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Ignore:
Timestamp:
May 31, 2008, 11:24:44 PM (17 years ago)
Author:
rgrieder
Message:
  • set the svn:eol-style property to all files so, that where ever you check out, you'll get the right line endings (had to change every file with mixed endings to windows in order to set the property)
Location:
code/branches/network/src/orxonox
Files:
69 edited

Legend:

Unmodified
Added
Removed
  • code/branches/network/src/orxonox/CMakeLists.txt

    • Property svn:eol-style set to native
    r1479 r1494  
    1 SET( ORXONOX_SRC_FILES
    2   GraphicsEngine.cc
    3   Main.cc
    4   Orxonox.cc
    5 
    6   console/InGameConsole.cc
    7   hud/HUD.cc
    8   hud/BarOverlayElement.cc
    9   hud/RadarOverlayElement.cc
     1SET( ORXONOX_SRC_FILES  GraphicsEngine.cc  Main.cc  Orxonox.cc  console/InGameConsole.cc  hud/HUD.cc  hud/BarOverlayElement.cc  hud/RadarOverlayElement.cc
    102  hud/RadarObject.cc
    11   hud/Navigation.cc
    12   particle/ParticleInterface.cc
    13   tolua/tolua_bind.cc
    14 
    15   tools/BillboardSet.cc
    16   tools/Light.cc
    17   tools/Mesh.cc
    18   tools/Timer.cc
    19 
    20   objects/Ambient.cc
    21   objects/Camera.cc
    22   objects/CameraHandler.cc
    23   objects/Explosion.cc
    24   objects/Model.cc
    25   objects/NPC.cc
    26   objects/Projectile.cc
    27   objects/RotatingProjectile.cc
    28   objects/Skybox.cc
    29   objects/SpaceShip.cc
    30   objects/SpaceShipAI.cc
    31   objects/WorldEntity.cc
    32 
    33 #  objects/weapon/AmmunitionDump.cc
    34 #  objects/weapon/BarrelGun.cc
    35 #  objects/weapon/BaseWeapon.cc
    36 #  objects/weapon/Bullet.cc
    37 #  objects/weapon/BulletManager.cc
    38 #  objects/weapon/WeaponStation.cc
    39 )
    40 
    41 GET_TARGET_PROPERTY(TOLUA_EXE tolua LOCATION)
    42 ADD_CUSTOM_COMMAND(
    43   OUTPUT tolua/tolua_bind.cc tolua/tolua_bind.h
    44   COMMAND ${TOLUA_EXE} -n orxonox -o ../../src/orxonox/tolua/tolua_bind.cc -H ../../src/orxonox/tolua/tolua_bind.h ../../src/orxonox/tolua/tolua.pkg
    45   DEPENDS tolua
    46   WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/bin/lib
    47 )
    48        
    49 ADD_EXECUTABLE( orxonox ${ORXONOX_SRC_FILES} )
    50 
    51 IF(NETWORKTRAFFIC_TESTING_ENABLED)
    52 
    53   SET( ORXONOXS_SRC_FILES
    54     GraphicsEngine.cc
    55     objects/Ambient.cc
    56     objects/Camera.cc
    57     objects/CameraHandler.cc
    58     objects/Explosion.cc
    59     objects/Model.cc
    60     objects/NPC.cc
    61     objects/Projectile.cc
    62     objects/Skybox.cc
    63     objects/SpaceShip.cc
    64     objects/WorldEntity.cc
    65   )
    66 
    67   ADD_LIBRARY(orxonoxs SHARED ${ORXONOX_SRC_FILES})
    68 ENDIF(NETWORKTRAFFIC_TESTING_ENABLED)
    69 
    70 TARGET_LINK_LIBRARIES( orxonox
    71   ${OGRE_LIBRARIES}
    72   ${Lua_LIBRARIES}
    73   tinyxml
    74   tolualib
    75   ois
    76   util
    77   core
    78   audio
    79   network
    80 )
    81 
     3  hud/Navigation.cc  particle/ParticleInterface.cc  tolua/tolua_bind.cc  tools/BillboardSet.cc  tools/Light.cc  tools/Mesh.cc  tools/Timer.cc  objects/Ambient.cc  objects/Camera.cc  objects/CameraHandler.cc  objects/Explosion.cc  objects/Model.cc  objects/NPC.cc  objects/Projectile.cc  objects/RotatingProjectile.cc  objects/Skybox.cc  objects/SpaceShip.cc  objects/SpaceShipAI.cc  objects/WorldEntity.cc#  objects/weapon/AmmunitionDump.cc#  objects/weapon/BarrelGun.cc#  objects/weapon/BaseWeapon.cc#  objects/weapon/Bullet.cc#  objects/weapon/BulletManager.cc#  objects/weapon/WeaponStation.cc)GET_TARGET_PROPERTY(TOLUA_EXE tolua LOCATION)ADD_CUSTOM_COMMAND(  OUTPUT tolua/tolua_bind.cc tolua/tolua_bind.h  COMMAND ${TOLUA_EXE} -n orxonox -o ../../src/orxonox/tolua/tolua_bind.cc -H ../../src/orxonox/tolua/tolua_bind.h ../../src/orxonox/tolua/tolua.pkg  DEPENDS tolua  WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/bin/lib) ADD_EXECUTABLE( orxonox ${ORXONOX_SRC_FILES} )IF(NETWORKTRAFFIC_TESTING_ENABLED)  SET( ORXONOXS_SRC_FILES    GraphicsEngine.cc    objects/Ambient.cc    objects/Camera.cc    objects/CameraHandler.cc    objects/Explosion.cc    objects/Model.cc    objects/NPC.cc    objects/Projectile.cc    objects/Skybox.cc    objects/SpaceShip.cc    objects/WorldEntity.cc  )  ADD_LIBRARY(orxonoxs SHARED ${ORXONOX_SRC_FILES})ENDIF(NETWORKTRAFFIC_TESTING_ENABLED)TARGET_LINK_LIBRARIES( orxonox  ${OGRE_LIBRARIES}  ${Lua_LIBRARIES}  tinyxml  tolualib  ois  util  core  audio  network)
  • code/branches/network/src/orxonox/GraphicsEngine.cc

    • Property svn:eol-style set to native
    r1493 r1494  
    4444#include "core/ConfigValueIncludes.h"
    4545#include "core/Debug.h"
    46 #include "core/CommandExecutor.h"
    47 #include "core/TclBind.h"
     46#include "core/CommandExecutor.h"#include "core/TclBind.h"
    4847#include "console/InGameConsole.h"
    4948
     
