Changeset 10618 in orxonox.OLD for trunk/src/world_entities
- Timestamp:
- Apr 4, 2007, 12:13:53 PM (18 years ago)
- Location:
- trunk
- Files:
-
- 46 deleted
- 46 edited
- 46 copied
Legend:
- Unmodified
- Added
- Removed
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trunk
- Property svn:ignore
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old new 16 16 OrxonoxPlayability.kdevses 17 17 OrxonoxPlayability.kdevelop.pcs 18 orxonox.backtrace 19 orxonox.kdevses 20 orxonox.kdevelop.pcs
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- Property svn:ignore
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trunk/src/world_entities/Makefile.am
r10437 r10618 7 7 ## THESE ARE THE BASE CLASSES OF ALL WORLD_ENTITIES 8 8 libORXwe_a_SOURCES = world_entity.cc \ 9 cameraman.cc \9 tools/cameraman.cc \ 10 10 playable.cc\ 11 11 player.cc \ … … 18 18 projectiles/projectile.cc \ 19 19 extendable.cc\ 20 power_ups/power_up.cc \21 power_ups/param_power_up.cc \22 power_ups/weapon_power_up.cc\23 spawning_point.cc\20 items/power_ups/power_up.cc \ 21 items/power_ups/param_power_up.cc \ 22 items/power_ups/weapon_power_up.cc\ 23 tools/spawning_point.cc\ 24 24 effects/explosion.cc\ 25 25 effects/billboard.cc\ … … 31 31 32 32 noinst_HEADERS = world_entity.h\ 33 cameraman.h\33 tools/cameraman.h\ 34 34 extendable.h\ 35 35 playable.h \ … … 42 42 weapons/ammo_container.h\ 43 43 projectiles/projectile.h \ 44 power_ups/power_up.h\45 power_ups/param_power_up.h\46 power_ups/weapon_power_up.h \47 spawning_point.h\44 items/power_ups/power_up.h\ 45 items/power_ups/param_power_up.h\ 46 items/power_ups/weapon_power_up.h \ 47 tools/spawning_point.h\ 48 48 effects/explosion.h\ 49 49 effects/billboard.h\ -
trunk/src/world_entities/WorldEntities.am
r10516 r10618 14 14 world_entities/npcs/mover.cc \ 15 15 \ 16 world_entities/environment.cc \17 world_entities/skysphere.cc \18 world_entities/skybox.cc \19 world_entities/skydome.cc \20 world_entities/terrain.cc \21 world_entities/satellite.cc \22 world_entities/movie_entity.cc \23 world_entities/recorder.cc \24 world_entities/character_attributes.cc \25 world_entities/test_entity.cc \26 world_entities/test_entity2.cc \27 world_entities/blackscreen.cc \28 world_entities/scrolling_screen.cc \29 world_entities/planet.cc \30 world_entities/bsp_entity.cc \31 world_entities/mount_point.cc \32 world_entities/sound_entity.cc \33 world_entities/camera.cc \34 \35 world_entities/questGUI/quest_gui.cc \36 world_entities/questGUI/quest.cc \37 16 \ 38 17 world_entities/weapons/weapon_slot.cc \ … … 52 31 world_entities/weapons/heavy_blaster.cc \ 53 32 world_entities/weapons/swarm_launcher.cc \ 54 world_entities/weapons/spike_launcher.cc \55 33 world_entities/weapons/spike_thrower.cc \ 56 34 world_entities/weapons/acid_launcher.cc \ … … 74 52 world_entities/projectiles/spike_ball.cc \ 75 53 \ 76 world_entities/ power_ups/turret_power_up.cc \77 world_entities/ power_ups/laser_power_up.cc \54 world_entities/items/power_ups/turret_power_up.cc \ 55 world_entities/items/power_ups/laser_power_up.cc \ 78 56 \ 79 57 world_entities/space_ships/space_ship.cc \ … … 92 70 world_entities/environments/model_entity.cc \ 93 71 world_entities/environments/building.cc \ 94 72 world_entities/environments/rotor.cc \ 95 73 world_entities/environments/mapped_water.cc \ 96 \ 97 world_entities/elements/image_entity.cc \ 98 world_entities/elements/text_element.cc \ 99 world_entities/elements/glgui_radar.cc \ 100 \ 101 world_entities/effects/lightning_bolt.cc \ 102 world_entities/effects/blink.cc \ 103 \ 104 world_entities/script_trigger.cc \ 105 \ 106 \ 107 world_entities/particles/particle_emitter.cc \ 108 world_entities/particles/dot_emitter.cc \ 109 world_entities/particles/box_emitter.cc \ 110 world_entities/particles/plane_emitter.cc \ 111 world_entities/particles/emitter_node.cc \ 112 \ 113 world_entities/particles/particle_system.cc \ 114 world_entities/particles/sprite_particles.cc \ 115 world_entities/particles/spark_particles.cc \ 116 world_entities/particles/model_particles.cc \ 117 world_entities/particles/dot_particles.cc \ 118 \ 119 world_entities/particles/quick_animation.cc \ 74 world_entities/environments/environment.cc \ 75 world_entities/environments/skysphere.cc \ 76 world_entities/environments/skybox.cc \ 77 world_entities/environments/skydome.cc \ 78 world_entities/environments/terrain.cc \ 79 world_entities/environments/planet.cc \ 80 world_entities/environments/bsp_entity.cc \ 120 81 \ 121 82 \ … … 129 90 world_entities/weather_effects/snow_effect.cc \ 130 91 world_entities/weather_effects/lightning_effect.cc \ 131 world_entities/weather_effects/lense_flare.cc 92 world_entities/weather_effects/lense_flare.cc \ 93 world_entities/elements/image_entity.cc \ 94 \ 95 world_entities/elements/text_element.cc \ 96 world_entities/elements/glgui_radar.cc \ 97 \ 98 world_entities/effects/lightning_bolt.cc \ 99 world_entities/effects/blink.cc \ 100 \ 101 world_entities/tools/movie_entity.cc \ 102 world_entities/tools/recorder.cc \ 103 world_entities/tools/blackscreen.cc \ 104 world_entities/tools/scrolling_screen.cc \ 105 world_entities/tools/mount_point.cc \ 106 world_entities/tools/sound_entity.cc \ 107 world_entities/tools/camera.cc \ 108 world_entities/tools/script_trigger.cc \ 109 \ 110 \ 111 world_entities/particles/particle_emitter.cc \ 112 world_entities/particles/dot_emitter.cc \ 113 world_entities/particles/box_emitter.cc \ 114 world_entities/particles/plane_emitter.cc \ 115 world_entities/particles/emitter_node.cc \ 116 world_entities/particles/particle_system.cc \ 117 world_entities/particles/sprite_particles.cc \ 118 world_entities/particles/spark_particles.cc \ 119 world_entities/particles/model_particles.cc \ 120 world_entities/particles/dot_particles.cc \ 121 