[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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| 39 | /* WEAPONSYSTEM |
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| 40 | * creates the WeaponSystem and the ability to use weapons and munition |
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| 41 | * loads the weapon the whole weaponSystem setting from an xml file |
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| 42 | * |
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| 43 | */ |
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| 44 | |
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| 45 | namespace orxonox |
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| 46 | { |
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[2145] | 47 | |
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[2106] | 48 | WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator) |
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| 49 | { |
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| 50 | RegisterObject(WeaponSystem); |
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| 51 | |
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| 52 | this->activeWeaponSet_ = 0; |
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| 53 | this->parentSpaceShip_ = 0; |
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[2186] | 54 | this->attachedMunition_ =0; |
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[2106] | 55 | } |
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| 56 | |
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| 57 | WeaponSystem::~WeaponSystem() |
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| 58 | { |
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| 59 | } |
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| 60 | |
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| 61 | void WeaponSystem::attachWeaponSet(WeaponSet *wSet) |
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| 62 | { |
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| 63 | this->weaponSets_.push_back(wSet); |
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| 64 | wSet->setParentWeaponSystem(this); |
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| 65 | } |
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| 66 | |
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[2145] | 67 | /* |
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[2106] | 68 | //the first weaponSet is at n=0 |
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| 69 | void WeaponSystem::setActiveWeaponSet(unsigned int n) |
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| 70 | { |
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| 71 | if (n < this->weaponSets_.size()) |
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| 72 | this->activeWeaponSet_ = this->weaponSets_[n]; |
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[2145] | 73 | else |
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| 74 | this->activeWeaponSet_ = this->weaponSets_[0]; |
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[2106] | 75 | } |
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[2145] | 76 | */ |
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[2106] | 77 | |
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| 78 | //n is the n'th weaponSet, starting with zero |
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[2145] | 79 | //SpaceShip.cc only needs to have the keybinding to a specific Set-number n |
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| 80 | void WeaponSystem::fire(WeaponMode::Enum n) |
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[2106] | 81 | { |
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[2186] | 82 | if (n < (int)this->weaponSets_.size()) |
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[2106] | 83 | this->weaponSets_[n]->fire(); |
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| 84 | } |
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| 85 | |
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| 86 | |
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| 87 | WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n) |
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| 88 | { |
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| 89 | if (n < this->weaponSets_.size()) |
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| 90 | return this->weaponSets_[n]; |
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| 91 | else |
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| 92 | return 0; |
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| 93 | } |
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| 94 | |
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| 95 | void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 96 | { |
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| 97 | |
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| 98 | } |
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| 99 | |
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[2186] | 100 | Munition * WeaponSystem::getAttachedMunitionPointer() |
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| 101 | { |
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| 102 | return this->attachedMunition_; |
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| 103 | } |
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| 104 | |
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[2145] | 105 | void WeaponSystem::addMunitionType(Munition *munitionPointer) |
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| 106 | { |
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| 107 | |
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| 108 | |
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| 109 | if (munitionPointer != NULL) //gewährleiste, dass munitionPointer auf etwas sinnvolles zeigt |
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| 110 | this->attachedMunition_ = munitionPointer; |
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| 111 | else |
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[2186] | 112 | ;//was? |
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[2145] | 113 | |
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| 114 | } |
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| 115 | |
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[2186] | 116 | |
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[2106] | 117 | } |
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