    8786    SetConfigValue(ogreLogLevelTrivial_ , 5).description("Corresponding orxonox debug level for ogre Trivial");
    8887    SetConfigValue(ogreLogLevelNormal_  , 4).description("Corresponding orxonox debug level for ogre Normal");
    89     SetConfigValue(ogreLogLevelCritical_, 2).description("Corresponding orxonox debug level for ogre Critical");
    90 
    91     TclBind::getInstance().setDataPath(this->dataPath_);
     88    SetConfigValue(ogreLogLevelCritical_, 2).description("Corresponding orxonox debug level for ogre Critical");    TclBind::getInstance().setDataPath(this->dataPath_);
    9289  }
    9390
     
    312309      return 0;
    313310  }
    314 
    315   /**
    316     @brief Returns the window aspect ratio height/width.
    317     @return The ratio
    318   */
    319   float GraphicsEngine::getWindowAspectRatio() const
    320   {
    321     if (this->renderWindow_)
    322         return (float)this->renderWindow_->getHeight() / (float)this->renderWindow_->getWidth();
    323     else
    324         return 1.0f;
    325   }
    326 
     311  /**    @brief Returns the window aspect ratio height/width.    @return The ratio  */  float GraphicsEngine::getWindowAspectRatio() const  {    if (this->renderWindow_)        return (float)this->renderWindow_->getHeight() / (float)this->renderWindow_->getWidth();    else        return 1.0f;  }
    327312  /**
    328313    @brief Method called by the LogListener interface from Ogre.
     
    371356  *       as rw. But we have to be careful when using multiple render windows!
    372357  */
    373   void GraphicsEngine::windowResized(Ogre::RenderWindow *rw)
    374   {
    375     // change the mouse clipping size for absolute mouse movements
     358  void GraphicsEngine::windowResized(Ogre::RenderWindow *rw)  {    // change the mouse clipping size for absolute mouse movements
    376359    int w = rw->getWidth();
    377360    int h = rw->getHeight();
  • code/branches/network/src/orxonox/GraphicsEngine.h

    • Property svn:eol-style set to native
    r1477 r1494  
    11/*
    22 *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
     3 *                    > www.orxonox.net < *
    54 *
    65 *   License notice:
     
    7170            size_t getWindowHandle();
    7271            int getWindowWidth() const;
    73             int getWindowHeight() const;
    74             float getWindowAspectRatio() const;
     72            int getWindowHeight() const;            float getWindowAspectRatio() const;
    7573            float getAverageFPS() const
    7674            { if (renderWindow_) return this->renderWindow_->getAverageFPS(); else return 0.0f; }
  • code/branches/network/src/orxonox/Main.cc

    • Property svn:eol-style set to native
  • code/branches/network/src/orxonox/Orxonox.cc

    • Property svn:eol-style set to native
    r1493 r1494  
    8484  SetConsoleCommandShortcut(Orxonox, slomo).setAccessLevel(AccessLevel::Offline).setDefaultValue(0, 1.0).setAxisParamIndex(0).setIsAxisRelative(false);
    8585  SetConsoleCommandShortcut(Orxonox, setTimeFactor).setAccessLevel(AccessLevel::Offline).setDefaultValue(0, 1.0);
    86 
    8786  /**
    8887    @brief Reference to the only instance of the class.
  • code/branches/network/src/orxonox/Orxonox.h

    • Property svn:eol-style set to native
    r1493 r1494  
    7171      static inline float getTimeFactor() { return Orxonox::getSingleton()->timefactor_; }
    7272      static inline void exit() { Orxonox::getSingleton()->abortRequest(); }
    73 
    7473   private:
    7574      // don't mess with singletons
  • code/branches/network/src/orxonox/OrxonoxPrereqs.h

    • Property svn:eol-style set to native
    r1479 r1494  
    11/*
    22 *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
     3 *                    > www.orxonox.net < *
    54 *
    65 *   License notice:
     
    7372  class Projectile;
    7473  class Skybox;
    75   class SpaceShip;
    76   class SpaceShipAI;
     74  class SpaceShip;  class SpaceShipAI;
    7775  class WorldEntity;
    7876
     
    9694
    9795  // hud
    98   class BarOverlayElement;
    99   class HUD;
    100   class Navigation;
    101   class RadarObject;
    102   class RadarOverlayElement;
     96  class BarOverlayElement;  class HUD;  class Navigation;  class RadarObject;  class RadarOverlayElement;
    10397
    10498  //console
  • code/branches/network/src/orxonox/OrxonoxStableHeaders.h

    • Property svn:eol-style set to native
    r1414 r1494  
    11/*
    22 *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
     3 *                    > www.orxonox.net < *
    54 *
    65 *   License notice:
     
