| 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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| 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 "model.h" | 
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| 24 | #include "projectile.h" | 
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| 25 | #include "list.h" | 
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| 26 | #include "world.h" | 
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| 27 |  | 
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| 28 | using namespace std; | 
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| 29 |  | 
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| 30 |  | 
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| 31 | /** | 
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| 32 |    \brief standard constructor | 
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| 33 |  | 
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| 34 |    creates a new weapon | 
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| 35 | */ | 
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| 36 | Weapon::Weapon (PNode* parent, Vector* coordinate, Quaternion* direction)  | 
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| 37 |   : WorldEntity() | 
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| 38 | { | 
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| 39 |   parent->addChild(this, PNODE_ALL); | 
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| 40 |   this->setRelCoor(*coordinate); | 
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| 41 |   this->setRelDir(*direction); | 
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| 42 |   WorldInterface* wi = WorldInterface::getInstance(); | 
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| 43 |   this->worldEntities = wi->getEntityList(); | 
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| 44 | } | 
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| 45 |  | 
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| 46 |  | 
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| 47 | /** | 
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| 48 |    \brief standard deconstructor | 
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| 49 | */ | 
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| 50 | Weapon::~Weapon ()  | 
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| 51 | { | 
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| 52 |   // model will be deleted from WorldEntity-destructor | 
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| 53 | } | 
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| 54 |  | 
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| 55 |  | 
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| 56 | /**  | 
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| 57 |     \brief enables the weapon | 
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| 58 |  | 
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| 59 |     a weapon can be enabled/disabled because of various reasons. if a weapon is  | 
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| 60 |     been enabled, it can interact in a world. elswhere it wont react to any | 
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| 61 |     action. | 
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| 62 | */ | 
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| 63 | void Weapon::enable() | 
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| 64 | { | 
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| 65 |   this->enabled = true; | 
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| 66 | } | 
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| 67 |  | 
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| 68 |  | 
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| 69 | /**  | 
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| 70 |     \brief disables the weapon | 
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| 71 |  | 
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| 72 |     a weapon can be enabled/disabled because of various reasons. if a weapon is  | 
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| 73 |     been enabled, it can interact in a world. elswhere it wont react to any | 
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| 74 |     action. | 
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| 75 | */ | 
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| 76 | void Weapon::disable() | 
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| 77 | { | 
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| 78 |   this->enabled = false; | 
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| 79 | } | 
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| 80 |  | 
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| 81 |  | 
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| 82 | /**  | 
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| 83 |     \brief checks if the weapon is enabled | 
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| 84 |     \returns true if enabled | 
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| 85 |  | 
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| 86 |     a weapon can be ebabled/disabled because of various reasons. if a weapon is  | 
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| 87 |     been enabled, it can interact in a world. elswhere it wont react to any | 
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| 88 |     action. | 
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| 89 | */ | 
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| 90 | bool Weapon::isEnabled() | 
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| 91 | { | 
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| 92 |   return this->enabled; | 
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| 93 | } | 
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| 94 |  | 
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| 95 |  | 
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| 96 | /** | 
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| 97 |    \brief sets a new projectile to the weapon | 
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| 98 |    \param new projectile for this weapon | 
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| 99 |  | 
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| 100 |    weapon an projectile are independent, so you can combine them as you want | 
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| 101 | */ | 
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| 102 | void Weapon::setProjectile(Projectile* projectile) | 
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| 103 | { | 
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| 104 |   this->projectile = projectile; | 
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| 105 | } | 
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| 106 |  | 
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| 107 |  | 
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| 108 | /** | 
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| 109 |    \brief sets a new projectile to the weapon | 
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| 110 |    \returns the current projectile of this weapon | 
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| 111 |  | 
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| 112 |    weapon an projectile are independent, so you can combine them as you want | 
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| 113 | */ | 
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| 114 | Projectile* Weapon::getProjectile() | 
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| 115 | { | 
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| 116 |   return this->projectile; | 
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| 117 | } | 
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| 118 |  | 
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| 119 |  | 
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| 120 | /** | 
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| 121 |    \brief this activates the weapon | 
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| 122 |  | 
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| 123 |    This is needed, since there can be more than one weapon on a ship. the  | 
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| 124 |    activation can be connected with an animation. for example the weapon is  | 
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| 125 |    been armed out.  | 
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| 126 | */ | 
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| 127 | void Weapon::activate() | 
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| 128 | {} | 
