| 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: | 
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| 16 | */ | 
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| 17 |  | 
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| 18 |  | 
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| 19 | #include "player.h" | 
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| 20 | #include <iostream> | 
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| 21 |  | 
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| 22 |  | 
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| 23 | using namespace std; | 
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| 24 |  | 
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| 25 |  | 
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| 26 | Player::Player () { | 
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| 27 |   // cout << "Player::Player" << endl; | 
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| 28 |   xCor = yCor = zCor = 0; | 
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| 29 |   shootLaser = new ShootLaser; | 
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| 30 | } | 
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| 31 |  | 
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| 32 | Player::~Player ()  | 
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| 33 | { | 
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| 34 |   //delete shootLaser; | 
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| 35 | } | 
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| 36 |  | 
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| 37 |  | 
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| 38 | void Player::setPosition( float x, float y, float z) | 
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| 39 | { | 
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| 40 |   xCor = x; yCor = y; zCor = z; | 
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| 41 | } | 
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| 42 |  | 
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| 43 |  | 
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| 44 | void Player::getPosition(float* x, float* y, float* z) | 
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| 45 | { | 
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| 46 |   *x = xCor; *y = yCor; *z = zCor; | 
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| 47 | } | 
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| 48 |  | 
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| 49 |  | 
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| 50 | void Player::setCollisionRadius(float radius)  | 
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| 51 | { | 
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| 52 |   collisionRadius = radius; | 
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| 53 | } | 
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| 54 |  | 
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| 55 |  | 
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| 56 | void Player::goX(float x)  | 
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| 57 | { | 
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| 58 |   //cout << "Player::goX" << endl; | 
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| 59 |   xCor += x; | 
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| 60 | } | 
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| 61 |  | 
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| 62 |  | 
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| 63 | void Player::goY(float y) | 
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| 64 | { | 
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| 65 |   yCor += y; | 
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| 66 | } | 
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| 67 |  | 
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| 68 | void Player::goZ(float z) | 
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| 69 | { | 
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| 70 |   zCor += z; | 
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| 71 | } | 
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| 72 |  | 
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| 73 | void Player::shoot(int n)  | 
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| 74 | { | 
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| 75 |   shootLaser->addShoot(xCor, yCor, zCor); | 
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| 76 |   shootLaser->addShootExt(xCor, yCor, zCor, .1, .4, .0); | 
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| 77 |   shootLaser->addShootExt(xCor, yCor, zCor, -0.1, .4, .0); | 
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| 78 |   //cout << "Player::shoot" << endl; | 
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| 79 | } | 
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| 80 |  | 
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| 81 |  | 
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| 82 | //void Player::addIO(InputOutput *io) {} | 
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| 83 |  | 
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| 84 |  | 
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| 85 | void Player::drawPlayer(void)  | 
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| 86 | { | 
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| 87 |   glPushMatrix(); | 
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| 88 |   glTranslatef(xCor, yCor, 3.0); | 
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| 89 |   glScalef(1.0, 3.0, 1.0); | 
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| 90 |   glutWireCube(1.0); | 
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| 91 |   glPopMatrix(); | 
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| 92 |   /* draw all the shoots additionaly */ | 
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| 93 |   shootLaser->drawShoot(); | 
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| 94 |   //cout << "Player::drawPlayer" << endl; | 
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| 95 | } | 
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