| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Julien Kindle | 
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| 24 |  *   Co-authors: | 
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| 25 |  *       | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | /** | 
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| 30 |     @file SOBFigure.cc | 
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| 31 |     @brief This class represents your figure when you play the minigame. Here the movement of the figure, activating items, ... are handled. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "SOBFigure.h" | 
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| 35 |  | 
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| 36 | #include "core/CoreIncludes.h" | 
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| 37 | #include "core/XMLPort.h" | 
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| 38 | #include "graphics/Model.h" | 
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| 39 | #include "graphics/Camera.h" | 
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| 40 | #include "graphics/ParticleSpawner.h" | 
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| 41 | #include <OgreMath.h> | 
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| 42 |  | 
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| 43 | #include "SOBMushroom.h" | 
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| 44 | #include "SOBGumba.h" | 
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| 45 | #include "SOBFireball.h" | 
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| 46 | #include "SOB.h" | 
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| 47 | #include "SOBFlagstone.h" | 
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| 48 | #include "SOBCastlestone.h" | 
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| 49 | #include "SOBFireball.h" | 
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| 50 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> | 
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| 51 |  | 
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| 52 | namespace orxonox | 
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| 53 | { | 
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| 54 |     RegisterClass(SOBFigure); | 
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| 55 |  | 
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| 56 |     SOBFigure::SOBFigure(Context* context) : ControllableEntity(context) | 
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| 57 |     { | 
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| 58 |         RegisterObject(SOBFigure); | 
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| 59 |  | 
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| 60 |         // initialize variables | 
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| 61 |         gravityAcceleration_ = 350.0; | 
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| 62 |  | 
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| 63 |         //Vars for movement of player | 
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| 64 |         moveUpPressed_      = false; | 
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| 65 |         moveDownPressed_    = false; | 
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| 66 |         moveLeftPressed_    = false; | 
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| 67 |         moveDownPressed_    = false; | 
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| 68 |         firePressed_        = false; | 
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| 69 |         collDisZ_           = 0; | 
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| 70 |  | 
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| 71 |         //Times and turning | 
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| 72 |         timeSinceLastFire_  = 0.0; | 
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| 73 |         lastSpeed_z         = 0.0; | 
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| 74 |         pitch_              = 0.0; | 
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| 75 |         timeCounter_        = 0; | 
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| 76 |  | 
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| 77 |         //Properties of player | 
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| 78 |  | 
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| 79 |         isColliding_        = true; | 
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| 80 |         particlespawner_    = NULL; | 
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| 81 |  | 
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| 82 |         //Properties of players life | 
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| 83 |         predead_            = false; | 
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| 84 |         dead_               = false; | 
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| 85 |         lvlEnded_           = false; | 
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| 86 |         reachedLvlEndState_ = 0; | 
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| 87 |  | 
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| 88 |         // Properties concerning PowerUps and items | 
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| 89 |         PowerUpCounter_     = 0; | 
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| 90 |         maxPowerUp_         = 2; | 
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| 91 |         FireballPower       = 2; | 
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| 92 |         //Properties of fireing Fireballs, NOTE! fireballs are fired with the moveUP Key, not with the fire key | 
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| 93 |         fireallowed_        = true; | 
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| 94 |         firecooldown_       = 0; | 
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| 95 |  | 
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| 96 |          | 
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| 97 |         setAngularFactor(0.0); //Means player doesn't turn on collision, so he doesn't fall over while walking over the ground | 
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| 98 |         this->enableCollisionCallback(); // Turns on that on every collision function collidesAgainst is executed | 
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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 |     bool SOBFigure::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { | 
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| 104 |  | 
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| 105 |         //Inform tick fct that player is colliding and tell him how far away the collision point is from player middle point in z dir | 
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| 106 |         isColliding_ = true; | 
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| 107 |         collDisZ_ = getPosition().z - contactPoint.getPositionWorldOnB().getZ(); | 
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| 108 |  | 
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| 109 |  | 
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| 110 |         //Orxocast returns object with casted type if otherObject has that class, and if not a nullptr | 
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| 111 |         SOBMushroom*    mush        = orxonox_cast<SOBMushroom*>    (otherObject); | 
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| 112 |         SOBGumba*       gumba       = orxonox_cast<SOBGumba*>       (otherObject); | 
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| 113 |         SOBFlagstone*   flagstone   = orxonox_cast<SOBFlagstone*>   (otherObject); | 
