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