| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Patrick Boenzli |
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| 13 | co-programmer: Christian Meyer |
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| 14 | */ |
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| 15 | |
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| 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 17 | |
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| 18 | |
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| 19 | #include "executor/executor.h" |
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| 20 | #include "player.h" |
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| 21 | |
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| 22 | #include "track_manager.h" |
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| 23 | #include "objModel.h" |
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| 24 | #include "resource_manager.h" |
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| 25 | #include "factory.h" |
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| 26 | |
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| 27 | #include "weapons/weapon_manager.h" |
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| 28 | #include "weapons/test_gun.h" |
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| 29 | #include "weapons/turret.h" |
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| 30 | #include "weapons/cannon.h" |
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| 31 | |
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| 32 | #include "list.h" |
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| 33 | |
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| 34 | #include "event_handler.h" |
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| 35 | |
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| 36 | #include "event.h" |
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| 37 | |
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| 38 | using namespace std; |
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| 39 | |
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| 40 | CREATE_FACTORY(Player, CL_PLAYER); |
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| 41 | |
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| 42 | |
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| 43 | |
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| 44 | #define UP 0 |
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| 45 | #define DOWN 1 |
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| 46 | #define RIGHT 2 |
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| 47 | #define LEFT 3 |
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| 48 | #define TIME 4 |
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| 49 | |
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| 50 | |
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| 51 | /** |
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| 52 | * creates a new Player |
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| 53 | * @param isFree if the player is free |
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| 54 | */ |
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| 55 | Player::Player() |
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| 56 | { |
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| 57 | this->init(); |
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| 58 | } |
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| 59 | |
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| 60 | /** |
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| 61 | * loads a Players information from a specified file. |
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| 62 | * @param fileName the name of the File to load the player from (absolute path) |
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| 63 | */ |
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| 64 | Player::Player(const char* fileName) |
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| 65 | { |
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| 66 | this->init(); |
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| 67 | TiXmlDocument doc(fileName); |
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| 68 | |
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| 69 | if(!doc.LoadFile()) |
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| 70 | { |
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| 71 | PRINTF(2)("Loading file %s failed for player.\n", fileName); |
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| 72 | return; |
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| 73 | } |
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| 74 | |
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| 75 | this->loadParams(doc.RootElement()); |
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| 76 | } |
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| 77 | |
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| 78 | /** |
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| 79 | * creates a new Player from Xml Data |
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| 80 | * @param root the xml element containing player data |
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| 81 | |
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| 82 | @todo add more parameters to load |
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| 83 | */ |
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| 84 | Player::Player(const TiXmlElement* root) |
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| 85 | { |
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| 86 | this->init(); |
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| 87 | if (root != NULL) |
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| 88 | this->loadParams(root); |
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| 89 | |
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| 90 | //weapons: |
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| 91 | Weapon* wpRight = new TestGun(0); |
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| 92 | wpRight->setName("testGun Right"); |
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| 93 | Weapon* wpLeft = new TestGun(1); |
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| 94 | wpLeft->setName("testGun Left"); |
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| 95 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::getFirst()->fabricate(CL_CANNON)); |
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| 96 | |
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| 97 | cannon->setName("BFG"); |
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| 98 | |
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| 99 | this->weaponMan->addWeapon(wpLeft, 1, 0); |
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| 100 | this->weaponMan->addWeapon(wpRight,1 ,1); |
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| 101 | this->weaponMan->addWeapon(cannon, 0, 6); |
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| 102 | |
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| 103 | //this->weaponMan->addWeapon(turret, 3, 0); |
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| 104 | |
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| 105 | this->weaponMan->changeWeaponConfig(1); |
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| 106 | } |
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| 107 | |
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| 108 | /** |
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| 109 | * destructs the player, deletes alocated memory |
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| 110 | */ |
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| 111 | Player::~Player () |
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| 112 | { |
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| 113 | /* do not delete the weapons, they are contained in the pnode tree |
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| 114 | and will be deleted there. |
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| 115 | this only frees the memory allocated to save the list. |
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| 116 | */ |
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| 117 | delete this->weaponMan; |
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| 118 | if( this->outData) |
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| 119 | delete[] this->outData; |
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| 120 | if( this->inData) |
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| 121 | delete[] this->inData; |
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| 122 | } |
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| 123 | |
