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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 | \todo: direction in which the projectile flights |
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19 | \todo: a target to set/hit |
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20 | */ |
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21 | |
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22 | |
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23 | #include "test_gun.h" |
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24 | |
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25 | #include "stdincl.h" |
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26 | #include "world_entity.h" |
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27 | #include "objModel.h" |
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28 | #include "projectile.h" |
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29 | |
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30 | #include "vector.h" |
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31 | #include "list.h" |
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32 | |
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33 | using namespace std; |
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34 | |
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35 | |
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36 | /** |
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37 | \brief standard constructor |
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38 | |
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39 | creates a new weapon |
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40 | */ |
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41 | TestGun::TestGun (PNode* parent, Vector* coordinate, Quaternion* direction) |
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42 | : Weapon (parent, coordinate, direction) |
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43 | {} |
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44 | |
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45 | |
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46 | /** |
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47 | \brief standard deconstructor |
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48 | */ |
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49 | TestGun::~TestGun () |
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50 | { |
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51 | // model will be deleted from WorldEntity-destructor |
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52 | } |
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53 | |
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54 | |
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55 | /** |
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56 | \brief this activates the weapon |
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57 | |
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58 | This is needed, since there can be more than one weapon on a ship. the |
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59 | activation can be connected with an animation. for example the weapon is |
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60 | been armed out. |
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61 | */ |
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62 | void TestGun::activate() |
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63 | {} |
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64 | |
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65 | |
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66 | /** |
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67 | \brief this deactivates the weapon |
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68 | |
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69 | This is needed, since there can be more than one weapon on a ship. the |
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70 | activation can be connected with an animation. for example the weapon is |
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71 | been armed out. |
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72 | */ |
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73 | void TestGun::deactivate() |
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74 | {} |
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75 | |
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76 | |
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77 | /** |
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78 | \brief fires the weapon |
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79 | |
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80 | this is called from the player.cc, when fire-button is been pushed |
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81 | */ |
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82 | void TestGun::fire() |
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83 | { |
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84 | printf("TestGun::fire() - firing weapon now ---------------------------\n"); |
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85 | Projectile* pj = new Projectile(); |
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86 | Vector* v = new Vector(); |
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87 | *v = this->getAbsCoor(); |
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88 | pj->setAbsCoor(v); |
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89 | Quaternion* q = new Quaternion(); |
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90 | *q = this->getAbsDir(); |
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91 | pj->setAbsDir(q); |
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92 | |
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93 | pj->setFlightDirection(q); |
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94 | |
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95 | printf("TestGun::current speed is: %f", this->getSpeed()); |
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96 | |
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97 | this->worldEntities->add(pj); |
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98 | } |
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99 | |
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100 | |
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101 | /** |
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102 | \brief is called, when the weapon gets hit (=collide with something) |
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103 | \param from which entity it is been hit |
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104 | \param where it is been hit |
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105 | |
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106 | this may not be used, since it would make the game relay complicated when one |
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107 | can destroy the weapons of enemies or vice versa. |
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108 | */ |
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109 | void TestGun::hit (WorldEntity* entity, Vector* position) |
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110 | {} |
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111 | |
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112 | |
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113 | /** |
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114 | \brief is called, when the weapon is destroyed |
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115 | |
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116 | this is in conjunction with the hit function, so when a weapon is able to get |
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117 | hit, it can also be destoryed. |
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118 | */ |
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119 | void TestGun::destroy () |
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120 | {} |
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121 | |
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122 | |
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123 | /** |
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124 | \brief tick signal for time dependent/driven stuff |
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125 | */ |
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126 | void TestGun::tick (float time) |
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127 | {} |
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128 | |
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129 | |
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130 | /** |
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131 | \brief is called, when there is no fire button pressed |
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132 | */ |
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133 | void TestGun::weaponIdle() |
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134 | {} |
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135 | |
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136 | |
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137 | /** |
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138 | \brief this will draw the weapon |
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139 | */ |
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140 | void TestGun::draw () |
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141 | {} |
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142 | |
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