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source: code/branches/weaponsystem/src/orxonox/objects/weaponSystem/WeaponSystem.cc @ 2804

Last change on this file since 2804 was 2804, checked in by polakma, 15 years ago

some enhancements, but not working…

  • Property svn:eol-style set to native
  • Property svn:mergeinfo set to (toggle deleted branches)
    /code/branches/lodfinal/src/orxonox/objects/weaponSystem/WeaponSystem.ccmergedeligible
    /code/branches/buildsystem2/src/orxonox/objects/weaponSystem/WeaponSystem.cc2506-2658
    /code/branches/buildsystem3/src/orxonox/objects/weaponSystem/WeaponSystem.cc2662-2708
    /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/network/src/orxonox/objects/weaponSystem/WeaponSystem.cc2356
    /code/branches/network64/src/orxonox/objects/weaponSystem/WeaponSystem.cc2210-2355
    /code/branches/objecthierarchy/src/orxonox/objects/WeaponSystem.cc1911-2085,​2100
    /code/branches/objecthierarchy2/src/orxonox/objects/weaponSystem/WeaponSystem.cc2171-2479
    /code/branches/overlay/src/orxonox/objects/weaponSystem/WeaponSystem.cc2117-2385
    /code/branches/physics/src/orxonox/objects/weaponSystem/WeaponSystem.cc2107-2439
    /code/branches/physics_merge/src/orxonox/objects/weaponSystem/WeaponSystem.cc2436-2457
    /code/branches/pickups/src/orxonox/objects/WeaponSystem.cc1926-2086
    /code/branches/pickups2/src/orxonox/objects/weaponSystem/WeaponSystem.cc2107-2497
    /code/branches/presentation/src/orxonox/objects/weaponSystem/WeaponSystem.cc2369-2652,​2654-2660
    /code/branches/questsystem/src/orxonox/objects/WeaponSystem.cc1894-2088
    /code/branches/questsystem2/src/orxonox/objects/weaponSystem/WeaponSystem.cc2107-2259
    /code/branches/script_trigger/src/orxonox/objects/WeaponSystem.cc1295-1953,​1955
    /code/branches/weapon/src/orxonox/objects/WeaponSystem.cc1925-2047
    /code/branches/weapon2/src/orxonox/objects/weaponSystem/WeaponSystem.cc2107-2488
File size: 4.1 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 *
42 *  www.orxonox.net/wiki/WeaponSystem
43 */
44
45namespace orxonox
46{
47    CreateFactory(WeaponSystem);
48
49    WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator)
50    {
51        RegisterObject(WeaponSystem);
52
53        this->parentPawn_ = 0;
54    }
55
56    WeaponSystem::~WeaponSystem()
57    {
58    }
59
60    void WeaponSystem::attachWeaponPack(WeaponPack *wPack, unsigned int firemode)
61    {
62        if (firemode < this->weaponSets_.size())
63            this->weaponSets_[firemode]->attachWeaponPack(wPack);
64        this->weaponPacks_.push_back(wPack);
65    }
66
67    void WeaponSystem::attachWeaponSlot(WeaponSlot *wSlot)
68    {
69        wSlot->setParentWeaponSystem(this);
70        this->weaponSlots_.push_back(wSlot);
71    }
72
73    void WeaponSystem::attachWeaponSet(WeaponSet *wSet)
74    {
75        wSet->setParentWeaponSystem(this);
76        this->weaponSets_.push_back(wSet);
77    }
78
79    void WeaponSystem::setNewMunition(std::string munitionType, Munition * munitionToAdd)
80    {
81        this->munitionSet_[munitionType] = munitionToAdd;
82    }
83
84    void WeaponSystem::setNewSharedMunition(std::string munitionType, Munition * munitionToAdd)
85    {
86        this->munitionSharedSet_[munitionType] = munitionToAdd;
87    }
88
89    //returns the Pointer to the munitionType, if this munitionType doesn't exist returns 0, see Weapon::attachNeededMunition
90    Munition * WeaponSystem::getMunitionType(std::string munitionType)
91    {
92        std::map<std::string, Munition *>::const_iterator it = this->munitionSharedSet_.find(munitionType);
93        if (it != this->munitionSharedSet_.end())
94            return it->second;
95        else
96            return 0;
97    }
98
99
100
101
102
103    //n is the n'th weaponSet, starting with zero
104    //SpaceShip.cc only needs to have the keybinding to a specific Set-number n (=firemode)
105    //in future this could be well defined and not only for 3 different WeaponModes
106    void WeaponSystem::fire(WeaponMode::Enum n)
107    {
108        int set = 0;
109        switch (n)
110        {
111            case WeaponMode::fire:
112                set = 0;
113                break;
114            case WeaponMode::altFire:
115                set = 1;
116                break;
117            case WeaponMode::altFire2:
118                set = 2;
119                break;
120        }
121        if (set < (int)this->weaponSets_.size())
122            this->weaponSets_[set]->fire();
123    }
124
125
126    WeaponSet * WeaponSystem::getWeaponSetPointer(unsigned int n)
127    {
128        if (n < this->weaponSets_.size())
129            return this->weaponSets_[n];
130        else
131            return 0;
132    }
133
134    WeaponSlot * WeaponSystem::getWeaponSlotPointer(unsigned int n)
135    {
136        if (n < this->weaponSlots_.size())
137            return this->weaponSlots_[n];
138        else
139            return 0;
140    }
141
142    WeaponPack * WeaponSystem::getWeaponPackPointer(unsigned int n)
143    {
144        if (n < this->weaponPacks_.size())
145            return this->weaponPacks_[n];
146        else
147            return 0;
148    }
149
150    void WeaponSystem::XMLPort(Element& xmlelement, XMLPort::Mode mode)
151    {
152        SUPER(WeaponSystem, XMLPort, xmlelement, mode);
153    }
154
155}
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