    3130 @brief Contains the bigger (or smaller) header files in order to precompile them with MSVC
    3231 */
    33 
    34 #ifndef _OrxonoxStableHeaders_H__
    35 #define _OrxonoxStableHeaders_H__
    36 
    37 #include "util/OrxonoxPlatform.h"
    38 
    39 #if ORXONOX_COMPILER == ORXONOX_COMPILER_MSVC
    40 
    41 // including std headers here is useless since they're already precompiled
    42 
    43 #ifndef WIN32_LEAN_AND_MEAN
    44 // prevent Ogre from including winsock.h that messes with winsock2.h from enet
    45 #  define WIN32_LEAN_AND_MEAN
    46 #endif
    47 // not including the entire Ogre.h doesn't exceed the default heap size for pch
    48 //#include <Ogre.h>
    49 #include <OgreBillboardSet.h>
    50 #include <OgreCamera.h>
    51 #include <OgreColourValue.h>
    52 #include <OgreConfigFile.h>
    53 #include <OgreEntity.h>
    54 #include <OgreException.h>
    55 #include <OgreFrameListener.h>
    56 #include <OgreLight.h>
    57 #include <OgreLog.h>
    58 #include <OgreLogManager.h>
    59 #include <OgreMath.h>
    60 #include <OgreMatrix3.h>
    61 #include <OgreOverlay.h>
    62 #include <OgreOverlayElement.h>
    63 #include <OgreOverlayManager.h>
    64 #include <OgreParticleEmitter.h>
    65 #include <OgreParticleSystem.h>
    66 #include <OgreQuaternion.h>
    67 #include <OgreResourceGroupManager.h>
    68 #include <OgreRenderWindow.h>
    69 #include <OgreRoot.h>
    70 #include <OgreSceneManager.h>
    71 #include <OgreSceneNode.h>
    72 #include <OgreStringConverter.h>
    73 #include <OgreTextureManager.h>
    74 #include <OgreTimer.h>
    75 #include <OgreVector2.h>
    76 #include <OgreVector3.h>
    77 #include <OgreVector3.h>
    78 #include <OgreViewport.h>
    79 #include <OgreWindowEventUtilities.h>
    80 
    81 //-----------------------------------------------------------------------
     32#ifndef _OrxonoxStableHeaders_H__#define _OrxonoxStableHeaders_H__#include "util/OrxonoxPlatform.h"#if ORXONOX_COMPILER == ORXONOX_COMPILER_MSVC// including std headers here is useless since they're already precompiled#ifndef WIN32_LEAN_AND_MEAN// prevent Ogre from including winsock.h that messes with winsock2.h from enet#  define WIN32_LEAN_AND_MEAN#endif// not including the entire Ogre.h doesn't exceed the default heap size for pch//#include <Ogre.h>#include <OgreBillboardSet.h>#include <OgreCamera.h>#include <OgreColourValue.h>#include <OgreConfigFile.h>#include <OgreEntity.h>#include <OgreException.h>#include <OgreFrameListener.h>#include <OgreLight.h>#include <OgreLog.h>#include <OgreLogManager.h>#include <OgreMath.h>#include <OgreMatrix3.h>#include <OgreOverlay.h>#include <OgreOverlayElement.h>#include <OgreOverlayManager.h>#include <OgreParticleEmitter.h>#include <OgreParticleSystem.h>#include <OgreQuaternion.h>#include <OgreResourceGroupManager.h>#include <OgreRenderWindow.h>#include <OgreRoot.h>#include <OgreSceneManager.h>#include <OgreSceneNode.h>#include <OgreStringConverter.h>#include <OgreTextureManager.h>#include <OgreTimer.h>#include <OgreVector2.h>#include <OgreVector3.h>#include <OgreVector3.h>#include <OgreViewport.h>#include <OgreWindowEventUtilities.h>//-----------------------------------------------------------------------
    8233// ORXONOX HEADERS
    8334//-----------------------------------------------------------------------
    8435
    8536#include "ois/OIS.h"
    86 
    8737//#include "util/Convert.h"
    88 #include "util/Math.h"
    89 //#include "util/Multitype.h"
    90 //#include "util/MultiTypeMath.h"
    91 //#include "util/MultiTypePrimitive.h"
    92 //#include "util/MultiTypeString.h"
    93 #include "util/Sleep.h"
    94 #include "util/String.h"
    95 #include "util/SubString.h"
    96 //#include "util/XMLIncludes.h"
    97 #include "tinyxml/ticpp.h"
    98 #include "tinyxml/tinyxml.h"
    99 
    100 #include "core/BaseObject.h"
    101 //#include "core/CommandExecutor.h"
    102 //#include "core/CoreIncludes.h"
    103 //#include "core/ConfigValueIncludes.h"
    104 #include "core/Debug.h"
    105 //#include "core/Executor.h"
    106 #include "core/Tickable.h"
    107 //#include "core/XMLPort.h"
    108 
    109 #include "network/Synchronisable.h"
    110 
    111 #include "OrxonoxPrereqs.h"
    112 #include "tools/Timer.h"
    113 #include "objects/Model.h"
    114 #include "objects/WorldEntity.h"
    115 
    116 #endif /* Compiler MSVC */
    117 
    118 #endif /* _OrxonoxStableHeaders_H__ */
     38#include "util/Math.h"//#include "util/Multitype.h"//#include "util/MultiTypeMath.h"//#include "util/MultiTypePrimitive.h"//#include "util/MultiTypeString.h"#include "util/Sleep.h"#include "util/String.h"#include "util/SubString.h"//#include "util/XMLIncludes.h"#include "tinyxml/ticpp.h"#include "tinyxml/tinyxml.h"#include "core/BaseObject.h"//#include "core/CommandExecutor.h"//#include "core/CoreIncludes.h"//#include "core/ConfigValueIncludes.h"#include "core/Debug.h"//#include "core/Executor.h"#include "core/Tickable.h"//#include "core/XMLPort.h"#include "network/Synchronisable.h"#include "OrxonoxPrereqs.h"#include "tools/Timer.h"#include "objects/Model.h"#include "objects/WorldEntity.h"#endif /* Compiler MSVC */#endif /* _OrxonoxStableHeaders_H__ */
  • code/branches/network/src/orxonox/PrecompiledHeaderFiles.cc

    • Property svn:eol-style set to native
    r1056 r1494  
    11/*
    22 *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
     3 *                    > www.orxonox.net < *
    54 *
    65 *   License notice:
  • code/branches/network/src/orxonox/console/InGameConsole.cc

    • Property svn:eol-style set to native
  • code/branches/network/src/orxonox/console/InGameConsole.h

    • Property svn:eol-style set to native
    r1470 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
    22  *   Author:
    23  *      Felix Schulthess
    24  *   Co-authors:
    25  *      Fabian 'x3n' Landau
    26  *
    27  */
    28 
    29 #ifndef _InGameConsole_H__
    30 #define _InGameConsole_H__
    31 
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. * *   Author: *      Felix Schulthess *   Co-authors: *      Fabian 'x3n' Landau * */#ifndef _InGameConsole_H__#define _InGameConsole_H__
    322
    333#include "OrxonoxPrereqs.h"
     
    388#include "core/Tickable.h"
    399#include "core/Shell.h"
    40 
    41 
    42 namespace orxonox
    43 {
     10namespace orxonox{
    4411    class _OrxonoxExport InGameConsole : public TickableReal, public ShellListener
    4512    {
    46         public:
    47             static InGameConsole& getInstance();
    48 
    49             void setConfigValues();
    50             void tick(float dt);
    51 
     13        public:            static InGameConsole& getInstance();            void setConfigValues();            void tick(float dt);
    5214            void activate();
    53             void deactivate();
    54             void resize();
    55 
    56             static void openConsole();
    57             static void closeConsole();
     15            void deactivate();            void resize();            static void openConsole();            static void closeConsole();
    5816
    5917        private:
    60             InGameConsole();
    61             InGameConsole(const InGameConsole& other);
    62             ~InGameConsole();
    63 
    64             virtual void linesChanged();
    65             virtual void onlyLastLineChanged();
    66             virtual void lineAdded();
    67             virtual void inputChanged();
    68             virtual void cursorChanged();
    69             virtual void exit();
    70 
    71             void init();
    72             void shiftLines();
    73             void colourLine(int colourcode, int index);
     18            InGameConsole();            InGameConsole(const InGameConsole& other);            ~InGameConsole();            virtual void linesChanged();            virtual void onlyLastLineChanged();            virtual void lineAdded();            virtual void inputChanged();            virtual void cursorChanged();            virtual void exit();            void init();            void shiftLines();            void colourLine(int colourcode, int index);
    7419            void setCursorPosition(int pos);
    7520            void print(const std::string& text, int index, bool alwaysShift = false);
    7621            static Ogre::UTFString convert2UTF(std::string s);
    77 
    78             static float REL_WIDTH;
    79             static float REL_HEIGHT;
    80             static float BLINK;
    81 
    82             int windowW_;
    83             int windowH_;
    84             int desiredTextWidth_;
    85             unsigned int maxCharsPerLine_;
    86             unsigned int numLinesShifted_;
     22            static float REL_WIDTH;            static float REL_HEIGHT;            static float BLINK;            int windowW_;
     23            int windowH_;            int desiredTextWidth_;            unsigned int maxCharsPerLine_;            unsigned int numLinesShifted_;
    8724            int scroll_;
    8825            float scrollTimer_;
    89             float cursor_;
    90             unsigned int inputWindowStart_;
    91             char cursorSymbol_;
     26            float cursor_;            unsigned int inputWindowStart_;            char cursorSymbol_;
    9227            bool active_;
    9328            bool bShowCursor_;
     
