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