[3471] | 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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[3474] | 20 | //#include "collision.h" |
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[3484] | 21 | #include "objModel.h" |
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[3471] | 22 | |
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| 23 | using namespace std; |
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| 24 | |
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[3542] | 25 | CREATE_FACTORY(Player); |
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| 26 | |
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[3471] | 27 | /** |
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| 28 | \brief creates a new Player |
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| 29 | \param isFree if the player is free |
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| 30 | */ |
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| 31 | Player::Player(bool isFree) : WorldEntity(isFree) |
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| 32 | { |
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| 33 | |
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| 34 | this->model = new OBJModel("../data/models/reaplow.obj"); |
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| 35 | /* |
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| 36 | objectList = glGenLists(1); |
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| 37 | glNewList (objectList, GL_COMPILE); |
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| 38 | |
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| 39 | glBegin(GL_TRIANGLES); |
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| 40 | glColor3f(1,1,1); |
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| 41 | glVertex3f(0,0,0.5); |
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| 42 | glVertex3f(-0.5,0,-1); |
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| 43 | glVertex3f(0.5,0,-1); |
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| 44 | |
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| 45 | glVertex3f(0,0,0.5); |
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| 46 | glVertex3f(0,0.5,-1); |
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| 47 | glVertex3f(0,-0.5,-1); |
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| 48 | glEnd(); |
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| 49 | |
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| 50 | glBegin(GL_QUADS); |
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| 51 | glColor3f(0,0,1); |
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| 52 | glVertex3f(0.5,0.5,-1); |
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| 53 | glVertex3f(0.5,-0.5,-1); |
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| 54 | glVertex3f(-0.5,-0.5,-1); |
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| 55 | glVertex3f(-0.5,0.5,-1); |
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| 56 | glEnd(); |
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| 57 | |
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| 58 | glEndList (); |
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| 59 | */ |
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| 60 | } |
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| 61 | |
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| 62 | /** |
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[3542] | 63 | \brief creates a new Player from Xml Data |
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| 64 | \param root the xml element containing player data |
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| 65 | |
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| 66 | \todo add more parameters to load |
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| 67 | */ |
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| 68 | Player::Player(TiXmlElement* root) |
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| 69 | { |
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| 70 | char* temp; |
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| 71 | const char* string; |
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| 72 | string = grabParameter( root, "name"); |
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| 73 | if( string == NULL) |
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| 74 | { |
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[3604] | 75 | PRINTF0("Player is missing a proper 'name'\n"); |
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[3542] | 76 | string = "Unknown"; |
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| 77 | temp = new char[strlen(string + 2)]; |
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| 78 | strcpy( temp, string); |
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| 79 | this->setName( temp); |
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| 80 | } |
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| 81 | else |
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| 82 | { |
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| 83 | temp = new char[strlen(string + 2)]; |
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| 84 | strcpy( temp, string); |
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| 85 | this->setName( temp); |
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| 86 | } |
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| 87 | |
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| 88 | this->model = NULL; |
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| 89 | string = grabParameter( root, "model"); |
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| 90 | if( string != NULL) |
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| 91 | this->model = new OBJModel( string); |
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| 92 | else |
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| 93 | { |
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[3604] | 94 | PRINTF0("Player is missing a proper 'model'\n"); |
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[3542] | 95 | this->model = new OBJModel( "../data/models/reaplow.obj"); |
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| 96 | } |
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| 97 | if( this->model == NULL) |
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| 98 | { |
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[3604] | 99 | PRINTF0("Player model '%s' could not be loaded\n", string); |
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[3542] | 100 | } |
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| 101 | } |
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| 102 | |
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| 103 | /** |
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[3471] | 104 | \brief destructs the player |
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| 105 | */ |
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| 106 | Player::~Player () |
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| 107 | { |
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| 108 | delete this->model; |
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| 109 | } |
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| 110 | |
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| 111 | /** |
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| 112 | \brief effect that occurs after the player is spawned |
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| 113 | */ |
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| 114 | void Player::postSpawn () |
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| 115 | { |
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| 116 | travelSpeed = 15.0; |
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| 117 | velocity = Vector(); |
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| 118 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 119 | bFire = false; |
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| 120 | acceleration = 10.0; |
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[3474] | 121 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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[3471] | 122 | } |
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| 123 | |
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| 124 | /** |
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| 125 | \brief the function called for each passing timeSnap |
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| 126 | \param time The timespan passed since last update |
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| 127 | */ |
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| 128 | void Player::tick (float time) |
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| 129 | { |
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| 130 | // movement |
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| 131 | this->move (time); |
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| 132 | } |
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| 133 | |
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| 134 | /** |
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| 135 | \brief if the player is hit, call this function |
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| 136 | \param weapon hit by this weapon |
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| 137 | \param loc ?? |
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| 138 | */ |
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| 139 | void Player::hit (WorldEntity* weapon, Vector loc) |
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| 140 | { |
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| 141 | } |
