[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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[4963] | 26 | #include "turret.h" |
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[3620] | 27 | #include "world.h" |
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[3471] | 28 | |
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[3620] | 29 | #include "list.h" |
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| 30 | |
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[4404] | 31 | #include "event_handler.h" |
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[4389] | 32 | |
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[4404] | 33 | #include "event.h" |
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[4287] | 34 | |
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[4780] | 35 | |
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[3471] | 36 | using namespace std; |
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| 37 | |
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[4010] | 38 | CREATE_FACTORY(Player); |
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| 39 | |
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[3471] | 40 | /** |
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[4885] | 41 | * creates a new Player |
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[4836] | 42 | * @param isFree if the player is free |
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[3471] | 43 | */ |
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[4762] | 44 | Player::Player() |
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[3471] | 45 | { |
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[4780] | 46 | this->init(); |
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[4597] | 47 | |
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[3620] | 48 | //weapons: |
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[4955] | 49 | Weapon* wpRight = new TestGun(this->weaponMan, 0); |
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| 50 | Weapon* wpLeft = new TestGun(this->weaponMan, 1); |
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[4592] | 51 | |
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[4951] | 52 | this->weaponMan->addWeapon(wpRight); |
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[4910] | 53 | // this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1); |
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| 54 | // this->weaponMan->addWeapon(wpRight, WM_CONFIG2); |
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| 55 | // this->weaponMan->addWeapon(wpLeft, WM_CONFIG2); |
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[3471] | 56 | } |
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| 57 | |
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| 58 | /** |
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[4975] | 59 | * loads a Players information from a specified file. |
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| 60 | * @param fileName the name of the File to load the player from (absolute path) |
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| 61 | */ |
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| 62 | Player::Player(const char* fileName) |
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[3471] | 63 | { |
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[4975] | 64 | this->init(); |
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| 65 | TiXmlDocument doc(fileName); |
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| 66 | |
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| 67 | if(!doc.LoadFile()) |
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| 68 | { |
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| 69 | PRINTF(2)("Loading file %s failed for player.\n", fileName); |
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| 70 | return; |
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| 71 | } |
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| 72 | |
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| 73 | this->loadParams(doc.RootElement()); |
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[3583] | 74 | } |
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[3566] | 75 | |
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[4010] | 76 | /** |
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[4836] | 77 | * creates a new Player from Xml Data |
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| 78 | * @param root the xml element containing player data |
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[4592] | 79 | |
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[4836] | 80 | @todo add more parameters to load |
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[4010] | 81 | */ |
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[4780] | 82 | Player::Player(const TiXmlElement* root) |
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[4010] | 83 | { |
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[4780] | 84 | this->init(); |
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| 85 | this->loadParams(root); |
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[4597] | 86 | |
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[4010] | 87 | //weapons: |
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[4955] | 88 | Weapon* wpRight = new TestGun(this->weaponMan, 0); |
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[4953] | 89 | wpRight->setName("testGun Right"); |
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[4955] | 90 | Weapon* wpLeft = new TestGun(this->weaponMan, 1); |
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[4953] | 91 | wpLeft->setName("testGun Left"); |
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[4592] | 92 | |
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[4963] | 93 | Weapon* turret = new Turret(this->weaponMan); |
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[4986] | 94 | turret->setName("main-Turret"); |
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[4969] | 95 | Weapon* turret2 = new Turret(this->weaponMan); |
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[4953] | 96 | this->weaponMan->addWeapon(wpLeft, 1, 0); |
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| 97 | this->weaponMan->addWeapon(wpRight,1 ,1); |
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[4967] | 98 | this->weaponMan->addWeapon(turret, 2, 2); |
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[4969] | 99 | this->weaponMan->addWeapon(turret2, 2, 3); |
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[4967] | 100 | this->weaponMan->addWeapon(wpLeft, 3, 0); |
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| 101 | this->weaponMan->addWeapon(wpRight,3 ,1); |
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[4953] | 102 | |
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| 103 | this->weaponMan->changeWeaponConfig(0); |
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[4010] | 104 | } |
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[3583] | 105 | |
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[4780] | 106 | /** |
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[4975] | 107 | * destructs the player, deletes alocated memory |
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| 108 | */ |
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| 109 | Player::~Player () |
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| 110 | { |
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| 111 | /* do not delete the weapons, they are contained in the pnode tree |
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| 112 | and will be deleted there. |
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| 113 | this only frees the memory allocated to save the list. |
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| 114 | */ |
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| 115 | delete this->weaponMan; |
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| 116 | } |
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| 117 | |
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| 118 | /** |
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[4780] | 119 | * initializes a Player |
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| 120 | */ |
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| 121 | void Player::init() |
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| 122 | { |
