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source: orxonox.OLD/orxonox/trunk/src/world_entities/player.cc @ 5002

Last change on this file since 5002 was 5002, checked in by bensch, 19 years ago

orxonox/trunk: turret react as before again :)

File size: 7.3 KB
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[4592]1/*
[3471]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"
[4826]23
24#include "weapon_manager.h"
[3620]25#include "test_gun.h"
[4963]26#include "turret.h"
[3620]27#include "world.h"
[3471]28
[3620]29#include "list.h"
30
[4404]31#include "event_handler.h"
[4389]32
[4404]33#include "event.h"
[4287]34
[4780]35
[3471]36using namespace std;
37
[4010]38CREATE_FACTORY(Player);
39
[3471]40/**
[4885]41 * creates a new Player
[4836]42 * @param isFree if the player is free
[3471]43*/
[4762]44Player::Player()
[3471]45{
[4780]46  this->init();
[4597]47
[3620]48  //weapons:
[4955]49  Weapon* wpRight = new TestGun(this->weaponMan, 0);
50  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
[4592]51
[4951]52  this->weaponMan->addWeapon(wpRight);
[4910]53//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1);
54//  this->weaponMan->addWeapon(wpRight, WM_CONFIG2);
55//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG2);
[3471]56}
57
58/**
[4975]59 * loads a Players information from a specified file.
60 * @param fileName the name of the File to load the player from (absolute path)
61 */
62Player::Player(const char* fileName)
[3471]63{
[4975]64  this->init();
65  TiXmlDocument doc(fileName);
66
67  if(!doc.LoadFile())
68  {
69    PRINTF(2)("Loading file %s failed for player.\n", fileName);
70    return;
71  }
72
73  this->loadParams(doc.RootElement());
[3583]74}
[3566]75
[4010]76/**
[4836]77 *  creates a new Player from Xml Data
78 * @param root the xml element containing player data
[4592]79
[4836]80   @todo add more parameters to load
[4010]81*/
[4780]82Player::Player(const TiXmlElement* root)
[4010]83{
[4780]84  this->init();
85  this->loadParams(root);
[4597]86
[4010]87  //weapons:
[4955]88  Weapon* wpRight = new TestGun(this->weaponMan, 0);
[4953]89  wpRight->setName("testGun Right");
[4955]90  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
[4953]91  wpLeft->setName("testGun Left");
[4592]92
[4963]93  Weapon* turret = new Turret(this->weaponMan);
[4986]94  turret->setName("main-Turret");
[4969]95  Weapon* turret2 = new Turret(this->weaponMan);
[4953]96  this->weaponMan->addWeapon(wpLeft, 1, 0);
97  this->weaponMan->addWeapon(wpRight,1 ,1);
[4967]98  this->weaponMan->addWeapon(turret, 2, 2);
[4969]99  this->weaponMan->addWeapon(turret2, 2, 3);
[4967]100  this->weaponMan->addWeapon(wpLeft, 3, 0);
101  this->weaponMan->addWeapon(wpRight,3 ,1);
[4953]102
103  this->weaponMan->changeWeaponConfig(0);
[4010]104}
[3583]105
[4780]106/**
[4975]107 *  destructs the player, deletes alocated memory
108 */
109Player::~Player ()
110{
111  /* do not delete the weapons, they are contained in the pnode tree
112  and will be deleted there.
113  this only frees the memory allocated to save the list.
114  */
115  delete this->weaponMan;
116}
117
118/**
[4780]119 * initializes a Player
120 */
121void Player::init()
122{
123  this->setClassID(CL_PLAYER, "Player");
124  travelSpeed = 15.0;
125  velocity = new Vector();
126  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
127  bFire = false;
128  acceleration = 10.0;
[4834]129
130
[4953]131  this->weaponMan = new WeaponManager(this);
[4969]132  this->weaponMan->setSlotCount(4);
[4953]133  this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0));
134  this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0));
[4969]135  this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5));
136  this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
137  this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5));
138  this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
[4780]139}
140
141
[3583]142/**
[4885]143 * loads the Settings of a Player from an XML-element.
[4780]144 * @param root the XML-element to load the Player's properties from
145 */
146void Player::loadParams(const TiXmlElement* root)
147{
148  static_cast<WorldEntity*>(this)->loadParams(root);
149
150
151
152}
153
154
155/**
[4885]156 * adds a weapon to the weapon list of player
[4836]157 * @param weapon to add
[3583]158*/
159void Player::addWeapon(Weapon* weapon)
160{
[3878]161  this->weaponMan->addWeapon(weapon);
