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source: orxonox.OLD/orxonox/branches/levelloader/src/world_entities/weapon.cc @ 3725

Last change on this file since 3725 was 3605, checked in by bensch, 20 years ago

orxonox/trunk: merged trunk back to levelloader
merged with command:
svn merge -r 3499:HEAD trunk branches/levelloader

Conflicts in
C track_manager.h
C world_entities/player.cc
C world_entities/player.h
C world_entities/environment.h
C lib/coord/p_node.cc
C defs/debug.h
C track_manager.cc
C story_entities/campaign.h

solved in merge-favouring. It was quite easy because Chris only worked on the headers, and he didi it quite clean. Thats the spirit :)

Conflits in world.cc are a MESS: fix it

File size: 4.2 KB
Line 
1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific
14   main-programmer: Patrick Boenzli
15   co-programmer:
16*/
17
18
19#include "weapon.h"
20#include "stdincl.h"
21#include "world_entity.h"
22#include "vector.h"
23#include "objModel.h"
24#include "projectile.h"
25
26using namespace std;
27
28
29/**
30   \brief standard constructor
31
32   creates a new weapon
33*/
34Weapon::Weapon () : WorldEntity()
35{}
36
37
38/**
39   \brief standard deconstructor
40*/
41Weapon::~Weapon () 
42{
43  // model will be deleted from WorldEntity-destructor
44}
45
46
47/**
48    \brief enables the weapon
49
50    a weapon can be enabled/disabled because of various reasons. if a weapon is
51    been enabled, it can interact in a world. elswhere it wont react to any
52    action.
53*/
54void Weapon::enable()
55{
56  this->enabled = true;
57}
58
59
60/**
61    \brief disables the weapon
62
63    a weapon can be enabled/disabled because of various reasons. if a weapon is
64    been enabled, it can interact in a world. elswhere it wont react to any
65    action.
66*/
67void Weapon::disable()
68{
69  this->enabled = false;
70}
71
72
73/**
74    \brief checks if the weapon is enabled
75    \returns true if enabled
76
77    a weapon can be ebabled/disabled because of various reasons. if a weapon is
78    been enabled, it can interact in a world. elswhere it wont react to any
79    action.
80*/
81bool Weapon::isEnabled()
82{
83  return this->enabled;
84}
85
86
87/**
88   \brief sets a new projectile to the weapon
89   \param new projectile for this weapon
90
91   weapon an projectile are independent, so you can combine them as you want
92*/
93void Weapon::setProjectile(Projectile* projectile)
94{
95  this->projectile = projectile;
96}
97
98
99/**
100   \brief sets a new projectile to the weapon
101   \returns the current projectile of this weapon
102
103   weapon an projectile are independent, so you can combine them as you want
104*/
105Projectile* Weapon::getProjectile()
106{
107  return this->projectile;
108}
109
110
111/**
112   \brief this activates the weapon
113
114   This is needed, since there can be more than one weapon on a ship. the
115   activation can be connected with an animation. for example the weapon is
116   been armed out.
117*/
118void Weapon::activate()
119{}
120
121
122/**
123   \brief this deactivates the weapon
124
125   This is needed, since there can be more than one weapon on a ship. the
126   activation can be connected with an animation. for example the weapon is
127   been armed out.
128*/
129void Weapon::deactivate()
130{}
131
132/**
133   \brief asks if the current weapon is active
134   \returns true if it the weapon is active
135*/
136bool Weapon::isActive()
137{}
138
139/**
140   \brief sets a weapon idle time
141   \param idle time in ms
142
143   a weapon idle time is the time spend after a shoot until the weapon can
144   shoot again
145*/
146void Weapon::setWeaponIdleTime(float time)
147{}
148
149/**
150   \brief gets the weapon idle time
151   \returns idle time in ms
152
153   a weapon idle time is the time spend after a shoot until the weapon can
154   shoot again
155*/
156float Weapon::getWeaponIdleTime(void)
157{}
158
159/**
160   \brief checks if the idle time is elapsed
161   \return true if time is elapsed
162
163   a weapon idle time is the time spend after a shoot until the weapon can
164   shoot again
165*/
166bool Weapon::hasWeaponIdleTimeElapsed(void)
167{}
168
169
170/**
171   \brief fires the weapon
172   
173   this is called from the player.cc, when fire-button is been pushed
174*/
175void Weapon::fire()
176{}
177
178
179/**
180   \brief is called, when the weapon gets hit (=collide with something)
181   \param from which entity it is been hit
182   \param where it is been hit
183
184   this may not be used, since it would make the game relay complicated when one
185   can destroy the weapons of enemies or vice versa.
186*/
187void Weapon::hit (WorldEntity* entity, Vector* position) 
188{}
189
190
191/**
192   \brief is called, when the weapon is destroyed
193
194   this is in conjunction with the hit function, so when a weapon is able to get
195   hit, it can also be destoryed.
196*/
197void Weapon::destroy () 
198{}
199
200
201/**
202   \brief tick signal for time dependent/driven stuff
203*/
204void Weapon::tick (float time) 
205{}
206
207
208/**
209   \brief is called, when there is no fire button pressed
210*/
211void Weapon::weaponIdle()
212{}
213
214
215/**
216   \brief this will draw the weapon
217*/
218void Weapon::draw () 
219{}
220
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