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source: orxonox.OLD/orxonox/trunk/src/world_entities/player.cc @ 3811

Last change on this file since 3811 was 3811, checked in by patrick, 19 years ago

orxonox/trunk: finished work on pnode interface

File size: 6.0 KB
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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: Christian Meyer
16*/
17
18#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PLAYER
19
20#include "player.h"
21
22#include "track_manager.h"
23#include "objModel.h"
24#include "resource_manager.h"
25#include "weapon.h"
26#include "test_gun.h"
27#include "world.h"
28
29#include "list.h"
30#include "stdincl.h"
31
32using namespace std;
33
34/**
35   \brief creates a new Player
36   \param isFree if the player is free
37*/
38Player::Player() : WorldEntity()
39{
40  this->weapons = new tList<Weapon>();
41  this->activeWeapon = NULL;
42  /*
43    this is the debug player - actualy we would have to make a new
44     class derivated from Player for each player. for now, we just use
45     the player.cc for debug also
46  */
47  this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN);
48  //this->model = (Model*)ResourceManager::getInstance()->load("models/weapon_packet.obj", OBJ, RP_CAMPAIGN);
49  travelSpeed = 15.0;
50  velocity = new Vector();
51  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
52  bFire = false;
53  acceleration = 10.0;
54  //weapons:
55  Weapon* wpRight = new TestGun(this, new Vector(-2.6, 0.1, 3.0), new Quaternion(), 0);
56  Weapon* wpLeft = new TestGun(this, new Vector(-2.6, 0.1, -3.0), new Quaternion(), 1);
57  this->weapons->add(wpRight);
58  this->activeWeapon = wpRight;
59  this->activeWeaponL = wpLeft;
60}
61
62/**
63   \brief destructs the player, deletes alocated memory
64*/
65Player::~Player ()
66{
67  /* do not delete the weapons, they are contained in the pnode tree
68     and will be deleted there.
69     this only frees the memory allocated to save the list.
70  */
71  delete this->weapons;
72}
73
74
75/**
76   \brief adds a weapon to the weapon list of player
77   \param weapon to add
78*/
79void Player::addWeapon(Weapon* weapon)
80{
81  this->weapons->add(weapon);
82}
83
84
85/**
86   \brief removes a weapon from the player
87   \param weapon to remove
88*/
89void Player::removeWeapon(Weapon* weapon)
90{
91  this->weapons->remove(weapon);
92}
93
94
95/**
96   \brief effect that occurs after the player is spawned
97*/
98void Player::postSpawn ()
99{
100  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
101}
102
103
104/**
105   \brief the action occuring if the player left the game
106*/
107void Player::leftWorld ()
108{}
109
110
111
112/**
113   \brief if the player is hit, call this function
114   \param weapon hit by this weapon
115   \param loc ??
116*/
117void Player::hit (WorldEntity* weapon, Vector* loc)
118{
119}
120
121
122/**
123    \brief Collision with another Entity has this effect
124    \param other the other colider
125    \param ownhitflags ??
126    \param otherhitflags ??
127*/
128void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
129{
130}
131
132
133/**
134   \brief draws the player after transforming him.
135*/
136void Player::draw ()
137{ 
138  glMatrixMode(GL_MODELVIEW);
139  glPushMatrix();
140  float matrix[4][4];
141 
142  /* translate */
143  glTranslatef (this->getAbsCoor ().x, 
144                this->getAbsCoor ().y, 
145                this->getAbsCoor ().z);
146  /* rotate */
147  this->getAbsDir ().matrix (matrix);
148  glMultMatrixf((float*)matrix);
149 
150  this->model->draw();
151  glPopMatrix();
152
153  this->activeWeapon->draw();
154  this->activeWeaponL->draw();
155}
156
157
158/**
159   \brief the function called for each passing timeSnap
160   \param time The timespan passed since last update
161*/
162void Player::tick (float time)
163{
164  /* link tick to weapon */
165  this->activeWeapon->tick(time);
166  this->activeWeaponL->tick(time); //FIX FIX DELETE REMOVE
167  // player controlled movement
168  this->move(time);
169  // weapon system manipulation
170  this->weapon();
171}
172
173
174/**
175   \brief action if player moves
176   \param time the timeslice since the last frame
177*/
178void Player::move (float time)
179{
180  Vector accel(0.0, 0.0, 0.0);
181  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
182 
183  /* calculate the direction in which the craft is heading  */
184  Vector direction (1.0, 0.0, 0.0);
185  //direction = this->absDirection.apply (direction);
186  Vector orthDirection (0.0, 0.0, 1.0);
187  //orthDirection = orthDirection.cross (direction);
188
189  if( this->bUp && this->getRelCoor()->x < 20)
190    accel = accel+(direction*acceleration);
191  if( this->bDown && this->getRelCoor()->x > -5)
192    accel = accel-(direction*acceleration);
193  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor()->z*2)
194    accel = accel - (orthDirection*acceleration); 
195  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor()->z*2)
196    accel = accel + (orthDirection*acceleration);
197  if( this->bAscend )
198  if( this->bDescend) {/* FIXME */} /* \todo up and down player movement */
199
200  Vector move = accel * time;
201  this->shiftCoor (move);
202}
203
204
205/**
206   \brief weapon manipulation by the player
207*/
208void Player::weapon()
209{
210  if( this->bFire)
211    {
212      //if(this->activeWeapon != NULL)
213      this->activeWeapon->fire();
214      //FIX THIS FIX FIIIIIIIIIIIX
215      this->activeWeaponL->fire();
216    }
217  if( this->bWeaponChange && this->weapons->getSize() > 1)
218    {
219      PRINTF(1)("changing the weapon of the player: deactivate old, activate new\n");
220      this->activeWeapon->deactivate();
221      //this->weapons->enumerate();  FIX: strang weapon change...
222      this->activeWeapon = this->weapons->nextElement(this->activeWeapon);
223      this->activeWeapon->activate();
224    }
225}
226
227
228/**
229   \brief The connection to the command node
230   \param cmd the Command unit from witch to map
231
232   here the commands are mapped to the players movement/weaponary
233*/
234void Player::command (Command* cmd)
235{
236  PRINTF(3)("recieved command [%s]\n", cmd->cmd);
237  if( !strcmp( cmd->cmd, "up")) this->bUp = !cmd->bUp;
238  if( !strcmp( cmd->cmd, "down")) this->bDown = !cmd->bUp;
239  if( !strcmp( cmd->cmd, "left")) this->bLeft = !cmd->bUp;
240  if( !strcmp( cmd->cmd, "right")) this->bRight = !cmd->bUp;
241  if( !strcmp( cmd->cmd, "fire")) this->bFire = !cmd->bUp;
242  if( !strcmp( cmd->cmd, "mode")) this->bWeaponChange = !cmd->bUp;
243}
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