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Ignore:
Timestamp:
Aug 31, 2006, 10:51:08 PM (18 years ago)
Author:
bensch
Message:

orxonox/branches/new_class_id: new_class ID working, adapdet many classes, and reinvented some of the ClassID stuff

Location:
branches/new_class_id/src/world_entities/creatures
Files:
4 edited

Legend:

Unmodified
Added
Removed
  • branches/new_class_id/src/world_entities/creatures/fps_player.cc

    r9494 r9709  
    3232
    3333#include "aabb.h"
    34 
     34#include "bsp_entity.h"
    3535
    3636#include "key_mapper.h"
     
    4141
    4242
    43 
    44 CREATE_FACTORY(FPSPlayer, CL_FPS_PLAYER);
     43#include "class_id.h"
     44NewObjectListDefinitionID(FPSPlayer, CL_FPS_PLAYER);
     45CREATE_FACTORY(FPSPlayer);
    4546
    4647#include "script_class.h"
    47 CREATE_SCRIPTABLE_CLASS(FPSPlayer, CL_FPS_PLAYER,
     48CREATE_SCRIPTABLE_CLASS(FPSPlayer, FPSPlayer::classID(),
    4849                        addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor))
    4950                            ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX))
     
    8586void FPSPlayer::init()
    8687{
    87   this->setClassID(CL_FPS_PLAYER, "FPSPlayer");
     88  this->registerObject(this, FPSPlayer::_objectList);
    8889
    8990  this->bLeft = false;
     
    166167
    167168    //subscribe to collision reaction
    168   this->subscribeReaction(CREngine::CR_PHYSICS_FULL_WALK, CL_BSP_ENTITY);
     169  this->subscribeReaction(CREngine::CR_PHYSICS_FULL_WALK, BspEntity::classID());
    169170
    170171  this->initWeapon = false;
  • branches/new_class_id/src/world_entities/creatures/fps_player.h

    r9235 r9709  
    1616class FPSPlayer : public Playable
    1717{
     18  NewObjectListDeclaration(FPSPlayer);
    1819
    1920  public:
  • branches/new_class_id/src/world_entities/creatures/md2_creature.cc

    r8724 r9709  
    3737#include "debug.h"
    3838
    39 CREATE_FACTORY(MD2Creature, CL_MD2_CREATURE);
     39#include "class_id.h"
     40NewObjectListDefinitionID(MD2Creature, CL_MD2_CREATURE);
     41CREATE_FACTORY(MD2Creature);
    4042
    4143/**
     
    8688  PRINTF(4)("MD2CREATURE INIT\n");
    8789  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
    88   this->setClassID(CL_MD2_CREATURE, "MD2Creature");
     90  this->registerObject(this, MD2Creature::_objectList);
    8991
    9092  this->toList(OM_GROUP_01);
     
    9597  Weapon* wpLeft = new TestGun(1);
    9698  wpLeft->setName("testGun Left");
    97   Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
     99  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate("Cannon"));
    98100
    99101  cannon->setName("BFG");
     
    112114  this->cameraConnNode.addChild(State::getCameraNode());
    113115  State::getCameraTargetNode()->setRelCoor(10,0,0);
    114  
     116
    115117
    116118
  • branches/new_class_id/src/world_entities/creatures/md2_creature.h

    r8724 r9709  
    1616class MD2Creature : public Playable
    1717{
     18  NewObjectListDeclaration(MD2Creature);
    1819
    1920  public:
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