    10035            Ogre::BorderPanelOverlayElement* consoleOverlayBorder_;
    10136            Ogre::TextAreaOverlayElement** consoleOverlayTextAreas_;
    102     };
    103 }
    104 
    105 #endif /* _InGameConsole_H__ */
     37    };}#endif /* _InGameConsole_H__ */
  • code/branches/network/src/orxonox/hud/BarOverlayElement.cc

    • Property svn:eol-style set to native
    r1454 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. *
    222 *   Author:
    233 *      Yuning Chai
  • code/branches/network/src/orxonox/hud/BarOverlayElement.h

    • Property svn:eol-style set to native
    r1454 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. *
    222 *   Author:
    233 *      Yuning Chai
  • code/branches/network/src/orxonox/hud/HUD.cc

    • Property svn:eol-style set to native
  • code/branches/network/src/orxonox/hud/HUD.h

    • Property svn:eol-style set to native
    r1456 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. *
    222 *   Author:
    233 *      Yuning Chai
  • code/branches/network/src/orxonox/hud/Navigation.cc

    • Property svn:eol-style set to native
    r1460 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. *
    222 *   Author:
    233 *      Felix Schulthess
  • code/branches/network/src/orxonox/hud/Navigation.h

    • Property svn:eol-style set to native
    r1456 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. *
    222 *   Author:
    233 *      Felix Schulthess
  • code/branches/network/src/orxonox/hud/OverlayElementFactories.h

    • Property svn:eol-style set to native
    r1454 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. *
    222 *   Author:
    233 *      Yuning Chai
  • code/branches/network/src/orxonox/hud/RadarObject.cc

    • Property svn:eol-style set to native
    r1480 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. *
    222 *   Author:
    233 *      Felix Schulthess
  • code/branches/network/src/orxonox/hud/RadarObject.h

    • Property svn:eol-style set to native
    r1456 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. *
    222 *   Author:
    233 *      Felix Schulthess
  • code/branches/network/src/orxonox/hud/RadarOverlayElement.cc

    • Property svn:eol-style set to native
    r1463 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. *
    222 *   Author:
    233 *      Yuning Chai
  • code/branches/network/src/orxonox/hud/RadarOverlayElement.h

    • Property svn:eol-style set to native
    r1454 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. *
    222 *   Author:
    233 *      Yuning Chai
  • code/branches/network/src/orxonox/objects/Ambient.cc

    • Property svn:eol-style set to native
  • code/branches/network/src/orxonox/objects/Ambient.h

    • Property svn:eol-style set to native
  • code/branches/network/src/orxonox/objects/Camera.cc

    • Property svn:eol-style set to native
  • code/branches/network/src/orxonox/objects/Camera.h

    • Property svn:eol-style set to native
    r1406 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
    22  *   Author:
    23  *      Fabian 'x3n' Landau
    24  *   Co-authors:
    25  *      Benjamin Knecht
    26  *
    27  */
    28 
    29 #ifndef _Camera_H__
    30 #define _Camera_H__
    31 
    32 #include <OgrePrerequisites.h>
    33 #include <OgreSceneNode.h>
    34 #include <OgreCamera.h>
    35 
    36 #include "OrxonoxPrereqs.h"
    37 
    38 namespace orxonox
    39 {
    40     class _OrxonoxExport Camera
    41     {
    42       friend class CameraHandler;
    43       public:
    44         Camera(Ogre::SceneNode* node = NULL);
    45         virtual ~Camera();
    46 
    47         void setPositionNode(Ogre::SceneNode* node);
    48         inline Ogre::SceneNode* getCameraNode() { return this->positionNode_; }
    49         // maybe also BaseObject
    50         void setTargetNode(Ogre::SceneNode* obj);
    51 
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. * *   Author: *      Fabian 'x3n' Landau *   Co-authors: *      Benjamin Knecht * */#ifndef _Camera_H__#define _Camera_H__#include <OgrePrerequisites.h>#include <OgreSceneNode.h>#include <OgreCamera.h>#include "OrxonoxPrereqs.h"namespace orxonox{    class _OrxonoxExport Camera    {      friend class CameraHandler;      public:        Camera(Ogre::SceneNode* node = NULL);        virtual ~Camera();        void setPositionNode(Ogre::SceneNode* node);        inline Ogre::SceneNode* getCameraNode() { return this->positionNode_; }        // maybe also BaseObject        void setTargetNode(Ogre::SceneNode* obj);
    522        Ogre::Camera* cam_;
    53 
    54         void tick(float dt);
    55         void update();
    56         inline bool hasFocus() { return this->bHasFocus_; }
    57 
    58       private:
    59         void removeFocus();
    60         void setFocus(Ogre::Camera* ogreCam);
    61 
    62       private:
    63         Ogre::SceneNode* targetNode_;
    64         Ogre::SceneNode* positionNode_;
    65         Ogre::SceneNode* cameraNode_;
    66         Ogre::Vector3 oldPos;
    67         bool bHasFocus_;
    68     };
    69 }
    70 
    71 #endif /* _Camera_H__ */
     3        void tick(float dt);        void update();        inline bool hasFocus() { return this->bHasFocus_; }      private:        void removeFocus();        void setFocus(Ogre::Camera* ogreCam);      private:        Ogre::SceneNode* targetNode_;        Ogre::SceneNode* positionNode_;        Ogre::SceneNode* cameraNode_;        Ogre::Vector3 oldPos;        bool bHasFocus_;    };}#endif /* _Camera_H__ */
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  • code/branches/network/src/orxonox/objects/Model.cc

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  • code/branches/network/src/orxonox/objects/Model.h

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  • code/branches/network/src/orxonox/objects/NPC.cc

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  • code/branches/network/src/orxonox/objects/NPC.h

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  • code/branches/network/src/orxonox/objects/Projectile.cc

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  • code/branches/network/src/orxonox/objects/Projectile.h

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  • code/branches/network/src/orxonox/objects/RotatingProjectile.cc

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  • code/branches/network/src/orxonox/objects/Skybox.cc

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  • code/branches/network/src/orxonox/objects/Skybox.h

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  • code/branches/network/src/orxonox/objects/SpaceShip.cc

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  • code/branches/network/src/orxonox/objects/SpaceShip.h

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  • code/branches/network/src/orxonox/objects/SpaceShipAI.cc

