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source: orxonox.OLD/branches/new_class_id/src/world_entities/power_ups/weapon_power_up.cc @ 9727

Last change on this file since 9727 was 9727, checked in by bensch, 18 years ago

orxonox/new_class_id: new Executor construct, that is much more typesafe, faster, and easier to extend…

Also changed the LoadParam process, and adapted ScriptEngine calls

Then at the end, some missing headers appeared, and appended them to all the cc-files again.

File size: 2.5 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
17
18#include "weapon_power_up.h"
19#include "util/loading/factory.h"
20#include "state.h"
21#include "network_game_manager.h"
22
23#include "primitive_model.h"
24
25#include "util/loading/factory.h"
26#include "util/loading/load_param.h"
27#include "debug.h"
28
29#include "class_id_DEPRECATED.h"
30ObjectListDefinitionID(WeaponPowerUp, CL_WEAPON_POWER_UP);
31CREATE_FACTORY(WeaponPowerUp);
32
33WeaponPowerUp::WeaponPowerUp(const TiXmlElement* root) : PowerUp(1.0, 1.0, 0.0)
34{
35  this->init();
36  if( root != NULL)
37    this->loadParams(root);
38}
39
40
41WeaponPowerUp::~WeaponPowerUp ()
42{
43}
44
45
46void WeaponPowerUp::init()
47{
48  this->registerObject(this, WeaponPowerUp::_objectList);
49  this->loadPickupSound("sound/powerups/whats this2.wav");
50
51  this->weaponXML = NULL;
52  this->weapon = NULL;
53}
54
55
56void WeaponPowerUp::loadParams(const TiXmlElement* root)
57{
58  PowerUp::loadParams(root);
59  const TiXmlElement* elem = root->FirstChildElement("weapon");
60  if(elem != NULL && (elem = elem->FirstChildElement()) != NULL)
61  {
62    this->weaponXML = elem;
63    newWeapon();
64  }
65  else
66  {
67    LoadParam(root, "weaponID", this, WeaponPowerUp, setWeaponClass);
68  }
69}
70
71Weapon* WeaponPowerUp::getWeapon()
72{
73  return this->weapon;
74}
75
76bool WeaponPowerUp::process(WeaponManager* manager)
77{
78  if(manager->addWeapon(this->weapon)) {
79    newWeapon();
80  }
81  else {
82    manager->increaseAmmunition(this->weapon->getProjectileType(), this->weapon->getEnergy());
83  }
84  return true;
85}
86
87void WeaponPowerUp::newWeapon()
88{
89  this->weapon = dynamic_cast<Weapon*>((weaponXML == NULL)
90      ? Factory::fabricate((this->weapon->getClassID()))
91      : Factory::fabricate((const TiXmlElement*)this->getXmlElem()->FirstChildElement("weapon")));
92  this->model = this->weapon->getModel(0);
93}
94
95void WeaponPowerUp::setWeaponClass(const std::string& name)
96{
97  this->weapon = dynamic_cast<Weapon*>(Factory::fabricate(name));
98  if (this->weapon == NULL)
99  {
100    PRINTF(1)("Unable to load Weapon. %s\n", name.c_str());
101    this->weapon = dynamic_cast<Weapon*>(Factory::fabricate("Turret"));
102  }
103  this->model = this->weapon->getModel(0);
104}
105
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