| 1 |  | 
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| 2 |  | 
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| 3 | /* | 
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| 4 | orxonox - the future of 3D-vertical-scrollers | 
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| 5 |  | 
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| 6 | Copyright (C) 2004 orx | 
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| 7 |  | 
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| 8 | This program is free software; you can redistribute it and/or modify | 
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| 9 | it under the terms of the GNU General Public License as published by | 
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| 10 | the Free Software Foundation; either version 2, or (at your option) | 
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| 11 | any later version. | 
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| 12 |  | 
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| 13 | ### File Specific: | 
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| 14 | main-programmer: Patrick Boenzli | 
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| 15 | co-programmer: | 
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| 16 | */ | 
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| 17 |  | 
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| 18 |  | 
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| 19 | #include "player.h" | 
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| 20 | #include <iostream> | 
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| 21 | #include <stdlib.h> | 
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| 22 |  | 
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| 23 |  | 
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| 24 | using namespace std; | 
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| 25 |  | 
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| 26 |  | 
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| 27 | Player::Player () { | 
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| 28 | // cout << "Player::Player" << endl; | 
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| 29 | xCor = yCor = zCor = 0; | 
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| 30 | shootLaser = new ShootLaser; | 
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| 31 | shootRocket = new ShootRocket; | 
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| 32 | } | 
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| 33 |  | 
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| 34 | Player::~Player () | 
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| 35 | { | 
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| 36 | //delete shootLaser; | 
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| 37 | } | 
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| 38 |  | 
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| 39 |  | 
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| 40 | void Player::setPosition( float x, float y, float z) | 
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| 41 | { | 
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| 42 | xCor = x; yCor = y; zCor = z; | 
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| 43 | } | 
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| 44 |  | 
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| 45 |  | 
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| 46 | void Player::getPosition(float* x, float* y, float* z) | 
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| 47 | { | 
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| 48 | *x = xCor; *y = yCor; *z = zCor; | 
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| 49 | } | 
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| 50 |  | 
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| 51 |  | 
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| 52 | void Player::setCollisionRadius(float radius) | 
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| 53 | { | 
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| 54 | collisionRadius = radius; | 
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| 55 | } | 
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| 56 |  | 
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| 57 |  | 
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| 58 | void Player::goX(float x) | 
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| 59 | { | 
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| 60 | //cout << "Player::goX" << endl; | 
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| 61 | xCor += x; | 
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| 62 | } | 
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| 63 |  | 
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| 64 |  | 
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| 65 | void Player::goY(float y) | 
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| 66 | { | 
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| 67 | yCor += y; | 
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| 68 | } | 
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| 69 |  | 
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| 70 | void Player::goZ(float z) | 
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| 71 | { | 
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| 72 | zCor += z; | 
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| 73 | } | 
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| 74 |  | 
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| 75 | void Player::shoot(int n) | 
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| 76 | { | 
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| 77 | if (shootLaser->inhibitor++ <= 100) | 
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| 78 | shootLaser->addShoot(xCor, yCor, zCor); | 
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| 79 | else if (shootLaser->inhibitor++ <= 200) | 
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| 80 | shootLaser->addShootExt(xCor, yCor, zCor, .1, .4, .0); | 
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| 81 | else if (shootLaser->inhibitor++ <= 300) | 
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| 82 | shootLaser->addShootExt(xCor, yCor, zCor, -0.1, .4, .0); | 
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| 83 | else | 
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| 84 | shootLaser->inhibitor =0; | 
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| 85 |  | 
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| 86 | if (shootRocket->inhibitor++ >=80) | 
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| 87 | { | 
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| 88 | shootRocket->addBackParable(xCor, yCor, zCor); | 
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| 89 | shootRocket->addSideAcc(xCor, yCor, zCor, RIGHT); | 
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| 90 | shootRocket->addSideAcc(xCor, yCor, zCor, LEFT); | 
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| 91 | shootRocket->addRotater(xCor, yCor, zCor); | 
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| 92 | if (shootRocket->inhibitor >=90) | 
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| 93 | shootRocket->inhibitor =0; | 
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| 94 | } | 
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| 95 | //cout << "Player::shoot" << endl; | 
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| 96 | } | 
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| 97 |  | 
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| 98 |  | 
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| 99 | //void Player::addIO(InputOutput *io) {} | 
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| 100 |  | 
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| 101 |  | 
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| 102 | void Player::drawPlayer(void) | 
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| 103 | { | 
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| 104 | glPushMatrix(); | 
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| 105 | glTranslatef(xCor, yCor, 3.0); | 
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| 106 | glScalef(1.0, 3.0, 1.0); | 
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| 107 | glutWireCube(1.0); | 
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| 108 | glPopMatrix(); | 
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| 109 | /* draw all the shoots additionaly */ | 
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| 110 | shootLaser->drawShoot(); | 
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| 111 | shootRocket->drawShoot(); | 
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| 112 | //cout << "Player::drawPlayer" << endl; | 
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| 113 | } | 
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