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    r1484 r1494  
    1 /*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
    5  *
    6  *   License notice:
    7  *
    8  *   This program is free software; you can redistribute it and/or
    9  *   modify it under the terms of the GNU General Public License
    10  *   as published by the Free Software Foundation; either version 2
    11  *   of the License, or (at your option) any later version.
    12  *
    13  *   This program is distributed in the hope that it will be useful,
    14  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  *   GNU General Public License for more details.
    17  *
    18  *   You should have received a copy of the GNU General Public License
    19  *   along with this program; if not, write to the Free Software
    20  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    21  *
    22  *   Author:
    23  *      Fabian 'x3n' Landau
    24  *   Co-authors:
    25  *      ...
    26  *
    27  */
    28 
    29 #include "OrxonoxStableHeaders.h"
    30 #include "SpaceShipAI.h"
    31 
    32 #include <OgreMath.h>
    33 #include "Projectile.h"
    34 #include "core/CoreIncludes.h"
    35 #include "core/Iterator.h"
    36 #include "core/Executor.h"
    37 #include "core/ConsoleCommand.h"
    38 #include "core/XMLPort.h"
    39 
    40 #define ACTION_INTERVAL 1.0f
    41 
    42 namespace orxonox
    43 {
    44     SetConsoleCommand(SpaceShipAI, createEnemy, true).setDefaultValue(0, 1);
    45     SetConsoleCommand(SpaceShipAI, killEnemies, true).setDefaultValue(0, 0);
    46 
    47     CreateFactory(SpaceShipAI);
    48 
    49     SpaceShipAI::SpaceShipAI()
    50     {
    51         RegisterObject(SpaceShipAI);
    52 
    53         this->alive_ = true;
    54         this->setPosition(Vector3(rnd(-1000, 1000), rnd(-1000, 1000), rnd(-1000, 0000)));
    55         this->target_ = 0;
    56         this->bShooting_ = 0;
    57         this->bHasTargetPosition_ = false;
    58 
    59         this->setTeamNr((int)rnd(NUM_AI_TEAMS) % NUM_AI_TEAMS + 1);
    60 
    61         if (NUM_AI_TEAMS > 0)
    62             this->teamColours_[1] = ColourValue(1, 0, 0, 1);
    63         if (NUM_AI_TEAMS > 1)
    64             this->teamColours_[2] = ColourValue(0, 1, 0, 1);
    65         if (NUM_AI_TEAMS > 2)
    66             this->teamColours_[3] = ColourValue(0, 0, 1, 1);
    67 
    68         for (int i = 4; i <= NUM_AI_TEAMS; ++i)
    69             this->teamColours_[i] = ColourValue(rnd(), rnd(), rnd(), 1);
    70     }
    71 
    72     void SpaceShipAI::XMLPort(Element& xmlelement, XMLPort::Mode mode)
    73     {
    74         SpaceShip::XMLPort(xmlelement, mode);
    75         myShip_=true;
    76 
    77         this->actionTimer_.setTimer(ACTION_INTERVAL, true, this, createExecutor(createFunctor(&SpaceShipAI::action)));
    78     }
    79 
    80     void SpaceShipAI::createEnemy(int num)
    81     {
    82         for (int i = 0; i < num; ++i)
    83         {
    84             SpaceShipAI* newenemy = new SpaceShipAI();
    85             newenemy->setMesh("assff.mesh");
    86 //            newenemy->setPosition(0, 0, 0);
    87             newenemy->setScale(10);
    88             newenemy->setMaxSpeed(500);
    89             newenemy->setMaxSideAndBackSpeed(50);
    90             newenemy->setMaxRotation(1.0);
    91             newenemy->setTransAcc(200);
    92             newenemy->setRotAcc(3.0);
    93             newenemy->setTransDamp(75);
    94             newenemy->setRotDamp(1.0);
    95             Element xmlelement;
    96             newenemy->XMLPort(xmlelement, XMLPort::LoadObject);
    97         }
    98     }
    99 
    100     void SpaceShipAI::killEnemies(int num)
    101     {
    102         int i = 0;
    103         for (Iterator<SpaceShipAI> it = ObjectList<SpaceShipAI>::begin(); it; )
    104         {
    105             delete *(it++);
    106             ++i;
    107             if (num && i >= num)
    108                 break;
    109         }
    110     }
    111 
    112     ColourValue SpaceShipAI::getProjectileColour() const
    113     {
    114         return this->teamColours_[this->getTeamNr()];
    115     }
    116 
    117     void SpaceShipAI::action()
    118     {
    119         float random;
    120         float maxrand = 100.0f / ACTION_INTERVAL;
    121 
    122         // search enemy
    123         random = rnd(maxrand);
    124 //std::cout << "search enemy: " << random << std::endl;
    125         if (random < 20 && (!this->target_))
    126         {
    127             this->searchNewTarget();
    128         }
    129 
    130         // forget enemy
    131         random = rnd(maxrand);
    132 //std::cout << "forget enemy: " << random << std::endl;
    133         if (random < 5 && (this->target_))
    134         {
    135             this->forgetTarget();
    136         }
    137 
    138         // next enemy
    139         random = rnd(maxrand);
    140 //std::cout << "next enemy: " << random << std::endl;
    141         if (random < 10 && (this->target_))
    142         {
    143             this->searchNewTarget();
    144         }
    145 
    146         // fly somewhere
    147         random = rnd(maxrand);
    148 //std::cout << "fly somewhere: " << random << std::endl;
    149         if (random < 40 && (!this->bHasTargetPosition_ && !this->target_))
    150         {
    151             this->searchNewTargetPosition();
    152         }
    153 
    154         // stop flying
    155         random = rnd(maxrand);
    156 //std::cout << "stop flying: " << random << std::endl;
    157         if (random < 10 && (this->bHasTargetPosition_ && !this->target_))
    158         {
    159             this->bHasTargetPosition_ = false;
    160         }
    161 
    162         // fly somewhere else
    163         random = rnd(maxrand);
    164 //std::cout << "fly somewhere else: " << random << std::endl;
    165         if (random < 30 && (this->bHasTargetPosition_ && !this->target_))
    166         {
    167             this->searchNewTargetPosition();
    168         }
    169 
    170         // shoot
    171         random = rnd(maxrand);
    172 //std::cout << "shoot: " << random << std::endl;
    173         if (random < 75 && (this->target_ && !this->bShooting_))
    174         {
    175             this->bShooting_ = true;
    176         }
    177 
    178         // stop shooting
    179         random = rnd(maxrand);
    180 //std::cout << "stop shooting: " << random << std::endl;
    181         if (random < 25 && (this->bShooting_))
    182         {
    183             this->bShooting_ = false;
    184         }
    185     }
    186 
    187     void SpaceShipAI::tick(float dt)
    188     {
    189         if (this->target_)
    190             this->aimAtTarget();
    191 
