Changeset 4959 in orxonox.OLD for orxonox/trunk/src/world_entities/weapons
- Timestamp:
- Jul 27, 2005, 6:07:47 PM (19 years ago)
- Location:
- orxonox/trunk/src/world_entities/weapons
- Files:
-
- 6 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/world_entities/weapons/test_gun.cc
r4955 r4959 164 164 if (target != NULL) 165 165 { 166 target->debugDraw(); 167 Vector test = ((target->getAbsCoor() - this->getAbsCoor())*5); 168 pj->setVelocity(test/20.0);//this->getVelocity()); 166 pj->setVelocity(this->getVelocity()+(target->getAbsCoor() - this->getAbsCoor())*.5);//this->getVelocity()); 169 167 } 170 168 else -
orxonox/trunk/src/world_entities/weapons/test_gun.h
r4955 r4959 26 26 #include "weapon.h" 27 27 28 29 //! a weapon can be left or right sided 30 /** 31 * @todo this will be reset with mirror X/Y/Z 32 */ 33 #define W_LEFT 0 34 #define W_RIGHT 1 35 36 28 37 class TestGun : public Weapon 29 38 { -
orxonox/trunk/src/world_entities/weapons/weapon.cc
r4955 r4959 56 56 if (this->soundBuffers[i]) 57 57 ResourceManager::getInstance()->unload(this->soundBuffers[i]); 58 59 if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) 60 delete this->soundSource; 58 61 } 59 62 -
orxonox/trunk/src/world_entities/weapons/weapon.h
r4955 r4959 1 1 /*! 2 \file weapon.h 3 * a weapon that a can use 4 5 6 A weapon is characterized by: 7 o firing-rate: the initial firing rate of a weapon (1/s = Herz) 8 o slowdown-factor: this is a factor d: exp(-d*x), d is element of all positive R. it determines how fast the firing-rate will slow down. if no slowdown: d=0, the bigger d is, the faster the weapon will slow down! 9 o energy-consumption: this determines the energy that has to be used to produce this projectile = costs per projectile 10 11 Furthermore there are some other attributes, that will help to represent a firing 12 weapon in this world: 13 o sound file/ressource: this is a pointer to the sound-file/ressource. however it may be represented 14 o animations 15 */ 2 * @file weapon.h 3 * 4 * Weapon is the mayor baseclass for all weapons. it is quite extensive, and expensive in use, 5 * because each weapon will know virutal functions for the WorldEntity's part, and also virtuals 6 * for Fireing/Reloading/..., 7 * quickly said: Weapon is a wrapper for weapons, that makes it easy to very quickly implement 8 * new Weapons, and with them make this game better, than any game before it, because still 9 * Weapons (GUNS) are the most important thing in life :?... no to be serious 10 * @see Weapon 11 */ 16 12 17 13 … … 56 52 } WeaponState; 57 53 58 59 //! a weapon can be left or right sided 60 /** 61 * @todo this will be reset with mirror X/Y/Z 62 */ 63 #define W_LEFT 0 64 #define W_RIGHT 1 54 //! an enumerator defining capabilities of a WeaponSlot 55 typedef enum 56 { 57 WTYPE_DIRECTIONAL = 0x00000001, //!< Weapon is directional/Slot is able to carry directional weapons 58 WTYPE_TURRET = 0x00000002, //!< Weapon is a turret/slot is able to carry turrets 59 WTYPE_ALLKINDS = 0x0000000f, //!< Weapon is all types/Slot is able to carry all kinds of weapons 60 61 WTYPE_FORWARD = 0x00000010, //!< Weapon fires forwards/Slot is able to carry weapons firing forwards 62 WTYPE_BACKWARD = 0x00000020, //!< Weapon fires backwards/Slot is able to carry weapons firing backwards 63 WTYPE_LEFT = 0x00000040, //!< Weapon fires to the left/Slot is able to carry weapons firing to the left 64 WTYPE_RIGHT = 0x00000080, //!< Weapon fires to the right/Slot is able to carry weapons firing to the right 65 WTYPE_ALLDIRS = 0x000000f0, //!< Weapon has no specific firing direction/Slot can fire into all directions 66 67 WTYPE_ALL = 0x000000ff, //!< Weapon has no limitations/Slot can handle all kinds of Weapon. 68 } W_Capability; 65 69 66 70 //! An abstract class, that describes weapons -
orxonox/trunk/src/world_entities/weapons/weapon_manager.cc
r4954 r4959 73 73 for (int i = 0; i < WM_MAX_SLOTS; i++) 74 74 { 75 this->currentSlotConfig[i].capability = W M_SLOTC_ALL;75 this->currentSlotConfig[i].capability = WTYPE_ALL; 76 76 this->currentSlotConfig[i].currentWeapon = NULL; 77 77 this->currentSlotConfig[i].nextWeapon = NULL; -
orxonox/trunk/src/world_entities/weapons/weapon_manager.h
r4955 r4959 13 13 #include "base_object.h" 14 14 15 #include "p_node.h"16 15 #include "crosshair.h" 16 #include "weapon.h" 17 17 18 18 // FORWARD DECLARATION 19 class PNode;20 class Weapon;21 19 template <class T> class tAnimation; 22 20 … … 25 23 #define WM_MAX_CONFIGS 4 //!< The maximum number of predefined Configurations 26 24 #define WM_MAX_LOADED_WEAPONS 20 //!< The 27 28 //! an enumerator defining capabilities of a WeaponSlot29 typedef enum30 {31 WM_SLOTC_DIRECTIONAL = 0x00000001, //!< if the Slot is able to carry directional weapons32 WM_SLOTC_TURRET = 0x00000002, //!< if the Slot is able to carry turrets33 WM_SLOTC_ALLKINDS = 0x0000000f, //!< if the Slot is able to carry all kinds of weapons34 35 WM_SLOTC_FORWARD = 0x00000010, //!< if the Slot is able to carry weapons firing forward36 WM_SLOTC_BACKWARD = 0x00000020, //!< if the Slot is able to carry weapons firing backwards37 WM_SLOTC_LEFT = 0x00000040, //!< if the Slot is able to carry weapons firing to the left38 WM_SLOTC_RIGHT = 0x00000080, //!< if the Slot is able to carry weapons firing to the right39 WM_SLOTC_ALLDIRS = 0x000000f0, //!< this slot can fire into all directions40 41 WM_SLOTC_ALL = 0x000000ff, //!< everything allowed in this slot42 } WM_SlotCapability;43 25 44 26 //! an enumerator defining a Slot, where a Weapon can be stored inside.
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