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source: orxonox.OLD/orxonox/trunk/src/world_entities/test_gun.cc @ 3636

Last change on this file since 3636 was 3632, checked in by patrick, 20 years ago

orxonox/trunk: bullets now tick() but they shoot all over the place… some problems with the gundirection calculation :)

File size: 2.7 KB
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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   \todo: direction in which the projectile flights
19   \todo: a target to set/hit
20*/
21
22
23#include "test_gun.h"
24
25#include "stdincl.h"
26#include "world_entity.h"
27#include "objModel.h"
28#include "projectile.h"
29
30#include "vector.h"
31#include "list.h"
32
33using namespace std;
34
35
36/**
37   \brief standard constructor
38
39   creates a new weapon
40*/
41TestGun::TestGun (PNode* parent, Vector* coordinate, Quaternion* direction) 
42  :  Weapon (parent, coordinate, direction) 
43{}
44
45
46/**
47   \brief standard deconstructor
48*/
49TestGun::~TestGun () 
50{
51  // model will be deleted from WorldEntity-destructor
52}
53
54
55/**
56   \brief this activates the weapon
57
58   This is needed, since there can be more than one weapon on a ship. the
59   activation can be connected with an animation. for example the weapon is
60   been armed out.
61*/
62void TestGun::activate()
63{}
64
65
66/**
67   \brief this deactivates the weapon
68
69   This is needed, since there can be more than one weapon on a ship. the
70   activation can be connected with an animation. for example the weapon is
71   been armed out.
72*/
73void TestGun::deactivate()
74{}
75
76
77/**
78   \brief fires the weapon
79   
80   this is called from the player.cc, when fire-button is been pushed
81*/
82void TestGun::fire()
83{
84  printf("TestGun::fire() - firing weapon now ---------------------------\n");
85  Projectile* pj = new Projectile();
86  Vector* v = new Vector();
87  *v = this->getAbsCoor();
88  pj->setAbsCoor(v);
89  Quaternion* q = new Quaternion();
90  *q = this->getAbsDir();
91  pj->setAbsDir(q);
92
93  pj->setFlightDirection(q);
94
95  this->worldEntities->add(pj);
96}
97
98
99/**
100   \brief is called, when the weapon gets hit (=collide with something)
101   \param from which entity it is been hit
102   \param where it is been hit
103
104   this may not be used, since it would make the game relay complicated when one
105   can destroy the weapons of enemies or vice versa.
106*/
107void TestGun::hit (WorldEntity* entity, Vector* position) 
108{}
109
110
111/**
112   \brief is called, when the weapon is destroyed
113
114   this is in conjunction with the hit function, so when a weapon is able to get
115   hit, it can also be destoryed.
116*/
117void TestGun::destroy () 
118{}
119
120
121/**
122   \brief tick signal for time dependent/driven stuff
123*/
124void TestGun::tick (float time) 
125{}
126
127
128/**
129   \brief is called, when there is no fire button pressed
130*/
131void TestGun::weaponIdle()
132{}
133
134
135/**
136   \brief this will draw the weapon
137*/
138void TestGun::draw () 
139{}
140
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