- Timestamp:
- Dec 4, 2005, 11:37:49 PM (19 years ago)
- Location:
- branches
- Files:
-
- 41 edited
- 8 copied
Legend:
- Unmodified
- Added
- Removed
-
branches/avi_play/src/Makefile.am
r5766 r5924 47 47 world_entities/world_entity.cc \ 48 48 world_entities/camera.cc \ 49 world_entities/playable.cc \ 49 50 world_entities/player.cc \ 50 51 world_entities/npcs/npc.cc \ … … 76 77 world_entities/power_ups/turret_power_up.cc \ 77 78 world_entities/power_ups/laser_power_up.cc \ 79 world_entities/space_ships/space_ship.cc \ 78 80 subprojects/benchmark.cc 79 81 … … 87 89 world_entities/world_entity.h \ 88 90 world_entities/camera.h \ 91 world_entities/playable.h \ 89 92 world_entities/player.h \ 90 93 world_entities/npcs/npc.h \ -
branches/avi_play/src/defs/class_id.h
r5822 r5924 57 57 // superclasses 58 58 CL_MASK_SUPER_CLASS = 0xff000000, 59 CL_BASE_OBJECT = 0x ff000000,59 CL_BASE_OBJECT = 0x00000000, 60 60 61 61 CL_PARENT_NODE = 0x01000000, … … 69 69 CL_ELEMENT_2D = 0x10000000, 70 70 71 CL_SYNCHRONIZEABLE 71 CL_SYNCHRONIZEABLE = 0x20000000, 72 72 73 73 CL_WORLD_ENTITY = 0x40000000, 74 74 75 75 // subsuper-classes derivations taken : 1, 2, 5, a, b, c. << THIS IS A LIST OF ALL THE DCL_MASK_SUBSUPERCLASS_ID's taken 76 76 // subsuper-classes 77 77 CL_MASK_SUBSUPER_CLASS = 0x00fff000, 78 CL_MASK_SUBSUPER_CLASS_ID = 0x00f00000, 79 CL_MASK_SUBSUPER_CLASS_ID2 = 0x000ff000, 80 CL_PLAYER = 0x00101000, 81 CL_NPC = 0x00102000, 82 CL_POWER_UP = 0x00104000, 83 CL_FIELD = 0x00108000, 84 CL_PROJECTILE = 0x00110000, 85 CL_WEAPON = 0x00120000, 86 87 // subsuper-classes derivations taken : 1, 5, a, b, c. << THIS IS A LIST OF ALL THE DCL_MASK_SUBSUPERCLASS_ID's taken 78 CL_MASK_SUBSUPER_CLASS_IDA = 0x00f00000, 79 CL_MASK_SUBSUPER_CLASS_IDB = 0x000ff000, 80 // SUPER-PNodes 81 CL_FIELD = 0x00101000, 82 // SUPER-WorldEntities 83 CL_PLAYABLE = 0x00201000, 84 CL_PLAYER = 0x00202000, 85 CL_NPC = 0x00204000, 86 CL_PROJECTILE = 0x00208000, 87 CL_WEAPON = 0x00210000, 88 CL_POWER_UP = 0x00220000, 89 90 // SUPER-Modeling 91 CL_TEXTURE = 0x00c01000, 92 CL_MODEL = 0x00c02000, 93 94 95 // subsuper-classes derivations taken : 1, 2, 5, a, b, c. << THIS IS A LIST OF ALL THE DCL_MASK_SUBSUPERCLASS_ID's taken 88 96 89 97 // lowest level classes … … 120 128 121 129 130 122 131 // StoryEntities (range from 0x00000100 to 0x000001ff) 123 132 CL_CAMPAIGN = 0x00000101, … … 135 144 CL_TERRAIN = 0x00000207, 136 145 CL_TEST_ENTITY = 0x00000209, 146 CL_SPACE_SHIP = 0x0000020a, 137 147 138 148 CL_TURRET_POWER_UP = 0x00000211, … … 177 187 178 188 // graphical stuff (range from 0x00000800 to 0x000009ff) 179 CL_TEXTURE = 0x00c01000, 189 CL_FONT = 0x00c02802, 190 191 180 192 CL_TEXT = 0x00b01801, 181 CL_FONT = 0x00c02802,182 193 CL_MATERIAL = 0x00000804, 183 CL_ MODEL = 0x00000805, //!< @todo make this a SUBCLASS maybe184 CL_OBJMODEL = 0x0000080 6,185 CL_PROMITIVE_MODEL = 0x0000080 7,186 CL_MD2Model = 0x0000080 8,187 CL_LIGHT = 0x0000080 9,188 CL_PARTICLE_EMITTER = 0x0000080 a,189 CL_PARTICLE_SYSTEM = 0x0000080 b,194 CL_TEXTURE_SEQUENCE = 0x00c04805, 195 CL_OBJMODEL = 0x00000807, 196 CL_PROMITIVE_MODEL = 0x00000808, 197 CL_MD2Model = 0x00000809, 198 CL_LIGHT = 0x0000080a, 199 CL_PARTICLE_EMITTER = 0x0000080b, 200 CL_PARTICLE_SYSTEM = 0x0000080c, 190 201 CL_ENVIRONMENT = 0x00000810, 191 202 CL_SHADER = 0x00000811, -
branches/avi_play/src/lib/collision_detection/cd_engine.cc
r5134 r5924 24 24 #include "world_entity.h" 25 25 #include "terrain.h" 26 #include "player.h"26 // #include "player.h" 27 27 28 28 #include "spatial_separation.h" … … 119 119 Quadtree* q = this->terrain->ssp->getQuadtree(); 120 120 121 QuadtreeNode* n = q->getQuadtreeFromPosition(this->player->getAbsCoor());121 // QuadtreeNode* n = q->getQuadtreeFromPosition(this->player->getAbsCoor()); 122 122 } 123 123 //sTriangleExt* tri = q->getTriangleFromPosition(this->player->getAbsCoor()); -
branches/avi_play/src/lib/collision_detection/cd_engine.h
r5039 r5924 17 17 class OBBTree; 18 18 class Terrain; 19 class Player;19 //class Player; 20 20 21 21 … … 51 51 inline void setEntityList(tList<WorldEntity>* entityList) { this->entityList = entityList; } 52 52 inline void setTerrain(Terrain* terrain) { this->terrain = terrain; } 53 inline void setPlayer(Player* player) { this->player = player; } /* only for debug purposes \todo: delete*/53 // inline void setPlayer(Player* player) { this->player = player; } /* only for debug purposes \todo: delete*/ 54 54 55 55 void drawBV(int depth, int drawMode) const; … … 79 79 80 80 Terrain* terrain; //!< this it a ref to the terrain, serving as a ground for all WE 81 Player* player;81 // Player* player; 82 82 }; 83 83 -
branches/avi_play/src/lib/coord/p_node.cc
r5819 r5924 428 428 429 429 this->bias = bias; 430 this->bRelDirChanged = true; 430 431 } 431 432 … … 836 837 glEnd(); 837 838 } 839 838 840 /* if we want to draw the children too */ 839 841 if (depth == 0) /* -> all of them */ -
branches/avi_play/src/lib/coord/p_node.h
r5770 r5924 76 76 inline const Vector& getRelCoor () const { return this->prevRelCoordinate; }; 77 77 /** @returns the Relative Coordinate Destination */ 78 inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)? *this->toCoordinate:this->relCoordinate; };78 inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)? *this->toCoordinate : this->relCoordinate; }; 79 79 void setAbsCoor (const Vector& absCoord); 80 80 void setAbsCoor (float x, float y, float z); … … 93 93 inline const Quaternion& getRelDir () const { return this->prevRelDirection; }; 94 94 /** @returns the Relative Directional Destination */ 95 inline const Quaternion& getRelDirSoft2D() const { return (this->toDirection)? *this->toDirection:this->relDirection; };95 inline const Quaternion& getRelDirSoft2D() const { return (this->toDirection)? *this->toDirection : this->relDirection; }; 96 96 /** @returns a Vector pointing into the relative Direction */ 97 97 inline Vector getRelDirV() const { return this->prevRelDirection.apply(Vector(0,1,0)); }; … … 100 100 void setAbsDirSoft(const Quaternion& absDirSoft, float bias = 1.0); 101 101 void setAbsDirSoft(float x, float y, float z, float bias = 1.0); 102 void shiftDir (const Quaternion& shift); 102 103 /** @returns the absolute Direction */ 103 104 inline const Quaternion& getAbsDir () const { return this->absDirection; }; 104 105 /** @returns a Vector pointing into the absolute Direction */ 105 106 inline Vector getAbsDirV() const { return this->absDirection.apply(Vector(0,1,0)); }; 106 void shiftDir (const Quaternion& shift); 107 /** @returns A Vector pointing into the forward direction (X) of the Node */ 108 inline Vector getAbsDirX() const { return this->absDirection.apply(Vector(1,0,0)); }; 109 /** @returns A Vector pointing into the upward direction (Y) of the Node */ 110 inline Vector getAbsDirY() const { return this->absDirection.apply(Vector(0,1,0)); }; 111 /** @returns A Vector pointing into the right direction (Z) of the Node */ 112 inline Vector getAbsDirZ() const { return this->absDirection.apply(Vector(0,0,1)); }; 107 113 108 114 /** @returns the Speed of the Node */ -
branches/avi_play/src/lib/event/key_mapper.cc
r5474 r5924 21 21 #include "key_mapper.h" 22 22 23 #include "event_def.h" 24 23 25 #include "globals.h" 24 26 #include "ini_parser.h" 25 27 #include "key_names.h" 26 28 #include "debug.h" 29 27 30 28 31 using namespace std; … … 191 194 { 192 195 if( index[0] == 0) 193 196 { 194 197 *map[i].pValue = index[1]; 195 198 PRINTF(4)("Mapping %s to '%s' (id %i)\n", name, SDLKToKeyname(index[1]), index[1]); 196 199 break; 197 198 else { 200 } 201 else { 199 202 *map[i].pValue = index[1]; 200 203 PRINTF(4)("Mapping %s to '%s' (id %i)\n", name, SDLBToButtonname(index[1]), index[1]); 201 204 break; 202 205 } 203 206 } 204 207 } -
branches/avi_play/src/lib/event/key_mapper.h
