[3471] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Patrick Boenzli |
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| 13 | co-programmer: Christian Meyer |
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| 14 | */ |
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| 15 | |
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[3590] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PLAYER |
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| 17 | |
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[3471] | 18 | #include "player.h" |
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[3596] | 19 | |
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[3620] | 20 | #include "track_manager.h" |
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[3484] | 21 | #include "objModel.h" |
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[3655] | 22 | #include "resource_manager.h" |
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[3583] | 23 | #include "weapon.h" |
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[3620] | 24 | #include "test_gun.h" |
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| 25 | #include "world.h" |
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[3471] | 26 | |
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[3620] | 27 | #include "list.h" |
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| 28 | #include "stdincl.h" |
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| 29 | |
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[3471] | 30 | using namespace std; |
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| 31 | |
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[4178] | 32 | CREATE_FACTORY(Player); |
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| 33 | |
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[3471] | 34 | /** |
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| 35 | \brief creates a new Player |
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| 36 | \param isFree if the player is free |
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| 37 | */ |
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[3620] | 38 | Player::Player() : WorldEntity() |
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[3471] | 39 | { |
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[3620] | 40 | /* |
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| 41 | this is the debug player - actualy we would have to make a new |
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| 42 | class derivated from Player for each player. for now, we just use |
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| 43 | the player.cc for debug also |
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| 44 | */ |
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[3672] | 45 | this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN); |
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[3585] | 46 | travelSpeed = 15.0; |
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[3608] | 47 | velocity = new Vector(); |
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[3585] | 48 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 49 | bFire = false; |
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[3953] | 50 | this->bWeaponChange = false; |
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[3585] | 51 | acceleration = 10.0; |
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[3620] | 52 | //weapons: |
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[3953] | 53 | this->weaponMan = new WeaponManager(); |
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[4178] | 54 | Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); |
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[3953] | 55 | Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); |
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| 56 | |
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[4178] | 57 | this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0); |
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| 58 | this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1); |
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[3953] | 59 | this->weaponMan->addWeapon(wpRight, W_CONFIG2); |
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| 60 | this->weaponMan->addWeapon(wpLeft, W_CONFIG2); |
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| 61 | |
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[3471] | 62 | } |
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| 63 | |
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| 64 | /** |
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[3544] | 65 | \brief destructs the player, deletes alocated memory |
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[3471] | 66 | */ |
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| 67 | Player::~Player () |
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| 68 | { |
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[3620] | 69 | /* do not delete the weapons, they are contained in the pnode tree |
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| 70 | and will be deleted there. |
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| 71 | this only frees the memory allocated to save the list. |
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| 72 | */ |
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[3953] | 73 | delete this->weaponMan; |
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[3583] | 74 | } |
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[3566] | 75 | |
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[4178] | 76 | /** |
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| 77 | \brief creates a new Player from Xml Data |
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| 78 | \param root the xml element containing player data |
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| 79 | |
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| 80 | \todo add more parameters to load |
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| 81 | */ |
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[4283] | 82 | Player::Player(const TiXmlElement* root) : WorldEntity(root) |
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[4178] | 83 | { |
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| 84 | this->weapons = new tList<Weapon>(); |
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| 85 | this->activeWeapon = NULL; |
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| 86 | /* |
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| 87 | this is the debug player - actualy we would have to make a new |
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| 88 | class derivated from Player for each player. for now, we just use |
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| 89 | the player.cc for debug also |
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| 90 | */ |
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| 91 | travelSpeed = 15.0; |
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| 92 | velocity = new Vector(); |
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| 93 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 94 | bFire = false; |
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| 95 | this->bWeaponChange = false; |
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| 96 | acceleration = 10.0; |
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| 97 | //weapons: |
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| 98 | this->weaponMan = new WeaponManager(); |
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| 99 | Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); |
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| 100 | Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); |
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| 101 | |
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| 102 | this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0); |
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| 103 | this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1); |
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| 104 | this->weaponMan->addWeapon(wpRight, W_CONFIG2); |
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| 105 | this->weaponMan->addWeapon(wpLeft, W_CONFIG2); |
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| 106 | } |
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[3583] | 107 | |
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| 108 | /** |
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| 109 | \brief adds a weapon to the weapon list of player |
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| 110 | \param weapon to add |
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| 111 | */ |
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| 112 | void Player::addWeapon(Weapon* weapon) |
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| 113 | { |
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[3953] | 114 | this->weaponMan->addWeapon(weapon); |
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[3471] | 115 | } |
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| 116 | |
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[3583] | 117 | |
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[3471] | 118 | /** |
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[3583] | 119 | \brief removes a weapon from the player |
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| 120 | \param weapon to remove |
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| 121 | */ |
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| 122 | void Player::removeWeapon(Weapon* weapon) |
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| 123 | { |
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[3953] | 124 | this->weaponMan->removeWeapon(weapon); |
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[3583] | 125 | } |
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| 126 | |
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| 127 | |
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| 128 | /** |
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[3471] | 129 | \brief effect that occurs after the player is spawned |
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| 130 | */ |
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| 131 | void Player::postSpawn () |
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| 132 | { |
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[3474] | 133 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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[3471] | 134 | } |
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| 135 | |
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[3584] | 136 | |
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[3471] | 137 | /** |
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[3584] | 138 | \brief the action occuring if the player left the game |
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[3471] | 139 | */ |
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[3584] | 140 | void Player::leftWorld () |
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| 141 | {} |
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[3471] | 142 | |
