| 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: Christian Meyer |
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| 16 | */ |
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| 17 | |
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| 18 | #include "player.h" |
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| 19 | #include "stdincl.h" |
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| 20 | #include "collision.h" |
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| 21 | #include "command_node.h" |
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| 22 | |
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| 23 | using namespace std; |
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| 24 | |
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| 25 | |
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| 26 | Player::Player(bool isFree) : WorldEntity(isFree) |
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| 27 | { |
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| 28 | |
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| 29 | obj = new Object ("reaplow.obj"); |
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| 30 | tottime=0.0f; |
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| 31 | |
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| 32 | /* |
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| 33 | objectList = glGenLists(1); |
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| 34 | glNewList (objectList, GL_COMPILE); |
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| 35 | |
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| 36 | glBegin(GL_TRIANGLES); |
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| 37 | glColor3f(1,1,1); |
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| 38 | glVertex3f(0,0,0.5); |
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| 39 | glVertex3f(-0.5,0,-1); |
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| 40 | glVertex3f(0.5,0,-1); |
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| 41 | |
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| 42 | glVertex3f(0,0,0.5); |
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| 43 | glVertex3f(0,0.5,-1); |
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| 44 | glVertex3f(0,-0.5,-1); |
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| 45 | glEnd(); |
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| 46 | |
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| 47 | glBegin(GL_QUADS); |
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| 48 | glColor3f(0,0,1); |
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| 49 | glVertex3f(0.5,0.5,-1); |
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| 50 | glVertex3f(0.5,-0.5,-1); |
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| 51 | glVertex3f(-0.5,-0.5,-1); |
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| 52 | glVertex3f(-0.5,0.5,-1); |
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| 53 | glEnd(); |
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| 54 | |
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| 55 | glEndList (); |
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| 56 | */ |
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| 57 | } |
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| 58 | |
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| 59 | Player::~Player () |
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| 60 | |
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| 61 | { |
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| 62 | } |
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| 63 | |
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| 64 | void Player::post_spawn () |
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| 65 | { |
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| 66 | travel_speed = 15.0; |
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| 67 | velocity = Vector(); |
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| 68 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 69 | bFire = false; |
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| 70 | acceleration = 10.0; |
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| 71 | set_collision (new CollisionCluster (1.0, Vector(0,0,0))); |
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| 72 | } |
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| 73 | |
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| 74 | void Player::tick (float time) |
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| 75 | { |
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| 76 | // movement |
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| 77 | move (time); |
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| 78 | } |
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| 79 | |
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| 80 | void Player::hit (WorldEntity* weapon, Vector loc) |
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| 81 | { |
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| 82 | } |
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| 83 | |
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| 84 | void Player::destroy () |
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| 85 | { |
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| 86 | } |
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| 87 | |
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| 88 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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| 89 | { |
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| 90 | } |
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| 91 | |
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| 92 | void Player::command (Command* cmd) |
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| 93 | { |
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| 94 | //printf("Player|recieved command [%s]\n", cmd->cmd); |
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| 95 | tottime=cmd->tottime; |
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| 96 | if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp; |
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| 97 | else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp; |
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| 98 | else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp; |
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| 99 | else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp; |
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| 100 | else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp; |
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| 101 | } |
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| 102 | |
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| 103 | void Player::draw () |
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| 104 | { |
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| 105 | glMatrixMode(GL_MODELVIEW); |
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| 106 | glLoadIdentity(); |
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| 107 | float matrix[4][4]; |
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| 108 | |
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| 109 | glTranslatef(get_placement()->r.x,get_placement()->r.y,get_placement()->r.z); |
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| 110 | get_placement()->w.matrix (matrix); |
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| 111 | glMultMatrixf ((float*)matrix); |
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| 112 | |
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| 113 | glMatrixMode (GL_MODELVIEW); |
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| 114 | glRotatef (-90, 0,1,0); |
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| 115 | obj->draw(); |
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| 116 | // glCallList (objectList); |
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| 117 | |
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| 118 | |
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| 119 | |
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| 120 | //printf("Player@%f/%f/%f\n", get_placement()->r.x, get_placement()->r.y, get_placement()->r.z); |
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| 121 | } |
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| 122 | |
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| 123 | void Player::get_lookat (Location* locbuf) |
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| 124 | { |
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| 125 | *locbuf = *get_location(); |
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| 126 | //locbuf->dist += 5.0; |
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| 127 | } |
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| 128 | |
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| 129 | void Player::left_world () |
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| 130 | { |
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| 131 | } |
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| 132 | |
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| 133 | void Player::move (float time) |
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| 134 | { |
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| 135 | Vector accel(0.0, 0.0, 0.0); |
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| 136 | /* FIXME: calculating the direction and orthDirection every time_slice is redundant! save it somewhere */ |
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| 137 | Placement *pos = get_placement(); |
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| 138 | /* calculate the direction in which the craft is heading */ |
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| 139 | Vector direction(0.0, 0.0, 1.0); |
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| 140 | direction = pos->w.apply(direction); |
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| 141 | Vector orthDirection(0.0, 0.0, 1.0); |
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| 142 | orthDirection = orthDirection.cross(direction); |
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| 143 | if(tottime<1.5f) |
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| 144 | tottime=tottime+4.0f*time; |
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| 145 | else |
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| 146 | tottime=1.5f; |
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| 147 | if( bUp) { accel = accel+(direction*acceleration*pow(tottime,2.0f)); } |
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| 148 | if( bDown) { accel = accel-(direction*acceleration*pow(tottime,2.0f)); } |
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| 149 | if( bLeft ) { accel = accel + (orthDirection*acceleration*pow(tottime,2.0f)); } |
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| 150 | if( bRight ) { accel = accel - (orthDirection*acceleration*pow(tottime,2.0f));} |
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| 151 | if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */} |
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| 152 | if( bDescend) {/* FIXME */} |
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| 153 | |
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| 154 | Location* l = get_location(); |
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| 155 | |
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| 156 | // r(t) = r(0) + v(0)*t + 1/2*a*t^2 |
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| 157 | // r = position |
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| 158 | // v = velocity |
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| 159 | // a = acceleration |
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| 160 | |
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| 161 | /* this the base-speed of the player: determines how fast and how the player follows the track*/ |
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| 162 | l->dist = l->dist + travel_speed * time; |
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| 163 | |
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| 164 | /* this updates the player position on the track - user interaction */ |
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| 165 | l->pos = l->pos + (accel*time); |
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| 166 | } |
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