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| 124 | //#include "glgui_pushbutton.h" |
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| 125 | |
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| 126 | /** |
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| 127 | * initializes a Player |
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| 128 | */ |
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| 129 | void Player::init() |
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| 130 | { |
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| 131 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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| 132 | this->setClassID(CL_PLAYER, "Player"); |
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| 133 | |
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| 134 | PRINTF(4)("PLAYER INIT\n"); |
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| 135 | travelSpeed = 15.0; |
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| 136 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 137 | bFire = false; |
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| 138 | acceleration = 10.0; |
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| 139 | |
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| 140 | // GLGuiButton* button = new GLGuiPushButton(); |
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| 141 | // button->show(); |
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| 142 | // button->setLabel("orxonox"); |
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| 143 | // button->setBindNode(this); |
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| 144 | |
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| 145 | this->weaponMan = new WeaponManager(this); |
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| 146 | this->weaponMan->setSlotCount(7); |
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| 147 | |
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| 148 | this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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| 149 | this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 150 | |
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| 151 | this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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| 152 | this->weaponMan->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 153 | |
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| 154 | this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 155 | this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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| 156 | |
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| 157 | this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 158 | this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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| 159 | |
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| 160 | this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 161 | this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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| 162 | |
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| 163 | this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 164 | this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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| 165 | // |
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| 166 | this->weaponMan->setSlotPosition(6, Vector(-1, 0.0, 0)); |
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| 167 | this->weaponMan->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 168 | // |
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| 169 | // this->weaponMan->setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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| 170 | // this->weaponMan->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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| 171 | // |
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| 172 | // this->weaponMan->setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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| 173 | // this->weaponMan->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: |
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| 174 | |
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| 175 | this->outBufferLength = 100; |
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| 176 | this->outLength = 0; |
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| 177 | this->recLength = 0; |
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| 178 | this->inBufferLength = 100; |
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| 179 | this->inLength = 0; |
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| 180 | this->sentLength = 0; |
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| 181 | this->outData = new byte[this->outBufferLength]; |
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| 182 | this->inData = new byte[this->inBufferLength]; |
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| 183 | } |
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| 184 | |
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| 185 | |
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| 186 | /** |
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| 187 | * loads the Settings of a Player from an XML-element. |
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| 188 | * @param root the XML-element to load the Player's properties from |
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| 189 | */ |
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| 190 | void Player::loadParams(const TiXmlElement* root) |
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| 191 | { |
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| 192 | static_cast<WorldEntity*>(this)->loadParams(root); |
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| 193 | |
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| 194 | |
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| 195 | |
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| 196 | } |
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| 197 | |
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| 198 | /** |
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| 199 | * adds a weapon to the weapon list of player |
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| 200 | * @param weapon to add |
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| 201 | */ |
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| 202 | void Player::addWeapon(Weapon* weapon) |
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| 203 | { |
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| 204 | this->weaponMan->addWeapon(weapon); |
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| 205 | } |
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| 206 | |
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| 207 | |
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| 208 | /** |
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| 209 | * removes a weapon from the player |
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| 210 | * @param weapon to remove |
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| 211 | */ |
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| 212 | void Player::removeWeapon(Weapon* weapon) |
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| 213 | { |
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| 214 | this->weaponMan->removeWeapon(weapon); |
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| 215 | } |
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| 216 | |
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| 217 | |
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| 218 | /** |
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| 219 | * effect that occurs after the player is spawned |
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| 220 | */ |
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| 221 | void Player::postSpawn () |
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| 222 | { |
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| 223 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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| 224 | } |
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| 225 | |
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| 226 | |
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| 227 | /** |
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| 228 | * the action occuring if the player left the game |
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| 229 | */ |
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| 230 | void Player::leftWorld () |
