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source: orxonox.OLD/orxonox/trunk/src/world_entities/player.cc @ 4412

Last change on this file since 4412 was 4412, checked in by patrick, 19 years ago

orxonox/trunk: now shooting and weapon change work again

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[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
[4404]30#include "event_handler.h"
[4389]31
[4287]32#include "projectile.h"
[4404]33#include "event.h"
[4287]34
[3471]35using namespace std;
36
[4010]37CREATE_FACTORY(Player);
38
[3471]39/**
40   \brief creates a new Player
41   \param isFree if the player is free
42*/
[4397]43Player::Player() : WorldEntity(), PhysicsInterface(this)
[3471]44{
[3620]45  /*
46    this is the debug player - actualy we would have to make a new
47     class derivated from Player for each player. for now, we just use
48     the player.cc for debug also
49  */
[4397]50  this->setClassName("Player");
[3672]51  this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN);
[3585]52  travelSpeed = 15.0;
[3608]53  velocity = new Vector();
[3585]54  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
55  bFire = false;
[3878]56  this->bWeaponChange = false;
[3585]57  acceleration = 10.0;
[3620]58  //weapons:
[3873]59  this->weaponMan = new WeaponManager();
[3980]60  Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0);
[3881]61  Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1);
[3873]62 
[4000]63  this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0);
64  this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1);
[3881]65  this->weaponMan->addWeapon(wpRight, W_CONFIG2);
66  this->weaponMan->addWeapon(wpLeft, W_CONFIG2);
[3471]67}
68
[4404]69
[3471]70/**
[3544]71   \brief destructs the player, deletes alocated memory
[3471]72*/
73Player::~Player ()
74{
[3620]75  /* do not delete the weapons, they are contained in the pnode tree
76     and will be deleted there.
77     this only frees the memory allocated to save the list.
78  */
[3873]79  delete this->weaponMan;
[3583]80}
[3566]81
[4404]82
[4010]83/**
84   \brief creates a new Player from Xml Data
85   \param root the xml element containing player data
86   
87   \todo add more parameters to load
88*/
[4397]89Player::Player(const TiXmlElement* root) : WorldEntity(root), PhysicsInterface(this)
[4010]90{
[4397]91  this->setClassName("Player");
[4010]92  this->weapons = new tList<Weapon>();
93  this->activeWeapon = NULL;
94  /*
95    this is the debug player - actualy we would have to make a new
96     class derivated from Player for each player. for now, we just use
97     the player.cc for debug also
98  */
99  travelSpeed = 15.0;
100  velocity = new Vector();
101  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
102  bFire = false;
103  this->bWeaponChange = false;
104  acceleration = 10.0;
105  //weapons:
106  this->weaponMan = new WeaponManager();
107  Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0);
108  Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1);
109 
110  this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0);
111  this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1);
112  this->weaponMan->addWeapon(wpRight, W_CONFIG2);
113  this->weaponMan->addWeapon(wpLeft, W_CONFIG2);
114}
[3583]115
[4404]116
[3583]117/**
118   \brief adds a weapon to the weapon list of player
119   \param weapon to add
120*/
121void Player::addWeapon(Weapon* weapon)
122{
[3878]123  this->weaponMan->addWeapon(weapon);
[3471]124}
125
[3583]126
[3471]127/**
[3583]128   \brief removes a weapon from the player
129   \param weapon to remove
130*/
131void Player::removeWeapon(Weapon* weapon)
132{
[3878]133  this->weaponMan->removeWeapon(weapon);
[3583]134}
135
136
137/**
[3471]138   \brief effect that occurs after the player is spawned
139*/
140void Player::postSpawn ()
141{
[3474]142  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
[3471]143}
144
[3584]145
[3471]146/**
[3584]147   \brief the action occuring if the player left the game
[3471]148*/
[3584]149void Player::leftWorld ()
150{}
[3471]151
[3584]152
153
[3471]154/**
155   \brief if the player is hit, call this function
156   \param weapon hit by this weapon
157   \param loc ??
158*/
[3578]159void Player::hit (WorldEntity* weapon, Vector* loc)
[3471]160{
161}
162
163
164/**
165    \brief Collision with another Entity has this effect
166    \param other the other colider
167    \param ownhitflags ??
168    \param otherhitflags ??
169*/
