| 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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