/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Martin Polak * Co-authors: * ... * */ #include "WeaponSet.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "WeaponSystem.h" #include "WeaponPack.h" namespace orxonox { RegisterClass(WeaponSet); WeaponSet::WeaponSet(Context* context) : BaseObject(context) { RegisterObject(WeaponSet); this->weaponSystem_ = nullptr; this->desiredFiremode_ = WeaponSystem::FIRE_MODE_UNASSIGNED; } WeaponSet::~WeaponSet() { if (this->isInitialized() && this->weaponSystem_) this->weaponSystem_->removeWeaponSet(this); } void WeaponSet::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(WeaponSet, XMLPort, xmlelement, mode); XMLPortParam(WeaponSet, "firemode", setDesiredFiremode, getDesiredFiremode, xmlelement, mode); } void WeaponSet::fire() { // Fire all WeaponPacks with their defined weaponmode for (const auto& mapEntry : this->weaponpacks_) if (mapEntry.second != WeaponSystem::WEAPON_MODE_UNASSIGNED) mapEntry.first->fire(mapEntry.second); } void WeaponSet::reload() { // Reload all WeaponPacks with their defined weaponmode for (const auto& mapEntry : this->weaponpacks_) mapEntry.first->reload(); } void WeaponSet::setWeaponmodeLink(WeaponPack* weaponpack, unsigned int weaponmode) { this->weaponpacks_[weaponpack] = weaponmode; } void WeaponSet::removeWeaponmodeLink(WeaponPack* weaponpack) { this->weaponpacks_.erase(weaponpack); } unsigned int WeaponSet::getWeaponmodeLink(WeaponPack* weaponpack) { std::map::iterator it = this->weaponpacks_.find(weaponpack); if (it != this->weaponpacks_.end()) return it->second; else return WeaponSystem::WEAPON_MODE_UNASSIGNED; } }