[3471] | 1 | /* |
---|
| 2 | orxonox - the future of 3D-vertical-scrollers |
---|
| 3 | |
---|
| 4 | Copyright (C) 2004 orx |
---|
| 5 | |
---|
| 6 | This program is free software; you can redistribute it and/or modify |
---|
| 7 | it under the terms of the GNU General Public License as published by |
---|
| 8 | the Free Software Foundation; either version 2, or (at your option) |
---|
| 9 | any later version. |
---|
| 10 | |
---|
| 11 | ### File Specific: |
---|
| 12 | main-programmer: Patrick Boenzli |
---|
| 13 | co-programmer: Christian Meyer |
---|
| 14 | */ |
---|
| 15 | |
---|
[3590] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PLAYER |
---|
| 17 | |
---|
[3471] | 18 | #include "player.h" |
---|
[3596] | 19 | |
---|
[3620] | 20 | #include "track_manager.h" |
---|
[3484] | 21 | #include "objModel.h" |
---|
[3655] | 22 | #include "resource_manager.h" |
---|
[3583] | 23 | #include "weapon.h" |
---|
[3620] | 24 | #include "test_gun.h" |
---|
| 25 | #include "world.h" |
---|
[3471] | 26 | |
---|
[3620] | 27 | #include "list.h" |
---|
| 28 | #include "stdincl.h" |
---|
| 29 | |
---|
[4389] | 30 | |
---|
[4287] | 31 | #include "projectile.h" |
---|
| 32 | |
---|
[3471] | 33 | using namespace std; |
---|
| 34 | |
---|
[4010] | 35 | CREATE_FACTORY(Player); |
---|
| 36 | |
---|
[3471] | 37 | /** |
---|
| 38 | \brief creates a new Player |
---|
| 39 | \param isFree if the player is free |
---|
| 40 | */ |
---|
[4397] | 41 | Player::Player() : WorldEntity(), PhysicsInterface(this) |
---|
[3471] | 42 | { |
---|
[3620] | 43 | /* |
---|
| 44 | this is the debug player - actualy we would have to make a new |
---|
| 45 | class derivated from Player for each player. for now, we just use |
---|
| 46 | the player.cc for debug also |
---|
| 47 | */ |
---|
[4397] | 48 | this->setClassName("Player"); |
---|
[3672] | 49 | this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN); |
---|
[3585] | 50 | travelSpeed = 15.0; |
---|
[3608] | 51 | velocity = new Vector(); |
---|
[3585] | 52 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
---|
| 53 | bFire = false; |
---|
[3878] | 54 | this->bWeaponChange = false; |
---|
[3585] | 55 | acceleration = 10.0; |
---|
[3620] | 56 | //weapons: |
---|
[3873] | 57 | this->weaponMan = new WeaponManager(); |
---|
[3980] | 58 | Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); |
---|
[3881] | 59 | Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); |
---|
[3873] | 60 | |
---|
[4000] | 61 | this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0); |
---|
| 62 | this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1); |
---|
[3881] | 63 | this->weaponMan->addWeapon(wpRight, W_CONFIG2); |
---|
| 64 | this->weaponMan->addWeapon(wpLeft, W_CONFIG2); |
---|
[3471] | 65 | } |
---|
| 66 | |
---|
| 67 | /** |
---|
[3544] | 68 | \brief destructs the player, deletes alocated memory |
---|
[3471] | 69 | */ |
---|
| 70 | Player::~Player () |
---|
| 71 | { |
---|
[3620] | 72 | /* do not delete the weapons, they are contained in the pnode tree |
---|
| 73 | and will be deleted there. |
---|
| 74 | this only frees the memory allocated to save the list. |
---|
| 75 | */ |
---|
[3873] | 76 | delete this->weaponMan; |
---|
[3583] | 77 | } |
---|
[3566] | 78 | |
---|
[4010] | 79 | /** |
---|
| 80 | \brief creates a new Player from Xml Data |
---|
| 81 | \param root the xml element containing player data |
---|
| 82 | |
---|
| 83 | \todo add more parameters to load |
---|
| 84 | */ |
---|
[4397] | 85 | Player::Player(const TiXmlElement* root) : WorldEntity(root), PhysicsInterface(this) |
---|
[4010] | 86 | { |
---|
[4397] | 87 | this->setClassName("Player"); |
---|
[4010] | 88 | this->weapons = new tList<Weapon>(); |
---|
| 89 | this->activeWeapon = NULL; |
---|
| 90 | /* |
---|
