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source: code/branches/weapon2/src/orxonox/objects/weaponSystem/WeaponSystem.cc @ 2319

Last change on this file since 2319 was 2319, checked in by polakma, 15 years ago

fixed WeaponPack attaching

  • Property svn:eol-style set to native
  • Property svn:mergeinfo set to (toggle deleted branches)
    /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
    /code/branches/weapon/src/orxonox/objects/WeaponSystem.cc1925-2094
File size: 3.7 KB
Line 
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
40/* WEAPONSYSTEM
41 * creates the WeaponSystem and the ability to use weapons and munition
42 * loads the weapon the whole weaponSystem setting from an xml file
43 *
44 */
45
46namespace orxonox
47{
48
49    WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator)
50    {
51        RegisterObject(WeaponSystem);
52
53        this->activeWeaponSet_ = 0;
54        this->parentPawn_ = 0;
55    }
56
57    WeaponSystem::~WeaponSystem()
58    {
59    }
60
61    void WeaponSystem::attachWeaponPack(WeaponPack *wPack, unsigned int firemode)
62    {
63        this->weaponSets_[firemode]->attachWeaponPack(wPack);
64        this->weaponPacks_[firemode] = wPack;
65        wPack->setParentWeaponSystem(this);
66    }
67
68    void WeaponSystem::attachWeaponSlot(WeaponSlot *wSlot)
69    {
70        this->weaponSlots_.push_back(wSlot);
71        wSlot->setParentWeaponSystem(this);
72    }
73
74    void WeaponSystem::attachWeaponSet(WeaponSet *wSet)
75    {
76        this->weaponSets_.push_back(wSet);
77        wSet->setParentWeaponSystem(this);
78    }
79
80    void WeaponSystem::setNewMunition(std::string munitionType, Munition * munitionToAdd)
81    {
82        this->munitionSet_[munitionType] = munitionToAdd;
83    }
84    Munition * WeaponSystem::getMunitionType(std::string munitionType)
85    {
86        return this->munitionSet_[munitionType];
87    }
88
89
90/*
91    //the first weaponSet is at n=0
92    void WeaponSystem::setActiveWeaponSet(unsigned int n)
93    {
94        if (n < this->weaponSets_.size())
95            this->activeWeaponSet_ = this->weaponSets_[n];
96        else
97            this->activeWeaponSet_ = this->weaponSets_[0];
98    }
99*/
100
101
102    //n is the n'th weaponSet, starting with zero
103    //SpaceShip.cc only needs to have the keybinding to a specific Set-number n
104    void WeaponSystem::fire(WeaponMode::Enum n)
105    {
106COUT(0) << "WeaponSystem::fire" << std::endl;
107        if (n < (int)this->weaponSets_.size())
108COUT(0) << "WeaponSystem::fire - after if" << std::endl;
109            this->weaponSets_[n]->fire();
110    }
111
112
113    WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n)
114    {
115        if (n < this->weaponSets_.size())
116            return this->weaponSets_[n];
117        else
118            return 0;
119    }
120
121    WeaponSlot * WeaponSystem::getWeaponSlotPointer(unsigned int n)
122    {
123        if (n < this->weaponSlots_.size())
124            return this->weaponSlots_[n];
125        else
126            return 0;
127    }
128
129    WeaponPack * WeaponSystem::getWeaponPackPointer(unsigned int n)
130    {
131        if (n < this->weaponPacks_.size())
132            return this->weaponPacks_[n];
133        else
134            return 0;
135    }
136
137    void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode)
138    {
139
140    }
141
142}
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