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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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16 | */ |
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17 | |
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18 | |
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19 | #include "weapon.h" |
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20 | #include "stdincl.h" |
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21 | #include "world_entity.h" |
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22 | #include "vector.h" |
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23 | #include "objModel.h" |
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24 | #include "projectile.h" |
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25 | |
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26 | using namespace std; |
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27 | |
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28 | |
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29 | /** |
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30 | \brief standard constructor |
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31 | |
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32 | creates a new weapon |
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33 | */ |
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34 | Weapon::Weapon () : WorldEntity() |
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35 | { |
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36 | this->model = new OBJModel(""); |
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37 | } |
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38 | |
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39 | |
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40 | /** |
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41 | \brief standard deconstructor |
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42 | */ |
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43 | Weapon::~Weapon () |
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44 | { |
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45 | delete this->model; |
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46 | } |
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47 | |
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48 | |
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49 | /** |
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50 | \brief sets a new projectile to the weapon |
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51 | \param new projectile for this weapon |
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52 | |
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53 | weapon an projectile are independent, so you can combine them as you want |
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54 | */ |
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55 | void Weapon::setProjectile(Projectile* projectile) |
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56 | { |
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57 | this->projectile = projectile; |
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58 | } |
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59 | |
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60 | |
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61 | /** |
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62 | \brief sets a new projectile to the weapon |
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63 | \returns the current projectile of this weapon |
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64 | |
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65 | weapon an projectile are independent, so you can combine them as you want |
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66 | */ |
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67 | Projectile* Weapon::getProjectile() |
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68 | { |
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69 | return this->projectile; |
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70 | } |
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71 | |
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72 | |
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73 | /** |
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74 | \brief this activates the weapon |
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75 | |
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76 | This is needed, since there can be more than one weapon on a ship. the |
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77 | activation can be connected with an animation. for example the weapon is |
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78 | been armed out. |
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79 | */ |
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80 | void Weapon::activate() |
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81 | {} |
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82 | |
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83 | |
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84 | /** |
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85 | \brief this deactivates the weapon |
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86 | |
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87 | This is needed, since there can be more than one weapon on a ship. the |
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88 | activation can be connected with an animation. for example the weapon is |
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89 | been armed out. |
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90 | */ |
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91 | void Weapon::deactivate() |
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92 | {} |
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93 | |
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94 | /** |
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95 | \brief asks if the current weapon is active |
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96 | \returns true if it the weapon is active |
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97 | */ |
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98 | bool Weapon::isActive() |
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99 | {} |
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100 | |
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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 | /** |
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106 | \brief tick signal for time dependent/driven stuff |
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107 | */ |
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108 | void Weapon::tick (float time) |
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109 | {} |
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110 | |
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111 | /** |
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112 | \brief is called, when the weapon gets hit (=collide with something) |
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113 | \param from which entity it is been hit |
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114 | \param where it is been hit |
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115 | |
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116 | this may not be used, since it would make the game relay complicated when one |
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117 | can destroy the weapons of enemies or vice versa. |
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118 | */ |
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119 | void Weapon::hit (WorldEntity* entity, Vector position) |
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120 | {} |
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121 | |
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122 | /** |
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123 | \brief is called, when the weapon is destroyed |
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124 | |
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125 | this is in conjunction with the hit function, so when a weapon is able to get |
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126 | hit, it can also be destoryed. |
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127 | */ |
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128 | void Weapon::destroy () |
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129 | {} |
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130 | |
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131 | |
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132 | /** |
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133 | \brief this will draw the weapon |
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134 | */ |
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135 | void Weapon::draw () |
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136 | { |
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137 | glMatrixMode(GL_MODELVIEW); |
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138 | glPushMatrix(); |
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139 | |
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140 | float matrix[4][4]; |
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141 | glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); |
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142 | this->getAbsDir().matrix (matrix); |
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143 | glMultMatrixf((float*)matrix); |
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144 | this->model->draw(); |
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145 | |
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146 | glPopMatrix(); |
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147 | } |
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148 | |
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