaponpacks_[weaponpack] = weaponmode;
116    }
117
118    void WeaponSet::removeWeaponmodeLink(WeaponPack* weaponpack)
119    {
120        this->weaponpacks_.erase(weaponpack);
121    }
122
123    unsigned int WeaponSet::getWeaponmodeLink(WeaponPack* weaponpack)
124    {
125        std::map<WeaponPack*, unsigned int>::iterator it = this->weaponpacks_.find(weaponpack);
126        if (it != this->weaponpacks_.end())
127            return it->second;
128        else
129            return WeaponSystem::WEAPON_MODE_UNASSIGNED;
130    }
131}
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