r5819 r5924 10 10 11 11 #include "base_object.h" 12 #include "event_def.h"12 //#include "event_def.h" 13 13 14 14 class IniParser; … … 66 66 67 67 private: 68 Sint32coord[2]; //!< temp place to save variables in nameToIndex() function68 int coord[2]; //!< temp place to save variables in nameToIndex() function 69 69 }; 70 70 -
branches/avi_play/src/lib/graphics/graphics_engine.cc
r5819 r5924 31 31 32 32 #include "globals.h" 33 #include "texture.h" 33 34 34 35 #ifdef __WIN32__ 35 36 #include "class_list.h" 36 #include "texture.h"37 37 #include "list.h" 38 38 #include "model.h" … … 131 131 const char* textures = iniParser->getVar(CONFIG_NAME_TEXTURES, CONFIG_SECTION_VIDEO_ADVANCED, "0"); 132 132 if (strchr(textures, '1') || !strcasecmp(textures, "true")) 133 this->texturesEnabled = true;133 Texture::setTextureEnableState( true); 134 134 else 135 this->texturesEnabled = false;135 Texture::setTextureEnableState(false); 136 136 137 137 // searching for a usefull resolution … … 365 365 366 366 /** 367 * if Textures should be enabled368 */369 bool GraphicsEngine::texturesEnabled = true;370 371 /**372 367 * 373 368 * @param show if The mouse-cursor should be visible -
branches/avi_play/src/lib/graphics/graphics_engine.h
r5366 r5924 83 83 84 84 public: 85 static bool texturesEnabled; //!< if textures should be enabled (globally)86 87 85 88 86 private: -
branches/avi_play/src/lib/graphics/importer/Makefile.am
r5463 r5924 9 9 md2Model.cc \ 10 10 material.cc \ 11 texture.cc 11 texture.cc \ 12 texture_sequence.cc 12 13 13 14 … … 20 21 material.h \ 21 22 texture.h \ 23 texture_sequence.h \ 22 24 anorms.h \ 23 25 anormtab.h -
branches/avi_play/src/lib/graphics/importer/material.h
r5405 r5924 51 51 static void addTexturePath(const char* pathName); 52 52 53 private:54 int illumModel; //!< The IlluminationModel is either flat or smooth.55 float diffuse [4]; //!< The diffuse color of the Material.56 float ambient [4]; //!< The ambient color of the Material.57 float specular [4]; //!< The specular color of the Material.58 float shininess; //!< The shininess of the Material.59 float transparency; //!< The transperency of the Material.53 private: 54 int illumModel; //!< The IlluminationModel is either flat or smooth. 55 float diffuse [4]; //!< The diffuse color of the Material. 56 float ambient [4]; //!< The ambient color of the Material. 57 float specular [4]; //!< The specular color of the Material. 58 float shininess; //!< The shininess of the Material. 59 float transparency; //!< The transperency of the Material. 60 60 public: 61 Texture* diffuseTexture; //!< The diffuse texture of the Material.62 Texture* ambientTexture; //!< The ambient texture of the Material.63 Texture* specularTexture; //!< The specular texture of the Material.61 Texture* diffuseTexture; //!< The diffuse texture of the Material. 62 Texture* ambientTexture; //!< The ambient texture of the Material. 63 Texture* specularTexture; //!< The specular texture of the Material. 64 64 }; 65 65 #endif -
branches/avi_play/src/lib/graphics/importer/texture.cc
r5790 r5924 19 19 20 20 #include "debug.h" 21 #include "graphics_engine.h" 22 21 22 // INCLUDING SDL_Image 23 23 #ifdef HAVE_SDL_IMAGE_H 24 24 #include <SDL_image.h> … … 45 45 } 46 46 47 47 48 /** 48 49 * Destructor of a Texture … … 65 66 bool Texture::loadImage(const char* imageName) 66 67 { 67 if ( GraphicsEngine::texturesEnabled)68 if (Texture::texturesEnabled) 68 69 { 69 70 if (this->image != NULL) … … 80 81 { 81 82 SDL_Surface* tmpSurf; 82 if (this->texture )83 if (this->texture != 0 && glIsTexture(this->texture)) 83 84 glDeleteTextures(1, &this->texture); 84 85 // load the new Image to memory … … 87 88 { 88 89 PRINTF(4)("loading Image %s\n", imageName); 89 if (this->prepareSurface(tmpSurf)) 90 loadTexToGL(); 90 bool hasAlpha; 91 SDL_Surface* newSurf = this->prepareSurface(tmpSurf, hasAlpha); 92 if (newSurf != NULL) 93 { 94 this->setSurface(newSurf); 95 this->setAlpha(hasAlpha); 96 this->setTexture(Texture::loadTexToGL(newSurf)); 97 } 98 91 99 SDL_FreeSurface(tmpSurf); 92 100 return true; … … 108 116 } 109 117 118 119 /** 120 * rebuilds the texture. 121 * reloads the Texture from Memory to OpenGL. 122 */ 110 123 bool Texture::rebuild() 111 124 { 112 125 if (this->texture != 0) 113 126 { 114 glDeleteTextures(1,&this->texture); 115 this->texture = 0; 127 if (glIsTexture(this->texture)) 128 glDeleteTextures(1,&this->texture); 129 this->setTexture(0); 116 130 } 117 131 … … 119 133 { 120 134 PRINTF(3)("Reloading Texture of %s '%s'\n", this->getClassName(), this->getName()); 121 this-> loadTexToGL();135 this->setTexture(loadTexToGL(this->image)); 122 136 } 123 124 } 125 137 } 138 139 140 /** 141 * set the surface this Texture handles 142 * @param newSurface the new Surface to set as the image for this Texture. 143 * 144 * This deletes the old version of the stored Texture, 145 * and sets the newly given Surface as current. 146 */ 147 bool Texture::setSurface(SDL_Surface* newSurface) 148 { 149 if (this->image != NULL) 150 SDL_FreeSurface(this->image); 151 152 this->image = newSurface; 153 154 return (this->image != NULL); 155 } 156 157 158 bool Texture::texturesEnabled = true; 159 160 /** 161 * enables, disables textures 162 * @param texturesEnabled true if the textures should be enabled 163 */ 164 void Texture::setTextureEnableState(bool texturesEnabled) 165 { 166 Texture::texturesEnabled = texturesEnabled; 167 } 168 169 170 ////////////////////////////////////// 171 // UTILITY FUNCTIONALITY OF TEXTURE // 172 ////////////////////////////////////// 126 173 /** 127 174 * converts surface to a new SDL_Surface, that is loadable by openGL 128 175 * @param surface the Surface to convert 176 * @param hasAlpha if the newly created Surface has an alpha channel, true is returned otherwise false. 129 177 * @returns a !!new!! Surface, that is loadable by openGL. 130 178 */ 131 bool Texture::prepareSurface(SDL_Surface* surface)179 SDL_Surface* Texture::prepareSurface(SDL_Surface* surface, bool& hasAlpha) 132 180 { 133 181 PRINTF(4)("Loading texture to OpenGL-Environment.\n"); 134 182 135 SDL_Surface* putSurface;183 SDL_Surface* retSurface; 136 184 SDL_Rect area; 137 185 Uint32 saved_flags; 138 186 Uint8 saved_alpha; 139 187 140 putSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, 141 surface->w, surface->h, 142 32, 188 hasAlpha = false; 189 retSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, 190 surface->w, surface->h, 191 32, 143 192 #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 144 193 0x000000FF, … … 147 196 0xFF000000 148 197 #else 149 0xFF000000,198 0xFF000000, 150 199 0x00FF0000, 151 200 0x0000FF00, 152 201 0x000000FF 153 202 #endif 154 );155 if ( putSurface == NULL )203 ); 204 if ( retSurface == NULL ) 156 205 { 157 this->setSurface(NULL); 158 return false; 206 return NULL; 159 207 } 160 208 … … 171 219 area.w = surface->w; 172 220 area.h = surface->h; 173 SDL_BlitSurface(surface, &area, putSurface, &area);221 SDL_BlitSurface(surface, &area, retSurface, &area); 174 222 175 223 /* Restore the alpha blending attributes */ … … 177 225 { 178 226 SDL_SetAlpha(surface, saved_flags | SDL_OPENGL, saved_alpha); 179 this->bAlpha = true; 180 } 181 182 return (this->setSurface(putSurface)); 183 } 184 185 bool Texture::setSurface(SDL_Surface* newSurface) 186 { 187 if (this->image != NULL) 188 SDL_FreeSurface(this->image); 189 190 this->image = newSurface; 191 192 return (this->image != NULL); 227 hasAlpha = true; 228 } 229 230 return (retSurface); 193 231 } 194 232 … … 199 237 * @returns The ID of the texture. 200 238 */ 201 GLuint Texture::loadTexToGL () 202 { 203 if (this->texture != 0 && glIsTexture(this->texture)) 204 glDeleteTextures(1, &this->texture); 205 this->texture = 0; 206 207 if (this->image == NULL) 239 GLuint Texture::loadTexToGL (const SDL_Surface* surface) 240 { 241 // if (this->texture != 0 && glIsTexture(this->texture)) 242 // glDeleteTextures(1, &this->texture); 243 // this->texture = 0; 244 245 GLuint texture; 246 247 if (surface == NULL) 208 248 return 0; 209 249 210 250 /* Create an OpenGL texture for the image */ 211 glGenTextures(1, &t his->texture);212 glBindTexture(GL_TEXTURE_2D, t his->texture);251 glGenTextures(1, &texture); 252 glBindTexture(GL_TEXTURE_2D, texture); 213 253 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 214 254 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); … … 217 257 0, 218 258 GL_RGBA, 219 this->image->w, this->image->h,259 surface->w, surface->h, 220 260 0, 221 261 GL_RGBA, 222 262 GL_UNSIGNED_BYTE, 223 this->image->pixels);263 surface->pixels); 224 264 // build the MipMaps 225 265 gluBuild2DMipmaps(GL_TEXTURE_2D, 226 266 GL_RGBA, 227 this->image->w,228 this->image->h,267 surface->w, 268 surface->h, 229 269 GL_RGBA, 230 270 GL_UNSIGNED_BYTE, 231 this->image->pixels);271 surface->pixels); 232 272 glBindTexture(GL_TEXTURE_2D, 0); 233 return t his->texture;234 } 273 return texture; 274 } -