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| 231 | {} |
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| 232 | |
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| 233 | |
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| 234 | WorldEntity* ref = NULL; |
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| 235 | /** |
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| 236 | * this function is called, when two entities collide |
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| 237 | * @param entity: the world entity with whom it collides |
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| 238 | * |
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| 239 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 240 | */ |
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| 241 | void Player::collidesWith(WorldEntity* entity, const Vector& location) |
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| 242 | { |
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| 243 | if (entity->isA(CL_TURRET_POWER_UP) && entity != ref) |
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| 244 | { |
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| 245 | this->ADDWEAPON(); |
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| 246 | ref = entity; |
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| 247 | } |
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| 248 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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| 249 | } |
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| 250 | |
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| 251 | /** |
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| 252 | * draws the player after transforming him. |
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| 253 | */ |
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| 254 | void Player::draw () const |
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| 255 | { |
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| 256 | glMatrixMode(GL_MODELVIEW); |
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| 257 | glPushMatrix(); |
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| 258 | /* translate */ |
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| 259 | glTranslatef (this->getAbsCoor ().x, |
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| 260 | this->getAbsCoor ().y, |
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| 261 | this->getAbsCoor ().z); |
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| 262 | /* rotate */ |
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| 263 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 264 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 265 | this->model->draw(); |
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| 266 | glPopMatrix(); |
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| 267 | |
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| 268 | this->weaponMan->draw(); |
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| 269 | |
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| 270 | //this->debug(0); |
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| 271 | } |
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| 272 | |
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| 273 | |
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| 274 | /** |
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| 275 | * the function called for each passing timeSnap |
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| 276 | * @param time The timespan passed since last update |
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| 277 | */ |
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| 278 | void Player::tick (float time) |
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| 279 | { |
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| 280 | // player controlled movement |
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| 281 | this->move(time); |
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| 282 | |
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| 283 | this->weaponMan->tick(time); |
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| 284 | // weapon system manipulation |
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| 285 | this->weaponAction(); |
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| 286 | } |
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| 287 | |
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| 288 | |
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| 289 | /** |
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| 290 | * action if player moves |
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| 291 | * @param time the timeslice since the last frame |
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| 292 | */ |
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| 293 | void Player::move (float time) |
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| 294 | { |
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| 295 | Vector accel(0.0, 0.0, 0.0); |
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| 296 | Vector rot(0.0, 0.0, 0.0); |
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| 297 | float rotVal = 0.0; |
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| 298 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 299 | /* calculate the direction in which the craft is heading */ |
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| 300 | Vector direction (1.0, 0.0, 0.0); |
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| 301 | //direction = this->absDirection.apply (direction); |
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| 302 | Vector orthDirection (0.0, 0.0, 1.0); |
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| 303 | //orthDirection = orthDirection.cross (direction); |
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| 304 | |
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| 305 | |
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| 306 | if( this->outLength >= this->outBufferLength) return; |
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| 307 | |
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| 308 | if( this->bUp || this->bDown || this->bRight || this->bLeft) |
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| 309 | { |
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| 310 | this->outData[this->outLength++] = TIME; |
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| 311 | this->outData[this->outLength++] = (byte)(lround(time * 100.0f)); |
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| 312 | |
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| 313 | PRINTF(0)("Writing TIME = %i, or %f\n", this->outData[this->outLength-1], time); |
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| 314 | } |
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| 315 | |
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| 316 | if( this->bUp && this->getRelCoor().x < 20) |
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| 317 | { |
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| 318 | accel += direction; |
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| 319 | this->outData[this->outLength++] = UP; |
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| 320 | } |
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| 321 | if( this->bDown && this->getRelCoor().x > -5) |
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| 322 | { |
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| 323 | accel -= direction; |
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| 324 | this->outData[this->outLength++] = DOWN; |
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| 325 | } |
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| 326 | if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
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| 327 | { |
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| 328 | accel -=(orthDirection); |
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| 329 | rot +=Vector(1,0,0); |
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| 330 | rotVal -= .4; |
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| 331 | this->outData[this->outLength++] = LEFT; |
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| 332 | } |
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| 333 | if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
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| 334 | { |
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| 335 | accel += orthDirection; |
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| 336 | rot += Vector(1,0,0); |
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| 337 | rotVal += .4; |
