| [4592] | 1 | /* | 
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| [3471] | 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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| [3590] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PLAYER | 
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 | 17 |  | 
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| [3471] | 18 | #include "player.h" | 
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| [3596] | 19 |  | 
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| [3620] | 20 | #include "track_manager.h" | 
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| [3484] | 21 | #include "objModel.h" | 
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| [3655] | 22 | #include "resource_manager.h" | 
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| [4826] | 23 |  | 
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 | 24 | #include "weapon_manager.h" | 
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| [3620] | 25 | #include "test_gun.h" | 
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| [4963] | 26 | #include "turret.h" | 
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| [3620] | 27 | #include "world.h" | 
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| [3471] | 28 |  | 
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| [3620] | 29 | #include "list.h" | 
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 | 30 |  | 
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| [4404] | 31 | #include "event_handler.h" | 
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| [4389] | 32 |  | 
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| [4404] | 33 | #include "event.h" | 
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| [4287] | 34 |  | 
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| [4780] | 35 |  | 
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| [3471] | 36 | using namespace std; | 
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 | 37 |  | 
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| [4010] | 38 | CREATE_FACTORY(Player); | 
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 | 39 |  | 
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| [3471] | 40 | /** | 
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| [4885] | 41 |  * creates a new Player | 
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| [4836] | 42 |  * @param isFree if the player is free | 
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| [3471] | 43 | */ | 
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| [4762] | 44 | Player::Player() | 
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| [3471] | 45 | { | 
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| [4780] | 46 |   this->init(); | 
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| [4597] | 47 |  | 
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| [3620] | 48 |   //weapons: | 
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| [4955] | 49 |   Weapon* wpRight = new TestGun(this->weaponMan, 0); | 
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 | 50 |   Weapon* wpLeft = new TestGun(this->weaponMan, 1); | 
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| [4592] | 51 |  | 
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| [4951] | 52 |   this->weaponMan->addWeapon(wpRight); | 
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| [4910] | 53 | //  this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1); | 
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 | 54 | //  this->weaponMan->addWeapon(wpRight, WM_CONFIG2); | 
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 | 55 | //  this->weaponMan->addWeapon(wpLeft, WM_CONFIG2); | 
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| [3471] | 56 | } | 
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 | 57 |  | 
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 | 58 | /** | 
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| [4975] | 59 |  * loads a Players information from a specified file. | 
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 | 60 |  * @param fileName the name of the File to load the player from (absolute path) | 
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 | 61 |  */ | 
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 | 62 | Player::Player(const char* fileName) | 
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| [3471] | 63 | { | 
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| [4975] | 64 |   this->init(); | 
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 | 65 |   TiXmlDocument doc(fileName); | 
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 | 66 |  | 
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 | 67 |   if(!doc.LoadFile()) | 
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 | 68 |   { | 
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 | 69 |     PRINTF(2)("Loading file %s failed for player.\n", fileName); | 
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 | 70 |     return; | 
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 | 71 |   } | 
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 | 72 |  | 
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 | 73 |   this->loadParams(doc.RootElement()); | 
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| [3583] | 74 | } | 
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| [3566] | 75 |  | 
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| [4010] | 76 | /** | 
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| [4836] | 77 |  *  creates a new Player from Xml Data | 
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 | 78 |  * @param root the xml element containing player data | 
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| [4592] | 79 |  | 
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| [4836] | 80 |    @todo add more parameters to load | 
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| [4010] | 81 | */ | 
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| [4780] | 82 | Player::Player(const TiXmlElement* root) | 
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| [4010] | 83 | { | 
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| [4780] | 84 |   this->init(); | 
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| [5155] | 85 |   if (root != NULL) | 
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 | 86 |     this->loadParams(root); | 
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| [4597] | 87 |  | 
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| [4010] | 88 |   //weapons: | 
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| [4955] | 89 |   Weapon* wpRight = new TestGun(this->weaponMan, 0); | 
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| [4953] | 90 |   wpRight->setName("testGun Right"); | 
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| [4955] | 91 |   Weapon* wpLeft = new TestGun(this->weaponMan, 1); | 