branches/avi_play/src/lib/graphics/importer/texture.h
r5768 r5924 14 14 struct SDL_Surface; 15 15 16 //! an enumerator for different procedural texture-types17 typedef enum TEXTURE_TYPE { TEXTURE_RADIAL_ALIAS,18 TEXTURE_NOISE };19 20 16 //! A Class, that reads in Textures from different fileformats. 21 17 class Texture : public BaseObject … … 27 23 28 24 bool loadImage(const char* imageName); 29 bool rebuild();25 virtual bool rebuild(); 30 26 31 27 /** @returns The textureID of this texture. */ … … 33 29 /** @returns true if texture has alpha, false otherwise */ 34 30 inline bool hasAlpha() const {return bAlpha;} 31 /** @returns the stored image of this Texture */ 32 const SDL_Surface* const getStoredImage() const { return this->image; }; 33 34 35 36 static void setTextureEnableState(bool texturesEnabled); 37 /** @returns true if Textures are enabled */ 38 inline static bool getTextureEnableState() { return Texture::texturesEnabled; }; 39 40 // Utility functionality: 41 static SDL_Surface* prepareSurface(SDL_Surface* input, bool& hasAlpha); 42 static GLuint loadTexToGL (const SDL_Surface* surface); 35 43 36 44 protected: 37 bool prepareSurface(SDL_Surface* input); 45 38 46 bool setSurface(SDL_Surface* newSurface); 47 bool setAlpha(bool hasAlpha) { this->bAlpha = hasAlpha; }; 48 bool setTexture(GLuint texture) { this->texture = texture; }; 39 49 40 GLuint loadTexToGL ();41 50 42 51 private: 43 GLuint texture; //!< The Texture-ID of opengl from this Texture. 44 bool bAlpha; //!< if the texture has an alpha channel. 45 SDL_Surface* image; //!< The SDL_Surfce that stores the Texture on it. 52 GLuint texture; //!< The Texture-ID of opengl from this Texture. 53 bool bAlpha; //!< if the texture has an alpha channel. 54 SDL_Surface* image; //!< The SDL_Surfce that stores the Texture on it. 55 56 static bool texturesEnabled; //!< If the Textures are enabled. 46 57 }; 47 58 -
branches/avi_play/src/lib/graphics/text_engine/font.cc
r5768 r5924 181 181 this->fontTTF = NULL; 182 182 } 183 if (this->prepareSurface(surface)) 184 this->loadTexToGL( ); 183 bool hasAlpha; 184 SDL_Surface* newSurf = this->prepareSurface(surface, hasAlpha); 185 if (newSurf != NULL) 186 { 187 this->setSurface(newSurf); 188 this->setAlpha(hasAlpha); 189 this->setTexture(Texture::loadTexToGL(newSurf)); 190 } 185 191 186 192 // initializing the Glyphs. … … 491 497 492 498 if (this->setSurface(tmpSurf)) 493 loadTexToGL();499 (this->setTexture(Texture::loadTexToGL(tmpSurf))); 494 500 } 495 501 -
branches/avi_play/src/lib/graphics/text_engine/text_engine.cc
r5780 r5924 64 64 { 65 65 // first remove all the remaining Texts (if any). 66 std::list<BaseObject*>* textList = ClassList::getList(CL_TEXT);66 const std::list<BaseObject*>* textList = ClassList::getList(CL_TEXT); 67 67 if (textList != NULL) 68 68 { … … 71 71 } 72 72 // delete all remaining fonts (There should not be Anything to do here) 73 std::list<BaseObject*>* fontList = ClassList::getList(CL_FONT);73 const std::list<BaseObject*>* fontList = ClassList::getList(CL_FONT); 74 74 if (fontList != NULL) 75 75 { … … 124 124 void TextEngine::debug() const 125 125 { 126 list<BaseObject*>* textList = ClassList::getList(CL_TEXT);126 const list<BaseObject*>* textList = ClassList::getList(CL_TEXT); 127 127 if (textList != NULL) 128 128 { … … 132 132 PRINT(0)("Reference: %p; Text Counts: %d\n", this, textList->size()); 133 133 134 list<BaseObject*>:: iterator text;134 list<BaseObject*>::const_iterator text; 135 135 for ( text = textList->begin(); text != textList->end(); text++) 136 136 dynamic_cast<Text*>(*text)->debug(); -
branches/avi_play/src/lib/lang/base_object.cc
r5791 r5924 112 112 else if (classID & CL_MASK_SUBSUPER_CLASS) 113 113 { 114 if (likely(((this->classID & CL_MASK_SUBSUPER_CLASS_ID ) == (this->classID & CL_MASK_SUBSUPER_CLASS_ID)) &&115 this->classID & classID & CL_MASK_SUBSUPER_CLASS_ID 2))114 if (likely(((this->classID & CL_MASK_SUBSUPER_CLASS_IDA) == (this->classID & CL_MASK_SUBSUPER_CLASS_IDA)) && 115 this->classID & classID & CL_MASK_SUBSUPER_CLASS_IDB)) 116 116 return true; 117 117 } -
branches/avi_play/src/lib/lang/class_list.cc
r5822 r5924 133 133 * @return the List accessed by classID, or NULL if not found 134 134 */ 135 std::list<BaseObject*>* ClassList::getList(ClassID classID)135 const std::list<BaseObject*>* ClassList::getList(ClassID classID) 136 136 { 137 137 ClassList* fl; … … 156 156 * @return the List accessed by classID, or NULL if not found 157 157 */ 158 std::list<BaseObject*>* ClassList::getList(const char* className)158 const std::list<BaseObject*>* ClassList::getList(const char* className) 159 159 { 160 160 ClassList* fl; -
branches/avi_play/src/lib/lang/class_list.h
r5821 r5924 40 40 static void removeFromClassList(BaseObject* objectPointer); 41 41 42 static std::list<BaseObject*>*getList(ClassID classID = CL_NULL);// { return (ClassList* fl = ClassList::getClassList(classID) != NULL)? &(fl->objectList) : NULL; };43 static std::list<BaseObject*>*getList(const char* className); // { return (ClassList* fl = ClassList::getClassList(className) != NULL)? &(fl->objectList) : NULL; };42 static const std::list<BaseObject*>* getList(ClassID classID = CL_NULL);// { return (ClassList* fl = ClassList::getClassList(classID) != NULL)? &(fl->objectList) : NULL; }; 43 static const std::list<BaseObject*>* getList(const char* className); // { return (ClassList* fl = ClassList::getClassList(className) != NULL)? &(fl->objectList) : NULL; }; 44 44 static const std::list<const char*>* getClassNames(); 45 45 static BaseObject* getObject(const char* name, ClassID classID = CL_NULL); 46 46 static bool exists(const BaseObject* object, ClassID classID = CL_NULL); 47 48 void sendBack(std::list<BaseObject*>::const_iterator it); 47 49 48 50 static void whatIs(const BaseObject* object); … … 51 53 static long StringToID(const char* className); 52 54 static void debug(unsigned int debugLevel = 0, long classID = CL_NULL); 53 static void debugS(const char* className = 0x0, unsigned int debugLevel = 0);55 static void debugS(const char* className = NULL, unsigned int debugLevel = 0); 54 56 55 57 inline bool operator==(ClassID classID) { return (this->classID == classID); }; -
branches/avi_play/src/lib/network/network_manager.cc
r5822 r5924 161 161 if (this->netStreamList != NULL || (this->netStreamList = ClassList::getList(CL_NETWORK_STREAM)) != NULL) 162 162 { 163 std::list<BaseObject*>:: iterator stream;163 std::list<BaseObject*>::const_iterator stream; 164 164 for (stream = this->netStreamList->begin(); stream != this->netStreamList->end(); ++stream) 165 165 static_cast<NetworkStream*>(*stream)->processData(); -
branches/avi_play/src/lib/network/network_manager.h
