Changeset 4836 in orxonox.OLD for orxonox/trunk/src/world_entities/weapons
- Timestamp:
- Jul 12, 2005, 12:33:16 AM (19 years ago)
- Location:
- orxonox/trunk/src/world_entities/weapons
- Files:
-
- 10 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/world_entities/weapons/crosshair.h
r4832 r4836 1 1 /*! 2 2 \file crosshair.h 3 \briefDefinition of ...3 * Definition of ... 4 4 5 5 */ -
orxonox/trunk/src/world_entities/weapons/projectile.cc
r4758 r4836 29 29 30 30 /** 31 \briefstandard constructor31 * standard constructor 32 32 */ 33 33 Projectile::Projectile (Weapon* weapon) : WorldEntity() … … 44 44 45 45 /** 46 \briefstandard deconstructor46 * standard deconstructor 47 47 */ 48 48 Projectile::~Projectile () … … 57 57 58 58 /** 59 \briefthis sets the flight direction of the projectile60 \param directin in which to flight59 * this sets the flight direction of the projectile 60 * @param directin in which to flight 61 61 62 62 this function will calculate a vector out of this to be used in the … … 74 74 75 75 /** 76 \briefthis sets the time to life of the projectile77 \param ttl in second76 * this sets the time to life of the projectile 77 * @param ttl in second 78 78 79 79 after this life time, the projectile will garbage collect itself … … 86 86 87 87 /** 88 \briefsets the speed of the projectile88 * sets the speed of the projectile 89 89 */ 90 90 void Projectile::setSpeed(float speed) … … 96 96 97 97 /** 98 \briefsets the velocity vector to a spec speed99 \param velocity: vector of the velocity98 * sets the velocity vector to a spec speed 99 * @param velocity: vector of the velocity 100 100 */ 101 101 void Projectile::setVelocity(const Vector &velocity) … … 108 108 109 109 /** 110 \briefsignal tick, time dependent things will be handled here111 \param time since last tick110 * signal tick, time dependent things will be handled here 111 * @param time since last tick 112 112 */ 113 113 void Projectile::tick (float time) … … 128 128 129 129 /** 130 \briefthe projectile gets hit by another entity131 \param the other entity132 \param place where it is hit130 * the projectile gets hit by another entity 131 * @param the other entity 132 * @param place where it is hit 133 133 */ 134 134 void Projectile::hit (WorldEntity* entity, Vector* place) … … 137 137 138 138 /** 139 \briefthe function gets called, when the projectile is destroyed139 * the function gets called, when the projectile is destroyed 140 140 */ 141 141 void Projectile::destroy () -
orxonox/trunk/src/world_entities/weapons/projectile.h
r4758 r4836 1 1 /*! 2 2 \projectile.h 3 \briefa projectile, that is been shooted by a weapon3 * a projectile, that is been shooted by a weapon 4 4 5 5 You can use this class to make some shoots, but this isn't the real idea. If you want to just test, if the -
orxonox/trunk/src/world_entities/weapons/test_bullet.cc
r4758 r4836 29 29 30 30 /** 31 \briefstandard constructor31 * standard constructor 32 32 */ 33 33 TestBullet::TestBullet (Weapon* weapon) : Projectile(weapon) … … 41 41 42 42 /** 43 \briefstandard deconstructor43 * standard deconstructor 44 44 */ 45 45 TestBullet::~TestBullet () … … 55 55 56 56 /** 57 \briefsignal tick, time dependent things will be handled here58 \param time since last tick57 * signal tick, time dependent things will be handled here 58 * @param time since last tick 59 59 */ 60 60 void TestBullet::tick (float time) … … 76 76 77 77 /** 78 \briefthe projectile gets hit by another entity79 \param the other entity80 \param place where it is hit78 * the projectile gets hit by another entity 79 * @param the other entity 80 * @param place where it is hit 81 81 */ 82 82 void TestBullet::hit (WorldEntity* entity, Vector* place) … … 85 85 86 86 /** 87 \briefthe function gets called, when the projectile is destroyed87 * the function gets called, when the projectile is destroyed 88 88 */ 89 89 void TestBullet::destroy () -
orxonox/trunk/src/world_entities/weapons/test_bullet.h
r4758 r4836 1 1 /*! 2 2 \projectile.h 3 \briefa projectile, that is been shooted by a weapon3 * a projectile, that is been shooted by a weapon 4 4 */ 5 5 -
orxonox/trunk/src/world_entities/weapons/test_gun.cc
r4829 r4836 16 16 17 17 18 \todo: direction in which the projectile flights19 \todo: a target to set/hit18 @todo: direction in which the projectile flights 19 @todo: a target to set/hit 20 20 */ 21 21 … … 39 39 40 40 /** 41 \briefstandard constructor41 * standard constructor 42 42 43 43 creates a new weapon … … 103 103 104 104 /** 105 \briefstandard deconstructor105 * standard deconstructor 106 106 */ 107 107 TestGun::~TestGun () … … 112 112 113 113 /** 114 \briefthis activates the weapon114 * this activates the weapon 115 115 116 116 This is needed, since there can be more than one weapon on a ship. the … … 125 125 126 126 /** 127 \briefthis deactivates the weapon127 * this deactivates the weapon 128 128 129 129 This is needed, since there can be more than one weapon on a ship. the … … 138 138 139 139 /** 140 \brieffires the weapon140 * fires the weapon 141 141 142 142 this is called from the player.cc, when fire-button is been pushed 143 \todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent143 @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent 144 144 */ 145 145 