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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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