r5822 r5924 41 41 42 42 private: 43 std::list<BaseObject*>* netStreamList; // list with refs to all network streams44 std::list<BaseObject*>* syncList; // list of synchronizeables43 const std::list<BaseObject*>* netStreamList; // list with refs to all network streams 44 const std::list<BaseObject*>* syncList; // list of synchronizeables 45 45 46 46 }; -
branches/avi_play/src/lib/shell/shell_command.cc
r5791 r5924 159 159 long classID = CL_NULL; //< the classID retrieved from the Class. 160 160 ShellCommandClass* commandClass = NULL; //< the command class this command applies to. 161 std::list<BaseObject*>* objectList = NULL; //< the list of Objects stored in classID161 const std::list<BaseObject*>* objectList = NULL; //< the list of Objects stored in classID 162 162 BaseObject* objectPointer = NULL; //< a pointer to th Object to Execute the command on 163 163 bool emptyComplete = false; //< if the completion input is empty string. e.g "" -
branches/avi_play/src/lib/shell/shell_completion.cc
r5791 r5924 58 58 59 59 long classID; //< the classID retrieved from the Class. 60 std::list<BaseObject*>* objectList; //< the list of Objects stored in classID60 const std::list<BaseObject*>* objectList; //< the list of Objects stored in classID 61 61 bool emptyComplete = false; //< if the completion input is empty string. e.g "" 62 62 long completeType = SHELLC_NONE; //< the Type we'd like to complete. -
branches/avi_play/src/lib/sound/sound_engine.cc
r5834 r5924 137 137 if (this->sourceList != NULL) 138 138 { 139 list<BaseObject*>:: iterator source;139 list<BaseObject*>::const_iterator source; 140 140 for (source = this->sourceList->begin(); source != this->sourceList->end(); source++) 141 141 { … … 182 182 if (likely(this->sourceList != NULL)) 183 183 { 184 list<BaseObject*>:: iterator sourceIT;184 list<BaseObject*>::const_iterator sourceIT; 185 185 SoundSource* source; 186 186 for (sourceIT = this->sourceList->begin(); sourceIT != this->sourceList->end(); sourceIT++) … … 281 281 282 282 // INITIALIZING THE DEVICE: 283 ALchar deviceName[] = 283 #ifndef AL_VERSION_1_1 284 ALubyte deviceName[] = 285 #else 286 ALCchar deviceName[] = 287 #endif 284 288 #ifdef __WIN32__ 285 " native";289 "Direct3D"; 286 290 #else 287 "'( ( devices '( native artsnull ) ) )";291 "'( ( devices '( native null ) ) )"; 288 292 #endif 289 293 // … … 301 305 } 302 306 307 308 /** 309 * Allocates openAL sources 310 * @param count how many sources to allocate 311 * @returns true on success, false if at least one source could not be allocated 312 */ 313 bool SoundEngine::allocateSources(unsigned int count) 314 { 315 ALuint* sourceList = new ALuint[count]; 316 ALenum result; 317 318 alGenSources(count, sourceList); 319 if ((result = alGetError()) != AL_NO_ERROR) 320 { 321 SoundEngine::PrintALErrorString(result); 322 return false; 323 } 324 325 /// @TODO check syntax 326 327 328 // Setting default values. 329 for (int i = 0; i < count; i++) 330 { 331 alSourcef (sourceList[i], AL_PITCH, 1.0 ); 332 alSourcef (sourceList[i], AL_GAIN, this->getEffectsVolume() ); 333 alSourcei (sourceList[i], AL_LOOPING, AL_FALSE ); 334 this->ALSources.push(sourceList[i]); 335 } 336 return true; 337 } 338 303 339 /** 304 340 * Transforms AL-errors into something readable -
branches/avi_play/src/lib/sound/sound_engine.h
r5819 r5924 14 14 15 15 #include <list> 16 #include <stack> 16 17 17 18 #define SOUND_DOPPLER_FACTOR 0.001 //!< A factor for the audible doppler effect … … 21 22 class PNode; 22 23 class IniParser; 24 23 25 24 26 //! A class that handles audio via the openAudioLibrary … … 54 56 void flushAllBuffers(); 55 57 void flushAllSources(); 58 59 bool allocateSources(unsigned int count); 56 60 bool initAudio(); 57 61 … … 66 70 67 71 private: 68 static SoundEngine* singletonRef; //!< Reference to this class72 static SoundEngine* singletonRef; //!< Reference to this class 69 73 70 ALCdevice* device; //!< the used audio-device.71 ALCcontext* context; //!< the context, currently in use.74 ALCdevice* device; //!< the used audio-device. 75 ALCcontext* context; //!< the context, currently in use. 72 76 73 float musicVolume; //!< the maximum volume of the music in % (0f,1f]74 float effectsVolume; //!< the maximum volume of sound-effects in % (0f,1f]75 PNode* listener; //!< The listener of the Scene77 float musicVolume; //!< the maximum volume of the music in % (0f,1f] 78 float effectsVolume; //!< the maximum volume of sound-effects in % (0f,1f] 79 PNode* listener; //!< The listener of the Scene 76 80 77 std::list<BaseObject*>* bufferList; //!< A list of buffers78 std::list<BaseObject*>* sourceList; //!< A list for all the sources in the scene.81 const std::list<BaseObject*>* bufferList; //!< A list of buffers 82 const std::list<BaseObject*>* sourceList; //!< A list for all the sources in the scene. 79 83 80 84 unsigned int maxSourceCount; //!< How many Sources is the Maximum 85 std::stack<ALuint> ALSources; //!< A list of real openAL-Sources, the engine allocates, and stores for reuse. 81 86 }; 82 87 -
branches/avi_play/src/lib/sound/sound_source.cc
r5386 r5924 18 18 #include "sound_source.h" 19 19 #include "sound_engine.h" 20 20 21 #include "alincl.h" 21 22 #include "compiler.h" -
branches/avi_play/src/lib/sound/sound_source.h
r5386 r5924 39 39 40 40 private: 41 bool bPlay; //!< If the Source is Playing. 41 42 ALuint sourceID; //!< The ID of the Source 42 43 const SoundBuffer* buffer; //!< The buffer to play in this source. -
branches/avi_play/src/story_entities/world.cc
r5819 r5924 26 26 #include "null_parent.h" 27 27 #include "pilot_node.h" 28 #include "track_node.h"29 28 #include "world_entity.h" 30 29 #include "player.h" … … 40 39 #include "shell.h" 41 40 42 #include "track_manager.h"43 41 #include "garbage_collector.h" 44 42 #include "fast_factory.h" … … 63 61 #include "weapons/projectile.h" 64 62 #include "event_handler.h" 65 66 63 #include "sound_engine.h" 67 64 #include "ogg_player.h" … … 72 69 #include "npcs/npc_test1.h" 73 70 #include "shader.h" 71 72 #include "playable.h" 74 73 75 74 SHELL_COMMAND(speed, World, setSpeed); … … 122 121 PRINTF(3)("World::~World() - deleting current world\n"); 123 122 123 124 124 // here everything that is alocated by the World is deleted 125 125 delete this->entities; 126 126 State::setWorldEntityList(NULL); 127 127 128 delete this->localPlayer; 128 129 129 130 // delete all the initialized Engines. 130 131 FastFactory::flushAll(true); 131 132 delete LightManager::getInstance(); 132 delete TrackManager::getInstance();133 133 delete ParticleEngine::getInstance(); 134 134 delete AnimationPlayer::getInstance(); … … 142 142 // erease everything that is left. 143 143 delete NullParent::getInstance(); 144 144 145 Shader::suspendShader(); 145 146 … … 172 173 this->shell = NULL; 173 174 this->entities = NULL; 175 this->localPlayer = NULL; 176 this->localCamera = NULL; 174 177 175 178 this->showPNodes = false; … … 213 216 214 217 AnimationPlayer::getInstance(); // initializes the animationPlayer 218 ParticleEngine::getInstance(); 215 219 PhysicsEngine::getInstance(); 216 220 … … 242 246 } 243 247 244 TiXmlDocument* XMLDoc = new TiXmlDocument( path);248 TiXmlDocument* XMLDoc = new TiXmlDocument( getPath()); 245 249 // load the campaign document 246 250 if( !XMLDoc->LoadFile()) 247 251 { 248 252 // report an error 249 PRINTF(1)("loading XML File: %s @ % d:%d\n", XMLDoc->ErrorDesc(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());253 PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getPath(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol()); 250 254 delete XMLDoc; 251 255 return (ErrorMessage){213,"XML File parsing error","World::load()"}; … … 313 317 while( element != NULL) 314 318 { 315 WorldEntity* created = dynamic_cast<WorldEntity*>( loader->fabricate( element)); 316 