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| 338 | this->outData[this->outLength++] = RIGHT; |
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| 339 | } |
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| 340 | if (this->bAscend ) |
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| 341 | { |
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| 342 | accel += Vector(0,1,0); |
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| 343 | rot += Vector(0,0,1); |
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| 344 | rotVal += .4; |
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| 345 | } |
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| 346 | if (this->bDescend ) |
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| 347 | { |
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| 348 | accel -= Vector(0,1,0); |
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| 349 | rot += Vector(0,0,1); |
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| 350 | rotVal -= .4; |
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| 351 | } |
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| 352 | |
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| 353 | |
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| 354 | Vector move = accel * time *acceleration; |
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| 355 | |
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| 356 | /* if (accel.z < 0) |
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| 357 | this->setRelDirSoft(Quaternion(-.4, accel), 5); |
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| 358 | else if (accel.z > 0) |
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| 359 | this->setRelDirSoft(Quaternion(.4, accel), 5); |
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| 360 | else*/ |
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| 361 | rot.normalize(); |
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| 362 | this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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| 363 | this->shiftCoor (move); |
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| 364 | |
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| 365 | |
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| 366 | } |
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| 367 | |
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| 368 | |
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| 369 | /** |
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| 370 | * weapon manipulation by the player |
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| 371 | */ |
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| 372 | void Player::weaponAction() |
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| 373 | { |
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| 374 | if( this->bFire) |
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| 375 | { |
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| 376 | this->weaponMan->fire(); |
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| 377 | } |
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| 378 | } |
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| 379 | |
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| 380 | /** |
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| 381 | * @todo switch statement ?? |
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| 382 | */ |
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| 383 | void Player::process(const Event &event) |
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| 384 | { |
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| 385 | if( event.type == KeyMapper::PEV_UP) |
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| 386 | this->bUp = event.bPressed; |
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| 387 | else if( event.type == KeyMapper::PEV_DOWN) |
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| 388 | this->bDown = event.bPressed; |
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| 389 | else if( event.type == KeyMapper::PEV_RIGHT) |
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| 390 | this->bRight= event.bPressed; |
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| 391 | else if( event.type == KeyMapper::PEV_LEFT) |
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| 392 | this->bLeft = event.bPressed; |
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| 393 | else if( event.type == KeyMapper::PEV_FIRE1) |
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| 394 | this->bFire = event.bPressed; |
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| 395 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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| 396 | this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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| 397 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 398 | this->weaponMan->previousWeaponConfig(); |
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| 399 | |
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| 400 | else if( event.type == SDLK_PAGEUP) |
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| 401 | this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 402 | else if( event.type == SDLK_PAGEDOWN) |
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| 403 | this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 404 | } |
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| 405 | |
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| 406 | #include "weapons/aiming_turret.h" |
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| 407 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG |
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| 408 | void Player::ADDWEAPON() |
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| 409 | { |
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| 410 | Weapon* turret = NULL; |
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| 411 | |
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| 412 | if ((float)rand()/RAND_MAX < .1) |
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| 413 | { |
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| 414 | //if (this->weaponMan->hasFreeSlot(2, WTYPE_TURRET)) |
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| 415 | { |
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| 416 | turret = new Turret(); |
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| 417 | this->weaponMan->addWeapon(turret, 2); |
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| 418 | this->weaponMan->changeWeaponConfig(2); |
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| 419 | } |
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| 420 | } |
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| 421 | else |
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| 422 | { |
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| 423 | //if (this->weaponMan->hasFreeSlot(3)) |
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| 424 | { |
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| 425 | turret = new AimingTurret(); |
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| 426 | this->weaponMan->addWeapon(turret, 3); |
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| 427 | |
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| 428 | this->weaponMan->changeWeaponConfig(3); |
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| 429 | } |
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| 430 | } |
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| 431 | |
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| 432 | if(turret != NULL) |
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| 433 | { |
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| 434 | turret->setName("Turret"); |
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| 435 | turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); |
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| 436 | } |
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| 437 | } |
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| 438 | |
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| 439 | |
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| 440 | |
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| 441 | |
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| 442 | /** |
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| 443 | * write data to Synchronizeable |
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| 444 | */ |
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| 445 | void Player::writeBytes(const byte* data, int length) |
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| 446 | { |
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| 447 | // PRINTF(0)("Player: got %i bytes of data\n", length); |
