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source: orxonox.OLD/orxonox/trunk/src/world_entities/player.cc @ 4834

Last change on this file since 4834 was 4834, checked in by bensch, 19 years ago

orxonox/trunk: crosshair in WeaponManager (instead of World) and implemented easy Cyling for LoadParam

File size: 7.6 KB
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1/*
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
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PLAYER
17
18#include "player.h"
19
20#include "track_manager.h"
21#include "objModel.h"
22#include "resource_manager.h"
23
24#include "weapon_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
32#include "event_handler.h"
33
34#include "projectile.h"
35#include "event.h"
36
37
38using namespace std;
39
40CREATE_FACTORY(Player);
41
42/**
43   \brief creates a new Player
44   \param isFree if the player is free
45*/
46Player::Player()
47{
48  /*
49    this is the debug player - actualy we would have to make a new
50     class derivated from Player for each player. for now, we just use
51     the player.cc for debug also
52  */
53  this->init();
54
55  //weapons:
56  Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0);
57  Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1);
58
59  this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0);
60  this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1);
61  this->weaponMan->addWeapon(wpRight, W_CONFIG2);
62  this->weaponMan->addWeapon(wpLeft, W_CONFIG2);
63}
64
65
66/**
67   \brief destructs the player, deletes alocated memory
68*/
69Player::~Player ()
70{
71  /* do not delete the weapons, they are contained in the pnode tree
72     and will be deleted there.
73     this only frees the memory allocated to save the list.
74  */
75  delete this->weaponMan;
76}
77
78
79/**
80   \brief creates a new Player from Xml Data
81   \param root the xml element containing player data
82
83   \todo add more parameters to load
84*/
85Player::Player(const TiXmlElement* root)
86{
87  this->init();
88  this->loadParams(root);
89
90  //weapons:
91  Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0);
92  Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1);
93
94  this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0);
95  this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1);
96  this->weaponMan->addWeapon(wpRight, W_CONFIG2);
97  this->weaponMan->addWeapon(wpLeft, W_CONFIG2);
98}
99
100/**
101 * initializes a Player
102 */
103void Player::init()
104{
105  this->setClassID(CL_PLAYER, "Player");
106
107  this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN);
108  travelSpeed = 15.0;
109  velocity = new Vector();
110  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
111  bFire = false;
112  this->bWeaponChange = false;
113  acceleration = 10.0;
114
115
116  this->weaponMan = new WeaponManager();
117}
118
119
120/**
121 *
122 * @param root the XML-element to load the Player's properties from
123 */
124void Player::loadParams(const TiXmlElement* root)
125{
126  static_cast<WorldEntity*>(this)->loadParams(root);
127
128
129
130}
131
132
133/**
134   \brief adds a weapon to the weapon list of player
135   \param weapon to add
136*/
137void Player::addWeapon(Weapon* weapon)
138{
139  this->weaponMan->addWeapon(weapon);
140}
141
142
143/**
144   \brief removes a weapon from the player
145   \param weapon to remove
146*/
147void Player::removeWeapon(Weapon* weapon)
148{
149  this->weaponMan->removeWeapon(weapon);
150}
151
152
153/**
154   \brief effect that occurs after the player is spawned
155*/
156void Player::postSpawn ()
157{
158  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
159}
160
161
162/**
163   \brief the action occuring if the player left the game
164*/
165void Player::leftWorld ()
166{}
167
168
169
170/**
171   \brief if the player is hit, call this function
172   \param weapon hit by this weapon
173   \param loc ??
174*/
175void Player::hit (WorldEntity* weapon, Vector* loc)
176{
177}
178
179
180/**
181    \brief Collision with another Entity has this effect
182    \param other the other colider
183    \param ownhitflags ??
184    \param otherhitflags ??
185*/
