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Ignore:
Timestamp:
Nov 26, 2006, 12:31:01 AM (18 years ago)
Author:
marcscha
Message:

Inline of damage get on projectile, part implementation of primary - secondary weapon and handling variables for the weapon manager

Location:
branches/playability/src/world_entities/space_ships
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • branches/playability/src/world_entities/space_ships/space_ship.cc

    r9957 r9958  
    177177  //registerEvent(SDLK_e);
    178178  registerEvent(KeyMapper::PEV_FIRE1);
     179  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
    179180  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
    180181  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
     
    345346  }
    346347
     348  // Shield Regeneration and other regular calculations on the ship
     349  this->regen(time);
     350
    347351
    348352  //   if( this != State::getPlayer()->getControllable())
     
    503507  else if( event.type == KeyMapper::PEV_BACKWARD)
    504508    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
     509  else if( event.type == KeyMapper::PEV_FIRE1)
     510    firedWeapon = curWeaponPrimary;
     511  else if( event.type == KeyMapper::PEV_FIRE2)
     512    firedWeapon = curWeaponSecondary;
    505513  else if( event.type == EV_MOUSE_MOTION)
    506514  {
  • branches/playability/src/world_entities/space_ships/space_ship.h

    r9957 r9958  
    22 * @file space_ship.h
    33 * Implements the Control of a Spaceship
     4 * Space Ships are the core class for all types of ships in Orxonox
    45 */
    56
     
    5758    inline float getElectronicMax() { return this->electronicMax; }; //!< returns current electronic value
    5859
     60    inline int getFiredWeapon() { return this->firedWeapon; };      //!< returns index of the fired weapon
     61
    5962    //damage handler
    6063    virtual void damage(float pDamage, float eDamage);  //!< pDamage physical damage, eDamage electronic damage
     
    9598    int         reactorCapacity;    //!< reactor capacity
    9699
     100
     101    int         curWeaponPrimary;   //!< current primary weapon
     102    int         curWeaponSecondary; //!< current secondary weapon
     103    int         firedWeapon;        //!< index of the fired weapon for the weapon manager
     104
    97105    bool                  bUp;                //!< up button pressed.
    98106    bool                  bDown;              //!< down button pressed.
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