| [1853] | 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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| [1872] | 12 |  | 
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 | 13 |    ### File Specific: | 
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 | 14 |    main-programmer: Patrick Boenzli | 
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| [2190] | 15 |    co-programmer: Christian Meyer | 
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| [1853] | 16 | */ | 
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 | 17 |  | 
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| [2036] | 18 | #include "player.h" | 
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| [2190] | 19 | #include "stdincl.h" | 
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 | 20 | #include "collision.h" | 
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| [3396] | 21 | #include "importer/objModel.h" | 
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| [2036] | 22 |  | 
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| [1856] | 23 | using namespace std; | 
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| [1853] | 24 |  | 
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 | 25 |  | 
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| [2190] | 26 | Player::Player(bool isFree) : WorldEntity(isFree) | 
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 | 27 | { | 
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| [2811] | 28 |  | 
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| [3396] | 29 |   this->model = new OBJModel("../data/models/reaplow.obj"); | 
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| [3210] | 30 |   /* | 
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| [2730] | 31 |   objectList = glGenLists(1); | 
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 | 32 |   glNewList (objectList, GL_COMPILE); | 
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 | 33 |  | 
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 | 34 |   glBegin(GL_TRIANGLES); | 
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 | 35 |   glColor3f(1,1,1); | 
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 | 36 |   glVertex3f(0,0,0.5); | 
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 | 37 |   glVertex3f(-0.5,0,-1); | 
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 | 38 |   glVertex3f(0.5,0,-1); | 
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 | 39 |  | 
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 | 40 |   glVertex3f(0,0,0.5); | 
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 | 41 |   glVertex3f(0,0.5,-1); | 
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 | 42 |   glVertex3f(0,-0.5,-1); | 
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 | 43 |   glEnd(); | 
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 | 44 |      | 
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 | 45 |   glBegin(GL_QUADS); | 
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 | 46 |   glColor3f(0,0,1); | 
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 | 47 |   glVertex3f(0.5,0.5,-1); | 
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 | 48 |   glVertex3f(0.5,-0.5,-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 |   glEnd(); | 
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 | 52 |    | 
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 | 53 |   glEndList (); | 
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| [3210] | 54 |   */ | 
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| [1872] | 55 | } | 
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| [1853] | 56 |  | 
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| [3365] | 57 | Player::~Player () | 
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| [3194] | 58 | { | 
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| [3365] | 59 |   delete this->model; | 
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| [1896] | 60 | } | 
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| [1853] | 61 |  | 
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| [3365] | 62 | void Player::postSpawn () | 
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| [1858] | 63 | { | 
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| [3227] | 64 |   travelSpeed = 15.0; | 
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| [2816] | 65 |   velocity = Vector(); | 
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 | 66 |   bUp = bDown = bLeft = bRight = bAscend = bDescend = false; | 
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 | 67 |   bFire = false; | 
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| [3698] | 68 |   acceleration = 20.0; | 
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| [3227] | 69 |   setCollision(new CollisionCluster(1.0, Vector(0,0,0))); | 
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| [1858] | 70 | } | 
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 | 71 |  | 
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| [3365] | 72 | void Player::tick (float time) | 
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| [1872] | 73 | { | 
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| [3209] | 74 |   // movement | 
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| [3365] | 75 |   this->move (time); | 
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| [1872] | 76 | } | 
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| [1858] | 77 |  | 
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| [3365] | 78 | void Player::hit (WorldEntity* weapon, Vector loc) | 
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| [1900] | 79 | { | 
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 | 80 | } | 
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 | 81 |  | 
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| [3365] | 82 | void Player::destroy () | 
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| [1872] | 83 | { | 
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 | 84 | } | 
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 | 85 |  | 
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| [3365] | 86 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) | 
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| [1872] | 87 | { | 
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 | 88 | } | 
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 | 89 |  | 
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| [3365] | 90 | void Player::command (Command* cmd) | 
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| [1872] | 91 | { | 
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| [2636] | 92 |   //printf("Player|recieved command [%s]\n", cmd->cmd); | 
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 | 93 |   if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp; | 
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 | 94 |   else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp; | 
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 | 95 |   else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp; | 
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 | 96 |   else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp; | 
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 | 97 |   else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp; | 
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| [1872] | 98 | } | 
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 | 99 |  | 
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| [3365] | 100 | void Player::draw () | 
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| [2640] | 101 | {  | 
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| [2551] | 102 |   glMatrixMode(GL_MODELVIEW); | 
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 | 103 |   glLoadIdentity(); | 
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 | 104 |   float matrix[4][4]; | 
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| [3698] | 105 |   //glRotatef(90.0f,1.0f,0.0f,0.0f);  | 
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| [3370] | 106 |   /* translate */ | 
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 | 107 |   glTranslatef (this->getAbsCoor ().x,  | 
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 | 108 |                 this->getAbsCoor ().y,  | 
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 | 109 |                 this->getAbsCoor ().z); | 
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 | 110 |   /* rotate */ | 
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| [3365] | 111 |   this->getAbsDir ().matrix (matrix); | 
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| [3226] | 112 |   glMultMatrixf((float*)matrix); | 
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| [3698] | 113 |   glRotatef(angle,1.0f,0.0f,0.0f); | 
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| [3226] | 114 |   glMatrixMode(GL_MODELVIEW); | 
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| [3365] | 115 |   this->model->draw(); | 
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| [3226] | 116 |   // glCallList(objectList); | 
