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source: orxonox.OLD/branches/presentation/src/world_entities/weapons/aiming_system.cc @ 9160

Last change on this file since 9160 was 9160, checked in by patrick, 18 years ago

aimin system work on and on and…

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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_WEAPON
17
18#include "aiming_system.h"
19
20#include "util/loading/load_param.h"
21
22#include "state.h"
23
24#include <vector>
25
26
27using namespace std;
28
29
30/**
31 * standart constructor
32 */
33AimingSystem::AimingSystem (const TiXmlElement* root)
34{
35  this->init();
36
37
38  if (root)
39    this->loadParams(root);
40}
41
42
43/**
44 * destroys a AimingSystem
45*/
46AimingSystem::~AimingSystem ()
47{}
48
49
50/**
51 * initializes the AimingSystem
52 */
53void AimingSystem::init()
54{
55  this->setClassID(CL_CROSSHAIR, "AimingSystem");
56  this->setName("AimingSystem");
57}
58
59
60void AimingSystem::loadParams(const TiXmlElement* root)
61{
62  PNode::loadParams(root);
63
64//   LoadParam(root, "texture", this, AimingSystem, setTexture)
65//       .describe("the texture-file to load onto the AimingSystem");
66//
67//   LoadParam(root, "size", this, AimingSystem, setSize)
68//       .describe("the size of the AimingSystem in Pixels");
69//
70//   LoadParam(root, "rotation-speed", this, AimingSystem, setRotationSpeed)
71//       .describe("the Speed with which the AimingSystem should rotate");
72}
73
74
75
76/**
77 * get back the nearest target
78 */
79inline WorldEntity* AimingSystem::getNearestTarget()
80{
81  if( this->selectionList.size() == 0)
82    return NULL;
83  else if( this->selectionList.size() == 1)
84    return this->selectionList.back();
85
86//   WorldEntity* nearestEntity = this->;
87
88  for( int i = 0; i < this->selectionList.size(); i++)
89  {
90
91  }
92}
93
94
95/**
96 * called when an object is "selected"
97 *  @param damage damage to be dealt
98 *  @param killer the entity
99 */
100void AimingSystem::hit(float damage, WorldEntity* killer)
101{
102  this->selectionList.push_back(killer);
103}
104
105
106
107/**
108 * ticks the AimingSystem
109 * @param dt the time to ticks
110 */
111void AimingSystem::tick(float dt)
112{
113}
114
115
116/**
117 * draws the crosshair
118 */
119void AimingSystem::draw() const
120{
121}
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