Changeset 3620 in orxonox.OLD for orxonox/trunk/src/world_entities/player.cc
- Timestamp:
- Mar 21, 2005, 5:37:58 PM (20 years ago)
- File:
-
- 1 edited
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orxonox/trunk/src/world_entities/player.cc
r3618 r3620 20 20 #include "player.h" 21 21 22 #include "track_manager.h" 23 #include "objModel.h" 24 #include "weapon.h" 25 #include "test_gun.h" 26 #include "world.h" 27 28 #include "list.h" 22 29 #include "stdincl.h" 23 //#include "collision.h"24 #include "objModel.h"25 #include "list.h"26 #include "weapon.h"27 #include "track_manager.h"28 30 29 31 using namespace std; … … 33 35 \param isFree if the player is free 34 36 */ 35 Player::Player(bool isFree) : WorldEntity(isFree) 36 { 37 this->model = new OBJModel("../data/models/reaplow.obj"); 37 Player::Player() : WorldEntity() 38 { 38 39 this->weapons = new tList<Weapon>(); 39 40 this->activeWeapon = NULL; 40 41 /* 42 this is the debug player - actualy we would have to make a new 43 class derivated from Player for each player. for now, we just use 44 the player.cc for debug also 45 */ 46 this->model = new OBJModel("../data/models/reaplow.obj"); 41 47 travelSpeed = 15.0; 42 48 velocity = new Vector(); … … 44 50 bFire = false; 45 51 acceleration = 10.0; 52 //weapons: 53 Weapon* wp = new TestGun(); 54 this->weapons->add(wp); 55 this->activeWeapon = wp; 46 56 } 47 57 … … 51 61 Player::~Player () 52 62 { 53 Weapon* w = this->weapons->enumerate(); 54 while( w != NULL) 55 { 56 delete w; 57 w = this->weapons->nextElement(); 58 } 63 /* do not delete the weapons, they are contained in the pnode tree 64 and will be deleted there. 65 this only frees the memory allocated to save the list. 66 */ 59 67 delete this->weapons; 60 61 //delete this->velocity;62 68 } 63 69 … … 150 156 { 151 157 // player controlled movement 152 this->move 158 this->move(time); 153 159 // weapon system manipulation 154 this-> fire();160 this->weapon(); 155 161 } 156 162 … … 190 196 \brief weapon manipulation by the player 191 197 */ 192 void Player:: fire()198 void Player::weapon() 193 199 { 194 200 if( this->bFire)
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