if( created != NULL) this->spawn( created); 319 BaseObject* created = (loader->fabricate(element)); 320 if( created != NULL ) 321 { 322 if(created->isA(CL_WORLD_ENTITY)) 323 this->spawn(dynamic_cast<WorldEntity*>(created)); 324 printf("Created a %s: %s\n", created->getClassName(), created->getName()); 325 } 326 317 327 // if we load a 'Player' we use it as localPlayer 328 329 318 330 //todo do this more elegant 319 if( element->Value() != NULL && !strcmp( element->Value(), "Player")) 320 { 321 localPlayer = (Player*) created; 322 CDEngine::getInstance()->setPlayer(localPlayer); 323 } 324 if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox")) sky = (SkyBox*) created; 331 if( element->Value() != NULL && !strcmp( element->Value(), "SkyBox")) 332 sky = dynamic_cast<SkyBox*>(created); 325 333 if( element->Value() != NULL && !strcmp( element->Value(), "Terrain")) 326 334 { 327 terrain = (Terrain*) created;335 terrain = dynamic_cast<Terrain*>(created); 328 336 CDEngine::getInstance()->setTerrain(terrain); 329 337 } … … 340 348 LoadParamXML(root, "LightManager", LightManager::getInstance(), LightManager, loadParams); 341 349 342 LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams); 343 LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams); 344 345 // find Track 346 element = root->FirstChildElement( "Track"); 347 if( element == NULL) 348 { 349 PRINTF(0)("World is missing a 'Track'\n"); 350 } 351 else 352 { 353 //load track 354 PRINTF(4)("Loading Track\n"); 355 356 TrackManager::getInstance()->loadParams( element); 357 TrackManager::getInstance()->finalize(); 358 } 350 LoadParamXML(root, "ParticleEngine", ParticleEngine::getInstance(), ParticleEngine, loadParams); 351 // LoadParamXML(root, "PhysicsEngine", PhysicsEngine::getInstance(), PhysicsEngine, loadParams); 359 352 360 353 // free the XML data … … 363 356 /* GENERIC LOADING PROCESS FINISHED */ 364 357 365 // bind input 366 EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_UP); 367 EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_DOWN); 368 EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_LEFT); 369 EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_RIGHT); 370 EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_FIRE1); 371 EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_NEXT_WEAPON); 372 EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_PREVIOUS_WEAPON); 373 EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, SDLK_PAGEUP); 374 EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, SDLK_PAGEDOWN); 358 359 // Create a Player 360 this->localPlayer = new Player(); 361 362 Playable* playable; 363 const list<BaseObject*>* playableList = ClassList::getList(CL_PLAYABLE); 364 if (playableList != NULL) 365 { 366 playable = dynamic_cast<Playable*>(playableList->front()); 367 this->localPlayer->setControllable(playable); 368 } 375 369 376 370 // bind camera 377 //this->localCamera->bind (localPlayer); 378 // this->localPlayer->addChild (this->localCamera); 379 380 381 // TrackManager::getInstance()->setBindSlave(env); 382 PNode* tn = TrackManager::getInstance()->getTrackNode(); 383 tn->addChild(this->localPlayer); 384 385 //localCamera->setParent(TrackNode::getInstance()); 386 tn->addChild(this->localCamera); 387 localCamera->lookAt(tn); 371 playable->addChild (this->localCamera); 372 373 // //localCamera->setParent(TrackNode::getInstance()); 374 // tn->addChild(this->localCamera); 388 375 localCamera->setClipRegion(1, 10000.0); 389 this->localPlayer->setParentMode(PNODE_ALL); 390 TrackManager::getInstance()->condition(1, LEFTRIGHT, this->localPlayer); 391 376 localCamera->lookAt(playable); 377 // this->localPlayer->setParentMode(PNODE_ALL); 392 378 if (sky != NULL) 393 379 { … … 400 386 glNewList (objectList, GL_COMPILE); 401 387 402 //TrackManager::getInstance()->drawGraph(.01);403 //TrackManager::getInstance()->debug(2);404 388 glEndList(); 405 389 … … 412 396 //////////// 413 397 414 Gravity* test = new Gravity();415 416 // SYSTEM TRAILING THE PLAYER417 // Creating a Test Particle System418 419 //new PhysicsConnection(system, gravity);420 // new PhysicsConnection(this->localPlayer, gravity);421 398 422 399 // TestEntity* testEntity = new TestEntity(); … … 424 401 // testEntity->setRelDir(Quaternion(M_PI, Vector(0, 1, 0))); 425 402 // this->spawn(testEntity); 426 427 // TestEntity* testEntity2 = new TestEntity();428 // testEntity2->setAnim(STAND);429 // testEntity2->setRelCoor(Vector(2400.0, 10.0, -30.0));430 // testEntity2->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));431 // //testEntity2->setParent(this->localPlayer);432 // this->spawn(testEntity2);433 //434 // TestEntity* testEntity3 = new TestEntity();435 // testEntity3->setAnim(BOOM);436 // testEntity3->setRelCoor(Vector(2450.0, 10.0, -40.0));437 // testEntity3->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));438 // this->spawn(testEntity3);439 //440 // TestEntity* testEntity4 = new TestEntity();441 // testEntity4->setAnim(FLIP);442 // testEntity4->setRelCoor(Vector(2500.0, 10.0, -22.0));443 // testEntity4->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));444 // this->spawn(testEntity4);445 //446 // TestEntity* testEntity5 = new TestEntity();447 // testEntity5->setAnim(WAVE);448 // testEntity5->setRelCoor(Vector(2420.0, 10.0, -50.0));449 // testEntity5->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));450 // this->spawn(testEntity5);451 //452 // TestEntity* testEntity6 = new TestEntity();453 // testEntity6->setAnim(WAVE);454 // testEntity6->setRelCoor(Vector(2420.0, 10.0, -20.0));455 // testEntity6->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));456 // this->spawn(testEntity6);457 //458 // TestEntity* testEntity7 = new TestEntity();459 // testEntity7->setAnim(WAVE);460 // testEntity7->setRelCoor(Vector(2500.0, 10.0, -50.0));461 // testEntity7->setRelDir(Quaternion(M_PI, Vector(0, 1, 0)));462 // this->spawn(testEntity7);463 464 465 466 // PhysicsEngine::getInstance()->debug();467 468 469 403 470 404 for(int i = 0; i < 100; i++) … … 476 410 tmp->setAbsCoor(((float)rand()/RAND_MAX) * 5000, 50/*+ (float)rand()/RAND_MAX*20*/, ((float)rand()/RAND_MAX -.5) *30); 477 411 this->spawn(tmp); 478 479 480 412 } 481 482 483 484 // ClassList::debug();485 413 486 414 this->music = NULL;//(OggPlayer*)ResourceManager::getInstance()->load("sound/00-luke_grey_-_hypermode.ogg", OGG, RP_LEVEL); … … 498 426 this->glmis->step(); 499 427 // stuff beyond this point remains to be loaded properly 500 501 // initializing the TrackManager502 TrackManager::getInstance()->addPointV(Vector(150, -35, 5));503 TrackManager::getInstance()->addPointV(Vector(200,-35, 5));504 TrackManager::getInstance()->addPointV(Vector(250, -35, 5));505 TrackManager::getInstance()->addPointV(Vector(320,-33,-.55));506 TrackManager::getInstance()->setDuration(1);507 TrackManager::getInstance()->setSavePoint();508 509 TrackManager::getInstance()->addPointV(Vector(410, 0, 0));510 TrackManager::getInstance()->addPointV(Vector(510, 20, -10));511 TrackManager::getInstance()->addPointV(Vector(550, 20, -10));512 TrackManager::getInstance()->addPointV(Vector(570, 20, -10));513 TrackManager::getInstance()->setDuration(2);514 515 TrackManager::getInstance()->forkS("testFork1,testFork2");516 TrackManager::getInstance()->workOnS("testFork1");517 TrackManager::getInstance()->addPointV(Vector(640, 25, -30));518 TrackManager::getInstance()->addPointV(Vector(700, 40, -120));519 TrackManager::getInstance()->addPointV(Vector(800, 50, -150));520 TrackManager::getInstance()->addPointV(Vector(900, 60, -100));521 TrackManager::getInstance()->addPointV(Vector(900, 60, -70));522 TrackManager::getInstance()->addPointV(Vector(990, 65, -15));523 TrackManager::getInstance()->addPointV(Vector(1050, 65, -10));524 TrackManager::getInstance()->addPointV(Vector(1100, 