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source: code/branches/weapons/src/orxonox/objects/weaponSystem/WeaponSlot.cc @ 2912

Last change on this file since 2912 was 2912, checked in by landauf, 15 years ago

Several small adjustments in the weaponsystem (like additional const keyword, includes moved from .h to .cc where possible, …)

Firemode is now an unsigned int instead of an Enum. Instead of "fire" and "altFire" use "fire 0" and "fire 1"

  • Property svn:eol-style set to native
File size: 2.4 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#include "WeaponSlot.h"
31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34
35#include "Weapon.h"
36
37namespace orxonox
38{
39    CreateFactory(WeaponSlot);
40
41    WeaponSlot::WeaponSlot(BaseObject* creator) : StaticEntity(creator)
42    {
43        RegisterObject(WeaponSlot);
44
45        this->unlimitedAmmo_ = false;
46        this->attachedWeapon_ = 0;
47        this->setObjectMode(0x0);
48
49COUT(0) << "+WeaponSlot" << std::endl;
50    }
51
52    WeaponSlot::~WeaponSlot()
53    {
54COUT(0) << "~WeaponSlot" << std::endl;
55    }
56
57    void WeaponSlot::XMLPort(Element& xmlelement, XMLPort::Mode mode)
58    {
59        SUPER(WeaponSlot, XMLPort, xmlelement, mode);
60    }
61
62    /*sets the munition type
63     *unlimited: true
64     *limited:   false  (in this case there will be munition)
65     */
66    void WeaponSlot::setAmmoType(bool isUnlimited)
67    {
68        unlimitedAmmo_ = isUnlimited;
69    }
70
71
72    void WeaponSlot::fire()
73    {
74        if ( this->attachedWeapon_ )
75//COUT(0) << "WeaponSlot::fire" << std::endl;
76        this->attachedWeapon_->fire();
77    }
78
79    void WeaponSlot::attachWeapon(Weapon *weapon)
80    {
81        this->attachedWeapon_ = weapon;
82        weapon->setAttachedToWeaponSlot(this);
83//COUT(0) << "WeaponSlot::attachWeapon position=" << this->getWorldPosition() << std::endl;
84        weapon->setPosition(this->getPosition());
85    }
86
87    Weapon * WeaponSlot::getAttachedWeapon() const
88    {
89        return this->attachedWeapon_;
90    }
91}
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