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| 114 |         SOBCastlestone* castlestone = orxonox_cast<SOBCastlestone*> (otherObject); | 
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| 115 |         SOBFireball* fireball       = orxonox_cast<SOBFireball*>    (otherObject); | 
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| 116 |         SOB* SOBGame                = orxonox_cast<SOB*>            (getGametype());  | 
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| 117 |  | 
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| 118 |  | 
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| 119 |         //Check if otherObject is a powerup-mushroom | 
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| 120 |         if (mush != nullptr && !(mush->hasCollided_)) { | 
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| 121 |             otherObject->destroyLater(); | 
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| 122 |  | 
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| 123 |             PowerUpCounter_++; | 
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| 124 |             if(PowerUpCounter_ > maxPowerUp_)   PowerUpCounter_ = maxPowerUp_; // you had already the max | 
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| 125 |             else                                this->changeClothes(); | 
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| 126 |  | 
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| 127 |             SOBGame->addMushroom(); // Tell the gametype to increase points | 
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| 128 |             mush->hasCollided_ = true; // needed because of destroyLater takes some time and player should receive points only once | 
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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 |          | 
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| 134 |  | 
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| 135 |         //Check if otherObject is a Gumba (that walking enemies) | 
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| 136 |  | 
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| 137 |          else if (gumba != nullptr && !(gumba->hasCollided_)) { | 
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| 138 |  | 
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| 139 |             //If player jumps on its head, kill the Gumba, else, kill the player | 
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| 140 |             if (getVelocity().z >= -20) { | 
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| 141 |                 // If player hasn't a power up, he dies. Else he shrinks and the gumba dies. | 
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| 142 |                 if(PowerUpCounter_ == 0){ | 
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| 143 |                     this->die(); | 
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| 144 |                 }  | 
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| 145 |                 else{ | 
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| 146 |                     PowerUpCounter_--; | 
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| 147 |                     this->changeClothes(); | 
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| 148 |  | 
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| 149 |                     gumba->destroyLater(); | 
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| 150 |                     gumba->hasCollided_ = true; | 
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| 151 |                 } | 
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| 152 |  | 
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| 153 |           } else { | 
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| 154 |             gumba->destroyLater(); | 
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| 155 |             gumba->hasCollided_ = true; | 
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| 156 |             SOBGame->addGumba(); | 
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| 157 |  | 
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| 158 |  | 
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| 159 |         } | 
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| 160 |     } | 
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| 161 |  | 
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| 162 |         else if (fireball != nullptr && !(fireball->hasCollided_)){ | 
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| 163 |             //this-> die(); | 
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| 164 |         } | 
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| 165 |  | 
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| 166 |     //Purpose is that if player hits the flag, he should walk into the castle at the end of the level. For that we use SOBCastlestone | 
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| 167 |     if (reachedLvlEndState_ == 0 && flagstone != nullptr && !(flagstone->hasCollided_)) { | 
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| 168 |         flagstone->hasCollided_ = true; | 
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| 169 |         reachedLvlEndState_ = 1; | 
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| 170 |  | 
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| 171 |         SOBGame->setDone(true); | 
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| 172 |         SOBGame->addPoints(flagstone->getPoints()); | 
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| 173 |          | 
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| 174 |  | 
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| 175 |     } | 
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| 176 |     if (castlestone != nullptr && !(castlestone->hasCollided_)) { | 
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| 177 |         castlestone->hasCollided_ = true; | 
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| 178 |         reachedLvlEndState_++; | 
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| 179 |  | 
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| 180 |     } | 
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| 181 |  | 
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| 182 |     return true; | 
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| 183 | } | 
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| 184 |  | 
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| 185 |  | 
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| 186 | //Self implemented sign function that returns either 1 or -1 (and never 0) | 
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| 187 | int SOBFigure::sgn(float x) { | 
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| 188 |     if (x < 0.0) return -1; | 
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| 189 |     return 1; | 
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| 190 | } | 
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| 191 |  | 
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| 192 | //Function to spawn the Fireball | 
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| 193 | void SOBFigure::spawnFireball() { | 
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| 194 |         SOBCenterpoint* center_ = ((SOB*)getGametype())->center_; | 
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| 195 |  | 
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| 196 |          SOBFireball* ball = new SOBFireball(center_->getContext()); | 
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| 197 |          Vector3 spawnpos = this->getWorldPosition(); | 
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| 198 |          spawnpos.z += 0; | 
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| 199 |  | 
