| 1 | |
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| 2 | /* |
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| 3 | orxonox - the future of 3D-vertical-scrollers |
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| 4 | |
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| 5 | Copyright (C) 2004 orx |
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| 6 | |
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| 7 | This program is free software; you can redistribute it and/or modify |
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| 8 | it under the terms of the GNU General Public License as published by |
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| 9 | the Free Software Foundation; either version 2, or (at your option) |
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| 10 | any later version. |
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| 11 | |
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| 12 | ### File Specific |
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| 13 | main-programmer: Patrick Boenzli |
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| 14 | co-programmer: Benjamin Grauer |
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| 15 | */ |
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| 16 | |
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| 17 | #include "weapon.h" |
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| 18 | |
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| 19 | #include "projectile.h" |
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| 20 | |
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| 21 | #include "load_param.h" |
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| 22 | #include "vector.h" |
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| 23 | #include "list.h" |
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| 24 | #include "state.h" |
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| 25 | |
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| 26 | /** |
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| 27 | * standard constructor |
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| 28 | |
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| 29 | creates a new weapon |
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| 30 | */ |
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| 31 | Weapon::Weapon (PNode* parent, const Vector& coordinate, const Quaternion& direction) |
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| 32 | { |
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| 33 | parent->addChild(this, PNODE_ALL); |
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| 34 | this->setRelCoor(coordinate); |
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| 35 | this->setRelDir(direction); |
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| 36 | } |
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| 37 | |
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| 38 | |
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| 39 | /** |
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| 40 | * standard deconstructor |
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| 41 | */ |
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| 42 | Weapon::~Weapon () |
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| 43 | { |
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| 44 | // model will be deleted from WorldEntity-destructor |
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| 45 | //this->worldEntities = NULL; |
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| 46 | |
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| 47 | /* dont delete objectComponentsX here, they will be killed when the pnodes are cleaned out */ |
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| 48 | |
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| 49 | /* all animations are deleted via the animation player*/ |
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| 50 | } |
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| 51 | |
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| 52 | |
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| 53 | /** |
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| 54 | * enables the weapon |
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| 55 | |
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| 56 | a weapon can be enabled/disabled because of various reasons. if a weapon is |
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| 57 | been enabled, it can interact in a world. elswhere it wont react to any |
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| 58 | action. |
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| 59 | */ |
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| 60 | void Weapon::enable() |
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| 61 | { |
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| 62 | this->enabled = true; |
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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 | * disables the weapon |
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| 68 | |
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| 69 | a weapon can be enabled/disabled because of various reasons. if a weapon is |
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| 70 | been enabled, it can interact in a world. elswhere it wont react to any |
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| 71 | action. |
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| 72 | */ |
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| 73 | void Weapon::disable() |
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| 74 | { |
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| 75 | this->enabled = false; |
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| 76 | } |
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| 77 | |
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| 78 | |
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| 79 | /** |
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| 80 | * checks if the weapon is enabled |
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| 81 | * @returns true if enabled |
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| 82 | |
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| 83 | a weapon can be ebabled/disabled because of various reasons. if a weapon is |
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| 84 | been enabled, it can interact in a world. elswhere it wont react to any |
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| 85 | action. |
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| 86 | */ |
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| 87 | bool Weapon::isEnabled() |
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| 88 | { |
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| 89 | return this->enabled; |
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| 90 | } |
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| 91 | |
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| 92 | |
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| 93 | /** |
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| 94 | * sets a new projectile to the weapon |
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| 95 | * @param new projectile for this weapon |
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| 96 | |
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| 97 | weapon an projectile are independent, so you can combine them as you want |
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| 98 | */ |
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| 99 | void Weapon::setProjectile(Projectile* projectile) |
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| 100 | { |
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| 101 | this->projectile = projectile; |
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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 | * sets a new projectile to the weapon |
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| 107 | * @returns the current projectile of this weapon |
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| 108 | |
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| 109 | weapon an projectile are independent, so you can combine them as you want |
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| 110 | */ |
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| 111 | Projectile* Weapon::getProjectile() |
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| 112 | { |
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| 113 | return this->projectile; |
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| 114 | } |
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| 115 | |
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| 116 | |
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| 117 | /** |
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| 118 | * this activates the weapon |
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| 119 | |
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| 120 | This is needed, since there can be more than one weapon on a ship. the |
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| 121 | activation can be connected with an animation. for example the weapon is |
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| 122 | been armed out. |
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| 123 | */ |
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| 124 | void Weapon::activate() |
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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 | * this deactivates the weapon |
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| 130 | |
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| 131 | This is needed, since there can be more than one weapon on a ship. the |
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| 132 | activation can be connected with an animation. for example the weapon is |
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| 133 | been armed out. |
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| 134 | */ |
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| 135 | void Weapon::deactivate() |
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| 136 | {} |
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| 137 | |
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| 138 | /** |
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| 139 | * asks if the current weapon is active |
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| 140 | * @returns true if it the weapon is active |
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| 141 | */ |
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| 142 | bool Weapon::isActive() |
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| 143 | {} |
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| 144 | |
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| 145 | |
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| 146 | |
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| 147 | |
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| 148 | |
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| 149 | |
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| 150 | /** |
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| 151 | * is called, when the weapon gets hit (=collide with something) |
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| 152 | * @param from which entity it is been hit |
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| 153 | * @param where it is been hit |
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| 154 | |
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| 155 | this may not be used, since it would make the game relay complicated when one |
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| 156 | can destroy the weapons of enemies or vice versa. |
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| 157 | */ |
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| 158 | void Weapon::hit (WorldEntity* entity, const Vector& position) |
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| 159 | {} |
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| 160 | |
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| 161 | |
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| 162 | /** |
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| 163 | * is called, when the weapon is destroyed |
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| 164 | |
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| 165 | this is in conjunction with the hit function, so when a weapon is able to get |
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| 166 | hit, it can also be destoryed. |
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| 167 | */ |
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| 168 | void Weapon::destroy () |
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| 169 | {} |
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| 170 | |
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| 171 | |
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| 172 | /** |
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| 173 | * tick signal for time dependent/driven stuff |
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| 174 | */ |
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| 175 | void Weapon::tick (float time) |
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| 176 | {} |
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| 177 | |
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| 178 | |
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| 179 | /** |
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| 180 | * is called, when there is no fire button pressed |
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| 181 | */ |
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| 182 | void Weapon::weaponIdle() |
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| 183 | {} |
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| 184 | |
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| 185 | |
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| 186 | /** |
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| 187 | * this will draw the weapon |
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| 188 | */ |
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| 189 | void Weapon::draw () |
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| 190 | {} |
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| 191 | |
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