65, -20));525 TrackManager::getInstance()->setDuration(4);526 527 TrackManager::getInstance()->workOnS("testFork2");528 TrackManager::getInstance()->addPointV(Vector(640, 25, 20));529 TrackManager::getInstance()->addPointV(Vector(670, 50, 120));530 TrackManager::getInstance()->addPointV(Vector(700, 70, 80));531 TrackManager::getInstance()->addPointV(Vector(800, 70, 65));532 TrackManager::getInstance()->addPointV(Vector(850, 65, 65));533 TrackManager::getInstance()->addPointV(Vector(920, 35, 40));534 TrackManager::getInstance()->addPointV(Vector(945, 40, 40));535 TrackManager::getInstance()->addPointV(Vector(970, 24, 40));536 TrackManager::getInstance()->addPointV(Vector(1000, 40, -7));537 538 TrackManager::getInstance()->setDuration(4);539 540 541 TrackManager::getInstance()->joinS("testFork1,testFork2");542 543 TrackManager::getInstance()->addPointV(Vector(1200, 60, -50));544 TrackManager::getInstance()->addPointV(Vector(1300, 50, -50));545 TrackManager::getInstance()->addPointV(Vector(1400, 40, -50));546 TrackManager::getInstance()->addPointV(Vector(1500, 40, -60));547 TrackManager::getInstance()->addPointV(Vector(1600, 35, -55));548 TrackManager::getInstance()->addPointV(Vector(1700, 45, -40));549 TrackManager::getInstance()->addPointV(Vector(1750, 60, -40));550 TrackManager::getInstance()->addPointV(Vector(1770, 80, -40));551 TrackManager::getInstance()->addPointV(Vector(1800, 100, -40));552 TrackManager::getInstance()->setDuration(10);553 554 TrackManager::getInstance()->finalize();555 556 428 557 429 // LIGHT initialisation … … 571 443 { 572 444 LightManager::getInstance()->getLight()->setAbsCoor(-5.0, 10.0, -40.0); 573 574 575 this->localPlayer = new Player ();576 this->localPlayer->setName ("player");577 this->spawn (this->localPlayer);578 this->localPlayer->setRelCoor(Vector(5,0,0));579 445 /*monitor progress*/ 580 446 this->glmis->step(); 581 582 583 EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_FIRE1);584 EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_NEXT_WEAPON);585 EventHandler::getInstance()->subscribe(this->localPlayer, ES_GAME, KeyMapper::PEV_PREVIOUS_WEAPON);586 587 /*588 Field* testField = new Gravity();589 testField->setMagnitude(10);590 new PhysicsConnection(this->localPlayer, testField);591 */592 447 593 448 // bind camera … … 614 469 this->glmis->step(); 615 470 616 this->pilotNode = new PilotNode();617 this->spawn(this->pilotNode);618 this->pilotNode->setAbsCoor(Vector(150, -35, 5));619 this->pilotNode->addChild(this->localPlayer);620 this->pilotNode->addChild(this->localCamera);621 this->localCamera->lookAt(this->localPlayer);622 623 EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_UP);624 EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_DOWN);625 EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_LEFT);626 EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, KeyMapper::PEV_RIGHT);627 EventHandler::getInstance()->subscribe(this->pilotNode, ES_GAME, EV_MOUSE_MOTION);628 629 /*630 PNode* tn = TrackManager::getInstance()->getTrackNode();631 tn->addChild(this->localPlayer);632 this->localCamera->lookAt(tn);633 634 tn->addChild(this->localCamera);635 this->localPlayer->setParentMode(PNODE_ALL);636 TrackManager::getInstance()->condition(2, LEFTRIGHT, this->localPlayer);637 */638 471 this->glmis->step(); 639 472 break; … … 663 496 { 664 497 this->bPause = false; 665 this->pilotNode = NULL;666 498 667 499 /* update the object position before game start - so there are no wrong coordinates used in the first processing */ … … 838 670 void World::handleInput () 839 671 { 840 // localinput841 //CommandNode* cn = Orxonox::getInstance()->getLocalInput();842 //cn->process();843 844 672 EventHandler::getInstance()->process(); 845 673 … … 893 721 894 722 /* update tick the rest */ 895 TrackManager::getInstance()->tick(this->dtS);896 723 this->localCamera->tick(this->dtS); 897 724 // tick the engines -
branches/avi_play/src/story_entities/world.h
r5429 r5924 16 16 class Camera; 17 17 class Player; 18 class PNode;19 18 class GLMenuImageScreen; 20 19 class Terrain; … … 22 21 class Text; 23 22 class TiXmlElement; 24 class PilotNode;25 23 26 24 class Shell; … … 121 119 tList<WorldEntity>* entities; //!< A template List of all entities. Every moving thing should be included here, and world automatically updates them. 122 120 Player* localPlayer; //!< The Player, you fly through the level. 123 PilotNode* pilotNode; //!< THe pilot node to fly with the mouse124 125 126 121 }; 127 122 -
branches/avi_play/src/subprojects/importer/Makefile.am
r5750 r5924 6 6 importer_LDFLAGS = $(MWINDOWS) 7 7 8 bin_PROGRAMS = importer 8 bin_PROGRAMS = importer \ 9 multitex 9 10 10 11 importer_LDADD = $(MAINSRCDIR)/lib/event/libORXevent.a \ … … 32 33 $(MAINSRCDIR)/lib/util/color.cc \ 33 34 $(MAINSRCDIR)/lib/util/multi_type.cc \ 35 $(MAINSRCDIR)/lib/util/executor/executor.cc \ 34 36 $(MAINSRCDIR)/util/loading/factory.cc 37 38 39 multitex_LDADD = $(MAINSRCDIR)/lib/event/libORXevent.a \ 40 $(MAINSRCDIR)/lib/tinyxml/libtinyxml.a \ 41 $(MAINSRCDIR)/lib/graphics/libORXgraphics.a \ 42 $(MAINSRCDIR)/lib/shell/libORXshell.a \ 43 $(MAINSRCDIR)/lib/sound/libORXsound.a \ 44 $(MAINSRCDIR)/lib/graphics/importer/libORXimporter.a 45 46 multitex_SOURCES= ../framework.cc \ 47 multitex.cc \ 48 $(MAINSRCDIR)/util/state.cc \ 49 $(MAINSRCDIR)/world_entities/camera.cc \ 50 $(MAINSRCDIR)/lib/lang/base_object.cc \ 51 $(MAINSRCDIR)/lib/lang/class_list.cc \ 52 $(MAINSRCDIR)/lib/math/vector.cc \ 53 $(MAINSRCDIR)/util/loading/resource_manager.cc \ 54 $(MAINSRCDIR)/lib/util/ini_parser.cc \ 55 $(MAINSRCDIR)/lib/coord/p_node.cc \ 56 $(MAINSRCDIR)/lib/coord/null_parent.cc \ 57 $(MAINSRCDIR)/util/loading/load_param.cc \ 58 $(MAINSRCDIR)/util/loading/load_param_description.cc \ 59 $(MAINSRCDIR)/lib/util/helper_functions.cc \ 60 $(MAINSRCDIR)/lib/util/substring.cc \ 61 $(MAINSRCDIR)/lib/util/color.cc \ 62 $(MAINSRCDIR)/lib/util/multi_type.cc \ 63 $(MAINSRCDIR)/lib/util/executor/executor.cc \ 64 $(MAINSRCDIR)/util/loading/factory.cc -
branches/avi_play/src/world_entities/Makefile.am
r5750 r5924 7 7 world_entity.cc \ 8 8 camera.cc \ 9 player.cc \ 9 playable.cc \ 10 player.cc \ 10 11 npc.cc \ 11 12 npc2.cc \ … … 17 18 character_attributes.cc \ 18 19 test_entity.cc \ 20 space_ships/space_ship.cc \ 19 21 weapons/weapon_manager.cc \ 20 22 weapons/weapon.cc \ … … 35 37 world_entity.h \ 36 38 camera.h \ 37 player.h \ 39 playable.h \ 40 player.h \ 38 41 npc.h \ 39 42 npc2.h \ … … 45 48 character_attributes.h \ 46 49 test_entity.h \ 50 space_ships/space_ship.h \ 47 51 weapons/weapon_manager.h \ 48 52 weapons/weapon.h \ -
branches/avi_play/src/world_entities/player.cc