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[4997] | 123 | this->setAbsDir(0,1,0); |
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| 124 | |
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[4780] | 125 | this->setClassID(CL_PLAYER, "Player"); |
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[4404] | 126 | |
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[4990] | 127 | // this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN); |
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[4780] | 128 | travelSpeed = 15.0; |
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| 129 | velocity = new Vector(); |
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| 130 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 131 | bFire = false; |
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| 132 | acceleration = 10.0; |
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[4834] | 133 | |
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| 134 | |
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[4953] | 135 | this->weaponMan = new WeaponManager(this); |
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[4969] | 136 | this->weaponMan->setSlotCount(4); |
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[4953] | 137 | this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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| 138 | this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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[4969] | 139 | this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 140 | this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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| 141 | this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 142 | this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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[4780] | 143 | } |
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| 144 | |
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| 145 | |
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[3583] | 146 | /** |
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[4885] | 147 | * loads the Settings of a Player from an XML-element. |
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[4780] | 148 | * @param root the XML-element to load the Player's properties from |
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| 149 | */ |
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| 150 | void Player::loadParams(const TiXmlElement* root) |
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| 151 | { |
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| 152 | static_cast<WorldEntity*>(this)->loadParams(root); |
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| 153 | |
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| 154 | |
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| 155 | |
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| 156 | } |
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| 157 | |
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| 158 | |
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| 159 | /** |
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[4885] | 160 | * adds a weapon to the weapon list of player |
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[4836] | 161 | * @param weapon to add |
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[3583] | 162 | */ |
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| 163 | void Player::addWeapon(Weapon* weapon) |
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| 164 | { |
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[3878] | 165 | this->weaponMan->addWeapon(weapon); |
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[3471] | 166 | } |
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| 167 | |
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[3583] | 168 | |
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[3471] | 169 | /** |
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[4836] | 170 | * removes a weapon from the player |
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| 171 | * @param weapon to remove |
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[3583] | 172 | */ |
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| 173 | void Player::removeWeapon(Weapon* weapon) |
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| 174 | { |
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[3878] | 175 | this->weaponMan->removeWeapon(weapon); |
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[3583] | 176 | } |
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| 177 | |
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| 178 | |
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| 179 | /** |
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[4836] | 180 | * effect that occurs after the player is spawned |
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[3471] | 181 | */ |
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| 182 | void Player::postSpawn () |
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| 183 | { |
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[3474] | 184 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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[3471] | 185 | } |
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| 186 | |
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[3584] | 187 | |
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[3471] | 188 | /** |
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[4836] | 189 | * the action occuring if the player left the game |
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[3471] | 190 | */ |
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[3584] | 191 | void Player::leftWorld () |
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| 192 | {} |
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[3471] | 193 | |
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[3584] | 194 | |
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| 195 | |
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[3471] | 196 | /** |
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[4836] | 197 | * if the player is hit, call this function |
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| 198 | * @param weapon hit by this weapon |
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| 199 | * @param loc ?? |
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[3471] | 200 | */ |
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[3578] | 201 | void Player::hit (WorldEntity* weapon, Vector* loc) |
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[3471] | 202 | { |
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| 203 | } |
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| 204 | |
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| 205 | |
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[4592] | 206 | /** |
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[4836] | 207 | * Collision with another Entity has this effect |
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| 208 | * @param other the other colider |
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| 209 | * @param ownhitflags ?? |
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| 210 | * @param otherhitflags ?? |
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[3471] | 211 | */ |
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| 212 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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| 213 | { |
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| 214 | } |
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| 215 | |
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| 216 | |
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| 217 | /** |
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[4836] | 218 | * draws the player after transforming him. |
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[3471] | 219 | */ |
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| 220 | void Player::draw () |
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[4592] | 221 | { |
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[3471] | 222 | glMatrixMode(GL_MODELVIEW); |
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[3526] | 223 | glPushMatrix(); |
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[3471] | 224 | float matrix[4][4]; |
