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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 "model.h" |
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24 | #include "projectile.h" |
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25 | #include "list.h" |
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26 | #include "world.h" |
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27 | |
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28 | using namespace std; |
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29 | |
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30 | |
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31 | |
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32 | WeaponManager::WeaponManager(int nrOfSlots) |
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33 | { |
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34 | this->nrOfSlots = nrOfSlots; |
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35 | this->nrOfConfigs = 1; |
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36 | |
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37 | for(int i = 0; i < W_MAX_CONFS; ++i) |
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38 | this->configs[i] = NULL; |
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39 | this->currentConfig = new weaponConfig; |
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40 | this->configs[0] = this->currentConfig; |
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41 | } |
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42 | |
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43 | WeaponManager::~WeaponManager() |
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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 | void WeaponManager::addWeapon(Weapon* weapon, slotID slot, configID config) |
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49 | { |
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50 | if(this->configs[config] == NULL) |
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51 | PRINTF(0)(""); |
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52 | // this->configs[(int)config]-> |
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53 | } |
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54 | |
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55 | void WeaponManager::addWeaponConfig(weaponConfig* config) |
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56 | {} |
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57 | |
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58 | void WeaponManager::nextWeaponConf() |
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59 | {} |
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60 | |
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61 | void WeaponManager::prevWeaponConf() |
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62 | {} |
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63 | |
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64 | |
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65 | void WeaponManager::selectConfig(configID config) |
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66 | { |
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67 | if( this->configs[(int)config] != NULL) |
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68 | this->currentConfig = this->configs[(int)config]; |
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69 | else |
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70 | PRINTF(0)("There is no weapon config defined with the number W_CONF%i", (int)config); |
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71 | } |
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72 | |
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73 | |
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74 | |
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75 | /** |
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76 | \brief standard constructor |
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77 | |
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78 | creates a new weapon |
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79 | */ |
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80 | Weapon::Weapon (PNode* parent, Vector* coordinate, Quaternion* direction) |
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81 | : WorldEntity() |
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82 | { |
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83 | parent->addChild(this, PNODE_ALL); |
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84 | this->setRelCoor(*coordinate); |
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85 | this->setRelDir(*direction); |
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86 | WorldInterface* wi = WorldInterface::getInstance(); |
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87 | this->worldEntities = wi->getEntityList(); |
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88 | } |
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89 | |
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90 | |
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91 | /** |
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92 | \brief standard deconstructor |
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93 | */ |
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94 | Weapon::~Weapon () |
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95 | { |
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96 | // model will be deleted from WorldEntity-destructor |
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97 | } |
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98 | |
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99 | |
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100 | /** |
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101 | \brief enables the weapon |
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102 | |
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103 | a weapon can be enabled/disabled because of various reasons. if a weapon is |
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104 | been enabled, it can interact in a world. elswhere it wont react to any |
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105 | action. |
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106 | */ |
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107 | void Weapon::enable() |
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108 | { |
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109 | this->enabled = true; |
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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 disables the weapon |
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115 | |
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116 | a weapon can be enabled/disabled because of various reasons. if a weapon is |
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117 | been enabled, it can interact in a world. elswhere it wont react to any |
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118 | action. |
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119 | */ |
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120 | void Weapon::disable() |
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121 | { |
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122 | this->enabled = false; |
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123 | } |
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124 | |
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125 | |
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126 | /** |
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127 | \brief checks if the weapon is enabled |
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128 | \returns true if enabled |
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129 | |
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130 | a weapon can be ebabled/disabled because of various reasons. if a weapon is |
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131 | been enabled, it can interact in a world. elswhere it wont react to any |
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132 | action. |
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133 | */ |
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134 | bool Weapon::isEnabled() |
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135 | { |
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136 | return this->enabled; |
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137 | } |
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138 | |
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139 | |
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140 | /** |
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141 | \brief sets a new projectile to the weapon |
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142 | \param new projectile for this weapon |
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143 | |
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144 | weapon an projectile are independent, so you can combine them as you want |
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145 | */ |
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146 | void Weapon::setProjectile(Projectile* projectile) |
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147 | { |
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148 | this->projectile = projectile; |
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149 | } |
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150 | |
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151 | |
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152 | /** |
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153 | \brief sets a new projectile to the weapon |
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154 | \returns the current projectile of this weapon |
