[3618] | 1 | |
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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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[3631] | 16 | |
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| 17 | |
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| 18 | \todo: direction in which the projectile flights |
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| 19 | \todo: a target to set/hit |
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[3618] | 20 | */ |
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| 21 | |
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| 22 | |
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| 23 | #include "test_gun.h" |
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| 24 | |
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| 25 | #include "stdincl.h" |
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| 26 | #include "world_entity.h" |
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| 27 | #include "objModel.h" |
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| 28 | #include "projectile.h" |
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| 29 | |
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| 30 | #include "vector.h" |
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[3629] | 31 | #include "list.h" |
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[3618] | 32 | |
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| 33 | using namespace std; |
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| 34 | |
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| 35 | |
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| 36 | /** |
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| 37 | \brief standard constructor |
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| 38 | |
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| 39 | creates a new weapon |
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| 40 | */ |
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[3631] | 41 | TestGun::TestGun (PNode* parent, Vector* coordinate, Quaternion* direction) |
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| 42 | : Weapon (parent, coordinate, direction) |
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[3618] | 43 | {} |
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| 44 | |
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| 45 | |
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| 46 | /** |
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| 47 | \brief standard deconstructor |
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| 48 | */ |
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| 49 | TestGun::~TestGun () |
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| 50 | { |
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| 51 | // model will be deleted from WorldEntity-destructor |
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| 52 | } |
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| 53 | |
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| 54 | |
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| 55 | /** |
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| 56 | \brief this activates the weapon |
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| 57 | |
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| 58 | This is needed, since there can be more than one weapon on a ship. the |
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| 59 | activation can be connected with an animation. for example the weapon is |
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| 60 | been armed out. |
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| 61 | */ |
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| 62 | void TestGun::activate() |
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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 | \brief this deactivates the weapon |
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| 68 | |
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| 69 | This is needed, since there can be more than one weapon on a ship. the |
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| 70 | activation can be connected with an animation. for example the weapon is |
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| 71 | been armed out. |
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| 72 | */ |
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| 73 | void TestGun::deactivate() |
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| 74 | {} |
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| 75 | |
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| 76 | |
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| 77 | /** |
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| 78 | \brief fires the weapon |
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| 79 | |
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| 80 | this is called from the player.cc, when fire-button is been pushed |
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| 81 | */ |
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| 82 | void TestGun::fire() |
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[3620] | 83 | { |
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| 84 | printf("TestGun::fire() - firing weapon now ---------------------------\n"); |
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[3631] | 85 | WorldEntity* pj = new Projectile(); |
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| 86 | pj->setAbsCoor( &this->getAbsCoor()); |
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| 87 | pj->setAbsDir( &this->getAbsDir()); |
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| 88 | this->worldEntities->add(pj); |
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[3620] | 89 | } |
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[3618] | 90 | |
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| 91 | |
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| 92 | /** |
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| 93 | \brief is called, when the weapon gets hit (=collide with something) |
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| 94 | \param from which entity it is been hit |
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| 95 | \param where it is been hit |
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| 96 | |
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| 97 | this may not be used, since it would make the game relay complicated when one |
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| 98 | can destroy the weapons of enemies or vice versa. |
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| 99 | */ |
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| 100 | void TestGun::hit (WorldEntity* entity, Vector* position) |
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| 101 | {} |
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| 102 | |
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| 103 | |
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| 104 | /** |
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| 105 | \brief is called, when the weapon is destroyed |
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| 106 | |
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| 107 | this is in conjunction with the hit function, so when a weapon is able to get |
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| 108 | hit, it can also be destoryed. |
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| 109 | */ |
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| 110 | void TestGun::destroy () |
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| 111 | {} |
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| 112 | |
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| 113 | |
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| 114 | /** |
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| 115 | \brief tick signal for time dependent/driven stuff |
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| 116 | */ |
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| 117 | void TestGun::tick (float time) |
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| 118 | {} |
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| 119 | |
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| 120 | |
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| 121 | /** |
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| 122 | \brief is called, when there is no fire button pressed |
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| 123 | */ |
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| 124 | void TestGun::weaponIdle() |
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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 | \brief this will draw the weapon |
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| 130 | */ |
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| 131 | void TestGun::draw () |
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| 132 | {} |
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| 133 | |
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