170void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
171{
172}
173
174
175/**
176   \brief draws the player after transforming him.
177*/
178void Player::draw ()
179{ 
180  glMatrixMode(GL_MODELVIEW);
[3526]181  glPushMatrix();
[3471]182  float matrix[4][4];
183 
184  /* translate */
185  glTranslatef (this->getAbsCoor ().x, 
186                this->getAbsCoor ().y, 
187                this->getAbsCoor ().z);
188  /* rotate */
189  this->getAbsDir ().matrix (matrix);
190  glMultMatrixf((float*)matrix);
191 
192  this->model->draw();
[3526]193  glPopMatrix();
[3750]194
[3877]195  this->weaponMan->draw();
[3471]196}
197
198
199/**
[3584]200   \brief the function called for each passing timeSnap
201   \param time The timespan passed since last update
[3471]202*/
[3584]203void Player::tick (float time)
[3471]204{
[4405]205  //printf("%p\n", this);
206  //this->getRelCoor().debug();
[4397]207 
[3685]208  /* link tick to weapon */
[3877]209  //this->activeWeapon->tick(time);
210  //this->activeWeaponL->tick(time); //FIX FIX DELETE REMOVE
211  this->weaponMan->tick(time);
[3584]212  // player controlled movement
[3620]213  this->move(time);
[3584]214  // weapon system manipulation
[3620]215  this->weapon();
[3471]216}
217
[3584]218
[3471]219/**
220   \brief action if player moves
221   \param time the timeslice since the last frame
222*/
223void Player::move (float time)
224{
225  Vector accel(0.0, 0.0, 0.0);
226  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
227  /* calculate the direction in which the craft is heading  */
228  Vector direction (1.0, 0.0, 0.0);
229  //direction = this->absDirection.apply (direction);
230  Vector orthDirection (0.0, 0.0, 1.0);
231  //orthDirection = orthDirection.cross (direction);
232
[3966]233  if( this->bUp && this->getRelCoor().x < 20)
[3596]234    accel = accel+(direction*acceleration);
[3966]235  if( this->bDown && this->getRelCoor().x > -5)
[4412]236    accel = accel -(direction*acceleration);
[3966]237  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
[4409]238    accel = accel + (orthDirection*acceleration); 
[3966]239  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
[4409]240    accel = accel - (orthDirection*acceleration);
[3596]241  if( this->bAscend )
[3586]242  if( this->bDescend) {/* FIXME */} /* \todo up and down player movement */
[3471]243
244  Vector move = accel * time;
[3811]245  this->shiftCoor (move);
[3471]246}
[3584]247
248
249/**
250   \brief weapon manipulation by the player
251*/
[3620]252void Player::weapon()
[3584]253{
[3618]254  if( this->bFire)
[3584]255    {
[3875]256      this->weaponMan->fire();
[3584]257    }
[3877]258  if( this->bWeaponChange)
[3584]259    {
[3877]260      this->weaponMan->nextWeaponConf();
[3878]261      this->bWeaponChange = false;
[3584]262    }
263}
264
265
266/**
267   \brief The connection to the command node
268   \param cmd the Command unit from witch to map
269
270   here the commands are mapped to the players movement/weaponary
271*/
272void Player::command (Command* cmd)
273{
[3585]274  PRINTF(3)("recieved command [%s]\n", cmd->cmd);
[4091]275  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_UP)) this->bUp = !cmd->bUp;
276  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_DOWN)) this->bDown = !cmd->bUp;
277  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_LEFT)) this->bLeft = !cmd->bUp;
278  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_RIGHT)) this->bRight = !cmd->bUp;
279  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_FIRE)) this->bFire = !cmd->bUp;
280  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_NEXT_WEAPON)) if(cmd->bUp) this->bWeaponChange = !this->bWeaponChange;
[3584]281}
[4404]282
283
284void Player::process(const Event &event)
285{
[4409]286  if( event.type == KeyMapper::PEV_UP)
287    {
288      this->bUp = event.bPressed;
289    }
290  else if( event.type == KeyMapper::PEV_DOWN)
291    {
292      this->bDown = event.bPressed;
293    }
294  else if( event.type == KeyMapper::PEV_RIGHT)
295    {
296      this->bLeft = event.bPressed;
297    }
298  else if( event.type == KeyMapper::PEV_LEFT)
299    {
300      this->bRight = event.bPressed;
301    }
[4412]302  else if( event.type == KeyMapper::PEV_FIRE1)
303    {
304       this->bFire = event.bPressed;
305    }
306  else if( event.type == KeyMapper::PEV_NEXT_WEAPON)
307    {
308      if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
309    }
[4404]310
311}
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