[3471]162}
163
[3583]164
[3471]165/**
[4836]166 *  removes a weapon from the player
167 * @param weapon to remove
[3583]168*/
169void Player::removeWeapon(Weapon* weapon)
170{
[3878]171  this->weaponMan->removeWeapon(weapon);
[3583]172}
173
174
175/**
[4836]176 *  effect that occurs after the player is spawned
[3471]177*/
178void Player::postSpawn ()
179{
[3474]180  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
[3471]181}
182
[3584]183
[3471]184/**
[4836]185 *  the action occuring if the player left the game
[3471]186*/
[3584]187void Player::leftWorld ()
188{}
[3471]189
[3584]190
191
[3471]192/**
[4836]193 *  if the player is hit, call this function
194 * @param weapon hit by this weapon
195 * @param loc ??
[3471]196*/
[3578]197void Player::hit (WorldEntity* weapon, Vector* loc)
[3471]198{
199}
200
201
[4592]202/**
[4836]203  *  Collision with another Entity has this effect
204  * @param other the other colider
205  * @param ownhitflags ??
206  * @param otherhitflags ??
[3471]207*/
208void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
209{
210}
211
212
213/**
[4836]214 *  draws the player after transforming him.
[3471]215*/
216void Player::draw ()
[4592]217{
[3471]218  glMatrixMode(GL_MODELVIEW);
[3526]219  glPushMatrix();
[3471]220  /* translate */
[4592]221  glTranslatef (this->getAbsCoor ().x,
222                this->getAbsCoor ().y,
223                this->getAbsCoor ().z);
[3471]224  /* rotate */
[4998]225  Vector tmpRot = this->getAbsDir().getSpacialAxis();
226  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3471]227  this->model->draw();
[3526]228  glPopMatrix();
[3750]229
[3877]230  this->weaponMan->draw();
[4994]231
232  //this->debug(0);
[3471]233}
234
235
236/**
[4836]237 *  the function called for each passing timeSnap
238 * @param time The timespan passed since last update
[3471]239*/
[3584]240void Player::tick (float time)
[3471]241{
[4885]242  // player controlled movement
243  this->move(time);
[4592]244
[3877]245  this->weaponMan->tick(time);
[3584]246  // weapon system manipulation
[4885]247  this->weaponAction();
[3471]248}
249
[3584]250
[3471]251/**
[4836]252 *  action if player moves
253 * @param time the timeslice since the last frame
[3471]254*/
255void Player::move (float time)
256{
257  Vector accel(0.0, 0.0, 0.0);
258  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
259  /* calculate the direction in which the craft is heading  */
260  Vector direction (1.0, 0.0, 0.0);
261  //direction = this->absDirection.apply (direction);
262  Vector orthDirection (0.0, 0.0, 1.0);
263  //orthDirection = orthDirection.cross (direction);
264
[3966]265  if( this->bUp && this->getRelCoor().x < 20)
[3596]266    accel = accel+(direction*acceleration);
[3966]267  if( this->bDown && this->getRelCoor().x > -5)
[4412]268    accel = accel -(direction*acceleration);
[3966]269  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
[4592]270    accel = accel - (orthDirection*acceleration);
[3966]271  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
[4413]272    accel = accel + (orthDirection*acceleration);
[4885]273  if( this->bAscend ) { /* FIXME */ }
[4836]274  if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */
[3471]275
276  Vector move = accel * time;
[3811]277  this->shiftCoor (move);
[3471]278}
[3584]279
280
281/**
[4885]282 * weapon manipulation by the player
[3584]283*/
[4885]284void Player::weaponAction()
[3584]285{
[3618]286  if( this->bFire)
[3584]287    {
[3875]288      this->weaponMan->fire();
[3584]289    }
290}
291
292/**
[4781]293 * @todo switch statement ??
294 */
[4404]295void Player::process(const Event &event)
296{
[4409]297  if( event.type == KeyMapper::PEV_UP)
298      this->bUp = event.bPressed;
299  else if( event.type == KeyMapper::PEV_DOWN)
300      this->bDown = event.bPressed;
301  else if( event.type == KeyMapper::PEV_RIGHT)
[4413]302      this->bRight= event.bPressed;
[4409]303  else if( event.type == KeyMapper::PEV_LEFT)
[4413]304      this->bLeft = event.bPressed;
[4412]305  else if( event.type == KeyMapper::PEV_FIRE1)
[4885]306      this->bFire = event.bPressed;
[4952]307  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
[4954]308    this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
[4952]309  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
310    this->weaponMan->previousWeaponConfig();
[4404]311}
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