void TestGun::fire() … … 165 165 166 166 /** 167 \briefis called, when the weapon gets hit (=collide with something)168 \param from which entity it is been hit169 \param where it is been hit167 * is called, when the weapon gets hit (=collide with something) 168 * @param from which entity it is been hit 169 * @param where it is been hit 170 170 171 171 this may not be used, since it would make the game relay complicated when one … … 177 177 178 178 /** 179 \briefis called, when the weapon is destroyed179 * is called, when the weapon is destroyed 180 180 181 181 this is in conjunction with the hit function, so when a weapon is able to get … … 187 187 188 188 /** 189 \brieftick signal for time dependent/driven stuff189 * tick signal for time dependent/driven stuff 190 190 */ 191 191 void TestGun::tick (float time) … … 196 196 197 197 /** 198 \briefis called, when there is no fire button pressed198 * is called, when there is no fire button pressed 199 199 */ 200 200 void TestGun::weaponIdle() … … 203 203 204 204 /** 205 \briefthis will draw the weapon205 * this will draw the weapon 206 206 */ 207 207 void TestGun::draw () -
orxonox/trunk/src/world_entities/weapons/test_gun.h
r4827 r4836 1 1 /*! 2 2 \file weapon.h 3 \briefa weapon that a player can use3 * a weapon that a player can use 4 4 5 5 A Player has a list of weapons, that can be choosen to shoot projectiles -
orxonox/trunk/src/world_entities/weapons/weapon.cc
r4834 r4836 25 25 26 26 /** 27 \briefstandard constructor27 * standard constructor 28 28 29 29 creates a new weapon … … 38 38 39 39 /** 40 \briefstandard deconstructor40 * standard deconstructor 41 41 */ 42 42 Weapon::~Weapon () … … 52 52 53 53 /** 54 \briefenables the weapon54 * enables the weapon 55 55 56 56 a weapon can be enabled/disabled because of various reasons. if a weapon is … … 65 65 66 66 /** 67 \briefdisables the weapon67 * disables the weapon 68 68 69 69 a weapon can be enabled/disabled because of various reasons. if a weapon is … … 78 78 79 79 /** 80 \briefchecks if the weapon is enabled81 \returns true if enabled80 * checks if the weapon is enabled 81 * @returns true if enabled 82 82 83 83 a weapon can be ebabled/disabled because of various reasons. if a weapon is … … 92 92 93 93 /** 94 \briefsets a new projectile to the weapon95 \param new projectile for this weapon94 * sets a new projectile to the weapon 95 * @param new projectile for this weapon 96 96 97 97 weapon an projectile are independent, so you can combine them as you want … … 104 104 105 105 /** 106 \briefsets a new projectile to the weapon107 \returns the current projectile of this weapon106 * sets a new projectile to the weapon 107 * @returns the current projectile of this weapon 108 108 109 109 weapon an projectile are independent, so you can combine them as you want … … 116 116 117 117 /** 118 \briefthis activates the weapon118 * this activates the weapon 119 119 120 120 This is needed, since there can be more than one weapon on a ship. the … … 127 127 128 128 /** 129 \briefthis deactivates the weapon129 * this deactivates the weapon 130 130 131 131 This is needed, since there can be more than one weapon on a ship. the … … 137 137 138 138 /** 139 \briefasks if the current weapon is active140 \returns true if it the weapon is active139 * asks if the current weapon is active 140 * @returns true if it the weapon is active 141 141 */ 142 142 bool Weapon::isActive() … … 149 149 150 150 /** 151 \briefis called, when the weapon gets hit (=collide with something)152 \param from which entity it is been hit153 \param where it is been hit151 * is called, when the weapon gets hit (=collide with something) 152 * @param from which entity it is been hit 153 * @param where it is been hit 154 154 155 155 this may not be used, since it would make the game relay complicated when one … … 161 161 162 162 /** 163 \briefis called, when the weapon is destroyed163 * is called, when the weapon is destroyed 164 164 165 165 this is in conjunction with the hit function, so when a weapon is able to get … … 171 171 172 172 /** 173 \brieftick signal for time dependent/driven stuff173 * tick signal for time dependent/driven stuff 174 174 */ 175 175 void Weapon::tick (float time) … … 178 178 179 179 /** 180 \briefis called, when there is no fire button pressed180 * is called, when there is no fire button pressed 181 181 */ 182 182 void Weapon::weaponIdle() … … 185 185 186 186 /** 187 \briefthis will draw the weapon187 * this will draw the weapon 188 188 */ 189 189 void Weapon::draw () -
orxonox/trunk/src/world_entities/weapons/weapon.h
r4832 r4836 1 1 /*! 2 2 \file weapon.h 3 \briefa weapon that a can use3 * a weapon that a can use 4 4 5 5 … … 97 97 inline bool hasWeaponIdleTimeElapsed() const { return (this->localTime>this->idleTime)?true:false; }; 98 98 99 /** @brieffires the weapon */99 /** fires the weapon */ 100 100 virtual void fire() = 0; 101 101 virtual void hit (WorldEntity* weapon, const Vector& loc); -
orxonox/trunk/src/world_entities/weapons/weapon_manager.h
r4834 r4836 1 1 /*! 2 2 \file weapon.h 3 \briefa weapon that a player can use3 * a weapon that a player can use 4 4 5 5 A Player has a list of weapons, that can be choosen to shoot projectiles
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