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| 448 | this->inLength = length; |
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| 449 | |
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| 450 | /* |
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| 451 | bytes: | 0 | 1 | |
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| 452 | CODE DIST |
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| 453 | |
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| 454 | |
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| 455 | CODE: |
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| 456 | 0 : Up |
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| 457 | 1 : Down |
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| 458 | 2 : Right |
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| 459 | 3 : Left |
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| 460 | 4 : TIME |
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| 461 | |
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| 462 | DIST: |
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| 463 | Coordinate diff multiplied by 100 and casted to a byte: byte a = (byte)(x * 100) |
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| 464 | |
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| 465 | */ |
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| 466 | |
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| 467 | float time = 0.0f; |
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| 468 | |
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| 469 | Vector accel(0.0, 0.0, 0.0); |
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| 470 | Vector direction (1.0, 0.0, 0.0); |
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| 471 | Vector orthDirection (0.0, 0.0, 1.0); |
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| 472 | |
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| 473 | byte code = 0; |
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| 474 | |
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| 475 | /* iterate through all bytes */ |
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| 476 | for( int i = 0; i < length; i++) |
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| 477 | { |
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| 478 | |
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| 479 | code = data[i]; |
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| 480 | |
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| 481 | //PRINTF(0)("got byte: %u\n", data[i]); |
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| 482 | /* is it a time code? */ |
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| 483 | if( code == TIME) |
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| 484 | { |
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| 485 | /* is it the first time */ |
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| 486 | |
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| 487 | /* read out new movement */ |
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| 488 | time = (float)(data[++i] / 100.0f); |
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| 489 | //PRINTF(0)("Got time: %f msec\n", time); |
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| 490 | } |
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| 491 | |
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| 492 | else if( code == UP && this->getRelCoor().x < 20) |
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| 493 | accel = accel+(direction*acceleration); |
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| 494 | else if( code == DOWN && this->getRelCoor().x > -5) |
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| 495 | accel = accel -(direction*acceleration); |
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| 496 | else if( code == LEFT && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
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| 497 | accel = accel - (orthDirection*acceleration); |
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| 498 | else if( code == RIGHT && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
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| 499 | accel = accel + (orthDirection*acceleration); |
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| 500 | |
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| 501 | if( time > 0.0f ) |
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| 502 | { |
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| 503 | /* apply movement */ |
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| 504 | Vector move = accel * time; |
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| 505 | |
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| 506 | if (accel.z < 0) |
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| 507 | this->setRelDirSoft(Quaternion(-.4, Vector(1,0,0)), 5); |
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| 508 | else if (accel.z > 0) |
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| 509 | this->setRelDirSoft(Quaternion(.4, Vector(1,0,0)), 5); |
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| 510 | else |
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| 511 | this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 5); |
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| 512 | this->shiftCoor (move); |
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| 513 | } |
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| 514 | |
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| 515 | } |
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| 516 | |
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| 517 | |
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| 518 | |
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| 519 | |
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| 520 | |
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| 521 | /* and debug output */ |
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| 522 | this->writeDebug(); |
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| 523 | } |
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| 524 | |
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| 525 | |
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| 526 | /** |
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| 527 | * read data from Synchronizeable |
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| 528 | */ |
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| 529 | int Player::readBytes(byte* data) |
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| 530 | { |
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| 531 | // PRINTF(0)("Player: sent %i bytes of data\n", this->sentLength); |
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| 532 | |
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| 533 | /* copy data */ |
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| 534 | for( int i = 0; i < this->outLength; ++i) |
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| 535 | data[i] = this->outData[i]; |
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| 536 | |
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| 537 | |
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| 538 | |
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| 539 | /* debug msg */ |
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| 540 | this->readDebug(); |
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| 541 | |
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| 542 | int length = this->outLength; |
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| 543 | this->outLength = 0; |
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| 544 | /* return the length of the test */ |
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| 545 | return length; |
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| 546 | } |
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| 547 | |
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| 548 | |
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| 549 | void Player::writeDebug() const |
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| 550 | { |
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| 551 | |
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| 552 | } |
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| 553 | |
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| 554 | |
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| 555 | void Player::readDebug() const |
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| 556 | { |
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| 557 | |
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| 558 | } |
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| 559 | |
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