- Timestamp:
- Mar 16, 2005, 11:59:51 PM (20 years ago)
- Location:
- orxonox/trunk/src
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/lib/util/list.h
r3553 r3585 86 86 T* enumerate(); 87 87 T* nextElement(); 88 T* nextElement(T* toEntity); 88 89 T* toArray(); 89 90 void debug(); … … 199 200 T* tList<T>::enumerate() 200 201 { 201 if(this-> size == 0) return NULL;202 if(this->last == this->first) return NULL; 202 203 this->currentEl = this->first; 203 204 return this->currentEl->curr; … … 208 209 T* tList<T>::nextElement() 209 210 { 210 if(this-> size == 0) return NULL;211 if(this->last == this->first) return NULL; 211 212 this->currentEl = this->currentEl->next; 212 213 if(this->currentEl == NULL) return NULL; … … 215 216 216 217 218 /** 219 \brief this returns the next element after toEntity or the first if toEntity is last 220 */ 221 template<class T> 222 T* tList<T>::nextElement(T* toEntity) 223 { 224 if( this->last == this->first) return NULL; 225 if( toEntity == NULL) return this->first->curr; 226 if( toEntity == this->last->curr ) return this->first->curr; 227 this->currentEl = this->first; 228 while(this->currentEl->curr != toEntity && this->currentEl->next != NULL) 229 { 230 this->currentEl = this->currentEl->next; 231 } 232 if(this->currentEl == NULL) return NULL; 233 return this->currentEl->next->curr; 234 } 235 236 217 237 template<class T> 218 238 T* tList<T>::toArray() -
orxonox/trunk/src/world_entities/player.cc
r3584 r3585 33 33 this->model = new OBJModel("../data/models/reaplow.obj"); 34 34 this->weapons = new tList<Weapon>(); 35 this->activeWeapon = NULL; 36 37 travelSpeed = 15.0; 38 velocity = Vector(); 39 bUp = bDown = bLeft = bRight = bAscend = bDescend = false; 40 bFire = false; 41 acceleration = 10.0; 35 42 } 36 43 … … 47 54 } 48 55 delete this->weapons; 56 57 //delete this->velocity; 49 58 } 50 59 … … 75 84 void Player::postSpawn () 76 85 { 77 travelSpeed = 15.0;78 velocity = Vector();79 bUp = bDown = bLeft = bRight = bAscend = bDescend = false;80 bFire = false;81 acceleration = 10.0;82 86 //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); 83 87 } … … 182 186 if(this->bFire) 183 187 { 184 188 if(this->activeWeapon != NULL) 189 this->activeWeapon->fire(); 185 190 } 186 191 if(this->bWeaponChange) 187 192 { 188 193 Weapon* w = this->weapons->enumerate(); 194 this->activeWeapon = this->weapons->nextElement(this->activeWeapon); 189 195 } 190 196 } … … 199 205 void Player::command (Command* cmd) 200 206 { 201 //printf("Player|recieved command [%s]\n", cmd->cmd);207 PRINTF(3)("recieved command [%s]\n", cmd->cmd); 202 208 if( !strcmp( cmd->cmd, "up")) this->bUp = !cmd->bUp; 203 209 else if( !strcmp( cmd->cmd, "down")) this->bDown = !cmd->bUp; -
orxonox/trunk/src/world_entities/player.h
r3584 r3585 43 43 bool bDescend; //!< descend button presses. 44 44 bool bFire; //!< fire button pressed. 45 bool bWeaponChange; 45 bool bWeaponChange; //!< weapon change button pressed 46 46 47 47 tList<Weapon>* weapons;//!< a list of weapon 48 Weapon* activeWeapon; //!< the weapon that is currenty activated 48 49 49 50 Vector velocity; //!< the velocity of the player.
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