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| 129 |  | 
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| 130 |  | 
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| 131 | /** | 
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| 132 |    \brief this deactivates the weapon | 
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| 133 |  | 
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| 134 |    This is needed, since there can be more than one weapon on a ship. the  | 
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| 135 |    activation can be connected with an animation. for example the weapon is  | 
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| 136 |    been armed out. | 
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| 137 | */ | 
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| 138 | void Weapon::deactivate() | 
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| 139 | {} | 
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| 140 |  | 
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| 141 | /** | 
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| 142 |    \brief asks if the current weapon is active | 
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| 143 |    \returns true if it the weapon is active | 
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| 144 | */ | 
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| 145 | bool Weapon::isActive() | 
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| 146 | {} | 
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| 147 |  | 
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| 148 | /** | 
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| 149 |    \brief sets a weapon idle time | 
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| 150 |    \param idle time in ms | 
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| 151 |  | 
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| 152 |    a weapon idle time is the time spend after a shoot until the weapon can | 
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| 153 |    shoot again | 
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| 154 | */ | 
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| 155 | void Weapon::setWeaponIdleTime(float time) | 
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| 156 | { | 
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| 157 |   this->idleTime = time; | 
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| 158 | } | 
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| 159 |  | 
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| 160 | /** | 
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| 161 |    \brief gets the weapon idle time | 
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| 162 |    \returns idle time in ms | 
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| 163 |  | 
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| 164 |    a weapon idle time is the time spend after a shoot until the weapon can | 
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| 165 |    shoot again | 
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| 166 | */ | 
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| 167 | float Weapon::getWeaponIdleTime(void) | 
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| 168 | { | 
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| 169 |   return this->idleTime; | 
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| 170 | } | 
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| 171 |  | 
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| 172 | /** | 
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| 173 |    \brief checks if the idle time is elapsed | 
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| 174 |    \return true if time is elapsed | 
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| 175 |  | 
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| 176 |    a weapon idle time is the time spend after a shoot until the weapon can | 
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| 177 |    shoot again | 
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| 178 | */ | 
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| 179 | bool Weapon::hasWeaponIdleTimeElapsed(void) | 
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| 180 | { | 
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| 181 |   return (this->localTime>this->idleTime)?true:false; | 
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| 182 | } | 
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| 183 |  | 
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| 184 |  | 
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| 185 | /** | 
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| 186 |    \brief fires the weapon | 
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| 187 |     | 
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| 188 |    this is called from the player.cc, when fire-button is been pushed | 
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| 189 | */ | 
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| 190 | void Weapon::fire() | 
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| 191 | {} | 
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| 192 |  | 
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| 193 |  | 
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| 194 | /** | 
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| 195 |    \brief is called, when the weapon gets hit (=collide with something) | 
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| 196 |    \param from which entity it is been hit | 
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| 197 |    \param where it is been hit | 
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| 198 |  | 
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| 199 |    this may not be used, since it would make the game relay complicated when one | 
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| 200 |    can destroy the weapons of enemies or vice versa. | 
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| 201 | */ | 
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| 202 | void Weapon::hit (WorldEntity* entity, Vector* position)  | 
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| 203 | {} | 
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| 204 |  | 
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| 205 |  | 
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| 206 | /** | 
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| 207 |    \brief is called, when the weapon is destroyed | 
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| 208 |  | 
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| 209 |    this is in conjunction with the hit function, so when a weapon is able to get | 
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| 210 |    hit, it can also be destoryed. | 
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| 211 | */ | 
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| 212 | void Weapon::destroy ()  | 
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| 213 | {} | 
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| 214 |  | 
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| 215 |  | 
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| 216 | /** | 
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| 217 |    \brief tick signal for time dependent/driven stuff | 
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| 218 | */ | 
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| 219 | void Weapon::tick (float time)  | 
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| 220 | {} | 
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| 221 |  | 
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| 222 |  | 
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| 223 | /** | 
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| 224 |    \brief is called, when there is no fire button pressed | 
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| 225 | */ | 
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| 226 | void Weapon::weaponIdle() | 
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| 227 | {} | 
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| 228 |  | 
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| 229 |  | 
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| 230 | /** | 
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| 231 |    \brief this will draw the weapon | 
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| 232 | */ | 
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| 233 | void Weapon::draw ()  | 
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| 234 | {} | 
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| 235 |  | 
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