1 | |
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2 | /* |
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3 | orxonox - the future of 3D-vertical-scrollers |
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4 | |
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5 | Copyright (C) 2004 orx |
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6 | |
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7 | This program is free software; you can redistribute it and/or modify |
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8 | it under the terms of the GNU General Public License as published by |
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9 | the Free Software Foundation; either version 2, or (at your option) |
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10 | any later version. |
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11 | |
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12 | ### File Specific |
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13 | main-programmer: Patrick Boenzli |
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14 | co-programmer: Benjamin Grauer |
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15 | */ |
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16 | |
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17 | #include "weapon.h" |
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18 | |
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19 | #include "projectile.h" |
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20 | |
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21 | #include "load_param.h" |
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22 | #include "vector.h" |
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23 | #include "list.h" |
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24 | #include "state.h" |
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25 | |
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26 | /** |
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27 | * standard constructor |
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28 | |
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29 | creates a new weapon |
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30 | */ |
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31 | Weapon::Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction) |
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32 | { |
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33 | parent->addChild(this, PNODE_ALL); |
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34 | this->setRelCoor(coordinate); |
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35 | this->setRelDir(direction); |
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36 | } |
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37 | |
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38 | |
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39 | /** |
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40 | * standard deconstructor |
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41 | */ |
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42 | Weapon::~Weapon () |
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43 | { |
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44 | // model will be deleted from WorldEntity-destructor |
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45 | //this->worldEntities = NULL; |
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46 | |
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47 | /* dont delete objectComponentsX here, they will be killed when the pnodes are cleaned out */ |
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48 | |
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49 | /* all animations are deleted via the animation player*/ |
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50 | } |
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51 | |
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52 | |
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53 | /** |
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54 | * enables the weapon |
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55 | |
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56 | a weapon can be enabled/disabled because of various reasons. if a weapon is |
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57 | been enabled, it can interact in a world. elswhere it wont react to any |
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58 | action. |
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59 | */ |
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60 | void Weapon::enable() |
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61 | { |
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62 | this->enabled = true; |
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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 | * disables the weapon |
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68 | |
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69 | a weapon can be enabled/disabled because of various reasons. if a weapon is |
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70 | been enabled, it can interact in a world. elswhere it wont react to any |
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71 | action. |
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72 | */ |
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73 | void Weapon::disable() |
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74 | { |
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75 | this->enabled = false; |
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76 | } |
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77 | |
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78 | |
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79 | /** |
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80 | * checks if the weapon is enabled |
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81 | * @returns true if enabled |
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82 | |
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83 | a weapon can be ebabled/disabled because of various reasons. if a weapon is |
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84 | been enabled, it can interact in a world. elswhere it wont react to any |
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85 | action. |
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86 | */ |
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87 | bool Weapon::isEnabled() |
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88 | { |
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89 | return this->enabled; |
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90 | } |
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91 | |
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92 | |
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93 | /** |
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94 | * sets a new projectile to the weapon |
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95 | * @param new projectile for this weapon |
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96 | |
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97 | weapon an projectile are independent, so you can combine them as you want |
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98 | */ |
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99 | void Weapon::setProjectile(Projectile* projectile) |
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100 | { |
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101 | this->projectile = projectile; |
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102 | } |
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103 | |
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104 | |
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105 | /** |
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106 | * sets a new projectile to the weapon |
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107 | * @returns the current projectile of this weapon |
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108 | |
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109 | weapon an projectile are independent, so you can combine them as you want |
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110 | */ |
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111 | Projectile* Weapon::getProjectile() |
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112 | { |
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113 | return this->projectile; |
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114 | } |
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115 | |
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116 | |
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117 | /** |
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118 | * this activates the weapon |
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119 | |
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120 | This is needed, since there can be more than one weapon on a ship. the |
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121 | activation can be connected with an animation. for example the weapon is |
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122 | been armed out. |
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123 | */ |
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124 | void Weapon::activate() |
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125 | {} |
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126 | |
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127 | |
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128 | /** |
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129 | * this deactivates the weapon |
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130 | |
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131 | This is needed, since there can be more than one weapon on a ship. the |
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132 | activation can be connected with an animation. for example the weapon is |
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133 | been armed out. |
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134 | */ |
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135 | void Weapon::deactivate() |
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136 | {} |
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137 | |
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138 | /** |
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139 | * asks if the current weapon is active |
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140 | * @returns true if it the weapon is active |
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141 | */ |
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142 | bool Weapon::isActive() |
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143 | {} |
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144 | |
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145 | |
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146 | |
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147 | |
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148 | |
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149 | |
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150 | /** |
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151 | * is called, when the weapon gets hit (=collide with something) |
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152 | * @param from which entity it is been hit |
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153 | * @param where it is been hit |
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154 | |
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155 | this may not be used, since it would make the game relay complicated when one |
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156 | can destroy the weapons of enemies or vice versa. |
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157 | */ |
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158 | void Weapon::hit (WorldEntity* entity, const Vector& position) |
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159 | {} |
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160 | |
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161 | |
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162 | /** |
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163 | * is called, when the weapon is destroyed |
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164 | |
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165 | this is in conjunction with the hit function, so when a weapon is able to get |
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166 | hit, it can also be destoryed. |
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167 | */ |
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168 | void Weapon::destroy () |
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169 | {} |
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170 | |
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171 | |
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172 | /** |
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173 | * tick signal for time dependent/driven stuff |
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174 | */ |
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175 | void Weapon::tick (float time) |
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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 | * is called, when there is no fire button pressed |
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181 | */ |
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182 | void Weapon::weaponIdle() |
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183 | {} |
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184 | |
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185 | |
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186 | /** |
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187 | * this will draw the weapon |
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188 | */ |
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189 | void Weapon::draw () |
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190 | {} |
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191 | |
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