world_entities/particles/quick_animation.cc \ 122 \ 123 \ 124 \ 125 world_entities/questGUI/quest_gui.cc \ 126 world_entities/questGUI/quest.cc 127 132 128 133 129 … … 147 143 npcs/mover.h \ 148 144 \ 149 environment.h \ 150 skysphere.h \ 151 skybox.h \ 152 skydome.h \ 153 terrain.h \ 154 satellite.h \ 155 movie_entity.h \ 156 recorder.h \ 145 environments/environment.h \ 146 environments/skysphere.h \ 147 environments/skybox.h \ 148 environments/skydome.h \ 149 environments/terrain.h \ 150 tools/movie_entity.h \ 151 tools/recorder.h \ 157 152 character_attributes.h \ 158 test_entity.h \ 159 test_entity2.h \ 160 blackscreen.h \ 161 scrolling_screen.h \ 162 planet.h \ 163 bsp_entity.h \ 164 mount_point.h \ 165 sound_entity.h \ 166 camera.h \ 153 tools/blackscreen.h \ 154 tools/scrolling_screen.h \ 155 environments/planet.h \ 156 environments/bsp_entity.h \ 157 tools/mount_point.h \ 158 tools/sound_entity.h \ 159 tools/camera.h \ 167 160 \ 168 161 questGUI/quest_gui.h \ … … 185 178 weapons/heavy_blaster.h \ 186 179 weapons/swarm_launcher.h \ 187 weapons/spike_launcher.h \188 180 weapons/spike_thrower.h \ 189 181 weapons/acid_launcher.h \ … … 208 200 projectiles/spike_ball.h \ 209 201 \ 210 power_ups/turret_power_up.h \211 power_ups/laser_power_up.h \202 items/power_ups/turret_power_up.h \ 203 items/power_ups/laser_power_up.h \ 212 204 \ 213 205 space_ships/space_ship.h \ -
trunk/src/world_entities/creatures/fps_player.cc
r10567 r10618 32 32 33 33 #include "aabb.h" 34 #include " bsp_entity.h"34 #include "environments/bsp_entity.h" 35 35 36 36 #include "key_mapper.h" … … 381 381 if( !this->isOnGround()) 382 382 { 383 this->fallVelocity += 300.0f * time;383 if(this->fallVelocity + 300.0F*time < 10000.0f)this->fallVelocity += 300.0f * time; 384 384 velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; 385 385 … … 390 390 this->fallVelocity = 0.0f; 391 391 } 392 393 this->shiftCoor( velocity*time ); 394 395 392 if((velocity *time).len() < 10.0f) this->shiftCoor( velocity*time ); 393 else{ 394 velocity.normalize(); 395 velocity *= 10.0f; 396 this->shiftCoor( velocity ); 397 } 396 398 397 399 -
trunk/src/world_entities/effects/billboard.cc
r10501 r10618 22 22 #include "glincl.h" 23 23 #include "state.h" 24 #include " cameraman.h"25 #include " camera.h"24 #include "tools/cameraman.h" 25 #include "tools/camera.h" 26 26 27 27 #include "debug.h" … … 134 134 this->material->select(); 135 135 136 const CameraMan* man = State::getCameraman(); 137 const Camera* camera = man->getCurrentCam(); //!< @todo MUST be different 136 const Camera* camera = State::getCamera(); 138 137 Vector cameraPos = camera->getAbsCoor(); 139 138 Vector cameraTargetPos = camera->getTarget()->getAbsCoor(); -
trunk/src/world_entities/effects/blink.cc
r10530 r10618 1 1 /* 2 orxonox - the future of 3D-vertical-scrollers 2 3 3 4 Copyright (C) 2006 orx -
trunk/src/world_entities/effects/trail.cc
r10511 r10618 21 21 #include "util/loading/load_param.h" 22 22 #include "util/loading/factory.h" 23 24 #include "quaternion.h"25 #include "vector.h"26 23 27 24 #include "graphics_engine.h" -
trunk/src/world_entities/effects/wobblegrid.cc
r10557 r10618 24 24 #include "grid.h" 25 25 26 #include " cameraman.h"27 #include " camera.h"28 29 #include < assert.h>26 #include "tools/cameraman.h" 27 #include "tools/camera.h" 28 29 #include <cassert> 30 30 #include "debug.h" 31 31 … … 93 93 this->angularSpeed = M_PI; //180; 94 94 this->setModel(this->grid); 95 96 this->angle = 0; 95 97 96 98 this->setUpdateFunction((*sinf)); … … 201 203 void Wobblegrid::orient() 202 204 { 203 204 CameraMan* cman = State::getCameraman(); 205 Camera* c = cman->getCurrentCam(); 205 206 Camera* c = State::getCamera(); 206 207 207 208 Vector view = this->getAbsCoor() - c->getAbsCoor(); -
trunk/src/world_entities/elements/glgui_energywidgetvertical.cc
r10516 r10618 66 66 this->_image->setBackgroundTexture(Texture()); 67 67 this->_image->setBackgroundColor(Color(1,1,1,0)); 68 this->_image->loadImageFromFile("textures/evil-flower.png");68 // this->_image->loadImageFromFile("textures/evil-flower.png"); 69 69 //this->_image.setRelCoor2D(borderLeft(), borderTop() + this->_bar.getSizeX2D()); 70 70 this->_image->setRelCoor2D(0,0); -
trunk/src/world_entities/extendable.h
r9869 r10618 13 13 14 14 15 #include " power_ups/power_up.h"15 #include "items/power_ups/power_up.h" 16 16 //! A class for Extendable Entities 17 17 class Extendable : virtual public BaseObject { -
trunk/src/world_entities/npcs/generic_npc.cc
r10511 r10618 31 31 #include "sound/resource_sound_buffer.h" 32 32 33 #include " bsp_entity.h"33 #include "environments/bsp_entity.h" 34 34 35 35 -
trunk/src/world_entities/npcs/mover.cc
r10519 r10618 21 21 #include "mover.h" 22 22 #include "state.h" 23 #include " camera.h"23 #include "tools/camera.h" 24 24 25 25 -
trunk/src/world_entities/npcs/npc.cc
r10552 r10618 46 46 #include "weapons/heavy_blaster.h" 47 47 #include "weapons/swarm_launcher.h" 48 #include "weapons/spike_launcher.h"49 48 #include "weapons/spike_thrower.h" 50 49 #include "weapons/acid_launcher.h" … … 53 52 #include "weapons/cannon.h" 54 53 55 #include " mount_point.h"54 #include "tools/mount_point.h" 56 55 #include "weapons/weapon_slot.h" 57 56 -
trunk/src/world_entities/npcs/npc_test1.cc
r9869 r10618 22 22 23 23 #include "state.h" 24 #include " power_ups/turret_power_up.h"25 #include " power_ups/laser_power_up.h"24 #include "items/power_ups/turret_power_up.h" 25 #include "items/power_ups/laser_power_up.h" 26 26 27 27 ObjectListDefinition(NPCTest1); -
trunk/src/world_entities/particles/sprite_particles.cc
