| [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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| [2493] | 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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| [2493] | 48 |     CreateFactory(WeaponSystem); | 
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 | 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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| [2493] | 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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| [2493] | 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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| [2106] | 75 |     void WeaponSystem::attachWeaponSet(WeaponSet *wSet) | 
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 | 76 |     { | 
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| [2493] | 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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| [2493] | 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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| [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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| [2493] | 104 |         else | 
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 | 105 |             this->activeWeaponSet_ = this->weaponSets_[0]; | 
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| [2106] | 106 |     } | 
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| [2493] | 107 | */ | 
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| [2106] | 108 |  | 
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| [2493] | 109 |  | 
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| [2106] | 110 |     //n is the n'th weaponSet, starting with zero | 
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| [2493] | 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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| [2493] | 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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| [2106] | 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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| [2493] | 142 |     WeaponSlot * WeaponSystem::getWeaponSlotPointer(unsigned int n) | 
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| [2106] | 143 |     { | 
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| [2493] | 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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| [2106] | 149 |  | 
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| [2493] | 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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| [2106] | 156 |     } | 
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 | 157 |  | 
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| [2493] | 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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| [2106] | 163 | } | 
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