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source: code/branches/weapon2/src/orxonox/objects/weaponSystem/WeaponSystem.cc @ 2145

Last change on this file since 2145 was 2145, checked in by polakma, 15 years ago

added firemodes and a lot of other things

  • Property svn:eol-style set to native
  • Property svn:mergeinfo set to (toggle deleted branches)
    /code/branches/weapon/src/orxonox/objects/WeaponSystem.ccmergedeligible
    /code/branches/ceguilua/src/orxonox/objects/WeaponSystem.cc1802-1808
    /code/branches/core3/src/orxonox/objects/WeaponSystem.cc1572-1739
    /code/branches/gcc43/src/orxonox/objects/WeaponSystem.cc1580
    /code/branches/gui/src/orxonox/objects/WeaponSystem.cc1635-1723
    /code/branches/input/src/orxonox/objects/WeaponSystem.cc1629-1636
    /code/branches/objecthierarchy/src/orxonox/objects/WeaponSystem.cc1911-2085,​2100
    /code/branches/pickups/src/orxonox/objects/WeaponSystem.cc1926-2086
    /code/branches/questsystem/src/orxonox/objects/WeaponSystem.cc1894-2088
    /code/branches/script_trigger/src/orxonox/objects/WeaponSystem.cc1295-1953,​1955
File size: 2.8 KB
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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
31#include <vector>
32
33#include "core/CoreIncludes.h"
34#include "core/XMLPort.h"
35#include "util/Debug.h"
36
37#include "WeaponSystem.h"
38
39/* WEAPONSYSTEM
40 * creates the WeaponSystem and the ability to use weapons and munition
41 * loads the weapon the whole weaponSystem setting from an xml file
42 *
43 */
44
45namespace orxonox
46{
47
48    WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator)
49    {
50        RegisterObject(WeaponSystem);
51
52        this->activeWeaponSet_ = 0;
53        this->parentSpaceShip_ = 0;
54        //this->attachedMunition_ =0;
55    }
56
57    WeaponSystem::~WeaponSystem()
58    {
59    }
60
61    void WeaponSystem::attachWeaponSet(WeaponSet *wSet)
62    {
63        this->weaponSets_.push_back(wSet);
64        wSet->setParentWeaponSystem(this);
65    }
66
67/*
68    //the first weaponSet is at n=0
69    void WeaponSystem::setActiveWeaponSet(unsigned int n)
70    {
71        if (n < this->weaponSets_.size())
72            this->activeWeaponSet_ = this->weaponSets_[n];
73        else
74            this->activeWeaponSet_ = this->weaponSets_[0];
75    }
76*/
77
78    //n is the n'th weaponSet, starting with zero
79    //SpaceShip.cc only needs to have the keybinding to a specific Set-number n
80    void WeaponSystem::fire(WeaponMode::Enum n)
81    {
82        if (n < this->weaponSets_.size())
83            this->weaponSets_[n]->fire();
84    }
85
86
87    WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n)
88    {
89        if (n < this->weaponSets_.size())
90            return this->weaponSets_[n];
91        else
92            return 0;
93    }
94
95    void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode)
96    {
97
98    }
99
100    /*
101    void WeaponSystem::addMunitionType(Munition *munitionPointer)
102    {
103
104
105        if (munitionPointer != NULL)  //gewährleiste, dass munitionPointer auf etwas sinnvolles zeigt
106            this->attachedMunition_ = munitionPointer;
107        else
108            this->unlimitedAmmo_ = true;
109
110    }
111    */
112
113}
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