| [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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 | 47 |     WeaponSystem::WeaponSystem(BaseObject* creator) : BaseObject(creator) | 
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 | 48 |     { | 
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 | 49 |         RegisterObject(WeaponSystem); | 
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 | 50 |  | 
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 | 51 |         this->activeWeaponSet_ = 0; | 
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 | 52 |         this->parentSpaceShip_ = 0; | 
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 | 53 |     } | 
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 | 54 |  | 
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 | 55 |     WeaponSystem::~WeaponSystem() | 
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 | 56 |     { | 
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 | 57 |     } | 
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 | 58 |  | 
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 | 59 |     //creates empty weaponSet | 
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 | 60 |     void WeaponSystem::attachWeaponSet(WeaponSet *wSet) | 
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 | 61 |     { | 
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 | 62 |         this->weaponSets_.push_back(wSet); | 
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 | 63 |         wSet->setParentWeaponSystem(this); | 
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 | 64 |     } | 
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 | 65 |  | 
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 | 66 |     //the first weaponSet is at n=0 | 
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 | 67 |     void WeaponSystem::setActiveWeaponSet(unsigned int n) | 
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 | 68 |     { | 
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 | 69 |         if (n < this->weaponSets_.size()) | 
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 | 70 |             this->activeWeaponSet_ = this->weaponSets_[n]; | 
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 | 71 |     } | 
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 | 72 |  | 
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 | 73 |     //n is the n'th weaponSet, starting with zero | 
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 | 74 |     //Spaceship.cc only needs to have the keybinding to a specific Set-number n | 
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 | 75 |     void WeaponSystem::fire(unsigned int n) | 
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 | 76 |     { | 
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 | 77 |         if (n < this->weaponSets_.size()) | 
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 | 78 |             this->weaponSets_[n]->fire(); | 
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 | 79 |     } | 
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 | 80 |  | 
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 | 81 |     void WeaponSystem::fire() | 
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 | 82 |     { | 
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 | 83 |         if (this->activeWeaponSet_) | 
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 | 84 |             this->activeWeaponSet_->fire(); | 
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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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 | 100 | } | 
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