    192         if (this->bHasTargetPosition_)
    193             this->moveToTargetPosition(dt);
    194 
    195         if (this->bShooting_ && this->isCloseAtTarget(2000) && this->isLookingAtTarget(Ogre::Math::PI / 10.0f))
    196             this->doFire();
    197 
    198         SpaceShip::tick(dt);
    199     }
    200 
    201     void SpaceShipAI::moveToTargetPosition(float dt)
    202     {
    203         static Radian RadianZERO(0);
    204 
    205 //        float dotprod = (this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(this->targetPosition_ - this->getPosition());
    206         Quaternion rotation = (this->getOrientation() * Ogre::Vector3::UNIT_X).getRotationTo(this->targetPosition_ - this->getPosition());
    207 /*
    208 std::cout << "scalprod: " << dotprod << std::endl;
    209 std::cout << "dist: " << this->targetPosition_ - this->getPosition() << std::endl;
    210 std::cout << "yaw: " << rotation.getYaw().valueRadians() << std::endl;
    211 std::cout << "pitch: " << rotation.getPitch().valueRadians() << std::endl;
    212 std::cout << "roll: " << rotation.getRoll().valueRadians() << std::endl;
    213 */
    214         this->setMoveYaw(-rotation.getRoll().valueRadians());
    215         this->setMovePitch(rotation.getYaw().valueRadians());
    216 
    217         if ((this->targetPosition_ - this->getPosition()).length() > 100)
    218         {
    219             this->setMoveLongitudinal(1);
    220         }
    221 
    222     }
    223 
    224     void SpaceShipAI::searchNewTargetPosition()
    225     {
    226         this->targetPosition_ = Vector3(rnd(-5000,5000), rnd(-5000,5000), rnd(-5000,5000));
    227         this->bHasTargetPosition_ = true;
    228     }
    229 
    230     void SpaceShipAI::searchNewTarget()
    231     {
    232         this->targetPosition_ = this->getPosition();
    233         this->forgetTarget();
    234 
    235         for (Iterator<SpaceShip> it = ObjectList<SpaceShip>::begin(); it; ++it)
    236         {
    237             if (it->getTeamNr() != this->getTeamNr())
    238             {
    239                 float speed = this->getVelocity().length();
    240                 Vector3 distanceCurrent = this->targetPosition_ - this->getPosition();
    241                 Vector3 distanceNew = it->getPosition() - this->getPosition();
    242                 if (!this->target_ || it->getPosition().squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * Ogre::Math::PI))
    243                         < this->targetPosition_.squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI)))
    244                 {
    245                     this->target_ = (*it);
    246                     this->targetPosition_ = it->getPosition();
    247                 }
    248             }
    249         }
    250    }
    251 
    252     void SpaceShipAI::forgetTarget()
    253     {
    254         this->target_ = 0;
    255         this->bShooting_ = false;
    256     }
    257 
    258     void SpaceShipAI::aimAtTarget()
    259     {
    260         if (!this->target_)
    261             return;
    262 /*
    263         Vector3 enemymovement = this->target_->getVelocity();
    264         Vector3 distance_normalised = this->target_->getPosition() - this->getPosition();
    265         distance_normalised.normalise();
    266 
    267         float scalarprod = enemymovement.dotProduct(distance_normalised);
    268         float aimoffset = scalarprod*scalarprod + Projectile::getSpeed() * Projectile::getSpeed() - this->target_->getVelocity().squaredLength();
    269         if (aimoffset < 0)
    270         {
    271             this->bHasTargetPosition_ = false;
    272             return;
    273         }
    274         aimoffset = -scalarprod + sqrt(aimoffset);
    275         this->targetPosition_ = enemymovement + distance_normalised * aimoffset;
    276         this->bHasTargetPosition_ = true;
    277 
    278         std::cout << "targetpos: " << this->targetPosition_ << std::endl;
    279 */
    280         this->targetPosition_ = this->target_->getPosition();
    281         this->bHasTargetPosition_ = true;
    282     }
    283 
    284     bool SpaceShipAI::isCloseAtTarget(float distance)
    285     {
    286         return (this->getPosition().squaredDistance(this->targetPosition_) < distance*distance);
    287     }
    288 
    289     bool SpaceShipAI::isLookingAtTarget(float angle)
    290     {
    291         return (this->getOrientation() * Ogre::Vector3::UNIT_X).directionEquals(this->targetPosition_ - this->getPosition(), Radian(angle));
    292     }
    293 }
     1/* *   ORXONOX - the hottest 3D action shooter ever to exist *                    > www.orxonox.net < * * *   License notice: * *   This program is free software; you can redistribute it and/or *   modify it under the terms of the GNU General Public License *   as published by the Free Software Foundation; either version 2 *   of the License, or (at your option) any later version. * *   This program is distributed in the hope that it will be useful, *   but WITHOUT ANY WARRANTY; without even the implied warranty of *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *   GNU General Public License for more details. * *   You should have received a copy of the GNU General Public License *   along with this program; if not, write to the Free Software *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. * *   Author: *      Fabian 'x3n' Landau *   Co-authors: *      ... * */#include "OrxonoxStableHeaders.h"
     2#include "SpaceShipAI.h"#include <OgreMath.h>#include "Projectile.h"#include "core/CoreIncludes.h"#include "core/Iterator.h"#include "core/Executor.h"#include "core/ConsoleCommand.h"#include "core/XMLPort.h"#define ACTION_INTERVAL 1.0fnamespace orxonox{    SetConsoleCommand(SpaceShipAI, createEnemy, true).setDefaultValue(0, 1);    SetConsoleCommand(SpaceShipAI, killEnemies, true).setDefaultValue(0, 0);    CreateFactory(SpaceShipAI);    SpaceShipAI::SpaceShipAI()    {        RegisterObject(SpaceShipAI);        this->alive_ = true;        this->setPosition(Vector3(rnd(-1000, 1000), rnd(-1000, 1000), rnd(-1000, 0000)));        this->target_ = 0;        this->bShooting_ = 0;        this->bHasTargetPosition_ = false;        this->setTeamNr((int)rnd(NUM_AI_TEAMS) % NUM_AI_TEAMS + 1);        if (NUM_AI_TEAMS > 0)            this->teamColours_[1] = ColourValue(1, 0, 0, 1);        if (NUM_AI_TEAMS > 1)            this->teamColours_[2] = ColourValue(0, 1, 0, 1);        if (NUM_AI_TEAMS > 2)            this->teamColours_[3] = ColourValue(0, 0, 1, 1);        for (int i = 4; i <= NUM_AI_TEAMS; ++i)            this->teamColours_[i] = ColourValue(rnd(), rnd(), rnd(), 1);    }    void SpaceShipAI::XMLPort(Element& xmlelement, XMLPort::Mode mode)    {        SpaceShip::XMLPort(xmlelement, mode);        myShip_=true;        