r10532 r10618 23 23 #include "state.h" 24 24 #include "shell_command.h" 25 #include " camera.h"26 #include " cameraman.h"25 #include "tools/camera.h" 26 #include "tools/cameraman.h" 27 27 28 28 … … 141 141 // Vector view = cameraTargetPos - cameraPos; 142 142 143 const CameraMan* man = State::getCameraman(); 144 const Camera* camera = man->getCurrentCam(); //!< @todo MUST be different 143 Camera* camera = State::getCamera(); 145 144 Vector cameraPos = camera->getAbsCoor(); 146 145 Vector cameraTargetPos = camera->getTarget()->getAbsCoor(); -
trunk/src/world_entities/playable.cc
r10368 r10618 21 21 #include "player.h" 22 22 #include "state.h" 23 #include " camera.h"23 #include "tools/camera.h" 24 24 25 25 #include "util/loading/load_param.h" 26 26 27 #include " power_ups/weapon_power_up.h"28 #include " power_ups/param_power_up.h"27 #include "items/power_ups/weapon_power_up.h" 28 #include "items/power_ups/param_power_up.h" 29 29 30 30 #include "game_rules.h" -
trunk/src/world_entities/projectiles/hbolt.cc
r10545 r10618 49 49 50 50 this->angle = 0; 51 this->rotationSpeed = 600;51 // this->rotationSpeed = 600; 52 52 53 53 this->emitter = new DotEmitter(100, 5, M_2_PI); … … 146 146 this->deactivate(); 147 147 148 this->angle += this->rotationSpeed * dt;148 this->angle += HBolt::rotationSpeed * dt; 149 149 150 150 for( ObjectList<NPC>::const_iterator eIterator = NPC::objectList().begin(); eIterator !=NPC::objectList().end(); eIterator++) … … 177 177 glPushAttrib(GL_ENABLE_BIT); 178 178 glDisable(GL_LIGHTING); 179 glDisable(GL_FOG);179 // glDisable(GL_FOG); 180 180 181 181 glMatrixMode(GL_MODELVIEW); 182 182 glPushMatrix(); 183 183 184 185 glTranslatef (this->getAbsCoor ().x, 186 this->getAbsCoor ().y, 187 this->getAbsCoor ().z); 188 189 this->halo->draw(); 190 191 Vector tmpRot = this->getAbsDir().getSpacialAxis(); 192 glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); 193 glRotatef(this->angle, 0.0, 0.0, 1.0); 194 195 this->getModel()->draw(); 184 // float matrix[4][4]; 185 glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); 186 Vector tmpRot = this->getAbsDir().getSpacialAxis(); 187 glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); 188 glRotatef(this->angle, 0.0, 0.0, 1.0); 189 // glMultMatrixf((float*)matrix); 190 this->getModel()->draw(); 191 this->halo->draw(); 196 192 197 193 glPopMatrix(); -
trunk/src/world_entities/projectiles/hbolt.h
r10368 r10618 42 42 43 43 float angle; 44 float rotationSpeed;44 static const float rotationSpeed = 600; 45 45 46 46 Billboard* halo; -
trunk/src/world_entities/projectiles/lbolt.cc
r10545 r10618 59 59 60 60 this->angle = 0; 61 this->rotationSpeed = 130;62 61 63 62 this->halo = new Billboard(); … … 148 147 this->deactivate(); 149 148 150 angle += rotationSpeed * dt;149 angle += LBolt::rotationSpeed * dt; 151 150 152 151 for( ObjectList<NPC>::const_iterator eIterator = NPC::objectList().begin(); eIterator !=NPC::objectList().end(); eIterator++) … … 182 181 glPushMatrix(); 183 182 184 float matrix[4][4]; 185 glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); 183 float matrix[4][4]; 184 glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); 185 Vector tmpRot = this->getAbsDir().getSpacialAxis(); 186 glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); 187 glRotatef(this->angle, 1.0, 0.0, 0.0); 188 this->getAbsDir().matrix (matrix); 189 glMultMatrixf((float*)matrix); 190 this->getModel()->draw(); 186 191 187 glRotatef(angle, 1.0, 0.0, 0.0); 188 this->getAbsDir().matrix (matrix); 189 glMultMatrixf((float*)matrix); 190 this->getModel()->draw(); 191 192 this->halo->draw(); 192 this->halo->draw(); 193 193 194 194 glPopMatrix(); 195 196 195 glPopAttrib(); 197 196 } -
trunk/src/world_entities/projectiles/lbolt.h
r10368 r10618 43 43 44 44 float angle; 45 float rotationSpeed;45 static const float rotationSpeed = 1080; 46 46 47 47 Billboard* halo; -
trunk/src/world_entities/projectiles/mbolt.cc
r10545 r10618 82 82 //this->trail->setParent( this); 83 83 this->trail->setTexture( "textures/laser.png"); 84 this->trail->setAbsCoor(this->getAbsCoor() - Vector(.7,0,0)); 84 // this->trail->setAbsCoor(this->getAbsCoor() - Vector(.7,0,0)); 85 this->trail->setAbsCoor(this->getAbsCoor() - this->getVelocity().getNormalized() * .7); 85 86 86 87 } -
trunk/src/world_entities/projectiles/projectile_weapon.h
r10368 r10618 1 1 /*! 2 2 * @file projectile_weapon.h 3 * a projectile_weapon , that is been shooted by a weapon3 * a projectile_weapon is a projetile fireing projectile. 4 4 * 5 * You can use this class to make some ProjectileWeapons/Bullets/Lasers/Rockets/etc. 5 * You can use this class to make some Multi-Stage Projectiles. 6 * See Spike_Ball for an implemeted example. 6 7 * 7 8 */ -
trunk/src/world_entities/projectiles/swarm_projectile.cc
r10547 r10618 39 39 SwarmProjectile::SwarmProjectile () : Projectile() 40 40 { 41 42 /* this->loadModel("models/projectiles/orx-rocket.obj", 0.5);*/ 43 this->loadModel("models/projectiles/swarm_projectile.obj", .25); // no double rescale (see draw()) 41 this->loadModel("models/projectiles/swarm_projectile.obj", .333); // no double rescale (see draw()) 44 42 this->loadExplosionSound("sounds/explosions/explosion_4.wav"); 45 43 … … 59 57 this->elecDamage = 0; 60 58 61 this->trail = new Trail(2.5,4,.2, this); 62 //this->trail->setParent( this); 59 this->trail = new Trail(2.5, 4, .2, this); 63 60 this->trail->setTexture( "textures/laser.png"); 61 62 // this->maxVelocity = 300; 63 64 this->smoke = new Trail(20, 10, .3, this); 65 this->smoke->setTexture ("textures/engine.png"); 66 67 this->angle = 0; 68 64 69 65 70 … … 83 88 // delete this->emitter; 84 89 delete this->trail; 90 delete this->smoke; 85 91 } 86 92 … … 113 119 this->setHealth(10.0* (float)rand()/(float)RAND_MAX); 114 120 115 this->maxVelocity = 300;116 117 this->rotationSpeed = 360;121 // this->maxVelocity = 300; 122 123 // this->rotationSpeed = 360; 118 124 this->angle = 0; 119 125 … … 216 222 217 223 this->trail->tick(time); 224 this->smoke->tick(time); 218 225 219 226 this->angle += this->rotationSpeed * time; 227 220 228 while (this->angle > 360) 229 { 221 230 this->angle -= 360; 231 } 222 232 223 233 this->lastDir = this->curDir; … … 272 282 glTranslatef(-.9,0,0); 273 283 this->trail->draw(); 284 glTranslatef( -1.1, 0, 0); 285 this->smoke->draw(); 274 286 glPopMatrix(); 275 287 } -
