| 1 | |
|---|
| 2 | |
|---|
| 3 | /* |
|---|
| 4 | orxonox - the future of 3D-vertical-scrollers |
|---|
| 5 | |
|---|
| 6 | Copyright (C) 2004 orx |
|---|
| 7 | |
|---|
| 8 | This program is free software; you can redistribute it and/or modify |
|---|
| 9 | it under the terms of the GNU General Public License as published by |
|---|
| 10 | the Free Software Foundation; either version 2, or (at your option) |
|---|
| 11 | any later version. |
|---|
| 12 | |
|---|
| 13 | ### File Specific: |
|---|
| 14 | main-programmer: Patrick Boenzli |
|---|
| 15 | co-programmer: Christian Meyer |
|---|
| 16 | */ |
|---|
| 17 | |
|---|
| 18 | #include "player.h" |
|---|
| 19 | #include "stdincl.h" |
|---|
| 20 | #include "collision.h" |
|---|
| 21 | |
|---|
| 22 | using namespace std; |
|---|
| 23 | |
|---|
| 24 | |
|---|
| 25 | Player::Player(bool isFree) : WorldEntity(isFree) |
|---|
| 26 | { |
|---|
| 27 | |
|---|
| 28 | obj = new Object ("reaphigh.obj"); |
|---|
| 29 | /* |
|---|
| 30 | objectList = glGenLists(1); |
|---|
| 31 | glNewList (objectList, GL_COMPILE); |
|---|
| 32 | |
|---|
| 33 | glBegin(GL_TRIANGLES); |
|---|
| 34 | glColor3f(1,1,1); |
|---|
| 35 | glVertex3f(0,0,0.5); |
|---|
| 36 | glVertex3f(-0.5,0,-1); |
|---|
| 37 | glVertex3f(0.5,0,-1); |
|---|
| 38 | |
|---|
| 39 | glVertex3f(0,0,0.5); |
|---|
| 40 | glVertex3f(0,0.5,-1); |
|---|
| 41 | glVertex3f(0,-0.5,-1); |
|---|
| 42 | glEnd(); |
|---|
| 43 | |
|---|
| 44 | glBegin(GL_QUADS); |
|---|
| 45 | glColor3f(0,0,1); |
|---|
| 46 | glVertex3f(0.5,0.5,-1); |
|---|
| 47 | glVertex3f(0.5,-0.5,-1); |
|---|
| 48 | glVertex3f(-0.5,-0.5,-1); |
|---|
| 49 | glVertex3f(-0.5,0.5,-1); |
|---|
| 50 | glEnd(); |
|---|
| 51 | |
|---|
| 52 | glEndList (); |
|---|
| 53 | */ |
|---|
| 54 | } |
|---|
| 55 | |
|---|
| 56 | Player::~Player () |
|---|
| 57 | |
|---|
| 58 | { |
|---|
| 59 | } |
|---|
| 60 | |
|---|
| 61 | void Player::post_spawn () |
|---|
| 62 | { |
|---|
| 63 | travel_speed = 15.0; |
|---|
| 64 | velocity = Vector(); |
|---|
| 65 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
|---|
| 66 | bFire = false; |
|---|
| 67 | acceleration = 10.0; |
|---|
| 68 | set_collision (new CollisionCluster (1.0, Vector(0,0,0))); |
|---|
| 69 | } |
|---|
| 70 | |
|---|
| 71 | void Player::tick (float time) |
|---|
| 72 | { |
|---|
| 73 | // movement |
|---|
| 74 | move (time); |
|---|
| 75 | } |
|---|
| 76 | |
|---|
| 77 | void Player::hit (WorldEntity* weapon, Vector loc) |
|---|
| 78 | { |
|---|
| 79 | } |
|---|
| 80 | |
|---|
| 81 | void Player::destroy () |
|---|
| 82 | { |
|---|
| 83 | } |
|---|
| 84 | |
|---|
| 85 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
|---|
| 86 | { |
|---|
| 87 | } |
|---|
| 88 | |
|---|
| 89 | void Player::command (Command* cmd) |
|---|
| 90 | { |
|---|
| 91 | //printf("Player|recieved command [%s]\n", cmd->cmd); |
|---|
| 92 | if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp; |
|---|
| 93 | else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp; |
|---|
| 94 | else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp; |
|---|
