| 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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| 39 |  | 
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| 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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| 48 | CreateFactory(WeaponSystem); | 
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| 49 |  | 
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| 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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| 55 | this->parentPawn_ = 0; | 
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| 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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| 62 | void WeaponSystem::attachWeaponPack(WeaponPack *wPack, unsigned int firemode) | 
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| 63 | { | 
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| 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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| 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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| 71 | wSlot->setParentWeaponSystem(this); | 
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| 72 | this->weaponSlots_.push_back(wSlot); | 
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| 73 | } | 
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| 74 |  | 
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| 75 | void WeaponSystem::attachWeaponSet(WeaponSet *wSet) | 
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| 76 | { | 
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| 77 | wSet->setParentWeaponSystem(this); | 
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| 78 | this->weaponSets_.push_back(wSet); | 
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| 79 | } | 
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| 80 |  | 
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| 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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| 85 |  | 
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| 86 | //returns the Pointer to the munitionType | 
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| 87 | Munition * WeaponSystem::getMunitionType(std::string munitionType) | 
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| 88 | { | 
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| 89 | //COUT(0) << "WeaponSystem::getMunitionType " << munitionType << std::endl; | 
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| 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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| 95 | } | 
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| 96 |  | 
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| 97 |  | 
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| 98 | /* | 
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| 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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| 104 | else | 
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| 105 | this->activeWeaponSet_ = this->weaponSets_[0]; | 
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| 106 | } | 
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| 107 | */ | 
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| 108 |  | 
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| 109 |  | 
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| 110 | //n is the n'th weaponSet, starting with zero | 
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| 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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| 113 | { | 
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| 114 | int set = 0; | 
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| 115 | switch (n) | 
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| 116 | { | 
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| 117 | case WeaponMode::fire: | 
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| 118 | set = 0; | 
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| 119 | break; | 
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| 120 | case WeaponMode::altFire: | 
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| 121 | set = 1; | 
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| 122 | break; | 
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| 123 | case WeaponMode::altFire2: | 
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| 124 | set = 2; | 
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| 125 | break; | 
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| 126 | } | 
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| 127 | //COUT(0) << "WeaponSystem::fire" << std::endl; | 
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| 128 | if (set < (int)this->weaponSets_.size()) | 
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| 129 | //COUT(0) << "WeaponSystem::fire - after if" << std::endl; | 
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| 130 | this->weaponSets_[set]->fire(); | 
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| 131 | } | 
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| 132 |  | 
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| 133 |  | 
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| 134 | WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n) | 
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| 135 | { | 
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| 136 | if (n < this->weaponSets_.size()) | 
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| 137 | return this->weaponSets_[n]; | 
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| 138 | else | 
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| 139 | return 0; | 
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| 140 | } | 
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| 141 |  | 
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| 142 | WeaponSlot * WeaponSystem::getWeaponSlotPointer(unsigned int n) | 
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| 143 | { | 
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| 144 | if (n < this->weaponSlots_.size()) | 
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| 145 | return this->weaponSlots_[n]; | 
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| 146 | else | 
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| 147 | return 0; | 
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| 148 | } | 
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| 149 |  | 
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| 150 | WeaponPack * WeaponSystem::getWeaponPackPointer(unsigned int n) | 
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| 151 | { | 
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| 152 | if (n < this->weaponPacks_.size()) | 
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| 153 | return this->weaponPacks_[n]; | 
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| 154 | else | 
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| 155 | return 0; | 
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| 156 | } | 
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| 157 |  | 
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| 158 | void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 159 | { | 
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| 160 | SUPER(WeaponSystem, XMLPort, xmlelement, mode); | 
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| 161 | } | 
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| 162 |  | 
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| 163 | } | 
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