| 91 | this is the debug player - actualy we would have to make a new |
---|
| 92 | class derivated from Player for each player. for now, we just use |
---|
| 93 | the player.cc for debug also |
---|
| 94 | */ |
---|
| 95 | travelSpeed = 15.0; |
---|
| 96 | velocity = new Vector(); |
---|
| 97 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
---|
| 98 | bFire = false; |
---|
| 99 | this->bWeaponChange = false; |
---|
| 100 | acceleration = 10.0; |
---|
| 101 | //weapons: |
---|
| 102 | this->weaponMan = new WeaponManager(); |
---|
| 103 | Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); |
---|
| 104 | Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); |
---|
| 105 | |
---|
| 106 | this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0); |
---|
| 107 | this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1); |
---|
| 108 | this->weaponMan->addWeapon(wpRight, W_CONFIG2); |
---|
| 109 | this->weaponMan->addWeapon(wpLeft, W_CONFIG2); |
---|
| 110 | } |
---|
[3583] | 111 | |
---|
| 112 | /** |
---|
| 113 | \brief adds a weapon to the weapon list of player |
---|
| 114 | \param weapon to add |
---|
| 115 | */ |
---|
| 116 | void Player::addWeapon(Weapon* weapon) |
---|
| 117 | { |
---|
[3878] | 118 | this->weaponMan->addWeapon(weapon); |
---|
[3471] | 119 | } |
---|
| 120 | |
---|
[3583] | 121 | |
---|
[3471] | 122 | /** |
---|
[3583] | 123 | \brief removes a weapon from the player |
---|
| 124 | \param weapon to remove |
---|
| 125 | */ |
---|
| 126 | void Player::removeWeapon(Weapon* weapon) |
---|
| 127 | { |
---|
[3878] | 128 | this->weaponMan->removeWeapon(weapon); |
---|
[3583] | 129 | } |
---|
| 130 | |
---|
| 131 | |
---|
| 132 | /** |
---|
[3471] | 133 | \brief effect that occurs after the player is spawned |
---|
| 134 | */ |
---|
| 135 | void Player::postSpawn () |
---|
| 136 | { |
---|
[3474] | 137 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
---|
[3471] | 138 | } |
---|
| 139 | |
---|
[3584] | 140 | |
---|
[3471] | 141 | /** |
---|
[3584] | 142 | \brief the action occuring if the player left the game |
---|
[3471] | 143 | */ |
---|
[3584] | 144 | void Player::leftWorld () |
---|
| 145 | {} |
---|
[3471] | 146 | |
---|
[3584] | 147 | |
---|
| 148 | |
---|
[3471] | 149 | /** |
---|
| 150 | \brief if the player is hit, call this function |
---|
| 151 | \param weapon hit by this weapon |
---|
| 152 | \param loc ?? |
---|
| 153 | */ |
---|
[3578] | 154 | void Player::hit (WorldEntity* weapon, Vector* loc) |
---|
[3471] | 155 | { |
---|
| 156 | } |
---|
| 157 | |
---|
| 158 | |
---|
| 159 | /** |
---|
| 160 | \brief Collision with another Entity has this effect |
---|
| 161 | \param other the other colider |
---|
| 162 | \param ownhitflags ?? |
---|
| 163 | \param otherhitflags ?? |
---|
| 164 | */ |
---|
| 165 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
---|
| 166 | { |
---|
| 167 | } |
---|
| 168 | |
---|
| 169 | |
---|
| 170 | /** |
---|
| 171 | \brief draws the player after transforming him. |
---|
| 172 | */ |
---|
| 173 | void Player::draw () |
---|
| 174 | { |
---|
| 175 | glMatrixMode(GL_MODELVIEW); |
---|
[3526] | 176 | glPushMatrix(); |
---|
[3471] | 177 | float matrix[4][4]; |
---|
| 178 | |
---|
| 179 | /* translate */ |
---|
| 180 | glTranslatef (this->getAbsCoor ().x, |
---|
| 181 | this->getAbsCoor ().y, |
---|
| 182 | this->getAbsCoor ().z); |
---|
| 183 | /* rotate */ |
---|
| 184 | this->getAbsDir ().matrix (matrix); |
---|
| 185 | glMultMatrixf((float*)matrix); |
---|
| 186 | |
---|
| 187 | this->model->draw(); |
---|
[3526] | 188 | glPopMatrix(); |
---|
[3750] | 189 | |
---|
[3877] | 190 | this->weaponMan->draw(); |
---|
[3471] | 191 | } |
---|
| 192 | |
---|
| 193 | |
---|
| 194 | /** |
---|
[3584] | 195 | \brief the function called for each passing timeSnap |
---|
