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source: orxonox.OLD/orxonox/trunk/src/world_entities/player.cc @ 4997

Last change on this file since 4997 was 4997, checked in by bensch, 19 years ago

orxonox/trunk: optimized vector class

File size: 7.4 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 * loads a Players information from a specified file.
60 * @param fileName the name of the File to load the player from (absolute path)
61 */
62Player::Player(const char* fileName)
63{
64  this->init();
65  TiXmlDocument doc(fileName);
66
67  if(!doc.LoadFile())
68  {
69    PRINTF(2)("Loading file %s failed for player.\n", fileName);
70    return;
71  }
72
73  this->loadParams(doc.RootElement());
74}
75
76/**
77 *  creates a new Player from Xml Data
78 * @param root the xml element containing player data
79
80   @todo add more parameters to load
81*/
82Player::Player(const TiXmlElement* root)
83{
84  this->init();
85  this->loadParams(root);
86
87  //weapons:
88  Weapon* wpRight = new TestGun(this->weaponMan, 0);
89  wpRight->setName("testGun Right");
90  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
91  wpLeft->setName("testGun Left");
92
93  Weapon* turret = new Turret(this->weaponMan);
94  turret->setName("main-Turret");
95  Weapon* turret2 = new Turret(this->weaponMan);
96  this->weaponMan->addWeapon(wpLeft, 1, 0);
97  this->weaponMan->addWeapon(wpRight,1 ,1);
98  this->weaponMan->addWeapon(turret, 2, 2);
99  this->weaponMan->addWeapon(turret2, 2, 3);
100  this->weaponMan->addWeapon(wpLeft, 3, 0);
101  this->weaponMan->addWeapon(wpRight,3 ,1);
102
103  this->weaponMan->changeWeaponConfig(0);
104}
105
106/**
107 *  destructs the player, deletes alocated memory
108 */
109Player::~Player ()
110{
111  /* do not delete the weapons, they are contained in the pnode tree
112  and will be deleted there.
113  this only frees the memory allocated to save the list.
114  */
115  delete this->weaponMan;
116}
117
118/**
119 * initializes a Player
120 */
121void Player::init()
122{
123  this->setAbsDir(0,1,0);
124
125  this->setClassID(CL_PLAYER, "Player");
126
127  //  this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN);
128  travelSpeed = 15.0;
129  velocity = new Vector();
130  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
131  bFire = false;
132  acceleration = 10.0;
133
134
135  this->weaponMan = new WeaponManager(this);
136  this->weaponMan->setSlotCount(4);
137  this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0));
138  this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0));
139  this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5));
140  this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
141  this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5));
142  this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
143}
144
145
146/**
147 * loads the Settings of a Player from an XML-element.
148 * @param root the XML-element to load the Player's properties from
149 */
150void Player::loadParams(const TiXmlElement* root)
151{
152  static_cast<WorldEntity*>(this)->loadParams(root);
153
154
155
156}
157
158
159/**
160 * adds a weapon to the weapon list of player
161 * @param weapon to add
162*/
163void Player::addWeapon(Weapon* weapon)
164{
165  this->weaponMan->addWeapon(weapon);
166}
167
168
169/**
170 *  removes a weapon from the player
171 * @param weapon to remove
172*/
173void Player::removeWeapon(Weapon* weapon)
174{
175  this->weaponMan->removeWeapon(weapon);
176}
177
178
179/**
180 *  effect that occurs after the player is spawned
181*/
182void Player::postSpawn ()
183{
184  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
185}
186
187
188/**
189 *  the action occuring if the player left the game
190*/
191void Player::leftWorld ()
192{}
193
194
195
196/**
197 *  if the player is hit, call this function
198 * @param weapon hit by this weapon
199 * @param loc ??
200*/
201void Player::hit (WorldEntity* weapon, Vector* loc)
202{
203}
204
205
206/**
207  *  Collision with another Entity has this effect
208  * @param other the other colider
209  * @param ownhitflags ??
210  * @param otherhitflags ??
211*/
212void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
213{
214}
215
216
217/**
218 *  draws the player after transforming him.
219*/
220void Player::draw ()
221{
222  glMatrixMode(GL_MODELVIEW);
223  glPushMatrix();
224  float matrix[4][4];
225
226  /* translate */
227  glTranslatef (this->getAbsCoor ().x,
228                this->getAbsCoor ().y,
229                this->getAbsCoor ().z);
230  /* rotate */
231  this->getAbsDir ().matrix (matrix);
232  glMultMatrixf((float*)matrix);
233
234  this->model->draw();
235  glPopMatrix();
236
237  this->weaponMan->draw();
238
239  //this->debug(0);
240}
241
242
243/**
244 *  the function called for each passing timeSnap
245 * @param time The timespan passed since last update
246*/
247void Player::tick (float time)
248{
249  // player controlled movement
250  this->move(time);
251
252  this->weaponMan->tick(time);
253  // weapon system manipulation
254  this->weaponAction();
255}
256
257
258/**
259 *  action if player moves
260 * @param time the timeslice since the last frame
261*/
262void Player::move (float time)
263{
264  Vector accel(0.0, 0.0, 0.0);
265  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
266  /* calculate the direction in which the craft is heading  */
267  Vector direction (1.0, 0.0, 0.0);
268  //direction = this->absDirection.apply (direction);
269  Vector orthDirection (0.0, 0.0, 1.0);
270  //orthDirection = orthDirection.cross (direction);
271
272  if( this->bUp && this->getRelCoor().x < 20)
273    accel = accel+(direction*acceleration);
274  if( this->bDown && this->getRelCoor().x > -5)
275    accel = accel -(direction*acceleration);
276  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
277    accel = accel - (orthDirection*acceleration);
278  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
279    accel = accel + (orthDirection*acceleration);
280  if( this->bAscend ) { /* FIXME */ }
281  if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */
282
283  Vector move = accel * time;
284  this->shiftCoor (move);
285}
286
287
288/**
289 * weapon manipulation by the player
290*/
291void Player::weaponAction()
292{
293  if( this->bFire)
294    {
295      this->weaponMan->fire();
296    }
297}
298
299/**
300 * @todo switch statement ??
301 */
302void Player::process(const Event &event)
303{
304  if( event.type == KeyMapper::PEV_UP)
305      this->bUp = event.bPressed;
306  else if( event.type == KeyMapper::PEV_DOWN)
307      this->bDown = event.bPressed;
308  else if( event.type == KeyMapper::PEV_RIGHT)
309      this->bRight= event.bPressed;
310  else if( event.type == KeyMapper::PEV_LEFT)
311      this->bLeft = event.bPressed;
312  else if( event.type == KeyMapper::PEV_FIRE1)
313      this->bFire = event.bPressed;
314  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
315    this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
316  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
317    this->weaponMan->previousWeaponConfig();
318}
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