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[4592] | 225 | |
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[3471] | 226 | /* translate */ |
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[4592] | 227 | glTranslatef (this->getAbsCoor ().x, |
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| 228 | this->getAbsCoor ().y, |
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| 229 | this->getAbsCoor ().z); |
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[3471] | 230 | /* rotate */ |
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| 231 | this->getAbsDir ().matrix (matrix); |
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| 232 | glMultMatrixf((float*)matrix); |
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[4592] | 233 | |
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[3471] | 234 | this->model->draw(); |
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[3526] | 235 | glPopMatrix(); |
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[3750] | 236 | |
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[3877] | 237 | this->weaponMan->draw(); |
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[4994] | 238 | |
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| 239 | //this->debug(0); |
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[3471] | 240 | } |
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| 241 | |
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| 242 | |
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| 243 | /** |
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[4836] | 244 | * the function called for each passing timeSnap |
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| 245 | * @param time The timespan passed since last update |
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[3471] | 246 | */ |
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[3584] | 247 | void Player::tick (float time) |
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[3471] | 248 | { |
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[4885] | 249 | // player controlled movement |
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| 250 | this->move(time); |
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[4592] | 251 | |
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[3877] | 252 | this->weaponMan->tick(time); |
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[3584] | 253 | // weapon system manipulation |
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[4885] | 254 | this->weaponAction(); |
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[3471] | 255 | } |
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| 256 | |
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[3584] | 257 | |
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[3471] | 258 | /** |
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[4836] | 259 | * action if player moves |
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| 260 | * @param time the timeslice since the last frame |
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[3471] | 261 | */ |
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| 262 | void Player::move (float time) |
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| 263 | { |
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| 264 | Vector accel(0.0, 0.0, 0.0); |
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| 265 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 266 | /* calculate the direction in which the craft is heading */ |
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| 267 | Vector direction (1.0, 0.0, 0.0); |
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| 268 | //direction = this->absDirection.apply (direction); |
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| 269 | Vector orthDirection (0.0, 0.0, 1.0); |
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| 270 | //orthDirection = orthDirection.cross (direction); |
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| 271 | |
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[3966] | 272 | if( this->bUp && this->getRelCoor().x < 20) |
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[3596] | 273 | accel = accel+(direction*acceleration); |
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[3966] | 274 | if( this->bDown && this->getRelCoor().x > -5) |
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[4412] | 275 | accel = accel -(direction*acceleration); |
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[3966] | 276 | if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
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[4592] | 277 | accel = accel - (orthDirection*acceleration); |
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[3966] | 278 | if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
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[4413] | 279 | accel = accel + (orthDirection*acceleration); |
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[4885] | 280 | if( this->bAscend ) { /* FIXME */ } |
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[4836] | 281 | if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */ |
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[3471] | 282 | |
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| 283 | Vector move = accel * time; |
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[3811] | 284 | this->shiftCoor (move); |
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[3471] | 285 | } |
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[3584] | 286 | |
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| 287 | |
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| 288 | /** |
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[4885] | 289 | * weapon manipulation by the player |
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[3584] | 290 | */ |
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[4885] | 291 | void Player::weaponAction() |
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[3584] | 292 | { |
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[3618] | 293 | if( this->bFire) |
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[3584] | 294 | { |
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[3875] | 295 | this->weaponMan->fire(); |
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[3584] | 296 | } |
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| 297 | } |
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| 298 | |
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| 299 | /** |
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[4781] | 300 | * @todo switch statement ?? |
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| 301 | */ |
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[4404] | 302 | void Player::process(const Event &event) |
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| 303 | { |
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[4409] | 304 | if( event.type == KeyMapper::PEV_UP) |
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| 305 | this->bUp = event.bPressed; |
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| 306 | else if( event.type == KeyMapper::PEV_DOWN) |
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| 307 | this->bDown = event.bPressed; |
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| 308 | else if( event.type == KeyMapper::PEV_RIGHT) |
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[4413] | 309 | this->bRight= event.bPressed; |
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[4409] | 310 | else if( event.type == KeyMapper::PEV_LEFT) |
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[4413] | 311 | this->bLeft = event.bPressed; |
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[4412] | 312 | else if( event.type == KeyMapper::PEV_FIRE1) |
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[4885] | 313 | this->bFire = event.bPressed; |
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[4952] | 314 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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[4954] | 315 | this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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[4952] | 316 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 317 | this->weaponMan->previousWeaponConfig(); |
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[4404] | 318 | } |
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