Weapon.cpp

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #include <weapons/Weapon.h>
00022 #include <weapons/AccessoryStore.h>
00023 
00024 WeaponFireContext::WeaponFireContext(unsigned int playerId, unsigned int data) :
00025         playerId_(playerId),
00026         data_(data)
00027 {
00028 }
00029 
00030 WeaponFireContext::WeaponFireContext(WeaponFireContext &other) :
00031         playerId_(other.playerId_),
00032         data_(other.data_),
00033         labelCount_(other.labelCount_)
00034 {
00035 }
00036 
00037 WeaponFireContext::~WeaponFireContext()
00038 {
00039 }
00040 
00041 int WeaponFireContext::getIncLabelCount(unsigned int label)
00042 {
00043         std::map<unsigned int, int>::iterator findItor =
00044                 labelCount_.find(label);
00045         if (findItor == labelCount_.end()) labelCount_[label] = 0;
00046 
00047         return ++labelCount_[label];
00048 }
00049 
00050 Weapon::Weapon() : 
00051         armsLevel_(-1)
00052 {
00053 
00054 }
00055 
00056 Weapon::~Weapon()
00057 {
00058 
00059 }
00060 
00061 bool Weapon::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00062 {
00063         // Get the optional weapon armslevel
00064         accessoryNode->getNamedChild("armslevel", armsLevel_, false);
00065 
00066         return true;
00067 }
00068 
00069 int Weapon::getArmsLevel()
00070 {
00071         if (armsLevel_ == -1) return parent_->getArmsLevel();
00072         return armsLevel_;
00073 }

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