trunk/src/world_entities/projectiles/swarm_projectile.h
r10368 r10618 1 1 /*! 2 2 * @file swarm_projectile.h 3 * @brief a Swarm Projectile Projectile3 * @brief a Swarm_Missile Projectile 4 4 */ 5 5 … … 40 40 41 41 Trail* trail; 42 Trail* smoke; 42 43 43 44 ParticleEmitter* emitter; 44 45 float agility; 45 float maxVelocity;46 const static float maxVelocity = 100; 46 47 float speed; 47 48 Vector diffVector ; … … 57 58 58 59 // spinning missle 59 float rotationSpeed;60 const static float rotationSpeed = 360; 60 61 float angle; 61 62 }; -
trunk/src/world_entities/questGUI/quest.cc
r10374 r10618 22 22 #include "quest.h" 23 23 24 #include "event_handler.h"25 26 #include "state.h"27 28 24 #include "util/loading/load_param.h" 29 25 #include "util/loading/factory.h" 30 26 31 #include "graphics_engine.h" 32 #include "camera.h" 33 #include "sound_engine.h" 27 #include "glgui.h" 34 28 35 #include "sound_source.h"36 37 #include "glgui.h"38 #include "menu/glgui_imagebutton.h"39 #include "glgui_multiline_text.h"40 #include <glgui_image.h>41 42 43 #include "shell_command.h"44 29 45 30 … … 52 37 this->registerObject(this, Quest::_objectList); 53 38 54 this-> Status = false;39 this->status = false; 55 40 56 41 if( root != NULL) … … 96 81 void Quest::setQuestActive() 97 82 { 98 this-> Status = true;83 this->status = true; 99 84 } 100 85 101 86 void Quest::setQuestInactive() 102 87 { 103 this-> Status = false;88 this->status = false; 104 89 } 105 106 const bool Quest::getQuestStatus()107 {108 return this->Status;109 } -
trunk/src/world_entities/questGUI/quest.h
r10374 r10618 20 20 virtual void loadParams(const TiXmlElement* root = NULL); 21 21 22 inline void setQuestName(const std::string& questName) { this->questName = questName; } 23 inline const std::string& getQuestName() { return this->questName; } 24 inline void setQuestDescription(const std::string& questDescription) { this->questDescription = questDescription; } 25 inline const std::string& getQuestDescription() { return this->questDescription; } 26 inline void setQuestPicture(const std::string& questPicture) { this->questPicture = questPicture; } 27 inline const std::string& getQuestPicture() { return this->questPicture; } 28 inline void setQuestDifficulty(const std::string& questDifficulty) { this->questDifficulty = questDifficulty; } 29 inline const std::string& getQuestDifficulty() { return this->questDifficulty; } 22 inline void setQuestName(const std::string& questName) { this->questName = questName; } 23 inline const std::string& getQuestName() const { return this->questName; } 30 24 31 inline void setQuest Persons(const std::string& questPersons) { this->questPersons = questPersons; }32 inline const std::string& getQuest Persons() { return this->questPersons; }25 inline void setQuestDescription(const std::string& questDescription) { this->questDescription = questDescription; } 26 inline const std::string& getQuestDescription() const { return this->questDescription; } 33 27 34 inline void setRewardDescription(const std::string& rewardDescription){ this->rewardDescription = rewardDescription; } 35 inline const std::string& getRewardDescription() { return this->rewardDescription; } 36 inline void setRewardPicture(const std::string& rewardPicture) { this->rewardPicture = rewardPicture; } 37 inline const std::string& getRewardPicture() { return this->rewardPicture; } 28 inline void setQuestPicture(const std::string& questPicture) { this->questPicture = questPicture; } 29 inline const std::string& getQuestPicture() const { return this->questPicture; } 30 31 inline void setQuestDifficulty(const std::string& questDifficulty) { this->questDifficulty = questDifficulty; } 32 inline const std::string& getQuestDifficulty() const { return this->questDifficulty; } 33 34 inline void setQuestPersons(const std::string& questPersons) { this->questPersons = questPersons; } 35 inline const std::string& getQuestPersons() const { return this->questPersons; } 36 37 inline void setRewardDescription(const std::string& rewardDescription) { this->rewardDescription = rewardDescription; } 38 inline const std::string& getRewardDescription() const { return this->rewardDescription; } 39 40 inline void setRewardPicture(const std::string& rewardPicture) { this->rewardPicture = rewardPicture; } 41 inline const std::string& getRewardPicture() const { return this->rewardPicture; } 42 38 43 void setQuestActive(); 39 44 void setQuestInactive(); 40 const bool getQuestStatus() ;45 const bool getQuestStatus() const { return status; }; 41 46 42 47 43 48 44 49 private: 45 bool Status;50 bool status; 46 51 std::string questName; 47 52 std::string questDescription; -
trunk/src/world_entities/questGUI/quest_gui.cc