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[3584] | 143 | |
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| 144 | |
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[3471] | 145 | /** |
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| 146 | \brief if the player is hit, call this function |
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| 147 | \param weapon hit by this weapon |
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| 148 | \param loc ?? |
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| 149 | */ |
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[3578] | 150 | void Player::hit (WorldEntity* weapon, Vector* loc) |
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[3471] | 151 | { |
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| 152 | } |
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| 153 | |
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| 154 | |
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| 155 | /** |
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| 156 | \brief Collision with another Entity has this effect |
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| 157 | \param other the other colider |
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| 158 | \param ownhitflags ?? |
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| 159 | \param otherhitflags ?? |
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| 160 | */ |
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| 161 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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| 162 | { |
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| 163 | } |
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| 164 | |
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| 165 | |
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| 166 | /** |
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| 167 | \brief draws the player after transforming him. |
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| 168 | */ |
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| 169 | void Player::draw () |
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| 170 | { |
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| 171 | glMatrixMode(GL_MODELVIEW); |
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[3526] | 172 | glPushMatrix(); |
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[3471] | 173 | float matrix[4][4]; |
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| 174 | |
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| 175 | /* translate */ |
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| 176 | glTranslatef (this->getAbsCoor ().x, |
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| 177 | this->getAbsCoor ().y, |
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| 178 | this->getAbsCoor ().z); |
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| 179 | /* rotate */ |
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| 180 | this->getAbsDir ().matrix (matrix); |
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| 181 | glMultMatrixf((float*)matrix); |
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| 182 | |
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| 183 | this->model->draw(); |
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[3526] | 184 | glPopMatrix(); |
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[3750] | 185 | |
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[3953] | 186 | this->weaponMan->draw(); |
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[3471] | 187 | } |
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| 188 | |
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| 189 | |
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| 190 | /** |
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[3584] | 191 | \brief the function called for each passing timeSnap |
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| 192 | \param time The timespan passed since last update |
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[3471] | 193 | */ |
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[3584] | 194 | void Player::tick (float time) |
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[3471] | 195 | { |
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[3685] | 196 | /* link tick to weapon */ |
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[3953] | 197 | //this->activeWeapon->tick(time); |
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| 198 | //this->activeWeaponL->tick(time); //FIX FIX DELETE REMOVE |
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| 199 | this->weaponMan->tick(time); |
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[3584] | 200 | // player controlled movement |
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[3620] | 201 | this->move(time); |
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[3584] | 202 | // weapon system manipulation |
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[3620] | 203 | this->weapon(); |
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[3471] | 204 | } |
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| 205 | |
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[3584] | 206 | |
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[3471] | 207 | /** |
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| 208 | \brief action if player moves |
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| 209 | \param time the timeslice since the last frame |
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| 210 | */ |
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| 211 | void Player::move (float time) |
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| 212 | { |
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| 213 | Vector accel(0.0, 0.0, 0.0); |
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| 214 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 215 | /* calculate the direction in which the craft is heading */ |
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| 216 | Vector direction (1.0, 0.0, 0.0); |
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| 217 | //direction = this->absDirection.apply (direction); |
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| 218 | Vector orthDirection (0.0, 0.0, 1.0); |
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| 219 | //orthDirection = orthDirection.cross (direction); |
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| 220 | |
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[4178] | 221 | if( this->bUp && this->getRelCoor().x < 20) |
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[3596] | 222 | accel = accel+(direction*acceleration); |
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[4178] | 223 | if( this->bDown && this->getRelCoor().x > -5) |
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[3596] | 224 | accel = accel-(direction*acceleration); |
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[4178] | 225 | if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
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[3596] | 226 | accel = accel - (orthDirection*acceleration); |
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[4178] | 227 | if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
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[3596] | 228 | accel = accel + (orthDirection*acceleration); |
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| 229 | if( this->bAscend ) |
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[3586] | 230 | if( this->bDescend) {/* FIXME */} /* \todo up and down player movement */ |
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[3471] | 231 | |
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| 232 | Vector move = accel * time; |
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[3811] | 233 | this->shiftCoor (move); |
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[3471] | 234 | } |
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[3584] | 235 | |
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| 236 | |
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| 237 | /** |
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| 238 | \brief weapon manipulation by the player |
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| 239 | */ |
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[3620] | 240 | void Player::weapon() |
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[3584] | 241 | { |
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[3618] | 242 | if( this->bFire) |
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[3584] | 243 | { |
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[3953] | 244 | this->weaponMan->fire(); |
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[3584] | 245 | } |
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[3953] | 246 | if( this->bWeaponChange) |
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[3584] | 247 | { |
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[3953] | 248 | this->weaponMan->nextWeaponConf(); |
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| 249 | this->bWeaponChange = false; |
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[3584] | 250 | } |
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| 251 | } |
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| 252 | |
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| 253 | |
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| 254 | /** |
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| 255 | \brief The connection to the command node |
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| 256 | \param cmd the Command unit from witch to map |
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| 257 | |
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| 258 | here the commands are mapped to the players movement/weaponary |
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| 259 | */ |
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| 260 | void Player::command (Command* cmd) |
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| 261 | { |
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[3585] | 262 | PRINTF(3)("recieved command [%s]\n", cmd->cmd); |
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[4178] | 263 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_UP)) this->bUp = !cmd->bUp; |
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| 264 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_DOWN)) this->bDown = !cmd->bUp; |
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| 265 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_LEFT)) this->bLeft = !cmd->bUp; |
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| 266 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_RIGHT)) this->bRight = !cmd->bUp; |
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| 267 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_FIRE)) this->bFire = !cmd->bUp; |
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| 268 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_NEXT_WEAPON)) if(cmd->bUp) this->bWeaponChange = !this->bWeaponChange; |
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[3584] | 269 | } |
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