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| [4953] | 92 |   wpLeft->setName("testGun Left"); | 
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| [4592] | 93 |  | 
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| [5064] | 94 |   Weapon* turret1 = new Turret(this->weaponMan); | 
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 | 95 |   turret1->setName("Turret1"); | 
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 | 96 |   turret1->setStateDuration(WS_SHOOTING, .2); | 
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| [4969] | 97 |   Weapon* turret2 = new Turret(this->weaponMan); | 
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| [5064] | 98 |   turret2->setName("Turret2"); | 
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 | 99 |   turret2->setStateDuration(WS_SHOOTING, .3); | 
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 | 100 |   Weapon* turret3 = new Turret(this->weaponMan); | 
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 | 101 |   turret3->setName("Turret3"); | 
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 | 102 |   turret3->setStateDuration(WS_SHOOTING, .17); | 
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 | 103 |  | 
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 | 104 |   Weapon* turret4 = new Turret(this->weaponMan); | 
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 | 105 |   turret4->setName("Turret4"); | 
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 | 106 |   turret4->setStateDuration(WS_SHOOTING, .3); | 
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 | 107 |  | 
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 | 108 |  | 
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| [4953] | 109 |   this->weaponMan->addWeapon(wpLeft, 1, 0); | 
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 | 110 |   this->weaponMan->addWeapon(wpRight,1 ,1); | 
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| [5064] | 111 |   this->weaponMan->addWeapon(turret1, 2, 2); | 
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| [4969] | 112 |   this->weaponMan->addWeapon(turret2, 2, 3); | 
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| [5064] | 113 |   this->weaponMan->addWeapon(turret3, 2, 4); | 
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 | 114 |   this->weaponMan->addWeapon(turret4, 2, 5); | 
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 | 115 |  | 
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| [5041] | 116 |   //this->weaponMan->addWeapon(turret, 3, 0); | 
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| [4953] | 117 |  | 
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 | 118 |   this->weaponMan->changeWeaponConfig(0); | 
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| [4010] | 119 | } | 
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| [3583] | 120 |  | 
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| [4780] | 121 | /** | 
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| [4975] | 122 |  *  destructs the player, deletes alocated memory | 
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 | 123 |  */ | 
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 | 124 | Player::~Player () | 
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 | 125 | { | 
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 | 126 |   /* do not delete the weapons, they are contained in the pnode tree | 
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 | 127 |   and will be deleted there. | 
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 | 128 |   this only frees the memory allocated to save the list. | 
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 | 129 |   */ | 
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 | 130 |   delete this->weaponMan; | 
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 | 131 | } | 
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 | 132 |  | 
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 | 133 | /** | 
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| [4780] | 134 |  * initializes a Player | 
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 | 135 |  */ | 
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 | 136 | void Player::init() | 
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 | 137 | { | 
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| [5037] | 138 | //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); | 
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| [4780] | 139 |   this->setClassID(CL_PLAYER, "Player"); | 
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| [5144] | 140 |  | 
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 | 141 |   PRINTF(1)("PLAYER INIT\n"); | 
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| [4780] | 142 |   travelSpeed = 15.0; | 
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 | 143 |   velocity = new Vector(); | 
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 | 144 |   bUp = bDown = bLeft = bRight = bAscend = bDescend = false; | 
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 | 145 |   bFire = false; | 
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 | 146 |   acceleration = 10.0; | 
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| [4834] | 147 |  | 
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 | 148 |  | 
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| [4953] | 149 |   this->weaponMan = new WeaponManager(this); | 
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| [5064] | 150 |   this->weaponMan->setSlotCount(6); | 
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 | 151 |  | 
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| [4953] | 152 |   this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0)); | 
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| [5064] | 153 |  | 
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| [4953] | 154 |   this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); | 
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| [5064] | 155 |  | 
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| [4969] | 156 |   this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5)); | 
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 | 157 |   this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); | 
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| [5064] | 158 |  | 
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| [4969] | 159 |   this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5)); | 
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 | 160 |   this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); | 
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| [5064] | 161 |  | 
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 | 162 |   this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5)); | 