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| [2190] | 117 | } | 
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| [2036] | 118 |  | 
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| [3365] | 119 |  | 
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 | 120 | /*PN | 
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| [3226] | 121 | void Player::getLookat(Location* locbuf) | 
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| [1896] | 122 | { | 
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| [3227] | 123 |   *locbuf = *getLocation(); | 
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| [3210] | 124 |   //locbuf->dist += 5.0; | 
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| [2190] | 125 | } | 
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| [3365] | 126 | */ | 
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| [2036] | 127 |  | 
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| [3365] | 128 | void Player::leftWorld () | 
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| [2190] | 129 | { | 
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| [1872] | 130 | } | 
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 | 131 |  | 
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| [3365] | 132 | void Player::move (float time) | 
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| [1858] | 133 | { | 
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| [3698] | 134 |   | 
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| [2551] | 135 |   Vector accel(0.0, 0.0, 0.0); | 
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| [3698] | 136 |    | 
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| [3227] | 137 |   /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ | 
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| [3365] | 138 |   //Placement *pos = getPlacement(); | 
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 | 139 |    | 
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| [2551] | 140 |   /* calculate the direction in which the craft is heading  */ | 
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| [3365] | 141 |   Vector direction (1.0, 0.0, 0.0); | 
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| [3698] | 142 |      | 
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 | 143 |    | 
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 | 144 |    | 
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| [3365] | 145 |   //direction = this->absDirection.apply (direction); | 
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 | 146 |   Vector orthDirection (0.0, 0.0, 1.0); | 
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| [3698] | 147 |    | 
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| [3365] | 148 |   //orthDirection = orthDirection.cross (direction); | 
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| [2551] | 149 |  | 
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| [3698] | 150 |   if( bUp) { accel = accel+(direction*acceleration);accelSlipDirection=accel; } | 
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 | 151 |   if( bDown) { accel = accel-(direction*acceleration);accelSlipDirection=accel; } | 
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 | 152 |   if( bLeft ) {if(angle<0) {accel = accel-(orthDirection*acceleration);}rotate(time);accelSlip=accel; } | 
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 | 153 |   if( bRight ) { if(angle>0){accel = accel+(orthDirection*acceleration);}rotate(time);accelSlip=accel;} | 
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| [2551] | 154 |   if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */} | 
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| [3210] | 155 |   if( bDescend) {/* FIXME */} /* \todo up and down player movement */ | 
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| [3698] | 156 |   if((int)angle!=0&&!bLeft&&!bRight){backRotate(time);accelSlip=accelSlip-slip(time,accelSlip);} | 
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 | 157 |   if(!bUp&&!bDown){accelSlipDirection=accelSlipDirection-slip(time,accelSlipDirection);} | 
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| [2551] | 158 |  | 
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| [3365] | 159 |   //Location* l = getLocation(); | 
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| [2551] | 160 |    | 
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 | 161 |   // r(t) = r(0) + v(0)*t + 1/2*a*t^2 | 
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 | 162 |   // r = position | 
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 | 163 |   // v = velocity | 
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 | 164 |   // a = acceleration | 
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 | 165 |  | 
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 | 166 |   /* this the base-speed of the player: determines how fast and how the player follows the track*/ | 
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| [3365] | 167 |   //l->dist = l->dist + travelSpeed * time; | 
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 | 168 |    | 
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| [3698] | 169 |   //Vector* shift = new Vector (this->travelSpeed * time, 0, 0); | 
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 | 170 |   Vector shift(this->travelSpeed*time,0,0); | 
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| [3365] | 171 |    | 
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| [3698] | 172 |   this->shiftCoor (&shift); | 
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 | 173 |    | 
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| [2551] | 174 |   /* this updates the player position on the track - user interaction */ | 
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| [3365] | 175 |   //l->pos = l->pos + accel*time; | 
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| [3698] | 176 |    | 
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| [3365] | 177 |   Vector move = accel * time; | 
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 | 178 |   this->shiftCoor (&move); | 
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| [3698] | 179 |    | 
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| [1896] | 180 | } | 
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| [3698] | 181 | void Player::rotate(float time){ | 
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 | 182 |     if(bLeft&&angle>-40.0f){ | 
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 | 183 |         angle=angle-time*200.0f; | 
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 | 184 |                  | 
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 | 185 |     } | 
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 | 186 |     if(bRight&&angle<40.0f){ | 
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 | 187 |         angle=angle+time*200.0f; | 
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 | 188 |                  | 
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 | 189 |     } | 
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 | 190 | } | 
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 | 191 |  | 
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 | 192 | void Player::backRotate(float time){ | 
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 | 193 |     if(angle<0){ | 
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 | 194 |     angle=angle+3.0f*(exp(angle*.0015f*time)); | 
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 | 195 |      | 
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 | 196 |      | 
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 | 197 |     } | 
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 | 198 |     if(angle>0){ | 
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 | 199 |     angle=angle-3.0f*(exp(-angle*.0015f*time)); | 
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 | 200 |      | 
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 | 201 |      | 
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 | 202 |     } | 
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 | 203 |  | 
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 | 204 | } | 
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 | 205 | //When the sidewords movement is finished, the ship will still slip untill it stands still | 
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 | 206 | Vector Player::slip(float time,Vector accel){ | 
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 | 207 |         Vector move= accel*time; | 
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 | 208 |         this->shiftCoor(&move); | 
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 | 209 |         return accel*time*3.0f; | 
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 | 210 |      | 
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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 |  | 
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 | 216 |  | 
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