[4592] | 1 | /* |
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[3471] | 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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[4826] | 23 | |
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| 24 | #include "weapon_manager.h" |
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[3620] | 25 | #include "test_gun.h" |
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| 26 | #include "world.h" |
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[3471] | 27 | |
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[3620] | 28 | #include "list.h" |
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| 29 | |
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[4404] | 30 | #include "event_handler.h" |
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[4389] | 31 | |
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[4404] | 32 | #include "event.h" |
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[4287] | 33 | |
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[4780] | 34 | |
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[3471] | 35 | using namespace std; |
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| 36 | |
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[4010] | 37 | CREATE_FACTORY(Player); |
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| 38 | |
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[3471] | 39 | /** |
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[4885] | 40 | * creates a new Player |
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[4836] | 41 | * @param isFree if the player is free |
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[3471] | 42 | */ |
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[4762] | 43 | Player::Player() |
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[3471] | 44 | { |
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[4780] | 45 | this->init(); |
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[4597] | 46 | |
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[3620] | 47 | //weapons: |
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[4953] | 48 | Weapon* wpRight = new TestGun(0); |
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| 49 | Weapon* wpLeft = new TestGun(1); |
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[4592] | 50 | |
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[4951] | 51 | this->weaponMan->addWeapon(wpRight); |
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[4910] | 52 | // this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1); |
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| 53 | // this->weaponMan->addWeapon(wpRight, WM_CONFIG2); |
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| 54 | // this->weaponMan->addWeapon(wpLeft, WM_CONFIG2); |
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[3471] | 55 | } |
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| 56 | |
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[4404] | 57 | |
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[3471] | 58 | /** |
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[4836] | 59 | * destructs the player, deletes alocated memory |
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[3471] | 60 | */ |
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| 61 | Player::~Player () |
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| 62 | { |
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[3620] | 63 | /* do not delete the weapons, they are contained in the pnode tree |
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| 64 | and will be deleted there. |
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| 65 | this only frees the memory allocated to save the list. |
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| 66 | */ |
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[3873] | 67 | delete this->weaponMan; |
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[3583] | 68 | } |
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[3566] | 69 | |
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[4010] | 70 | /** |
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[4836] | 71 | * creates a new Player from Xml Data |
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| 72 | * @param root the xml element containing player data |
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[4592] | 73 | |
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[4836] | 74 | @todo add more parameters to load |
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[4010] | 75 | */ |
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[4780] | 76 | Player::Player(const TiXmlElement* root) |
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[4010] | 77 | { |
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[4780] | 78 | this->init(); |
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| 79 | this->loadParams(root); |
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[4597] | 80 | |
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[4010] | 81 | //weapons: |
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[4953] | 82 | Weapon* wpRight = new TestGun(0); |
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| 83 | wpRight->setName("testGun Right"); |
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| 84 | Weapon* wpLeft = new TestGun(1); |
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| 85 | wpLeft->setName("testGun Left"); |
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[4592] | 86 | |
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[4953] | 87 | this->weaponMan->addWeapon(wpLeft, 1, 0); |
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| 88 | this->weaponMan->addWeapon(wpRight,1 ,1); |
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| 89 | this->weaponMan->addWeapon(wpLeft, 3, 1); |
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| 90 | |
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| 91 | this->weaponMan->changeWeaponConfig(0); |
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[4010] | 92 | } |
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[3583] | 93 | |
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[4780] | 94 | /** |
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| 95 | * initializes a Player |
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| 96 | */ |
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| 97 | void Player::init() |
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| 98 | { |
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| 99 | this->setClassID(CL_PLAYER, "Player"); |
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[4404] | 100 | |
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[4951] | 101 | // this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN); |
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[4780] | 102 | travelSpeed = 15.0; |
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| 103 | velocity = new Vector(); |
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| 104 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 105 | bFire = false; |
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| 106 | this->bWeaponChange = false; |
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| 107 | acceleration = 10.0; |
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[4834] | 108 | |
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| 109 | |
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[4953] | 110 | this->weaponMan = new WeaponManager(this); |
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| 111 | this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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| 112 | this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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| 113 | |