r10507 r10618 3 3 /* 4 4 orxonox - the future of 3D-vertical-scrollers 5 5 6 6 Copyright (C) 1004 orx 7 7 8 8 This program is free software; you can redistribute it and/or modify 9 9 it under the terms of the GNU General Public License as published by 10 10 the Free Software Foundation; either version 2, or (at your option) 11 11 any later version. 12 12 13 13 ### File Specific: 14 14 main-programmer std::string questName; … … 18 18 std::string rewardDescription; 19 19 std::string rewardPicture;: Andreas Hejj 20 20 21 21 */ 22 22 … … 27 27 #include "quest_gui.h" 28 28 29 #include "event_handler.h"30 31 #include "state.h"32 33 29 #include "util/loading/load_param.h" 34 30 #include "util/loading/factory.h" 35 31 36 #include "graphics_engine.h"37 #include "camera.h"38 32 #include "sound_engine.h" 39 33 40 #include "sound_source.h" 41 42 #include "glgui_widget.h" 34 43 35 #include "glgui.h" 44 36 #include "menu/glgui_imagebutton.h" 45 37 #include "glgui_multiline_text.h" 46 #include <glgui_image.h>47 38 48 39 #include "event_handler.h" … … 50 41 #include "quest.h" 51 42 52 #include "shell_command.h"53 54 43 ObjectListDefinition(QuestGUI); 55 56 44 CREATE_FACTORY(QuestGUI); 57 58 59 45 60 46 #include "script_class.h" 61 47 CREATE_SCRIPTABLE_CLASS(QuestGUI, 62 48 addMethod("startGUI", Executor0<QuestGUI, lua_State*>(&QuestGUI::startGUI)) 63 ->addMethod("stopGUI", Executor0<QuestGUI, lua_State*>(&QuestGUI::stopGUI))64 ->addMethod("isActive", Executor0ret<QuestGUI, lua_State*,bool>(&QuestGUI::isActive))49 ->addMethod("stopGUI", Executor0<QuestGUI, lua_State*>(&QuestGUI::stopGUI)) 50 ->addMethod("isActive", Executor0ret<QuestGUI, lua_State*,bool>(&QuestGUI::isActive)) 65 51 ); 66 52 … … 69 55 QuestGUI::QuestGUI(const TiXmlElement* root) 70 56 { 57 this->questBox = NULL; 58 this->bKillGui = false; 59 this->bActive = false; 60 71 61 if (root != NULL) 72 62 { 73 this->registerObject(this, QuestGUI::_objectList); 74 75 this->toList(OM_GROUP_00); 76 77 this->questBox = NULL; 78 79 this->bKillGui = false; 80 81 this->bActive = false; 82 83 this->myQuest = new Quest(root); 84 85 if(root) 86 this->loadParams( root); 63 this->registerObject(this, QuestGUI::_objectList); 64 this->toList(OM_GROUP_00); 65 this->myQuest = new Quest(root); 66 67 if(root) 68 this->loadParams( root); 87 69 } 88 70 } … … 115 97 { 116 98 this->bKillGui = false; 117 118 99 119 100 if (questBox == NULL) … … 254 235 void QuestGUI::stopGUI() 255 236 { 256 237 this->bKillGui = true; 257 238 } 258 239 -
trunk/src/world_entities/questGUI/quest_gui.h
r10492 r10618 4 4 5 5 #include "world_entity.h" 6 #include "glgui.h"7 #include <glgui_image.h>8 #include <vector>9 6 10 7 class Quest; 8 namespace OrxGui { class GLGuiBox; } 11 9 12 10 class QuestGUI : public WorldEntity … … 28 26 29 27 private: 30 Quest* 31 bool 32 bool 28 Quest* myQuest; 29 bool bKillGui; 30 bool bActive; 33 31 34 OrxGui::GLGuiBox* headerBox;35 OrxGui::GLGuiBox* outlineBox;36 OrxGui::GLGuiBox* labelBox;37 OrxGui::GLGuiImage* placeImage;38 32 OrxGui::GLGuiBox* questBox; 39 OrxGui::GLGuiImage* questImage; 40 OrxGui::GLGuiBox* rewardBox; 41 OrxGui::GLGuiImage* rewardImage; 42 OrxGui::GLGuiBox* answerBox; 43 OrxGui::GLGuiImage* placeImage2; 44 OrxGui::GLGuiBox* acceptBox; 45 OrxGui::GLGuiBox* refuseBox; 46 47 48 OrxSound::SoundSource* selectorSource; 33 34 49 35 50 36 void accept(); -
trunk/src/world_entities/space_ships/space_ship.cc
r10552 r10618 27 27 #include "weapons/heavy_blaster.h" 28 28 #include "weapons/swarm_launcher.h" 29 #include "weapons/spike_launcher.h"30 29 #include "weapons/spike_thrower.h" 31 30 #include "weapons/acid_launcher.h" … … 50 49 #include "shared_network_data.h" 51 50 52 #include " power_ups/weapon_power_up.h"53 #include " power_ups/param_power_up.h"51 #include "items/power_ups/weapon_power_up.h" 52 #include "items/power_ups/param_power_up.h" 54 53 55 54 #include "graphics_engine.h" … … 59 58 #include "state.h" 60 59 #include "player.h" 61 #include " camera.h"62 #include " cameraman.h"60 #include "tools/camera.h" 61 #include "tools/cameraman.h" 63 62 64 63 … … 67 66 68 67 #include "track/track.h" 69 #include "math.h"70 68 71 69 … … 616 614 { 617 615 this->bRight = event.bPressed; 618 printf("ShipCoors: %f , %f, %f \n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);616 // printf("ShipCoors: %f , %f, %f \n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z); 619 617 } 620 618 else if( event.type == KeyMapper::PEV_FORWARD) … … 1143 1141 void SpaceShip::setCameraDistance(float dist) 1144 1142 { 1145 1146 CameraMan* cm = State::getCameraman(); 1147 Camera* c = cm->getCurrentCam(); 1143 Camera* c = State::getCamera(); 1148 1144 c->setViewTopDistance(dist); 1149 1145 … … 1155 1151 { 1156 1152 1157 CameraMan* cm = State::getCameraman(); 1158 Camera* c = cm->getCurrentCam(); 1153 Camera* c = State::getCamera(); 1159 1154 c->setViewTopFovy(fovy); 1160 1155 … … 1165 1160 void SpaceShip::updateTravelDistance() 1166 1161 { 1167 CameraMan* cm = State::getCameraman(); 1168 Camera* c = cm->getCurrentCam(); 1169 1162 1163 Camera* c = State::getCamera(); 1170 1164 1171 1165 float x = 1.25 * this->actionWidthPercentage * fabsf(c->getAbsCoor().y) * tan(c->getFovy()*M_PI /360.0); -
trunk/src/world_entities/spectator.cc
r10401 r10618 25 25 #include "src/world_entities/npcs/generic_npc.h" 26 26 27 #include "src/lib/util/loading/load_param.h" 28 29 #include "player.h" 30 27 31 28 32 ObjectListDefinition(Spectator); 29 33 CREATE_FACTORY(Spectator); 30 34 31 35 Spectator* Spectator::ghost = NULL; 36 Playable* Spectator::regularPlayable = NULL; 32 37 33 38 #include "state.h" 39 #include "shell_command.h" 40 41 SHELL_COMMAND( enableGhost, Spectator, enableGhost ) 42 ->describe("fly around") 43 ->setAlias("ghost"); 34 44 35 45 … … 109 119 /** 110 120 * loads the Settings of a Spectator from an XML-element. 