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155 | |
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156 | weapon an projectile are independent, so you can combine them as you want |
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157 | */ |
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158 | Projectile* Weapon::getProjectile() |
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159 | { |
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160 | return this->projectile; |
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161 | } |
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162 | |
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163 | |
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164 | /** |
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165 | \brief this activates the weapon |
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166 | |
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167 | This is needed, since there can be more than one weapon on a ship. the |
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168 | activation can be connected with an animation. for example the weapon is |
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169 | been armed out. |
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170 | */ |
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171 | void Weapon::activate() |
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172 | {} |
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173 | |
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174 | |
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175 | /** |
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176 | \brief this deactivates the weapon |
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177 | |
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178 | This is needed, since there can be more than one weapon on a ship. the |
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179 | activation can be connected with an animation. for example the weapon is |
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180 | been armed out. |
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181 | */ |
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182 | void Weapon::deactivate() |
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183 | {} |
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184 | |
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185 | /** |
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186 | \brief asks if the current weapon is active |
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187 | \returns true if it the weapon is active |
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188 | */ |
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189 | bool Weapon::isActive() |
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190 | {} |
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191 | |
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192 | /** |
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193 | \brief sets a weapon idle time |
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194 | \param idle time in ms |
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195 | |
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196 | a weapon idle time is the time spend after a shoot until the weapon can |
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197 | shoot again |
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198 | */ |
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199 | void Weapon::setWeaponIdleTime(float time) |
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200 | { |
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201 | this->idleTime = time; |
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202 | } |
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203 | |
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204 | /** |
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205 | \brief gets the weapon idle time |
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206 | \returns idle time in ms |
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207 | |
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208 | a weapon idle time is the time spend after a shoot until the weapon can |
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209 | shoot again |
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210 | */ |
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211 | float Weapon::getWeaponIdleTime(void) |
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212 | { |
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213 | return this->idleTime; |
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214 | } |
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215 | |
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216 | /** |
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217 | \brief checks if the idle time is elapsed |
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218 | \return true if time is elapsed |
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219 | |
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220 | a weapon idle time is the time spend after a shoot until the weapon can |
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221 | shoot again |
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222 | */ |
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223 | bool Weapon::hasWeaponIdleTimeElapsed(void) |
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224 | { |
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225 | return (this->localTime>this->idleTime)?true:false; |
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226 | } |
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227 | |
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228 | |
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229 | /** |
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230 | \brief fires the weapon |
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231 | |
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232 | this is called from the player.cc, when fire-button is been pushed |
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233 | */ |
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234 | void Weapon::fire() |
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235 | {} |
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236 | |
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237 | |
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238 | /** |
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239 | \brief is called, when the weapon gets hit (=collide with something) |
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240 | \param from which entity it is been hit |
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241 | \param where it is been hit |
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242 | |
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243 | this may not be used, since it would make the game relay complicated when one |
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244 | can destroy the weapons of enemies or vice versa. |
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245 | */ |
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246 | void Weapon::hit (WorldEntity* entity, Vector* position) |
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247 | {} |
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248 | |
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249 | |
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250 | /** |
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251 | \brief is called, when the weapon is destroyed |
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252 | |
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253 | this is in conjunction with the hit function, so when a weapon is able to get |
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254 | hit, it can also be destoryed. |
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255 | */ |
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256 | void Weapon::destroy () |
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257 | {} |
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258 | |
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259 | |
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260 | /** |
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261 | \brief tick signal for time dependent/driven stuff |
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262 | */ |
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263 | void Weapon::tick (float time) |
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264 | {} |
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265 | |
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266 | |
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267 | /** |
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268 | \brief is called, when there is no fire button pressed |
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269 | */ |
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270 | void Weapon::weaponIdle() |
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271 | {} |
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272 | |
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273 | |
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274 | /** |
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275 | \brief this will draw the weapon |
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276 | */ |
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277 | void Weapon::draw () |
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278 | {} |
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279 | |
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