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[4780] | 114 | } |
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| 115 | |
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| 116 | |
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[3583] | 117 | /** |
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[4885] | 118 | * loads the Settings of a Player from an XML-element. |
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[4780] | 119 | * @param root the XML-element to load the Player's properties from |
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| 120 | */ |
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| 121 | void Player::loadParams(const TiXmlElement* root) |
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| 122 | { |
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| 123 | static_cast<WorldEntity*>(this)->loadParams(root); |
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| 124 | |
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| 125 | |
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| 126 | |
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| 127 | } |
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| 128 | |
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| 129 | |
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| 130 | /** |
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[4885] | 131 | * adds a weapon to the weapon list of player |
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[4836] | 132 | * @param weapon to add |
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[3583] | 133 | */ |
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| 134 | void Player::addWeapon(Weapon* weapon) |
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| 135 | { |
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[3878] | 136 | this->weaponMan->addWeapon(weapon); |
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[3471] | 137 | } |
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| 138 | |
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[3583] | 139 | |
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[3471] | 140 | /** |
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[4836] | 141 | * removes a weapon from the player |
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| 142 | * @param weapon to remove |
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[3583] | 143 | */ |
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| 144 | void Player::removeWeapon(Weapon* weapon) |
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| 145 | { |
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[3878] | 146 | this->weaponMan->removeWeapon(weapon); |
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[3583] | 147 | } |
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| 148 | |
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| 149 | |
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| 150 | /** |
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[4836] | 151 | * effect that occurs after the player is spawned |
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[3471] | 152 | */ |
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| 153 | void Player::postSpawn () |
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| 154 | { |
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[3474] | 155 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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[3471] | 156 | } |
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| 157 | |
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[3584] | 158 | |
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[3471] | 159 | /** |
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[4836] | 160 | * the action occuring if the player left the game |
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[3471] | 161 | */ |
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[3584] | 162 | void Player::leftWorld () |
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| 163 | {} |
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[3471] | 164 | |
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[3584] | 165 | |
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| 166 | |
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[3471] | 167 | /** |
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[4836] | 168 | * if the player is hit, call this function |
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| 169 | * @param weapon hit by this weapon |
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| 170 | * @param loc ?? |
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[3471] | 171 | */ |
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[3578] | 172 | void Player::hit (WorldEntity* weapon, Vector* loc) |
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[3471] | 173 | { |
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| 174 | } |
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| 175 | |
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| 176 | |
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[4592] | 177 | /** |
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[4836] | 178 | * Collision with another Entity has this effect |
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| 179 | * @param other the other colider |
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| 180 | * @param ownhitflags ?? |
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| 181 | * @param otherhitflags ?? |
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[3471] | 182 | */ |
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| 183 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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| 184 | { |
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| 185 | } |
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| 186 | |
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| 187 | |
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| 188 | /** |
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[4836] | 189 | * draws the player after transforming him. |
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[3471] | 190 | */ |
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| 191 | void Player::draw () |
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[4592] | 192 | { |
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[3471] | 193 | glMatrixMode(GL_MODELVIEW); |
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[3526] | 194 | glPushMatrix(); |
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[3471] | 195 | float matrix[4][4]; |
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[4592] | 196 | |
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[3471] | 197 | /* translate */ |
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[4592] | 198 | glTranslatef (this->getAbsCoor ().x, |
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| 199 | this->getAbsCoor ().y, |
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| 200 | this->getAbsCoor ().z); |
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[3471] | 201 | /* rotate */ |
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| 202 | this->getAbsDir ().matrix (matrix); |
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| 203 | glMultMatrixf((float*)matrix); |
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[4592] | 204 | |
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[3471] | 205 | this->model->draw(); |
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[3526] | 206 | glPopMatrix(); |
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[3750] | 207 | |
