[1853] | 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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[1872] | 12 | |
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| 13 | ### File Specific: |
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| 14 | main-programmer: Patrick Boenzli |
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[2096] | 15 | co-programmer: Christian Meyer |
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[1853] | 16 | */ |
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| 17 | |
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[1858] | 18 | #include <iostream> |
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[1920] | 19 | #include <stdlib.h> |
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[2058] | 20 | #include <GL/glut.h> |
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[1853] | 21 | |
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[2058] | 22 | #include "player.h" |
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| 23 | |
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[1856] | 24 | using namespace std; |
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[1853] | 25 | |
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| 26 | |
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[2096] | 27 | Player::Player(bool isFree) : WorldEntity(isFree) |
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| 28 | { |
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[1872] | 29 | } |
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[1853] | 30 | |
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[1896] | 31 | Player::~Player () |
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| 32 | { |
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| 33 | } |
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[1853] | 34 | |
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[2096] | 35 | void Player::post_spawn () |
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| 36 | { |
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| 37 | travel_speed = 1.0; |
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| 38 | velocity = Vector(); |
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| 39 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 40 | bFire = false; |
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| 41 | acceleration = 10.0; |
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| 42 | set_collision (new CollisionCluster (1.0, Vector(0,0,0)); |
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| 43 | } |
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[1853] | 44 | |
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[2096] | 45 | void Player::tick (float time) |
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[1858] | 46 | { |
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[2096] | 47 | // movement |
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| 48 | move (float time); |
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[1858] | 49 | } |
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| 50 | |
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[2096] | 51 | void Player::hit (WorldEntity* weapon, Vector loc) |
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| 52 | { |
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| 53 | } |
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[1896] | 54 | |
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[2096] | 55 | void Player::destroy () |
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[1872] | 56 | { |
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| 57 | } |
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[1858] | 58 | |
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[2096] | 59 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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[1900] | 60 | { |
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| 61 | } |
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| 62 | |
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[2096] | 63 | void Player::command (Command* cmd) |
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[1872] | 64 | { |
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[2096] | 65 | if( strcmp( cmd->cmd, "up")) bUp = !cmd->bUp; |
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| 66 | else if( strcmp( cmd->cmd, "down")) bDown = !cmd->bUp; |
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| 67 | else if( strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp; |
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| 68 | else if( strcmp( cmd->cmd, "right")) bRight = !cmd->bUp; |
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| 69 | else if( strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp; |
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[1872] | 70 | } |
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| 71 | |
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[2096] | 72 | void Player::draw () |
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[1872] | 73 | { |
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| 74 | } |
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| 75 | |
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[2096] | 76 | void Player::get_lookat (Location* locbuf) |
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[1872] | 77 | { |
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[2096] | 78 | *locbuf = *get_location(); |
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| 79 | locbuf->dist += 5.0; |
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[1872] | 80 | } |
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| 81 | |
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[2096] | 82 | void Player::left_world () |
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[1896] | 83 | { |
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[1872] | 84 | } |
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| 85 | |
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[2096] | 86 | void Player::move (float time) |
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[1858] | 87 | { |
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[2096] | 88 | float xAccel, yAccel, zAccel; |
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| 89 | xAccel = yAccel = zAccel = 0; |
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| 90 | if( bUp) xAccel += acceleration; |
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| 91 | if( bDown) xAccel -= acceleration; |
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| 92 | if( bLeft) yAccel += acceleration; |
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| 93 | if( bRight) yAccel -= acceleration; |
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| 94 | if( bAscend) zAccel += acceleration; |
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| 95 | if( bDescend) zAccel -= acceleration; |
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| 96 | |
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| 97 | Vector accel( xAccel, yAccel, zAccel); |
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| 98 | |
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| 99 | Location* l = get_location(); |
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| 100 | |
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| 101 | // r(t) = r(0) + v(0)*t + 1/2*a*t^2 |
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| 102 | // r = position |
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| 103 | // v = velocity |
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| 104 | // a = acceleration |
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| 105 | |
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| 106 | l->pos = l->pos + velocity*time + (accel*(0.5*t*t))); |
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| 107 | l->dist += travel_speed * time; |
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| 108 | |
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| 109 | velocity += accel * time; |
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[1896] | 110 | } |
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