186void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
187{
188}
189
190
191/**
192   \brief draws the player after transforming him.
193*/
194void Player::draw ()
195{
196  glMatrixMode(GL_MODELVIEW);
197  glPushMatrix();
198  float matrix[4][4];
199
200  /* translate */
201  glTranslatef (this->getAbsCoor ().x,
202                this->getAbsCoor ().y,
203                this->getAbsCoor ().z);
204  /* rotate */
205  this->getAbsDir ().matrix (matrix);
206  glMultMatrixf((float*)matrix);
207
208  this->model->draw();
209  glPopMatrix();
210
211  this->weaponMan->draw();
212}
213
214
215/**
216   \brief the function called for each passing timeSnap
217   \param time The timespan passed since last update
218*/
219void Player::tick (float time)
220{
221  //printf("%p\n", this);
222  //this->getRelCoor().debug();
223
224  /* link tick to weapon */
225  //this->activeWeapon->tick(time);
226  //this->activeWeaponL->tick(time); //FIX FIX DELETE REMOVE
227  this->weaponMan->tick(time);
228  // player controlled movement
229  this->move(time);
230  // weapon system manipulation
231  this->weapon();
232}
233
234
235/**
236   \brief action if player moves
237   \param time the timeslice since the last frame
238*/
239void Player::move (float time)
240{
241  Vector accel(0.0, 0.0, 0.0);
242  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
243  /* calculate the direction in which the craft is heading  */
244  Vector direction (1.0, 0.0, 0.0);
245  //direction = this->absDirection.apply (direction);
246  Vector orthDirection (0.0, 0.0, 1.0);
247  //orthDirection = orthDirection.cross (direction);
248
249  if( this->bUp && this->getRelCoor().x < 20)
250    accel = accel+(direction*acceleration);
251  if( this->bDown && this->getRelCoor().x > -5)
252    accel = accel -(direction*acceleration);
253  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
254    accel = accel - (orthDirection*acceleration);
255  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
256    accel = accel + (orthDirection*acceleration);
257  if( this->bAscend )
258  if( this->bDescend) {/* FIXME */} /* \todo up and down player movement */
259
260  Vector move = accel * time;
261  this->shiftCoor (move);
262}
263
264
265/**
266   \brief weapon manipulation by the player
267*/
268void Player::weapon()
269{
270  if( this->bFire)
271    {
272      this->weaponMan->fire();
273    }
274  if( this->bWeaponChange)
275    {
276      this->weaponMan->nextWeaponConf();
277      this->bWeaponChange = false;
278    }
279}
280
281
282/**
283   \brief The connection to the command node
284   \param cmd the Command unit from witch to map
285
286   here the commands are mapped to the players movement/weaponary
287*/
288void Player::command (Command* cmd)
289{
290  PRINTF(3)("recieved command [%s]\n", cmd->cmd);
291  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_UP)) this->bUp = !cmd->bUp;
292  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_DOWN)) this->bDown = !cmd->bUp;
293  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_LEFT)) this->bLeft = !cmd->bUp;
294  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_RIGHT)) this->bRight = !cmd->bUp;
295  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_FIRE)) this->bFire = !cmd->bUp;
296  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_NEXT_WEAPON)) if(cmd->bUp) this->bWeaponChange = !this->bWeaponChange;
297}
298
299/**
300 * @todo switch statement ??
301 */
302void Player::process(const Event &event)
303{
304  if( event.type == KeyMapper::PEV_UP)
305    {
306      this->bUp = event.bPressed;
307    }
308  else if( event.type == KeyMapper::PEV_DOWN)
309    {
310      this->bDown = event.bPressed;
311    }
312  else if( event.type == KeyMapper::PEV_RIGHT)
313    {
314      this->bRight= event.bPressed;
315    }
316  else if( event.type == KeyMapper::PEV_LEFT)
317    {
318      this->bLeft = event.bPressed;
319    }
320  else if( event.type == KeyMapper::PEV_FIRE1)
321    {
322       this->bFire = event.bPressed;
323    }
324  else if( event.type == KeyMapper::PEV_NEXT_WEAPON)
325    {
326      if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
327    }
328
329}
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