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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 "objModel.h" |
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22 | |
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23 | using namespace std; |
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24 | |
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25 | CREATE_FACTORY(Player); |
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26 | |
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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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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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75 | PRINTF(1)("Player is missing a proper 'name'\n"); |
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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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94 | PRINTF(1)("Player is missing a proper 'model'\n"); |
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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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99 | PRINTF(1)("Player model '%s' could not be loaded\n", string); |
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100 | } |
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101 | } |
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102 | |
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103 | /** |
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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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121 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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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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