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source: orxonox.OLD/orxonox/trunk/src/world_entities/player.cc @ 5064

Last change on this file since 5064 was 5064, checked in by bensch, 19 years ago

orxonox/trunk: shooting-star :)

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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* turret1 = new Turret(this->weaponMan);
94  turret1->setName("Turret1");
95  turret1->setStateDuration(WS_SHOOTING, .2);
96  Weapon* turret2 = new Turret(this->weaponMan);
97  turret2->setName("Turret2");
98  turret2->setStateDuration(WS_SHOOTING, .3);
99  Weapon* turret3 = new Turret(this->weaponMan);
100  turret3->setName("Turret3");
101  turret3->setStateDuration(WS_SHOOTING, .17);
102
103  Weapon* turret4 = new Turret(this->weaponMan);
104  turret4->setName("Turret4");
105  turret4->setStateDuration(WS_SHOOTING, .3);
106
107
108  this->weaponMan->addWeapon(wpLeft, 1, 0);
109  this->weaponMan->addWeapon(wpRight,1 ,1);
110  this->weaponMan->addWeapon(turret1, 2, 2);
111  this->weaponMan->addWeapon(turret2, 2, 3);
112  this->weaponMan->addWeapon(turret3, 2, 4);
113  this->weaponMan->addWeapon(turret4, 2, 5);
114
115
116  //this->weaponMan->addWeapon(turret, 3, 0);
117
118  this->weaponMan->changeWeaponConfig(0);
119}
120
121/**
122 *  destructs the player, deletes alocated memory
123 */
124Player::~Player ()
125{
126  /* do not delete the weapons, they are contained in the pnode tree
127  and will be deleted there.
128  this only frees the memory allocated to save the list.
129  */
130  delete this->weaponMan;
131}
132
133/**
134 * initializes a Player
135 */
136void Player::init()
137{
138//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
139  this->setClassID(CL_PLAYER, "Player");
140  travelSpeed = 15.0;
141  velocity = new Vector();
142  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
143  bFire = false;
144  acceleration = 10.0;
145
146
147  this->weaponMan = new WeaponManager(this);
148  this->weaponMan->setSlotCount(6);
149
150  this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0));
151
152  this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0));
153
154  this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5));
155  this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
156
157  this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5));
158  this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
159
160  this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5));
161  this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
162
163  this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5));
164  this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
165
166}
167
168
169/**
170 * loads the Settings of a Player from an XML-element.
171 * @param root the XML-element to load the Player's properties from
172 */
173void Player::loadParams(const TiXmlElement* root)
174{
175  static_cast<WorldEntity*>(this)->loadParams(root);
176
177
178
179}
180
181/**
182 * adds a weapon to the weapon list of player
183 * @param weapon to add
184*/
185void Player::addWeapon(Weapon* weapon)
186{
187  this->weaponMan->addWeapon(weapon);
188}
189
190
191/**
192 *  removes a weapon from the player
193 * @param weapon to remove
194*/
195void Player::removeWeapon(Weapon* weapon)
196{
197  this->weaponMan->removeWeapon(weapon);
198}
199
200
201/**
202 *  effect that occurs after the player is spawned
203*/
204void Player::postSpawn ()
205{
206  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
207}
208
209
210/**
211 *  the action occuring if the player left the game
212*/
213void Player::leftWorld ()
214{}
215
216
217
218/**
219 *  if the player is hit, call this function
220 * @param weapon hit by this weapon
221 * @param loc ??
222*/
223void Player::hit (WorldEntity* weapon, Vector* loc)
224{
225}
226
227
228/**
229  *  Collision with another Entity has this effect
230  * @param other the other colider
231  * @param ownhitflags ??
232  * @param otherhitflags ??
233*/
234void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
235{
236}
237
238
239/**
240 *  draws the player after transforming him.
241*/
242void Player::draw ()
243{
244  glMatrixMode(GL_MODELVIEW);
245  glPushMatrix();
246  /* translate */
247  glTranslatef (this->getAbsCoor ().x,
248                this->getAbsCoor ().y,
249                this->getAbsCoor ().z);
250  /* rotate */
251  Vector tmpRot = this->getAbsDir().getSpacialAxis();
252  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
253  this->model->draw();
254  glPopMatrix();
255
256  this->weaponMan->draw();
257
258  //this->debug(0);
259}
260
261
262/**
263 *  the function called for each passing timeSnap
264 * @param time The timespan passed since last update
265*/
266void Player::tick (float time)
267{
268  // player controlled movement
269  this->move(time);
270
271  this->weaponMan->tick(time);
272  // weapon system manipulation
273  this->weaponAction();
274}
275
276
277/**
278 *  action if player moves
279 * @param time the timeslice since the last frame
280*/
281void Player::move (float time)
282{
283  Vector accel(0.0, 0.0, 0.0);
284  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
285  /* calculate the direction in which the craft is heading  */
286  Vector direction (1.0, 0.0, 0.0);
287  //direction = this->absDirection.apply (direction);
288  Vector orthDirection (0.0, 0.0, 1.0);
289  //orthDirection = orthDirection.cross (direction);
290
291  if( this->bUp && this->getRelCoor().x < 20)
292    accel = accel+(direction*acceleration);
293  if( this->bDown && this->getRelCoor().x > -5)
294    accel = accel -(direction*acceleration);
295  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
296    accel = accel - (orthDirection*acceleration);
297  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
298    accel = accel + (orthDirection*acceleration);
299  if( this->bAscend ) { /* FIXME */ }
300  if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */
301
302  Vector move = accel * time;
303  this->shiftCoor (move);
304}
305
306
307/**
308 * weapon manipulation by the player
309*/
310void Player::weaponAction()
311{
312  if( this->bFire)
313    {
314      this->weaponMan->fire();
315    }
316}
317
318/**
319 * @todo switch statement ??
320 */
321void Player::process(const Event &event)
322{
323  if( event.type == KeyMapper::PEV_UP)
324      this->bUp = event.bPressed;
325  else if( event.type == KeyMapper::PEV_DOWN)
326      this->bDown = event.bPressed;
327  else if( event.type == KeyMapper::PEV_RIGHT)
328      this->bRight= event.bPressed;
329  else if( event.type == KeyMapper::PEV_LEFT)
330      this->bLeft = event.bPressed;
331  else if( event.type == KeyMapper::PEV_FIRE1)
332      this->bFire = event.bPressed;
333  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
334    this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
335  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
336    this->weaponMan->previousWeaponConfig();
337}
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