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| 142 | |
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| 143 | /** |
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| 144 | \brief action that happens when the player is destroyed. |
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| 145 | */ |
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| 146 | void Player::destroy () |
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| 147 | { |
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| 148 | } |
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| 149 | |
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| 150 | /** |
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| 151 | \brief Collision with another Entity has this effect |
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| 152 | \param other the other colider |
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| 153 | \param ownhitflags ?? |
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| 154 | \param otherhitflags ?? |
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| 155 | */ |
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| 156 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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| 157 | { |
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| 158 | } |
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| 159 | |
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| 160 | /** |
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| 161 | \brief The connection to the command node |
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| 162 | \param cmd the Command unit from witch to map |
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| 163 | |
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| 164 | here the commands are mapped to the players movement/weaponary |
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| 165 | */ |
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| 166 | void Player::command (Command* cmd) |
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| 167 | { |
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| 168 | //printf("Player|recieved command [%s]\n", cmd->cmd); |
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| 169 | if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp; |
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| 170 | else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp; |
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| 171 | else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp; |
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| 172 | else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp; |
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| 173 | else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp; |
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| 174 | } |
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| 175 | |
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| 176 | /** |
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| 177 | \brief draws the player after transforming him. |
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| 178 | */ |
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| 179 | void Player::draw () |
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| 180 | { |
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| 181 | glMatrixMode(GL_MODELVIEW); |
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| 182 | glLoadIdentity(); |
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| 183 | float matrix[4][4]; |
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| 184 | |
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| 185 | /* translate */ |
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| 186 | glTranslatef (this->getAbsCoor ().x, |
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| 187 | this->getAbsCoor ().y, |
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| 188 | this->getAbsCoor ().z); |
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| 189 | /* rotate */ |
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| 190 | this->getAbsDir ().matrix (matrix); |
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| 191 | glMultMatrixf((float*)matrix); |
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| 192 | |
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| 193 | glMatrixMode(GL_MODELVIEW); |
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| 194 | this->model->draw(); |
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| 195 | // glCallList(objectList); |
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| 196 | } |
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| 197 | |
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| 198 | |
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| 199 | /*PN |
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| 200 | void Player::getLookat(Location* locbuf) |
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| 201 | { |
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| 202 | *locbuf = *getLocation(); |
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| 203 | //locbuf->dist += 5.0; |
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| 204 | } |
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| 205 | */ |
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| 206 | |
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| 207 | /** |
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| 208 | \brief the action occuring if the player left the game |
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| 209 | */ |
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| 210 | void Player::leftWorld () |
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| 211 | { |
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| 212 | } |
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| 213 | |
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| 214 | /** |
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| 215 | \brief action if player moves |
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| 216 | \param time the timeslice since the last frame |
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| 217 | */ |
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| 218 | void Player::move (float time) |
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| 219 | { |
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| 220 | Vector accel(0.0, 0.0, 0.0); |
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| 221 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 222 | //Placement *pos = getPlacement(); |
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| 223 | |
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| 224 | /* calculate the direction in which the craft is heading */ |
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| 225 | Vector direction (1.0, 0.0, 0.0); |
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| 226 | //direction = this->absDirection.apply (direction); |
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| 227 | Vector orthDirection (0.0, 0.0, 1.0); |
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| 228 | //orthDirection = orthDirection.cross (direction); |
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| 229 | |
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| 230 | if( bUp) { accel = accel+(direction*acceleration); } |
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| 231 | if( bDown) { accel = accel-(direction*acceleration); } |
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| 232 | if( bLeft ) { accel = accel - (orthDirection*acceleration); } |
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| 233 | if( bRight ) { accel = accel + (orthDirection*acceleration); } |
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| 234 | if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */} |
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| 235 | if( bDescend) {/* FIXME */} /* \todo up and down player movement */ |
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| 236 | |
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| 237 | //Location* l = getLocation(); |
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| 238 | |
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| 239 | // r(t) = r(0) + v(0)*t + 1/2*a*t^2 |
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| 240 | // r = position |
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| 241 | // v = velocity |
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| 242 | // a = acceleration |
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| 243 | |
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| 244 | /* this the base-speed of the player: determines how fast and how the player follows the track*/ |
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| 245 | //l->dist = l->dist + travelSpeed * time; |
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| 246 | |
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| 247 | Vector* shift = new Vector (this->travelSpeed * time, 0, 0); |
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| 248 | this->shiftCoor (shift); |
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| 249 | |
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| 250 | /* this updates the player position on the track - user interaction */ |
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| 251 | //l->pos = l->pos + accel*time; |
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| 252 | Vector move = accel * time; |
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| 253 | this->shiftCoor (&move); |
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| 254 | } |
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