this->actionTimer_.setTimer(ACTION_INTERVAL, true, this, createExecutor(createFunctor(&SpaceShipAI::action)));    }    void SpaceShipAI::createEnemy(int num)    {        for (int i = 0; i < num; ++i)        {            SpaceShipAI* newenemy = new SpaceShipAI();            newenemy->setMesh("assff.mesh");//            newenemy->setPosition(0, 0, 0);            newenemy->setScale(10);            newenemy->setMaxSpeed(500);            newenemy->setMaxSideAndBackSpeed(50);            newenemy->setMaxRotation(1.0);            newenemy->setTransAcc(200);            newenemy->setRotAcc(3.0);            newenemy->setTransDamp(75);            newenemy->setRotDamp(1.0);            Element xmlelement;            newenemy->XMLPort(xmlelement, XMLPort::LoadObject);        }    }    void SpaceShipAI::killEnemies(int num)    {        int i = 0;        for (Iterator<SpaceShipAI> it = ObjectList<SpaceShipAI>::begin(); it; )        {            delete *(it++);            ++i;            if (num && i >= num)                break;        }    }    ColourValue SpaceShipAI::getProjectileColour() const    {        return this->teamColours_[this->getTeamNr()];    }    void SpaceShipAI::action()    {        float random;        float maxrand = 100.0f / ACTION_INTERVAL;        // search enemy        random = rnd(maxrand);//std::cout << "search enemy: " << random << std::endl;        if (random < 20 && (!this->target_))        {            this->searchNewTarget();        }        // forget enemy        random = rnd(maxrand);//std::cout << "forget enemy: " << random << std::endl;        if (random < 5 && (this->target_))        {            this->forgetTarget();        }        // next enemy        random = rnd(maxrand);//std::cout << "next enemy: " << random << std::endl;        if (random < 10 && (this->target_))        {            this->searchNewTarget();        }        // fly somewhere        random = rnd(maxrand);//std::cout << "fly somewhere: " << random << std::endl;        if (random < 40 && (!this->bHasTargetPosition_ && !this->target_))        {            this->searchNewTargetPosition();        }        // stop flying        random = rnd(maxrand);//std::cout << "stop flying: " << random << std::endl;        if (random < 10 && (this->bHasTargetPosition_ && !this->target_))        {            this->bHasTargetPosition_ = false;        }        // fly somewhere else        random = rnd(maxrand);//std::cout << "fly somewhere else: " << random << std::endl;        if (random < 30 && (this->bHasTargetPosition_ && !this->target_))        {            this->searchNewTargetPosition();        }        // shoot        random = rnd(maxrand);//std::cout << "shoot: " << random << std::endl;        if (random < 75 && (this->target_ && !this->bShooting_))        {            this->bShooting_ = true;        }        // stop shooting        random = rnd(maxrand);//std::cout << "stop shooting: " << random << std::endl;        if (random < 25 && (this->bShooting_))        {            this->bShooting_ = false;        }    }    void SpaceShipAI::tick(float dt)    {        if (this->target_)            this->aimAtTarget();        if (this->bHasTargetPosition_)            this->moveToTargetPosition(dt);        if (this->bShooting_ && this->isCloseAtTarget(2000) && this->isLookingAtTarget(Ogre::Math::PI / 10.0f))            this->doFire();        SpaceShip::tick(dt);    }    void SpaceShipAI::moveToTargetPosition(float dt)    {        static Radian RadianZERO(0);//        float dotprod = (this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(this->targetPosition_ - this->getPosition());        Quaternion rotation = (this->getOrientation() * Ogre::Vector3::UNIT_X).getRotationTo(this->targetPosition_ - this->getPosition());/*std::cout << "scalprod: " << dotprod << std::endl;std::cout << "dist: " << this->targetPosition_ - this->getPosition() << std::endl;std::cout << "yaw: " << rotation.getYaw().valueRadians() << std::endl;std::cout << "pitch: " << rotation.getPitch().valueRadians() << std::endl;std::cout << "roll: " << rotation.getRoll().valueRadians() << std::endl;*/        this->setMoveYaw(-rotation.getRoll().valueRadians());        this->setMovePitch(rotation.getYaw().valueRadians());        if ((this->targetPosition_ - this->getPosition()).length() > 100)        {            this->setMoveLongitudinal(1);        }    }    void SpaceShipAI::searchNewTargetPosition()    {        this->targetPosition_ = Vector3(rnd(-5000,5000), rnd(-5000,5000), rnd(-5000,5000));        this->bHasTargetPosition_ = true;    }    void SpaceShipAI::searchNewTarget()    {        this->targetPosition_ = this->getPosition();        this->forgetTarget();        for (Iterator<SpaceShip> it = ObjectList<SpaceShip>::begin(); it; ++it)        {            if (it->getTeamNr() != this->getTeamNr())            {                float speed = this->getVelocity().length();                Vector3 distanceCurrent = this->targetPosition_ - this->getPosition();                Vector3 distanceNew = it->getPosition() - this->getPosition();                if (!this->target_ || it->getPosition().squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * Ogre::Math::PI))                        < this->targetPosition_.squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI)))                {                    this->target_ = (*it);                    this->targetPosition_ = it->getPosition();                }            }        }   }    void SpaceShipAI::forgetTarget()    {        this->target_ = 0;        this->bShooting_ = false;    }    void SpaceShipAI::aimAtTarget()    {        if (!this->target_)            return;/*        Vector3 enemymovement = this->target_->getVelocity();        Vector3 distance_normalised = this->target_->getPosition() - this->getPosition();        distance_normalised.normalise();        float scalarprod = enemymovement.dotProduct(distance_normalised);        float aimoffset = scalarprod*scalarprod + Projectile::getSpeed() * Projectile::getSpeed() - this->target_->getVelocity().squaredLength();        if (aimoffset < 0)        {            this->bHasTargetPosition_ = false;            return;        }        aimoffset = -scalarprod + sqrt(aimoffset);        this->targetPosition_ = enemymovement + distance_normalised * aimoffset;        this->bHasTargetPosition_ = true;        std::cout << "targetpos: " << this->targetPosition_ << std::endl;*/        this->targetPosition_ = this->target_->getPosition();        this->bHasTargetPosition_ = true;    }    bool SpaceShipAI::isCloseAtTarget(float distance)    {        return (this->getPosition().squaredDistance(this->targetPosition_) < distance*distance);    }    bool SpaceShipAI::isLookingAtTarget(float angle)    {        return (this->getOrientation() * Ogre::Vector3::UNIT_X).directionEquals(this->targetPosition_ - this->getPosition(), Radian(angle));    }}
  • code/branches/network/src/orxonox/objects/SpaceShipAI.h

