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source: orxonox.OLD/orxonox/trunk/src/world_entities/player.cc @ 4974

Last change on this file since 4974 was 4969, checked in by bensch, 20 years ago

orxonox/trunk: ability to set a Slots Direction

File size: 7.0 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 "test_gun.h"
26#include "turret.h"
27#include "world.h"
28
29#include "list.h"
30
31#include "event_handler.h"
32
33#include "event.h"
34
35
36using namespace std;
37
38CREATE_FACTORY(Player);
39
40/**
41 * creates a new Player
42 * @param isFree if the player is free
43*/
44Player::Player()
45{
46  this->init();
47
48  //weapons:
49  Weapon* wpRight = new TestGun(this->weaponMan, 0);
50  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
51
52  this->weaponMan->addWeapon(wpRight);
53//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1);
54//  this->weaponMan->addWeapon(wpRight, WM_CONFIG2);
55//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG2);
56}
57
58
59/**
60 *  destructs the player, deletes alocated memory
61*/
62Player::~Player ()
63{
64  /* do not delete the weapons, they are contained in the pnode tree
65     and will be deleted there.
66     this only frees the memory allocated to save the list.
67  */
68  delete this->weaponMan;
69}
70
71/**
72 *  creates a new Player from Xml Data
73 * @param root the xml element containing player data
74
75   @todo add more parameters to load
76*/
77Player::Player(const TiXmlElement* root)
78{
79  this->init();
80  this->loadParams(root);
81
82  //weapons:
83  Weapon* wpRight = new TestGun(this->weaponMan, 0);
84  wpRight->setName("testGun Right");
85  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
86  wpLeft->setName("testGun Left");
87
88  Weapon* turret = new Turret(this->weaponMan);
89  Weapon* turret2 = new Turret(this->weaponMan);
90  this->weaponMan->addWeapon(wpLeft, 1, 0);
91  this->weaponMan->addWeapon(wpRight,1 ,1);
92  this->weaponMan->addWeapon(turret, 2, 2);
93  this->weaponMan->addWeapon(turret2, 2, 3);
94  this->weaponMan->addWeapon(wpLeft, 3, 0);
95  this->weaponMan->addWeapon(wpRight,3 ,1);
96
97  this->weaponMan->changeWeaponConfig(0);
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  acceleration = 10.0;
113
114
115  this->weaponMan = new WeaponManager(this);
116  this->weaponMan->setSlotCount(4);
117  this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0));
118  this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0));
119  this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5));
120  this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
121  this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5));
122  this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
123}
124
125
126/**
127 * loads the Settings of a Player from an XML-element.
128 * @param root the XML-element to load the Player's properties from
129 */
130void Player::loadParams(const TiXmlElement* root)
131{
132  static_cast<WorldEntity*>(this)->loadParams(root);
133
134
135
136}
137
138
139/**
140 * adds a weapon to the weapon list of player
141 * @param weapon to add
142*/
143void Player::addWeapon(Weapon* weapon)
144{
145  this->weaponMan->addWeapon(weapon);
146}
147
148
149/**
150 *  removes a weapon from the player
151 * @param weapon to remove
152*/
153void Player::removeWeapon(Weapon* weapon)
154{
155  this->weaponMan->removeWeapon(weapon);
156}
157
158
159/**
160 *  effect that occurs after the player is spawned
161*/
162void Player::postSpawn ()
163{
164  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
165}
166
167
168/**
169 *  the action occuring if the player left the game
170*/
171void Player::leftWorld ()
172{}
173
174
175
176/**
177 *  if the player is hit, call this function
178 * @param weapon hit by this weapon
179 * @param loc ??
180*/
181void Player::hit (WorldEntity* weapon, Vector* loc)
182{
183}
184
185
186/**
187  *  Collision with another Entity has this effect
188  * @param other the other colider
189  * @param ownhitflags ??
190  * @param otherhitflags ??
191*/
192void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
193{
194}
195
196
197/**
198 *  draws the player after transforming him.
199*/
200void Player::draw ()
201{
202  glMatrixMode(GL_MODELVIEW);
203  glPushMatrix();
204  float matrix[4][4];
205
206  /* translate */
207  glTranslatef (this->getAbsCoor ().x,
208                this->getAbsCoor ().y,
209                this->getAbsCoor ().z);
210  /* rotate */
211  this->getAbsDir ().matrix (matrix);
212  glMultMatrixf((float*)matrix);
213
214  this->model->draw();
215  glPopMatrix();
216
217  this->weaponMan->draw();
218}
219
220
221/**
222 *  the function called for each passing timeSnap
223 * @param time The timespan passed since last update
224*/
225void Player::tick (float time)
226{
227  // player controlled movement
228  this->move(time);
229
230  this->weaponMan->tick(time);
231  // weapon system manipulation
232  this->weaponAction();
233}
234
235
236/**
237 *  action if player moves
238 * @param time the timeslice since the last frame
239*/
240void Player::move (float time)
241{
242  Vector accel(0.0, 0.0, 0.0);
243  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
244  /* calculate the direction in which the craft is heading  */
245  Vector direction (1.0, 0.0, 0.0);
246  //direction = this->absDirection.apply (direction);
247  Vector orthDirection (0.0, 0.0, 1.0);
248  //orthDirection = orthDirection.cross (direction);
249
250  if( this->bUp && this->getRelCoor().x < 20)
251    accel = accel+(direction*acceleration);
252  if( this->bDown && this->getRelCoor().x > -5)
253    accel = accel -(direction*acceleration);
254  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
255    accel = accel - (orthDirection*acceleration);
256  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
257    accel = accel + (orthDirection*acceleration);
258  if( this->bAscend ) { /* FIXME */ }
259  if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */
260
261  Vector move = accel * time;
262  this->shiftCoor (move);
263}
264
265
266/**
267 * weapon manipulation by the player
268*/
269void Player::weaponAction()
270{
271  if( this->bFire)
272    {
273      this->weaponMan->fire();
274    }
275}
276
277/**
278 * @todo switch statement ??
279 */
280void Player::process(const Event &event)
281{
282  if( event.type == KeyMapper::PEV_UP)
283      this->bUp = event.bPressed;
284  else if( event.type == KeyMapper::PEV_DOWN)
285      this->bDown = event.bPressed;
286  else if( event.type == KeyMapper::PEV_RIGHT)
287      this->bRight= event.bPressed;
288  else if( event.type == KeyMapper::PEV_LEFT)
289      this->bLeft = event.bPressed;
290  else if( event.type == KeyMapper::PEV_FIRE1)
291      this->bFire = event.bPressed;
292  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
293    this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
294  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
295    this->weaponMan->previousWeaponConfig();
296}
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