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| 200 |         if (ball != nullptr && center_ != nullptr) | 
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| 201 |         { | 
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| 202 |             ball->addTemplate("fireball"); | 
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| 203 |             ball->setPosition(spawnpos); | 
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| 204 |             bool direction = ((this->getWorldOrientation().getRoll().valueRadians())>-1.6&&(this->getWorldOrientation().getRoll().valueRadians()<1.6)); | 
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| 205 |             ball->setDirection(direction); | 
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| 206 |             orxout() << "Rotation: " << this->getWorldOrientation().getRoll() << " direction: "<< direction <<endl; | 
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| 207 |             //ball-> | 
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| 208 |  | 
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| 209 |         } | 
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| 210 |      } | 
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| 211 |  | 
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| 212 | //For those of you who don't have an idea: the tick function is called about 50 times/sec | 
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| 213 | void SOBFigure::tick(float dt) | 
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| 214 | { | 
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| 215 |     SUPER(SOBFigure, tick, dt); | 
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| 216 |  | 
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| 217 |  | 
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| 218 |     bool inputAllowed = true; | 
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| 219 |  | 
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| 220 |     //the particle spawner that generates the fire from the backpack when pressed | 
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| 221 |     if (particlespawner_ == NULL) { | 
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| 222 |         for (WorldEntity* object : this->getAttachedObjects()) | 
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| 223 |         { | 
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| 224 |            if (object->isA(Class(ParticleSpawner))) | 
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| 225 |             particlespawner_ = object; | 
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| 226 |         } | 
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| 227 |     } | 
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| 228 |  | 
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| 229 |  | 
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| 230 |     //Behavior on level end - this is like described above for the movement from the player when hit the flag. He moves then into the castle | 
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| 231 |     if (reachedLvlEndState_ != 0) { | 
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| 232 |         timeCounter_+= dt; | 
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| 233 |         inputAllowed = false; | 
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| 234 |     } | 
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| 235 |     if (reachedLvlEndState_ == 1 && timeCounter_ >= 1.5) { | 
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| 236 |         timeCounter_ = 0; | 
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| 237 |         reachedLvlEndState_ = 2; | 
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| 238 |     } | 
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| 239 |  | 
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| 240 |  | 
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| 241 |     //if input blocked, then cancel every movement operation | 
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| 242 |     if (!inputAllowed) { | 
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| 243 |         moveUpPressed_      = false; | 
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| 244 |         moveDownPressed_    = false; | 
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| 245 |         moveLeftPressed_    = false; | 
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| 246 |         moveRightPressed_   = false; | 
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| 247 |     } | 
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| 248 |  | 
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| 249 |     //set the gravityto standard 350 | 
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| 250 |     if (firePressed_ == false) { | 
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| 251 |         gravityAcceleration_ = 350.0; | 
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| 252 |  | 
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| 253 |     } | 
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| 254 |  | 
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| 255 |     if (hasLocalController()) | 
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| 256 |     { | 
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| 257 |         SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); | 
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| 258 |         Vector3 velocity = getVelocity(); | 
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| 259 |         Vector3 position = getPosition(); | 
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| 260 |  | 
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| 261 |         if (!predead_) | 
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| 262 |             velocity.y = 0; | 
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| 263 |         //If player falls in a hole | 
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| 264 |         if (position.z < -100) { | 
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| 265 |             dead_ = true; | 
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| 266 |             SOBGame->setDone(true); | 
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| 267 |         } | 
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| 268 |  | 
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| 269 |  | 
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| 270 |         if (dead_) { | 
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| 271 |             velocity.x = 0; | 
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| 272 |             velocity.z = 0; | 
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| 273 |             setVelocity(velocity); | 
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| 274 |             | 
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| 275 |             if (firePressed_) | 
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| 276 |                 SOBGame->restart(); | 
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| 277 |             return; | 
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| 278 |         } | 
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| 279 |  | 
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| 280 |  | 
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| 281 |         int maxvelocity_x = 100; | 
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| 282 |         int speedAddedPerTick = 5; | 
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| 283 |         int camMaxOffset = 25; | 
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| 284 |  | 
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| 285 |         timeSinceLastFire_ += dt; | 
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| 286 |         lastSpeed_z = velocity.z; | 
