Changeset 4780 in orxonox.OLD for orxonox/trunk/src/world_entities/player.cc
- Timestamp:
- Jul 2, 2005, 10:55:47 PM (20 years ago)
- File:
-
- 1 edited
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orxonox/trunk/src/world_entities/player.cc
r4762 r4780 33 33 #include "event.h" 34 34 35 #include "crosshair.h" 36 35 37 using namespace std; 36 38 … … 48 50 the player.cc for debug also 49 51 */ 52 this->init(); 53 54 //weapons: 55 this->weaponMan = new WeaponManager(); 56 Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); 57 Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); 58 59 this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0); 60 this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1); 61 this->weaponMan->addWeapon(wpRight, W_CONFIG2); 62 this->weaponMan->addWeapon(wpLeft, W_CONFIG2); 63 64 } 65 66 67 /** 68 \brief destructs the player, deletes alocated memory 69 */ 70 Player::~Player () 71 { 72 /* do not delete the weapons, they are contained in the pnode tree 73 and will be deleted there. 74 this only frees the memory allocated to save the list. 75 */ 76 delete this->weaponMan; 77 } 78 79 80 /** 81 \brief creates a new Player from Xml Data 82 \param root the xml element containing player data 83 84 \todo add more parameters to load 85 */ 86 Player::Player(const TiXmlElement* root) 87 { 88 this->init(); 89 this->loadParams(root); 90 91 //weapons: 92 this->weaponMan = new WeaponManager(); 93 Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); 94 Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); 95 96 this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0); 97 this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1); 98 this->weaponMan->addWeapon(wpRight, W_CONFIG2); 99 this->weaponMan->addWeapon(wpLeft, W_CONFIG2); 100 101 102 new Crosshair(); 103 } 104 105 /** 106 * initializes a Player 107 */ 108 void Player::init() 109 { 50 110 this->setClassID(CL_PLAYER, "Player"); 51 111 … … 57 117 this->bWeaponChange = false; 58 118 acceleration = 10.0; 59 //weapons: 60 this->weaponMan = new WeaponManager(); 61 Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); 62 Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); 63 64 this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0); 65 this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1); 66 this->weaponMan->addWeapon(wpRight, W_CONFIG2); 67 this->weaponMan->addWeapon(wpLeft, W_CONFIG2); 68 } 69 70 71 /** 72 \brief destructs the player, deletes alocated memory 73 */ 74 Player::~Player () 75 { 76 /* do not delete the weapons, they are contained in the pnode tree 77 and will be deleted there. 78 this only frees the memory allocated to save the list. 79 */ 80 delete this->weaponMan; 81 } 82 83 84 /** 85 \brief creates a new Player from Xml Data 86 \param root the xml element containing player data 87 88 \todo add more parameters to load 89 */ 90 Player::Player(const TiXmlElement* root) : WorldEntity(root) 91 { 92 this->setClassID(CL_PLAYER, "Player"); 93 94 this->weapons = new tList<Weapon>(); 95 this->activeWeapon = NULL; 96 /* 97 this is the debug player - actualy we would have to make a new 98 class derivated from Player for each player. for now, we just use 99 the player.cc for debug also 100 */ 101 travelSpeed = 15.0; 102 velocity = new Vector(); 103 bUp = bDown = bLeft = bRight = bAscend = bDescend = false; 104 bFire = false; 105 this->bWeaponChange = false; 106 acceleration = 10.0; 107 //weapons: 108 this->weaponMan = new WeaponManager(); 109 Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); 110 Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); 111 112 this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0); 113 this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1); 114 this->weaponMan->addWeapon(wpRight, W_CONFIG2); 115 this->weaponMan->addWeapon(wpLeft, W_CONFIG2); 119 } 120 121 122 /** 123 * 124 * @param root the XML-element to load the Player's properties from 125 */ 126 void Player::loadParams(const TiXmlElement* root) 127 { 128 static_cast<WorldEntity*>(this)->loadParams(root); 129 130 131 116 132 } 117 133
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