| 196 | \param time The timespan passed since last update |
---|
[3471] | 197 | */ |
---|
[3584] | 198 | void Player::tick (float time) |
---|
[3471] | 199 | { |
---|
[4397] | 200 | printf("%p\n", this); |
---|
| 201 | this->getRelCoor().debug(); |
---|
| 202 | |
---|
[3685] | 203 | /* link tick to weapon */ |
---|
[3877] | 204 | //this->activeWeapon->tick(time); |
---|
| 205 | //this->activeWeaponL->tick(time); //FIX FIX DELETE REMOVE |
---|
| 206 | this->weaponMan->tick(time); |
---|
[3584] | 207 | // player controlled movement |
---|
[3620] | 208 | this->move(time); |
---|
[3584] | 209 | // weapon system manipulation |
---|
[3620] | 210 | this->weapon(); |
---|
[3471] | 211 | } |
---|
| 212 | |
---|
[3584] | 213 | |
---|
[3471] | 214 | /** |
---|
| 215 | \brief action if player moves |
---|
| 216 | \param time the timeslice since the last frame |
---|
| 217 | */ |
---|
| 218 | void Player::move (float time) |
---|
| 219 | { |
---|
| 220 | Vector accel(0.0, 0.0, 0.0); |
---|
| 221 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
---|
| 222 | /* calculate the direction in which the craft is heading */ |
---|
| 223 | Vector direction (1.0, 0.0, 0.0); |
---|
| 224 | //direction = this->absDirection.apply (direction); |
---|
| 225 | Vector orthDirection (0.0, 0.0, 1.0); |
---|
| 226 | //orthDirection = orthDirection.cross (direction); |
---|
| 227 | |
---|
[3966] | 228 | if( this->bUp && this->getRelCoor().x < 20) |
---|
[3596] | 229 | accel = accel+(direction*acceleration); |
---|
[3966] | 230 | if( this->bDown && this->getRelCoor().x > -5) |
---|
[3596] | 231 | accel = accel-(direction*acceleration); |
---|
[3966] | 232 | if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
---|
[3596] | 233 | accel = accel - (orthDirection*acceleration); |
---|
[3966] | 234 | if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
---|
[3596] | 235 | accel = accel + (orthDirection*acceleration); |
---|
| 236 | if( this->bAscend ) |
---|
[3586] | 237 | if( this->bDescend) {/* FIXME */} /* \todo up and down player movement */ |
---|
[3471] | 238 | |
---|
| 239 | Vector move = accel * time; |
---|
[3811] | 240 | this->shiftCoor (move); |
---|
[3471] | 241 | } |
---|
[3584] | 242 | |
---|
| 243 | |
---|
| 244 | /** |
---|
| 245 | \brief weapon manipulation by the player |
---|
| 246 | */ |
---|
[3620] | 247 | void Player::weapon() |
---|
[3584] | 248 | { |
---|
[3618] | 249 | if( this->bFire) |
---|
[3584] | 250 | { |
---|
[3875] | 251 | this->weaponMan->fire(); |
---|
[3584] | 252 | } |
---|
[3877] | 253 | if( this->bWeaponChange) |
---|
[3584] | 254 | { |
---|
[3877] | 255 | this->weaponMan->nextWeaponConf(); |
---|
[3878] | 256 | this->bWeaponChange = false; |
---|
[3584] | 257 | } |
---|
| 258 | } |
---|
| 259 | |
---|
| 260 | |
---|
| 261 | /** |
---|
| 262 | \brief The connection to the command node |
---|
| 263 | \param cmd the Command unit from witch to map |
---|
| 264 | |
---|
| 265 | here the commands are mapped to the players movement/weaponary |
---|
| 266 | */ |
---|
| 267 | void Player::command (Command* cmd) |
---|
| 268 | { |
---|
[3585] | 269 | PRINTF(3)("recieved command [%s]\n", cmd->cmd); |
---|
[4091] | 270 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_UP)) this->bUp = !cmd->bUp; |
---|
| 271 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_DOWN)) this->bDown = !cmd->bUp; |
---|
| 272 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_LEFT)) this->bLeft = !cmd->bUp; |
---|
| 273 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_RIGHT)) this->bRight = !cmd->bUp; |
---|
| 274 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_FIRE)) this->bFire = !cmd->bUp; |
---|
| 275 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_NEXT_WEAPON)) if(cmd->bUp) this->bWeaponChange = !this->bWeaponChange; |
---|
[3584] | 276 | } |
---|