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[3877] | 208 | this->weaponMan->draw(); |
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[3471] | 209 | } |
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| 210 | |
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| 211 | |
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| 212 | /** |
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[4836] | 213 | * the function called for each passing timeSnap |
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| 214 | * @param time The timespan passed since last update |
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[3471] | 215 | */ |
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[3584] | 216 | void Player::tick (float time) |
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[3471] | 217 | { |
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[4885] | 218 | // player controlled movement |
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| 219 | this->move(time); |
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[4592] | 220 | |
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[3877] | 221 | this->weaponMan->tick(time); |
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[3584] | 222 | // weapon system manipulation |
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[4885] | 223 | this->weaponAction(); |
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[3471] | 224 | } |
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| 225 | |
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[3584] | 226 | |
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[3471] | 227 | /** |
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[4836] | 228 | * action if player moves |
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| 229 | * @param time the timeslice since the last frame |
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[3471] | 230 | */ |
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| 231 | void Player::move (float time) |
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| 232 | { |
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| 233 | Vector accel(0.0, 0.0, 0.0); |
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| 234 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 235 | /* calculate the direction in which the craft is heading */ |
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| 236 | Vector direction (1.0, 0.0, 0.0); |
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| 237 | //direction = this->absDirection.apply (direction); |
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| 238 | Vector orthDirection (0.0, 0.0, 1.0); |
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| 239 | //orthDirection = orthDirection.cross (direction); |
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| 240 | |
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[3966] | 241 | if( this->bUp && this->getRelCoor().x < 20) |
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[3596] | 242 | accel = accel+(direction*acceleration); |
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[3966] | 243 | if( this->bDown && this->getRelCoor().x > -5) |
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[4412] | 244 | accel = accel -(direction*acceleration); |
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[3966] | 245 | if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
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[4592] | 246 | accel = accel - (orthDirection*acceleration); |
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[3966] | 247 | if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
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[4413] | 248 | accel = accel + (orthDirection*acceleration); |
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[4885] | 249 | if( this->bAscend ) { /* FIXME */ } |
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[4836] | 250 | if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */ |
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[3471] | 251 | |
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| 252 | Vector move = accel * time; |
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[3811] | 253 | this->shiftCoor (move); |
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[3471] | 254 | } |
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[3584] | 255 | |
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| 256 | |
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| 257 | /** |
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[4885] | 258 | * weapon manipulation by the player |
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[3584] | 259 | */ |
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[4885] | 260 | void Player::weaponAction() |
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[3584] | 261 | { |
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[3618] | 262 | if( this->bFire) |
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[3584] | 263 | { |
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[3875] | 264 | this->weaponMan->fire(); |
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[3584] | 265 | } |
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[3877] | 266 | if( this->bWeaponChange) |
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[3584] | 267 | { |
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[3877] | 268 | this->weaponMan->nextWeaponConf(); |
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[3878] | 269 | this->bWeaponChange = false; |
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[3584] | 270 | } |
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| 271 | } |
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| 272 | |
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| 273 | /** |
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[4781] | 274 | * @todo switch statement ?? |
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| 275 | */ |
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[4404] | 276 | void Player::process(const Event &event) |
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| 277 | { |
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[4409] | 278 | if( event.type == KeyMapper::PEV_UP) |
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| 279 | this->bUp = event.bPressed; |
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| 280 | else if( event.type == KeyMapper::PEV_DOWN) |
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| 281 | this->bDown = event.bPressed; |
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| 282 | else if( event.type == KeyMapper::PEV_RIGHT) |
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[4413] | 283 | this->bRight= event.bPressed; |
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[4409] | 284 | else if( event.type == KeyMapper::PEV_LEFT) |
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[4413] | 285 | this->bLeft = event.bPressed; |
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[4412] | 286 | else if( event.type == KeyMapper::PEV_FIRE1) |
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[4885] | 287 | this->bFire = event.bPressed; |
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[4952] | 288 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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| 289 | this->weaponMan->nextWeaponConf();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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| 290 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 291 | this->weaponMan->previousWeaponConfig(); |
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[4404] | 292 | } |
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