| 95 | else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp; |
|---|
| 96 | else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp; |
|---|
| 97 | } |
|---|
| 98 | |
|---|
| 99 | void Player::draw () |
|---|
| 100 | { |
|---|
| 101 | glMatrixMode(GL_MODELVIEW); |
|---|
| 102 | glLoadIdentity(); |
|---|
| 103 | float matrix[4][4]; |
|---|
| 104 | |
|---|
| 105 | glTranslatef(get_placement()->r.x,get_placement()->r.y,get_placement()->r.z); |
|---|
| 106 | get_placement()->w.matrix (matrix); |
|---|
| 107 | glMultMatrixf ((float*)matrix); |
|---|
| 108 | |
|---|
| 109 | glMatrixMode (GL_MODELVIEW); |
|---|
| 110 | glRotatef (-90, 0,1,0); |
|---|
| 111 | obj->draw(); |
|---|
| 112 | // glCallList (objectList); |
|---|
| 113 | |
|---|
| 114 | |
|---|
| 115 | |
|---|
| 116 | //printf("Player@%f/%f/%f\n", get_placement()->r.x, get_placement()->r.y, get_placement()->r.z); |
|---|
| 117 | } |
|---|
| 118 | |
|---|
| 119 | void Player::get_lookat (Location* locbuf) |
|---|
| 120 | { |
|---|
| 121 | *locbuf = *get_location(); |
|---|
| 122 | //locbuf->dist += 5.0; |
|---|
| 123 | } |
|---|
| 124 | |
|---|
| 125 | void Player::left_world () |
|---|
| 126 | { |
|---|
| 127 | } |
|---|
| 128 | |
|---|
| 129 | void Player::move (float time) |
|---|
| 130 | { |
|---|
| 131 | Vector accel(0.0, 0.0, 0.0); |
|---|
| 132 | /* FIXME: calculating the direction and orthDirection every time_slice is redundant! save it somewhere */ |
|---|
| 133 | Placement *pos = get_placement(); |
|---|
| 134 | /* calculate the direction in which the craft is heading */ |
|---|
| 135 | Vector direction(0.0, 0.0, 1.0); |
|---|
| 136 | direction = pos->w.apply(direction); |
|---|
| 137 | Vector orthDirection(0.0, 0.0, 1.0); |
|---|
| 138 | orthDirection = orthDirection.cross(direction); |
|---|
| 139 | |
|---|
| 140 | if( bUp) { accel = accel+(direction*acceleration); } |
|---|
| 141 | if( bDown) { accel = accel-(direction*acceleration); } |
|---|
| 142 | if( bLeft ) { accel = accel + (orthDirection*acceleration); } |
|---|
| 143 | if( bRight ) { accel = accel - (orthDirection*acceleration); } |
|---|
| 144 | if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */} |
|---|
| 145 | if( bDescend) {/* FIXME */} |
|---|
| 146 | |
|---|
| 147 | Location* l = get_location(); |
|---|
| 148 | |
|---|
| 149 | // r(t) = r(0) + v(0)*t + 1/2*a*t^2 |
|---|
| 150 | // r = position |
|---|
| 151 | // v = velocity |
|---|
| 152 | // a = acceleration |
|---|
| 153 | |
|---|
| 154 | /* this the base-speed of the player: determines how fast and how the player follows the track*/ |
|---|
| 155 | l->dist = l->dist + travel_speed * time; |
|---|
| 156 | |
|---|
| 157 | /* this updates the player position on the track - user interaction */ |
|---|
| 158 | l->pos = l->pos + accel*time; |
|---|
| 159 | } |
|---|
| 160 | |
|---|
| 161 | |
|---|
| 162 | |
|---|
| 163 | |
|---|
| 164 | |
|---|
| 165 | |
|---|
| 166 | |
|---|
| 167 | |
|---|
| 168 | |
|---|
| 169 | |
|---|
| 170 | |
|---|
| 171 | |
|---|
| 172 | |
|---|
| 173 | |
|---|
| 174 | |
|---|
| 175 | |
|---|
| 176 | |
|---|
| 177 | |
|---|