| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Patrick Boenzli |
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| 13 | co-programmer: Christian Meyer |
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| 14 | */ |
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| 15 | |
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| 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PLAYER |
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| 17 | |
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| 18 | #include "player.h" |
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| 19 | |
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| 20 | #include "track_manager.h" |
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| 21 | #include "objModel.h" |
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| 22 | #include "resource_manager.h" |
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| 23 | |
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| 24 | #include "weapon_manager.h" |
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| 25 | #include "test_gun.h" |
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| 26 | #include "world.h" |
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| 27 | |
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| 28 | #include "list.h" |
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| 29 | |
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| 30 | #include "event_handler.h" |
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| 31 | |
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| 32 | #include "event.h" |
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| 33 | |
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| 34 | |
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| 35 | using namespace std; |
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| 36 | |
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| 37 | CREATE_FACTORY(Player); |
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| 38 | |
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| 39 | /** |
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| 40 | * creates a new Player |
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| 41 | * @param isFree if the player is free |
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| 42 | */ |
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| 43 | Player::Player() |
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| 44 | { |
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| 45 | this->init(); |
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| 46 | |
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| 47 | //weapons: |
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| 48 | Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); |
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| 49 | Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); |
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| 50 | |
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| 51 | this->weaponMan->addWeapon(wpRight, WM_CONFIG0, WM_SLOT0); |
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| 52 | // this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1); |
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| 53 | // this->weaponMan->addWeapon(wpRight, WM_CONFIG2); |
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| 54 | // this->weaponMan->addWeapon(wpLeft, WM_CONFIG2); |
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| 55 | } |
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| 56 | |
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| 57 | |
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| 58 | /** |
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| 59 | * destructs the player, deletes alocated memory |
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| 60 | */ |
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| 61 | Player::~Player () |
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| 62 | { |
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| 63 | /* do not delete the weapons, they are contained in the pnode tree |
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| 64 | and will be deleted there. |
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| 65 | this only frees the memory allocated to save the list. |
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| 66 | */ |
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| 67 | delete this->weaponMan; |
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| 68 | } |
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| 69 | |
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| 70 | /** |
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| 71 | * creates a new Player from Xml Data |
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| 72 | * @param root the xml element containing player data |
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| 73 | |
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| 74 | @todo add more parameters to load |
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| 75 | */ |
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| 76 | Player::Player(const TiXmlElement* root) |
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| 77 | { |
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| 78 | this->init(); |
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| 79 | this->loadParams(root); |
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| 80 | |
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| 81 | //weapons: |
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| 82 | Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); |
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| 83 | Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); |
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| 84 | |
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| 85 | this->weaponMan->addWeapon(wpRight, WM_CONFIG0, WM_SLOT0); |
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| 86 | this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1); |
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| 87 | this->weaponMan->addWeapon(wpRight, WM_CONFIG2); |
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| 88 | this->weaponMan->addWeapon(wpLeft, WM_CONFIG2); |
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| 89 | } |
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| 90 | |
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| 91 | /** |
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| 92 | * initializes a Player |
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| 93 | */ |
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| 94 | void Player::init() |
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| 95 | { |
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| 96 | this->setClassID(CL_PLAYER, "Player"); |
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| 97 | |
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| 98 | this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN); |
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| 99 | travelSpeed = 15.0; |
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| 100 | velocity = new Vector(); |
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| 101 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 102 | bFire = false; |
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| 103 | this->bWeaponChange = false; |
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| 104 | acceleration = 10.0; |
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| 105 | |
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| 106 | |
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| 107 | this->weaponMan = new WeaponManager(); |
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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 | * loads the Settings of a Player from an XML-element. |
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| 113 | * @param root the XML-element to load the Player's properties from |
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| 114 | */ |
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| 115 | void Player::loadParams(const TiXmlElement* root) |
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| 116 | { |
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| 117 | static_cast<WorldEntity*>(this)->loadParams(root); |
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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 | |
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| 124 | /** |
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| 125 | * adds a weapon to the weapon list of player |
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| 126 | * @param weapon to add |
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| 127 | */ |
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| 128 | void Player::addWeapon(Weapon* weapon) |
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| 129 | { |
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| 130 | this->weaponMan->addWeapon(weapon); |
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| 131 | } |
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| 132 | |
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| 133 | |
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| 134 | /** |
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| 135 | * removes a weapon from the player |
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| 136 | * @param weapon to remove |
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| 137 | */ |
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| 138 | void Player::removeWeapon(Weapon* weapon) |
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| 139 | { |
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| 140 | this->weaponMan->removeWeapon(weapon); |
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| 141 | } |
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| 142 | |
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| 143 | |
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| 144 | /** |
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| 145 | * effect that occurs after the player is spawned |
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| 146 | */ |
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| 147 | void Player::postSpawn () |
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| 148 | { |
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| 149 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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| 150 | } |
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| 151 | |
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| 152 | |
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| 153 | /** |
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| 154 | * the action occuring if the player left the game |