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  • code/branches/network/src/orxonox/objects/WorldEntity.cc

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  • code/branches/network/src/orxonox/objects/WorldEntity.h

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  • code/branches/network/src/orxonox/objects/weapon/AmmunitionDump.cc

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  • code/branches/network/src/orxonox/objects/weapon/AmmunitionDump.h

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  • code/branches/network/src/orxonox/objects/weapon/BarrelGun.cc

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  • code/branches/network/src/orxonox/objects/weapon/BarrelGun.h

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  • code/branches/network/src/orxonox/objects/weapon/BaseWeapon.cc

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  • code/branches/network/src/orxonox/objects/weapon/BaseWeapon.h

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    r1056 r1494  
    11/*
    22 *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *                    > www.orxonox.net <
    4  *
     3 *                    > www.orxonox.net < *
    54 *
    65 *   License notice:
     
    2625 *
    2726 */
    28 
    29 
    30 #ifndef _BaseWeapon_H__
    31 #define _BaseWeapon_H__
    32 
    33 #include "OrxonoxPrereqs.h"
    34 
    35 #include <OgrePrerequisites.h>
    36 
    37 #include "../Model.h"
    38 
    39 
    40 namespace orxonox {
    41   class _OrxonoxExport BaseWeapon : public Model
    42   {
    43   public:
    44     enum Action {
    45       NOTHING  = 0,
    46       RELOAD   = 1,
    47       CHANGE_AMMO  = 2,
    48       SPECIAL  = 3
    49     };
    50 
    51   protected:
    52     enum State {
    53       IDLE = 0,
    54       PRIMARY_FIRE = 1,
    55       SECONDARY_FIRE = 2,
    56       RELOADING = 3,
    57       CHANGING_AMMO = 4,
    58     };
    59 
    60   public:
    61     BaseWeapon();
    62           virtual ~BaseWeapon();
    63 
    64     bool addAction(const Action);
    65 
    66     void primaryFireRequest();
    67 
    68     void secondaryFireRequest();
    69 
    70     int getAmmoState();
    71 
    72     void setAmmoDump(AmmunitionDump*);
    73 
    74     inline virtual void loadParams(TiXmlElement* xmlElem) { Model::loadParams(xmlElem); };
    75 
    76     virtual void tick(float dt);
    77 
    78   protected:
    79     virtual void primaryFire() = 0;
    80 
    81     virtual void primaryFiring(float) = 0;
    82 
    83     virtual void secondaryFire() = 0;
    84 
    85     virtual void secondaryFiring(float) = 0;
    86 
    87     virtual void registerAllVariables() { };
    88 
    89   public:
    90 
    91   protected:
    92     Ogre::SceneManager *sceneMgr_;
    93 
    94     int bulletCounter_;
    95     BulletManager *bulletManager_;
    96 
    97     AmmunitionDump *ammoDump_;
    98 
    99     bool primaryFireRequest_;
    100     bool secondaryFireRequest_;
    101 
    102     float totalTime_;
    103     float actionStartTime_;
    104 
    105     State currentState_;
    106     bool secondaryFired_;
    107 
    108     Action nextAction_;
    109     bool actionAdded_;
    110     float timeSinceNextActionAdded_;
    111     static float nextActionValidityPeriod_s;
    112 
    113     // weapon properties
    114     int leftAmmo_;
    115     float primaryFirePower_;
    116     float secondaryFirePower_;
    117     float primaryFiringRate_;
    118     float secondaryFiringRate_;
    119     Real primaryBulletSpeed_;
    120     Real secondaryBulletSpeed_;
    121 
    122     int magazineSize_;
    123 
    124   };
    125 }
    126 
    127 #endif /* _BaseWeapon_H__ */
     27#ifndef _BaseWeapon_H__#define _BaseWeapon_H__#include "OrxonoxPrereqs.h"#include <OgrePrerequisites.h>#include "../Model.h"namespace orxonox {  class _OrxonoxExport BaseWeapon : public Model  {  public:    enum Action {      NOTHING  = 0,      RELOAD   = 1,      CHANGE_AMMO  = 2,      SPECIAL  = 3    };  protected:    enum State {      IDLE = 0,      PRIMARY_FIRE = 1,      SECONDARY_FIRE = 2,      RELOADING = 3,      CHANGING_AMMO = 4,    };  public:    BaseWeapon();          virtual ~BaseWeapon();    bool addAction(const Action);    void primaryFireRequest();    void secondaryFireRequest();    int getAmmoState();    void setAmmoDump(AmmunitionDump*);    inline virtual void loadParams(TiXmlElement* xmlElem) { Model::loadParams(xmlElem); };    virtual void tick(float dt);  protected:    virtual void primaryFire() = 0;    virtual void primaryFiring(float) = 0;    virtual void secondaryFire() = 0;    virtual void secondaryFiring(float) = 0;    virtual void registerAllVariables() { };  public:  protected:    Ogre::SceneManager *sceneMgr_;    int bulletCounter_;    BulletManager *bulletManager_;    AmmunitionDump *ammoDump_;    bool primaryFireRequest_;    bool secondaryFireRequest_;    float totalTime_;    float actionStartTime_;    State currentState_;    bool secondaryFired_;    Action nextAction_;    bool actionAdded_;    float timeSinceNextActionAdded_;    static float nextActionValidityPeriod_s;    // weapon properties    int leftAmmo_;    float primaryFirePower_;    float secondaryFirePower_;    float primaryFiringRate_;    float secondaryFiringRate_;    Real primaryBulletSpeed_;    Real secondaryBulletSpeed_;    int magazineSize_;  };}#endif /* _BaseWeapon_H__ */
  • code/branches/network/src/orxonox/objects/weapon/Bullet.cc

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  • code/branches/network/src/orxonox/objects/weapon/Bullet.h

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  • code/branches/network/src/orxonox/objects/weapon/BulletManager.cc

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  • code/branches/network/src/orxonox/objects/weapon/BulletManager.h

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  • code/branches/network/src/orxonox/objects/weapon/WeaponStation.cc

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  • code/branches/network/src/orxonox/objects/weapon/WeaponStation.h

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  • code/branches/network/src/orxonox/particle/ParticleInterface.cc

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  • code/branches/network/src/orxonox/particle/ParticleInterface.h

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  • code/branches/network/src/orxonox/tolua/tolua.pkg

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  • code/branches/network/src/orxonox/tools/BillboardSet.cc

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  • code/branches/network/src/orxonox/tools/BillboardSet.h

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  • code/branches/network/src/orxonox/tools/Light.cc

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  • code/branches/network/src/orxonox/tools/Light.h

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  • code/branches/network/src/orxonox/tools/Mesh.cc

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  • code/branches/network/src/orxonox/tools/Timer.cc

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  • code/branches/network/src/orxonox/tools/Timer.h

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