r5767 r5924 10 10 11 11 ### File Specific: 12 main-programmer: Patrick Boenzli13 co-programmer: Christian Meyer12 main-programmer: Silvan Nellen 13 co-programmer: Benjamin Knecht 14 14 */ 15 15 16 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY17 18 19 #include "executor/executor.h"20 16 #include "player.h" 21 22 #include "track_manager.h" 23 #include "objModel.h" 24 #include "resource_manager.h" 25 #include "factory.h" 26 27 #include "weapons/weapon_manager.h" 28 #include "weapons/test_gun.h" 29 #include "weapons/turret.h" 30 #include "weapons/cannon.h" 31 32 #include "list.h" 17 #include "playable.h" 33 18 34 19 #include "event_handler.h" 35 20 36 #include "event.h"37 38 21 using namespace std; 39 22 40 CREATE_FACTORY(Player, CL_PLAYER);41 23 42 24 /** 43 25 * creates a new Player 44 * @param isFree if the player is free45 26 */ 46 27 Player::Player() … … 49 30 } 50 31 51 /**52 * loads a Players information from a specified file.53 * @param fileName the name of the File to load the player from (absolute path)54 */55 Player::Player(const char* fileName)56 {57 this->init();58 TiXmlDocument doc(fileName);59 60 if(!doc.LoadFile())61 {62 PRINTF(2)("Loading file %s failed for player.\n", fileName);63 return;64 }65 66 this->loadParams(doc.RootElement());67 }68 69 /**70 * creates a new Player from Xml Data71 * @param root the xml element containing player data72 73 @todo add more parameters to load74 */75 Player::Player(const TiXmlElement* root)76 {77 this->init();78 if (root != NULL)79 this->loadParams(root);80 81 //weapons:82 Weapon* wpRight = new TestGun(0);83 wpRight->setName("testGun Right");84 Weapon* wpLeft = new TestGun(1);85 wpLeft->setName("testGun Left");86 Weapon* cannon = dynamic_cast<Weapon*>(Factory::getFirst()->fabricate(CL_CANNON));87 88 cannon->setName("BFG");89 90 this->weaponMan->addWeapon(wpLeft, 1, 0);91 this->weaponMan->addWeapon(wpRight,1 ,1);92 this->weaponMan->addWeapon(cannon, 0, 6);93 94 //this->weaponMan->addWeapon(turret, 3, 0);95 96 this->weaponMan->changeWeaponConfig(1);97 }98 32 99 33 /** … … 102 36 Player::~Player () 103 37 { 104 /* do not delete the weapons, they are contained in the pnode tree105 and will be deleted there.106 this only frees the memory allocated to save the list.107 */108 delete this->weaponMan;109 38 } 110 39 111 //#include "glgui_pushbutton.h"112 40 113 41 /** … … 120 48 121 49 PRINTF(4)("PLAYER INIT\n"); 122 travelSpeed = 15.0;123 bUp = bDown = bLeft = bRight = bAscend = bDescend = false;124 bFire = false;125 acceleration = 10.0;126 50 127 // GLGuiButton* button = new GLGuiPushButton(); 128 // button->show(); 129 // button->setLabel("orxonox"); 130 // button->setBindNode(this); 131 132 this->weaponMan = new WeaponManager(this); 133 this->weaponMan->setSlotCount(7); 134 135 this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0)); 136 this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); 137 138 this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); 139 this->weaponMan->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); 140 141 this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5)); 142 this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); 143 144 this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5)); 145 this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); 146 147 this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5)); 148 this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); 149 150 this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5)); 151 this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); 152 // 153 this->weaponMan->setSlotPosition(6, Vector(-1, 0.0, 0)); 154 this->weaponMan->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); 155 // 156 // this->weaponMan->setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); 157 // this->weaponMan->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); 158 // 159 // this->weaponMan->setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); 160 // this->weaponMan->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: 161 51 this->controllable = NULL; 162 52 } 163 53 164 54 165 /** 166 * loads the Settings of a Player from an XML-element. 167 * @param root the XML-element to load the Player's properties from 168 */ 169 void Player::loadParams(const TiXmlElement* root) 55 bool Player::setControllable(Playable* controllable) 170 56 { 171 static_cast<WorldEntity*>(this)->loadParams(root); 172 173 174 57 if(controllable != NULL && controllable->subscribePlayer(this)) 58 { 59 this->controllable = controllable; 60 return true; 61 } 62 else 63 return false; 175 64 } 176 65 177 /** 178 * adds a weapon to the weapon list of player 179 * @param weapon to add 180 */ 181 void Player::addWeapon(Weapon* weapon) 182 { 183 this->weaponMan->addWeapon(weapon); 184 } 66 bool Player::disconnectControllable() 67 { 68 if(this->controllable == NULL) return true; 185 69 70 if(this->controllable->unsubscribePlayer(this)) 71 { 72 this->controllable = NULL; 73 return true; 74 } 75 else 76 return false; 77 } 186 78 187 /** 188 * removes a weapon from the player 189 * @param weapon to remove 190 */ 191 void Player::removeWeapon(Weapon* weapon) 192 { 193 this->weaponMan->removeWeapon(weapon); 194 } 79 void Player::process(const Event &event) 80 { 81 if (likely(this->controllable != NULL)) 82 this->controllable->process(event); 83 } 195 84 196 197 /**198 * effect that occurs after the player is spawned199 */200 void Player::postSpawn ()201 {202 //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));203 }204 205 206 /**207 * the action occuring if the player left the game208 */209 void Player::leftWorld ()210 {}211 212 213 WorldEntity* ref = NULL;214 /**215 * this function is called, when two entities collide216 * @param entity: the world entity with whom it collides217 *218 * Implement behaviour like damage application or other miscellaneous collision stuff in this function219 */220 void Player::collidesWith(WorldEntity* entity, const Vector& location)221 {222 if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)223 {224 this->ADDWEAPON();225 ref = entity;226 }227 // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);228 }229 230 /**231 * draws the player after transforming him.232 */233 void Player::draw () const234 {235 glMatrixMode(GL_MODELVIEW);236 glPushMatrix();237 /* translate */238 glTranslatef (this->getAbsCoor ().x,239 this->getAbsCoor ().y,240 this->getAbsCoor ().z);241 /* rotate */242 Vector tmpRot = this->getAbsDir().getSpacialAxis();243 glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );244 this->model->draw();245 glPopMatrix();246 247 this->weaponMan->draw();248 249 //this->debug(0);250 }251 252 253 /**254 * the function called for each passing timeSnap255 * @param time The timespan passed since last update256 */257 void Player::tick (float time)258 {259 // player controlled movement260 this->move(time);261 262 this->weaponMan->tick(time);263 // weapon system manipulation264 this->weaponAction();265 }266 267 268 /**269 * action if player moves270 * @param time the timeslice since the last frame271 */272 void Player::move (float time)273 {274 Vector accel(0.0, 0.0, 0.0);275 Vector rot(0.0, 0.0, 0.0);276 float rotVal = 0.0;277 /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */278 /* calculate the direction in which the craft is heading */279 Vector direction (1.0, 0.0, 0.0);280 //direction = this->absDirection.apply (direction);281 Vector orthDirection (0.0, 0.0, 1.0);282 //orthDirection = orthDirection.cross (direction);283 284 if( this->bUp && this->getRelCoor().x < 20)285 accel += direction;286 if( this->bDown && this->getRelCoor().x > -5)287 accel -= direction;288 289 if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)290 {291 accel -=(orthDirection);292 rot +=Vector(1,0,0);293 rotVal -= .4;294 }295 if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)296 {297 accel += orthDirection;298 rot += Vector(1,0,0);299 rotVal += .4;300 }301 if (this->bAscend )302 {303 accel += Vector(0,1,0);304 rot += Vector(0,0,1);305 rotVal += .4;306 }307 if (this->bDescend )308 {309 accel -= Vector(0,1,0);310 rot += Vector(0,0,1);311 rotVal -= .4;312 }313 314 Vector move = accel * time *acceleration;315 316 /* if (accel.z < 0)317 this->setRelDirSoft(Quaternion(-.4, accel), 5);318 else if (accel.z > 0)319 this->setRelDirSoft(Quaternion(.4, accel), 5);320 else*/321 rot.normalize();322 this->setRelDirSoft(Quaternion(rotVal, rot), 5);323 this->shiftCoor (move);324 }325 326 327 /**328 * weapon manipulation by the player329 */330 void Player::weaponAction()331 {332 if( this->bFire)333 {334 this->weaponMan->fire();335 }336 }337 338 /**339 * @todo switch statement ??340 */341 void Player::process(const Event &event)342 {343 if( event.type == KeyMapper::PEV_UP)344 this->bUp = event.bPressed;345 else if( event.type == KeyMapper::PEV_DOWN)346 this->bDown = event.bPressed;347 else if( event.type == KeyMapper::PEV_RIGHT)348 