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| 287 |  | 
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| 288 |  | 
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| 289 |  | 
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| 290 |         //Handle the rocket fire from the jetpack | 
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| 291 |         if (velocity.z > 40) | 
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| 292 |             particlespawner_->setVisible(true);  | 
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| 293 |         else | 
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| 294 |             particlespawner_->setVisible(false);  | 
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| 295 |  | 
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| 296 |  | 
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| 297 |         //If player hits space and collides against an object under him then jump | 
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| 298 |         if (inputAllowed && firePressed_ && isColliding_ && (collDisZ_ >= 0 && collDisZ_ <+ 10)) { | 
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| 299 |             gravityAcceleration_ = 100.0; | 
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| 300 |             velocity.z = 110;  | 
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| 301 |         } | 
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| 302 |  | 
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| 303 |  | 
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| 304 |         //Left-right movement with acceleration and rotation | 
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| 305 |         float rot = getOrientation().getRoll().valueDegrees(); | 
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| 306 |         if (moveRightPressed_) { | 
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| 307 |             if (!(rot < 5.0 && -5.0 < rot)) | 
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| 308 |                 setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() - sgn(rot)*dt*Radian(6)); | 
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| 309 |  | 
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| 310 |             if (std::abs(velocity.x) < maxvelocity_x) { | 
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| 311 |                 velocity.x += speedAddedPerTick; | 
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| 312 |  | 
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| 313 |             } | 
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| 314 |         } else if (moveLeftPressed_) { | 
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| 315 |             if (!(abs(rot) > 175.0 )) | 
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| 316 |                 setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() + sgn(rot)*dt*Radian(6)); | 
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| 317 |  | 
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| 318 |  | 
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| 319 |  | 
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| 320 |             if (std::abs(velocity.x) < maxvelocity_x) { | 
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| 321 |                 velocity.x -= speedAddedPerTick; | 
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| 322 |             } | 
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| 323 |         } else { | 
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| 324 |             velocity.x /= 1.1; | 
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| 325 |         } | 
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| 326 |  | 
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| 327 |         //If moveUp pressed, fire a fireball | 
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| 328 |         if(moveUpPressed_ && (PowerUpCounter_ >= FireballPower) && fireallowed_) | 
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| 329 |         { | 
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| 330 |             spawnFireball(); | 
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| 331 |             fireallowed_  = false; | 
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| 332 |             firecooldown_ = 0; | 
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| 333 |         } | 
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| 334 |  | 
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| 335 |         //Increase the firecooldown | 
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| 336 |         if(firecooldown_> 0.5) | 
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| 337 |         { | 
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| 338 |             fireallowed_ = true; | 
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| 339 |         } | 
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| 340 |         if(!fireallowed_) | 
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| 341 |         { | 
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| 342 |             firecooldown_ += dt; | 
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| 343 |         } | 
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| 344 |  | 
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| 345 |         //Again another EndOfLevel behavior | 
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| 346 |         if (reachedLvlEndState_ == 1) | 
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| 347 |             velocity.x = -2; | 
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| 348 |         if (reachedLvlEndState_ == 2) | 
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| 349 |             velocity.x = 30; | 
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| 350 |         if (reachedLvlEndState_ == 3) { | 
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| 351 |             velocity.x = 0; | 
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| 352 |             velocity.y = 20; | 
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| 353 |         } | 
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| 354 |         if (reachedLvlEndState_ == 4) { | 
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| 355 |             lvlEnded_ = true; | 
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| 356 |             dead_ = true; | 
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| 357 |         } | 
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| 358 |  | 
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| 359 |         //velocity = acc. * time | 
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| 360 |         velocity.z -= gravityAcceleration_*dt; | 
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| 361 |         setVelocity(velocity); | 
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| 362 |  | 
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| 363 |  | 
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| 364 |         //Camera operation - the camera should always follow the player in a specific region | 
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| 365 |         Camera* cam = getCamera(); | 
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| 366 |         Vector3 campos = cam->getPosition(); | 
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| 367 |  | 
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| 368 |         if (campos.x + camMaxOffset < position.x) { | 
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| 369 |             campos.x = position.x - camMaxOffset; | 
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| 370 |             cam->setPosition(campos); | 
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| 371 |         } | 