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| 155 | */ |
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| 156 | void Player::leftWorld () |
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| 157 | {} |
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| 158 | |
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| 159 | |
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| 160 | |
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| 161 | /** |
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| 162 | * if the player is hit, call this function |
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| 163 | * @param weapon hit by this weapon |
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| 164 | * @param loc ?? |
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| 165 | */ |
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| 166 | void Player::hit (WorldEntity* weapon, Vector* loc) |
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| 167 | { |
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| 168 | } |
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| 169 | |
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| 170 | |
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| 171 | /** |
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| 172 | * Collision with another Entity has this effect |
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| 173 | * @param other the other colider |
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| 174 | * @param ownhitflags ?? |
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| 175 | * @param otherhitflags ?? |
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| 176 | */ |
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| 177 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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| 178 | { |
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| 179 | } |
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| 180 | |
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| 181 | |
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| 182 | /** |
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| 183 | * draws the player after transforming him. |
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| 184 | */ |
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| 185 | void Player::draw () |
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| 186 | { |
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| 187 | glMatrixMode(GL_MODELVIEW); |
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| 188 | glPushMatrix(); |
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| 189 | float matrix[4][4]; |
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| 190 | |
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| 191 | /* translate */ |
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| 192 | glTranslatef (this->getAbsCoor ().x, |
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| 193 | this->getAbsCoor ().y, |
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| 194 | this->getAbsCoor ().z); |
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| 195 | /* rotate */ |
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| 196 | this->getAbsDir ().matrix (matrix); |
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| 197 | glMultMatrixf((float*)matrix); |
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| 198 | |
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| 199 | this->model->draw(); |
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| 200 | glPopMatrix(); |
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| 201 | |
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| 202 | this->weaponMan->draw(); |
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| 203 | } |
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| 204 | |
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| 205 | |
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| 206 | /** |
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| 207 | * the function called for each passing timeSnap |
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| 208 | * @param time The timespan passed since last update |
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| 209 | */ |
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| 210 | void Player::tick (float time) |
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| 211 | { |
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| 212 | // player controlled movement |
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| 213 | this->move(time); |
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| 214 | |
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| 215 | this->weaponMan->tick(time); |
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| 216 | // weapon system manipulation |
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| 217 | this->weaponAction(); |
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| 218 | } |
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| 219 | |
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| 220 | |
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| 221 | /** |
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| 222 | * action if player moves |
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| 223 | * @param time the timeslice since the last frame |
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| 224 | */ |
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| 225 | void Player::move (float time) |
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| 226 | { |
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| 227 | Vector accel(0.0, 0.0, 0.0); |
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| 228 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 229 | /* calculate the direction in which the craft is heading */ |
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| 230 | Vector direction (1.0, 0.0, 0.0); |
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| 231 | //direction = this->absDirection.apply (direction); |
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| 232 | Vector orthDirection (0.0, 0.0, 1.0); |
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| 233 | //orthDirection = orthDirection.cross (direction); |
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| 234 | |
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| 235 | if( this->bUp && this->getRelCoor().x < 20) |
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| 236 | accel = accel+(direction*acceleration); |
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| 237 | if( this->bDown && this->getRelCoor().x > -5) |
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| 238 | accel = accel -(direction*acceleration); |
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| 239 | if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
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| 240 | accel = accel - (orthDirection*acceleration); |
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| 241 | if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
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| 242 | accel = accel + (orthDirection*acceleration); |
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| 243 | if( this->bAscend ) { /* FIXME */ } |
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| 244 | if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */ |
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| 245 | |
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| 246 | Vector move = accel * time; |
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| 247 | this->shiftCoor (move); |
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| 248 | } |
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| 249 | |
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| 250 | |
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| 251 | /** |
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| 252 | * weapon manipulation by the player |
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| 253 | */ |
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| 254 | void Player::weaponAction() |
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| 255 | { |
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| 256 | if( this->bFire) |
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| 257 | { |
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| 258 | this->weaponMan->fire(); |
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| 259 | } |
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| 260 | if( this->bWeaponChange) |
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| 261 | { |
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| 262 | this->weaponMan->nextWeaponConf(); |
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| 263 | this->bWeaponChange = false; |
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| 264 | } |
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| 265 | } |
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| 266 | |
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| 267 | /** |
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| 268 | * @todo switch statement ?? |
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| 269 | */ |
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| 270 | void Player::process(const Event &event) |
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| 271 | { |
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| 272 | if( event.type == KeyMapper::PEV_UP) |
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| 273 | this->bUp = event.bPressed; |
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| 274 | else if( event.type == KeyMapper::PEV_DOWN) |
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| 275 | this->bDown = event.bPressed; |
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| 276 | else if( event.type == KeyMapper::PEV_RIGHT) |
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| 277 | this->bRight= event.bPressed; |
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| 278 | else if( event.type == KeyMapper::PEV_LEFT) |
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| 279 | this->bLeft = event.bPressed; |
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| 280 | else if( event.type == KeyMapper::PEV_FIRE1) |
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| 281 | this->bFire = event.bPressed; |
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| 282 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON) |
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| 283 | if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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| 284 | |
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| 285 | } |
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