this->bRight= event.bPressed;349 else if( event.type == KeyMapper::PEV_LEFT)350 this->bLeft = event.bPressed;351 else if( event.type == KeyMapper::PEV_FIRE1)352 this->bFire = event.bPressed;353 else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)354 this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;355 else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)356 this->weaponMan->previousWeaponConfig();357 358 else if( event.type == SDLK_PAGEUP)359 this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);360 else if( event.type == SDLK_PAGEDOWN)361 this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);362 }363 364 #include "weapons/aiming_turret.h"365 // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG366 void Player::ADDWEAPON()367 {368 Weapon* turret = NULL;369 370 if ((float)rand()/RAND_MAX < .1)371 {372 //if (this->weaponMan->hasFreeSlot(2, WTYPE_TURRET))373 {374 turret = new Turret();375 this->weaponMan->addWeapon(turret, 2);376 this->weaponMan->changeWeaponConfig(2);377 }378 }379 else380 {381 //if (this->weaponMan->hasFreeSlot(3))382 {383 turret = new AimingTurret();384 this->weaponMan->addWeapon(turret, 3);385 386 this->weaponMan->changeWeaponConfig(3);387 }388 }389 390 if(turret != NULL)391 {392 turret->setName("Turret");393 turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);394 }395 } -
branches/avi_play/src/world_entities/player.h
r5500 r5924 7 7 #define _PLAYER_H 8 8 9 #include "world_entity.h"10 #include "physics_interface.h"11 9 #include "event_listener.h" 12 10 13 template<class T> class tList; 14 class Weapon; 15 class WeaponManager; 16 class Vector; 17 class Event; 11 /* Forward Declaration */ 12 class Playable; 18 13 19 14 //! Basic controllable WorldEntity … … 23 18 the player.cc for debug also 24 19 */ 25 class Player : public WorldEntity, publicEventListener20 class Player : public EventListener 26 21 { 27 friend class World;28 22 29 23 public: 30 24 Player(); 31 Player(const char* fileName);32 Player(const TiXmlElement* root);33 25 virtual ~Player(); 34 26 35 void init();36 void loadParams(const TiXmlElement* root);27 bool setControllable(Playable* controllalble); 28 inline Playable* getControllable() { return this->controllable; }; 37 29 38 void addWeapon(Weapon* weapon); 39 void removeWeapon(Weapon* weapon); 30 bool disconnectControllable(); 40 31 41 virtual void postSpawn();42 virtual void leftWorld();32 // eventListener extension. 33 virtual void process(const Event &event); 43 34 44 virtual void collidesWith(WorldEntity* entity, const Vector& location); 45 virtual void tick(float time); 46 virtual void draw() const; 47 48 virtual void process(const Event &event); 35 private: 36 void init(); 49 37 50 38 51 39 private: 52 void move(float time); 53 void weaponAction(); 54 55 // !! temporary !! 56 void ADDWEAPON(); 57 58 private: 59 bool bUp; //!< up button pressed. 60 bool bDown; //!< down button pressed. 61 bool bLeft; //!< left button pressed. 62 bool bRight; //!< right button pressed. 63 bool bAscend; //!< ascend button pressed. 64 bool bDescend; //!< descend button presses. 65 bool bFire; //!< fire button pressed. 66 67 WeaponManager* weaponMan; //!< the weapon manager: managing a list of weapon to wepaon-slot mapping 68 69 Vector velocity; //!< the velocity of the player. 70 float travelSpeed; //!< the current speed of the player (to make soft movement) 71 float acceleration; //!< the acceleration of the player. 40 Playable* controllable; //!< The one we controll or NULL if none 72 41 }; 73 42 -
branches/avi_play/src/world_entities/power_ups/laser_power_up.cc
r5750 r5924 79 79 { 80 80 // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); 81 if (entity->isA(CL_PLAY ER))81 if (entity->isA(CL_PLAYABLE)) 82 82 State::getWorldEntityList()->remove(this); 83 83 } -
branches/avi_play/src/world_entities/power_ups/turret_power_up.cc
r5750 r5924 79 79 { 80 80 // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); 81 if (entity->isA(CL_PLAY ER))81 if (entity->isA(CL_PLAYABLE)) 82 82 State::getWorldEntityList()->remove(this); 83 83 } -
branches/avi_play/src/world_entities/weapons/aiming_turret.cc
r5819 r5924 93 93 94 94 this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET); 95 this->setProjectileType(CL_ ROCKET);95 this->setProjectileType(CL_GUIDED_MISSILE); 96 96 97 97 … … 142 142 return; 143 143 144 144 pj->setVelocity(/*this->getVelocity()+*/(this->getAbsDir().apply(Vector(1,0,0))*250.0 + VECTOR_RAND(13) 145 145 /*target->getAbsCoor() - this->getAbsCoor()*/)*.5);//this->getVelocity()); 146 146 147 pj->setTarget(this->target->getParent()); 147 148 pj->setParent(NullParent::getInstance()); 148 149 pj->setAbsCoor(this->getEmissionPoint()); -
branches/avi_play/src/world_entities/weapons/ground_turret.cc
r5819 r5924 145 145 void GroundTurret::collidesWith (WorldEntity* entity, const Vector& location) 146 146 { 147 147 if (entity->isA(CL_PROJECTILE)) 148 this->setAbsDirSoft(Quaternion(-90, Vector(0,0,1)), 90); 148 149 } 149 150 -
branches/avi_play/src/world_entities/weapons/guided_missile.cc
r5779 r5924 48 48 this->energyMin = 1; 49 49 this->energyMax = 10; 50 this->lifeSpan = 5 ;51 this->agility = 5 ;50 this->lifeSpan = 5.0; 51 this->agility = 5.0; 52 52 this->maxVelocity = 100; 53 53 -
branches/avi_play/src/world_entities/weapons/weapon_manager.cc
r5779 r5924 110 110 this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR); 111 111 this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR); 112 113 this->targetIterator = NULL;114 112 } 115 113 … … 337 335 } 338 336 } 339 }340 341 342 /**343 * Selects an Entity from the NPC-list, and returns the Target344 */345 PNode* WeaponManager::getSomeTarget()346 {347 if (this->targetIterator == NULL)348 {349 std::list<BaseObject*>* npcList = ClassList::getList(CL_NPC);350 if (npcList != NULL)351 {352 this->targetIterator = npcList->begin();353 }354 else355 return NULL;356 }357 358 ///FIXME359 // this->targetIterator++;360 PNode* retNode = dynamic_cast<PNode*>((*targetIterator));361 // if (retNode == NULL && this->targetIterator->getList()->getSize() > 0)362 // retNode = dynamic_cast<PNode*>(targetIterator->firstElement());363 364 return retNode;365 }366 367 368 /**369 * Selects an Entity from the Entity-List, that is near of the carrier PNode.370 * @param carrier: The PNode from which the distance should be measured371 * @param distance: The Maximum Distance to Return.372 */373 PNode* WeaponManager::getDistanceTarget(const PNode* carrier, float distance)374 {375 std::list<BaseObject*>* npcList = ClassList::getList(CL_NPC);376 if (npcList != NULL)377 {378 list<BaseObject*>::iterator node;379 for (node= npcList->begin(); node != npcList->end(); node++)380 if ((carrier->getAbsCoor() - dynamic_cast<PNode*>(*node)->getAbsCoor()).len() < distance)381 return dynamic_cast<PNode*>(*node);382 }383 return this->getFixedTarget();384 337 } 385 338 -
branches/avi_play/src/world_entities/weapons/weapon_manager.h
r5779 r5924 80 80 /** @returns a fixed target namely the Crosshair's 3D position */ 81 81 inline PNode* getFixedTarget() const { return this->crosshair; }; 82 PNode* getSomeTarget();83 PNode* getDistanceTarget(const PNode* carrier, float distance);84 82 85 83 void fire(); … … 109 107 Crosshair* crosshair; //!< an aim. 110 108 tAnimation<Crosshair>* crossHairSizeAnim; //!< An animation for the crosshair (scaling) 111 112 std::list<BaseObject*>::iterator targetIterator; //!< An iterator for traversion lists of enemies.113 109 }; -
branches/spaceshipcontrol/src/world_entities/space_ships/space_ship.cc
r5921 r5924 375 375 else if( event.type == EV_MOUSE_MOTION) 376 376 { 377 this->xMouse = event.x ;378 this->yMouse = event.y ;377 this->xMouse = event.xRel; 378 this->yMouse = event.yRel; 379 379 } 380 380 }
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