111 * @param root the XML-element to load the Sp aceship's properties from121 * @param root the XML-element to load the Spectator's properties from 112 122 */ 113 123 void Spectator::loadParams(const TiXmlElement* root) 114 124 { 115 125 Playable::loadParams(root); 126 127 LoadParam(root, "allowGhost", this, Spectator, allowGhost) 128 .describe("Allows the Player to fly around"); 129 } 130 131 132 133 void Spectator::allowGhost( bool flag ) 134 { 135 PRINTF(0)( "SPECTATOR ALLOWGHOST: %d\n", flag ); 136 if ( flag ) 137 { 138 assert( ghost == NULL && "only one flySpectator allowed" ); 139 140 ghost = this; 141 } 142 else 143 { 144 ghost = NULL; 145 } 146 } 147 148 149 void Spectator::enableGhost( ) 150 { 151 if ( !ghost ) 152 { 153 Spectator* spec = new Spectator(); 154 spec->allowGhost( true ); 155 } 156 157 if ( !regularPlayable ) 158 { 159 if ( !State::getPlayer() || !State::getPlayer()->getPlayable() ) 160 return; 161 162 regularPlayable = State::getPlayer()->getPlayable(); 163 164 ghost->setAbsCoor( regularPlayable->getAbsCoor() ); 165 ghost->setAbsDir( regularPlayable->getAbsDir() ); 166 167 State::getPlayer()->setPlayable( ghost ); 168 } 169 else 170 { 171 if ( !State::getPlayer() || !State::getPlayer()->getPlayable() ) 172 return; 173 174 State::getPlayer()->setPlayable( regularPlayable ); 175 regularPlayable = NULL; 176 } 116 177 } 117 178 … … 242 303 this->yMouse += event.yRel; 243 304 } 244 else if( event.type == KeyMapper::PEV_JUMP) 245 { 305 else if( event.type == KeyMapper::PEV_FIRE1 ) 306 { 307 PRINTF(0)( "CURRENT POS: (%f, %f, %f) ROT (%f, (%f, %f, %f))\n", this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ(), this->getAbsDir().w, this->getAbsDir().v.x, this->getAbsDir().v.y, this->getAbsDir().v.z ); 246 308 // FPSPlayer * fps = new FPSPlayer(); 247 309 // //GenericNPC* fps = new GenericNPC(); … … 263 325 264 326 327 -
trunk/src/world_entities/spectator.h
r9869 r10618 30 30 31 31 virtual void process(const Event &event); 32 33 void allowGhost( bool flag ); 34 35 static void enableGhost(); 32 36 33 37 private: … … 45 49 float angleX; 46 50 float angleY; 51 52 static Spectator* ghost; 53 static Playable* regularPlayable; 47 54 48 55 }; -
trunk/src/world_entities/weapons/acid_launcher.cc
r10539 r10618 29 29 #include "util/state.h" 30 30 31 #include "math/quaternion.h"32 33 31 #include "util/loading/factory.h" 34 32 … … 39 37 using namespace std; 40 38 41 ObjectListDefinition (AcidLauncher);42 CREATE_FACTORY (AcidLauncher);39 ObjectListDefinition ( AcidLauncher ); 40 CREATE_FACTORY ( AcidLauncher ); 43 41 44 42 /** … … 48 46 */ 49 47 AcidLauncher::AcidLauncher() 50 : Weapon()48 : Weapon() 51 49 { 52 50 this->init(); … … 56 54 * creates a new AcidLauncher from a TiXmlElement 57 55 */ 58 AcidLauncher::AcidLauncher (const TiXmlElement* root)56 AcidLauncher::AcidLauncher ( const TiXmlElement* root ) 59 57 { 60 58 this->init(); 61 if ( root != NULL)62 this->loadParams (root);59 if ( root != NULL ) 60 this->loadParams ( root ); 63 61 } 64 62 … … 73 71 void AcidLauncher::init() 74 72 { 75 this->registerObject (this, AcidLauncher::_objectList);76 /*77 Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);78 Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);73 this->registerObject ( this, AcidLauncher::_objectList ); 74 /* 75 Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); 76 Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); 79 77 80 animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);81 animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);82 animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);83 animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);78 animation1->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); 79 animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); 80 animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); 81 animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); 84 82 85 animation1->setInfinity(ANIM_INF_CONSTANT);86 animation2->setInfinity(ANIM_INF_CONSTANT);87 */88 this->setStateDuration (WS_SHOOTING, 1.0f);83 animation1->setInfinity(ANIM_INF_CONSTANT); 84 animation2->setInfinity(ANIM_INF_CONSTANT); 85 */ 86 this->setStateDuration ( WS_SHOOTING, 1.0f ); 89 87 90 this->setStateDuration (WS_RELOADING, 1.0f);91 this->setStateDuration (WS_ACTIVATING, .4);92 this->setStateDuration (WS_DEACTIVATING, .4);88 this->setStateDuration ( WS_RELOADING, 1.0f ); 89 this->setStateDuration ( WS_ACTIVATING, .4 ); 90 this->setStateDuration ( WS_DEACTIVATING, .4 ); 93 91 94 this->setEnergyMax (100);95 this->increaseEnergy (100);92 this->setEnergyMax ( 100 ); 93 this->increaseEnergy ( 100 ); 96 94 //this->minCharge = 2; 97 95 98 this->setCapability (WTYPE_ALLDIRS | WTYPE_TURRET | WTYPE_DIRECTIONAL | WTYPE_LIGHT);99 this->setProjectileTypeC ("AcidSplash");96 this->setCapability ( WTYPE_ALLDIRS | WTYPE_TURRET | WTYPE_DIRECTIONAL | WTYPE_LIGHT ); 97 this->setProjectileTypeC ( "AcidSplash" ); 100 98 // this->loadModel("models/guns/turret1.obj", 1.0); 101 99 102 this->setEmissionPoint (2.0, 0, 0);103 this->getProjectileFactory()->prepare (10);100 this->setEmissionPoint ( 2.0, 0, 0 ); 101 this->getProjectileFactory()->prepare ( 10 ); 104 102 105 this->setActionSound (WA_SHOOT, "sounds/explosions/explosion_1.wav");106 this->setActionSound (WA_ACTIVATE, "sounds/voices/rockets.wav");107 this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav");103 this->setActionSound ( WA_SHOOT, "sounds/explosions/explosion_1.wav" ); 104 this->setActionSound ( WA_ACTIVATE, "sounds/voices/rockets.wav" ); 105 // this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav"); 108 106 109 107 } 110 108 111 void AcidLauncher::loadParams (const TiXmlElement* root)109 void AcidLauncher::loadParams ( const TiXmlElement* root ) 112 110 { 113 Weapon::loadParams (root);111 Weapon::loadParams ( root ); 114 112 } 115 113 116 114 void AcidLauncher::activate() 117 { 118 } 115 {} 119 116 120 117 void AcidLauncher::deactivate() 118 {} 119 120 void AcidLauncher::tick ( float dt ) 121 121 { 122 } 123 124 void AcidLauncher::tick(float dt) 125 { 126 if (!Weapon::tickW(dt)) 122 if ( !Weapon::tickW ( dt ) ) 127 123 return; 128 if (this->energyWidget != NULL && !this->isEnergyWidgetInitialized) 129 { 130 this->energyWidget->setDisplayedImage("textures/gui/gui_acid.png"); 124 if ( this->energyWidget != NULL && !this->isEnergyWidgetInitialized ) { 125 this->energyWidget->setDisplayedImage ( "textures/gui/gui_acid.png" ); 131 126 this->isEnergyWidgetInitialized = true; 132 127 } … … 157 152 158 153 Projectile* pj = NULL; 159 for( int i=0; i < 1; i++) 160 { 161 pj = this->getProjectile(); 162 if (pj == NULL) 163 return; 154 for ( int i=0; i < 1; i++ ) { 155 pj = this->getProjectile(); 156 if ( pj == NULL ) 157 return; 164 158 165 166 pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*165.0 + VECTOR_RAND(10)));159 fired = true; 160 pj->setVelocity ( this->getVelocity() + ( this->getAbsDir().apply ( Vector ( 1,0,0 ) ) *165.0 + VECTOR_RAND ( 10 ) ) ); 167 161 168 pj->setParent(PNode::getNullParent());169 pj->setAbsCoor(this->getEmissionPoint() + VECTOR_RAND(.1));170 pj->setAbsDir(this->getAbsDir()+Quaternion(0,VECTOR_RAND(5)));171 162 pj->setParent ( PNode::getNullParent() ); 163 pj->setAbsCoor ( this->getEmissionPoint() + VECTOR_RAND ( .1 ) ); 164 pj->setAbsDir ( this->getAbsDir() +Quaternion ( 0,VECTOR_RAND ( 5 ) ) ); 165 pj->activate(); 172 166 } 173 167 } -
trunk/src/world_entities/weapons/acid_launcher.h
r10368 r10618 12 12 13 13 class AcidLauncher : public Weapon 14 15 ObjectListDeclaration(AcidLauncher);14 { 15 ObjectListDeclaration ( AcidLauncher ); 16 16 public: 17 17 AcidLauncher (); 18 AcidLauncher (const TiXmlElement* root);18 AcidLauncher ( const TiXmlElement* root ); 19 19 virtual ~AcidLauncher (); 20 20 21 21 void init(); 22 virtual void loadParams (const TiXmlElement* root);22 virtual void loadParams ( const TiXmlElement* root ); 23 23 24 24 virtual void activate(); 25 25 virtual void deactivate(); 26 26 27 virtual void tick (float dt);27 virtual void tick ( float dt ); 28 28 virtual void fire(); 29 29 30 30 31 31 private: 32 32 }; 33 33 34 34 #endif /* _ACID_LAUNCHER_H */ -
trunk/src/world_entities/weapons/aiming_turret.cc
r10419 r10618 100 100 this->setActionSound(WA_SHOOT, "sounds/explosions/explosion_3.wav"); 101 101 this->setActionSound(WA_ACTIVATE, "sounds/voices/rockets.wav"); 102 this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav");102 // this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav"); 103 103 104 104 } -
trunk/src/world_entities/weapons/boomerang_gun.cc
r10419 r10618 96 96 this->setActionSound(WA_SHOOT, "sounds/explosions/explosion_3.wav"); 97 97 this->setActionSound(WA_ACTIVATE, "sounds/voices/rockets.wav"); 98 this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav");98 // this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav"); 99 99 100 100 } -
trunk/src/world_entities/weapons/heavy_blaster.cc
r10548 r10618 1 /* 2 orxonox - the future of 3D-vertical-scrollers 3 4 Copyright (C) 2004-2006 orx 5 6 This program is free software; you can redistribute it and/or modify 7 it under the terms of the GNU General Public License as published by 8 the Free Software Foundation; either version 2, or (at your option) 9 any later version. 10 11 ### File Specific 12 main-programmer: Marc Schaerrer, Nicolas Schlumberger 13 co-programmer: 14 15 */ 16 1 17 #include "heavy_blaster.h" 2 18 #include "world_entities/projectiles/projectile.h" -
trunk/src/world_entities/weapons/light_blaster.cc
r10539 r10618 1 /* 2 orxonox - the future of 3D-vertical-scrollers 3 4 Copyright (C) 2004-2006 orx 5 6 This program is free software; you can redistribute it and/or modify 7 it under the terms of the GNU General Public License as published by 8 the Free Software Foundation; either version 2, or (at your option) 9 any later version. 10 11 ### File Specific 12 main-programmer: Marc Schaerrer, Nicolas Schlumberger 13 co-programmer: 14 15 */ 16 1 17 #include "light_blaster.h" 2 18 #include "world_entities/projectiles/projectile.h" … … 39 55 for (int i = 0; i < this->getBarrels(); i++) 40 56 { 41 delete [] this->shootAnim[i];57 //delete [] this->shootAnim[i]; 42 58 delete [] this->objComp[i]; 43 59 } 44 60 delete [] this->emissionPoint; 45 delete [] this->shootAnim;61 //delete [] this->shootAnim; 46 62 delete [] this->objComp; 47 63 … … 82 98 this->objComp = new PNode**[this->getBarrels()]; 83 99 this->emissionPoint = new PNode*[this->getBarrels()]; 84 this->shootAnim = new Animation3D**[this->getBarrels()];100 // this->shootAnim = new Animation3D**[this->getBarrels()]; 85 101 for (int i = 0; i < this->getBarrels(); i++) 86 102 { 87 103 this->objComp[i] = new PNode* [this->getSegs()]; 88 104 this->emissionPoint[i] = new PNode; 89 this->emissionPoint[i]->setParent(this); //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles105 this->emissionPoint[i]->setParent(this); 90 106 this->emissionPoint[i]->setName("EmissionPoint"); 91 107 this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); 92 this->shootAnim[i] = new Animation3D* [this->getSegs()];108 // this->shootAnim[i] = new Animation3D* [this->getSegs()]; 93 109 for(int j = 0; j < this->getSegs(); j++) 94 110 { 95 111 this->objComp[i][j] = new PNode; 96 this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]);97 this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT);112 // this->shootAnim[i][j] = new Animation3D(this->objComp[i][j]); 113 // this->shootAnim[i][j]->setInfinity(ANIM_INF_CONSTANT); 98 114 } 99 115 } 100 101 for (int i = 0; i < this->getBarrels(); i++ ) 102 this->emissionPoint[i]->setRelCoor(Vector(1.19, 0.0, 0.1)); 116 /* 117 this->emissionPoint[0]->setRelCoor(Vector(1.19, 0.0, 0.1)); 118 this->emissionPoint[1]->setRelCoor(Vector(1.19, -0.07, -0.05)); 119 this->emissionPoint[2]->setRelCoor(Vector(1.19, 0.07, -0.05));*/ 120 121 this->emissionPoint[0]->setRelCoor(Vector(2.2, 0.0, 0.1)); 122 this->emissionPoint[1]->setRelCoor(Vector(2.2, -0.07, -0.05)); 123 this->emissionPoint[2]->setRelCoor(Vector(2.2, 0.07, -0.05)); 103 124 104 125 // Animation3D* animation1 = this->getAnimation(WS_SHOOTING, this); … … 112 133 // this->setEmissionPoint(3.8, 1.2, 0); 113 134 114 for (int i = 0; i < this->getBarrels(); i++){115 this->shootAnim[i][0]->addKeyFrame(Vector(), Quaternion(i * 120, Vector(1.0, 0.0, 0.0)), 0.049, ANIM_NULL, ANIM_LINEAR);116 this->shootAnim[i][0]->addKeyFrame(Vector(), Quaternion((i+1)*120, Vector(1.0, 0.0, 0.0)), 0.001, ANIM_NULL, ANIM_LINEAR);117 }135 // for (int i = 0; i < this->getBarrels(); i++){ 136 // this->shootAnim[i][0]->addKeyFrame(Vector(), Quaternion(i * 120, Vector(1.0, 0.0, 0.0)), 0.049, ANIM_NULL, ANIM_LINEAR); 137 // this->shootAnim[i][0]->addKeyFrame(Vector(), Quaternion((i+1)*120, Vector(1.0, 0.0, 0.0)), 0.001, ANIM_NULL, ANIM_LINEAR); 138 // } 118 139 119 140 … … 144 165 pj->activate(); 145 166 146 for (int i = 0; i < this->getSegs(); i++)147 this->shootAnim[this->activeBarrel][i]->replay();167 // for (int i = 0; i < this->getSegs(); i++) 168 // this->shootAnim[this->activeBarrel][i]->replay(); 148 169 149 170 // switch barrel -