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| 372 |         if (campos.x - camMaxOffset > position.x) { | 
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| 373 |             campos.x = position.x + camMaxOffset; | 
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| 374 |             cam->setPosition(campos); | 
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| 375 |         } | 
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| 376 |  | 
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| 377 |     } | 
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| 378 |  | 
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| 379 |     // Reset key variables | 
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| 380 |     moveUpPressed_      = false; | 
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| 381 |     moveDownPressed_    = false; | 
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| 382 |     moveLeftPressed_    = false; | 
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| 383 |     moveRightPressed_   = false; | 
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| 384 |  | 
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| 385 |     isColliding_ = false; | 
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| 386 |     collDisZ_ = 0; | 
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| 387 |  | 
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| 388 | } | 
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| 389 |  | 
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| 390 |  | 
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| 391 |  | 
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| 392 |  | 
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| 393 |  | 
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| 394 | //The following functions read the input of the player and then set the bools for the movement | 
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| 395 | void SOBFigure::moveFrontBack(const Vector2& value) | 
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| 396 | { | 
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| 397 |     if (value.x > 0) | 
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| 398 |     { | 
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| 399 |         moveUpPressed_ = true; | 
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| 400 |         moveDownPressed_ = false; | 
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| 401 |     } | 
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| 402 |     else | 
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| 403 |     { | 
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| 404 |         moveUpPressed_ = false; | 
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| 405 |         moveDownPressed_ = true; | 
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| 406 |     } | 
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| 407 | } | 
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| 408 |  | 
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| 409 | void SOBFigure::moveRightLeft(const Vector2& value) | 
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| 410 | { | 
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| 411 |     if (value.x > 0) | 
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| 412 |     { | 
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| 413 |         moveLeftPressed_ = false; | 
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| 414 |         moveRightPressed_ = true; | 
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| 415 |     } | 
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| 416 |     else | 
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| 417 |     { | 
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| 418 |         moveLeftPressed_ = true; | 
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| 419 |         moveRightPressed_ = false; | 
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| 420 |     } | 
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| 421 | } | 
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| 422 |  | 
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| 423 | void SOBFigure::boost(bool boost) | 
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| 424 | { | 
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| 425 |     firePressed_ = boost; | 
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| 426 | } | 
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| 427 |  | 
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| 428 |  | 
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| 429 |  | 
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| 430 | // PRE: name is an existing name of a material. Example orxo_material for orxo_material.material in data_extern/materials | 
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| 431 | //      !!! PowerUpCounter_ has to be modified before changing the clothes!!! | 
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| 432 | // POST: clothes of body of player are changed to name | 
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| 433 | void SOBFigure::changeClothes(){ | 
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| 434 |             // clothes: white (basic), red (one PowerUp), orange (Fireball enabled) | 
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| 435 |             std::string clothes[] = {"orxo_material", "orxo_material_gross", "orxo_material_fire"}; | 
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| 436 |  | 
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| 437 |             std::set<WorldEntity*> attachedObjects = this->getAttachedObjects(); | 
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| 438 |             std::set<WorldEntity*>::iterator it; | 
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| 439 |             for (it = attachedObjects.begin(); it != attachedObjects.end(); ++it) | 
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| 440 |             { | 
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| 441 |                 Model* FiguresModel = orxonox_cast<Model*>(*it); | 
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| 442 |                 if (FiguresModel != nullptr) | 
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| 443 |                 { | 
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| 444 |                     FiguresModel->setSubMaterial(clothes[PowerUpCounter_] , 4); // 4 is the body | 
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| 445 |                 } | 
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| 446 |             }    | 
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| 447 | } | 
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| 448 | // PRE: | 
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| 449 | // POST: Player jumps out of the game, game is finished and can be restarted. | 
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| 450 | void SOBFigure::die(){ | 
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| 451 |     Vector3 vel = getVelocity(); | 
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| 452 |     vel.y = -80; | 
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| 453 |     vel.z = 200; | 
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| 454 |     setVelocity(vel); | 
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| 455 |     predead_= true;  | 
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| 456 |     SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); | 
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| 457 |     SOBGame->setDone(true); | 
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| 458 | } | 
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| 459 |  | 
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| 460 | } | 
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