trunk/src/world_entities/weapons/medium_blaster.cc
r10548 r10618 1 /* 2 orxonox - the future of 3D-vertical-scrollers 3 4 Copyright (C) 2004-2006 orx 5 6 This program is free software; you can redistribute it and/or modify 7 it under the terms of the GNU General Public License as published by 8 the Free Software Foundation; either version 2, or (at your option) 9 any later version. 10 11 ### File Specific 12 main-programmer: Marc Schaerrer, Nicolas Schlumberger 13 co-programmer: 14 15 */ 16 1 17 #include "medium_blaster.h" 2 18 #include "world_entities/projectiles/projectile.h" -
trunk/src/world_entities/weapons/spike_thrower.cc
r10516 r10618 10 10 11 11 ### File Specific 12 main-programmer: Marc Schaerrer 12 main-programmer: Marc Schaerrer, Nicolas Schlumberger 13 13 co-programmer: 14 14 */ … … 28 28 29 29 #include <list> 30 #include <iterator>31 30 #include "util/state.h" 32 33 #include "math/quaternion.h"34 31 35 32 #include "util/loading/factory.h" … … 108 105 this->setActionSound(WA_SHOOT, "sounds/explosions/explosion_1.wav"); 109 106 this->setActionSound(WA_ACTIVATE, "sounds/voices/rockets.wav"); 110 this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav");107 // this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav"); 111 108 112 109 } -
trunk/src/world_entities/weapons/swarm_launcher.cc
r10545 r10618 30 30 #include <iterator> 31 31 #include "util/state.h" 32 33 #include "math/quaternion.h"34 32 35 33 #include "util/loading/factory.h" … … 100 98 this->setProjectileTypeC("SwarmProjectile"); 101 99 102 this->loadModel("models/guns/turret1.obj", 1.0);100 // this->loadModel("models/guns/turret1.obj", 1.0); 103 101 104 102 this->setEmissionPoint(1.684, 0.472, 0); 105 this->getProjectileFactory()->prepare( 50);103 this->getProjectileFactory()->prepare(10); 106 104 107 105 this->setActionSound(WA_SHOOT, "sounds/explosions/explosion_1.wav"); 108 this->setActionSound(WA_ACTIVATE, "sounds/voices/rockets.wav");109 this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav");106 // this->setActionSound(WA_ACTIVATE, "sounds/voices/rockets.wav"); 107 // this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav"); 110 108 111 109 } -
trunk/src/world_entities/weapons/targeting_turret.cc
r10419 r10618 94 94 this->setActionSound(WA_SHOOT, "sounds/explosions/explosion_3.wav"); 95 95 this->setActionSound(WA_ACTIVATE, "sounds/voices/rockets.wav"); 96 this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav");96 // this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav"); 97 97 } 98 98 -
trunk/src/world_entities/weapons/turret.cc
r10419 r10618 95 95 this->setActionSound(WA_SHOOT, "sounds/explosions/explosion_3.wav"); 96 96 this->setActionSound(WA_ACTIVATE, "sounds/voices/rockets.wav"); 97 this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav");97 // this->setActionSound(WA_RELOAD, "sounds/voices/reload.wav"); 98 98 99 99 } -
trunk/src/world_entities/weather_effects/cloud_effect.h
r9869 r10618 12 12 #include "sound_source.h" 13 13 14 #include " skydome.h"14 #include "environments/skydome.h" 15 15 #include "material.h" 16 16 #include "shader.h" -
trunk/src/world_entities/weather_effects/lense_flare.cc
r10114 r10618 32 32 33 33 #include "light.h" 34 #include " camera.h"34 #include "tools/camera.h" 35 35 36 36 -
trunk/src/world_entities/weather_effects/lightning_effect.cc
r10511 r10618 263 263 264 264 if (this->thunderTextureA) { 265 this->thunderBolt[0]->setTexture("textures/ thunderbA1.png");266 this->thunderBolt[1]->setTexture("textures/ thunderbA2.png");267 this->thunderBolt[2]->setTexture("textures/ thunderbA3.png");268 this->thunderBolt[3]->setTexture("textures/ thunderbA4.png");265 this->thunderBolt[0]->setTexture("textures/effects/thunderbA1.png"); 266 this->thunderBolt[1]->setTexture("textures/effects/thunderbA2.png"); 267 this->thunderBolt[2]->setTexture("textures/effects/thunderbA3.png"); 268 this->thunderBolt[3]->setTexture("textures/effects/thunderbA4.png"); 269 269 } 270 270 else { 271 this->thunderBolt[0]->setTexture("textures/ thunderbB1.png");272 this->thunderBolt[1]->setTexture("textures/ thunderbB2.png");273 this->thunderBolt[2]->setTexture("textures/ thunderbB3.png");274 this->thunderBolt[3]->setTexture("textures/ thunderbB4.png");271 this->thunderBolt[0]->setTexture("textures/effects/thunderbB1.png"); 272 this->thunderBolt[1]->setTexture("textures/effects/thunderbB2.png"); 273 this->thunderBolt[2]->setTexture("textures/effects/thunderbB3.png"); 274 this->thunderBolt[3]->setTexture("textures/effects/thunderbB4.png"); 275 275 } 276 276 -
trunk/src/world_entities/world_entity.cc
r10546 r10618 27 27 28 28 #include "oif/object_information_file.h" 29 #include " mount_point.h"29 #include "tools/mount_point.h" 30 30 31 31 #include "aabb_tree_node.h" … … 41 41 42 42 #include "state.h" 43 #include " camera.h"43 #include "tools/camera.h" 44 44 45 45 #include "collision_filter.h"
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