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 | 163 |   this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); | 
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 | 164 |  | 
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 | 165 |   this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5)); | 
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 | 166 |   this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); | 
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 | 167 |  | 
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| [4780] | 168 | } | 
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 | 169 |  | 
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 | 170 |  | 
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| [3583] | 171 | /** | 
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| [4885] | 172 |  * loads the Settings of a Player from an XML-element. | 
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| [4780] | 173 |  * @param root the XML-element to load the Player's properties from | 
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 | 174 |  */ | 
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 | 175 | void Player::loadParams(const TiXmlElement* root) | 
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 | 176 | { | 
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 | 177 |   static_cast<WorldEntity*>(this)->loadParams(root); | 
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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 | /** | 
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| [4885] | 184 |  * adds a weapon to the weapon list of player | 
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| [4836] | 185 |  * @param weapon to add | 
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| [3583] | 186 | */ | 
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 | 187 | void Player::addWeapon(Weapon* weapon) | 
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 | 188 | { | 
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| [3878] | 189 |   this->weaponMan->addWeapon(weapon); | 
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| [3471] | 190 | } | 
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 | 191 |  | 
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| [3583] | 192 |  | 
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| [3471] | 193 | /** | 
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| [4836] | 194 |  *  removes a weapon from the player | 
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 | 195 |  * @param weapon to remove | 
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| [3583] | 196 | */ | 
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 | 197 | void Player::removeWeapon(Weapon* weapon) | 
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 | 198 | { | 
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| [3878] | 199 |   this->weaponMan->removeWeapon(weapon); | 
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| [3583] | 200 | } | 
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 | 201 |  | 
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 | 202 |  | 
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 | 203 | /** | 
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| [4836] | 204 |  *  effect that occurs after the player is spawned | 
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| [3471] | 205 | */ | 
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 | 206 | void Player::postSpawn () | 
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 | 207 | { | 
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| [3474] | 208 |   //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); | 
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| [3471] | 209 | } | 
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 | 210 |  | 
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| [3584] | 211 |  | 
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| [3471] | 212 | /** | 
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| [4836] | 213 |  *  the action occuring if the player left the game | 
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| [3471] | 214 | */ | 
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| [3584] | 215 | void Player::leftWorld () | 
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 | 216 | {} | 
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| [3471] | 217 |  | 
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| [3584] | 218 |  | 
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 | 219 |  | 
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| [3471] | 220 | /** | 
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| [4836] | 221 |  *  if the player is hit, call this function | 
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 | 222 |  * @param weapon hit by this weapon | 
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 | 223 |  * @param loc ?? | 
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| [3471] | 224 | */ | 
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| [3578] | 225 | void Player::hit (WorldEntity* weapon, Vector* loc) | 
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| [3471] | 226 | { | 
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 | 227 | } | 
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 | 228 |  | 
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 | 229 |  | 
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| [4592] | 230 | /** | 
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| [4836] | 231 |   *  Collision with another Entity has this effect | 
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 | 232 |   * @param other the other colider | 
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 | 233 |   * @param ownhitflags ?? | 
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 | 234 |   * @param otherhitflags ?? | 
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| [3471] | 235 | */ | 
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 | 236 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) | 
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 | 237 | { | 
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 | 238 | } | 
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 | 239 |  | 
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 | 240 |  | 
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 | 241 | /** | 
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| [4836] | 242 |  *  draws the player after transforming him. | 
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| [3471] | 243 | */ | 
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 | 244 | void Player::draw () | 
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| [4592] | 245 | { | 
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| [3471] | 246 |   glMatrixMode(GL_MODELVIEW); | 
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| [3526] | 247 |   glPushMatrix(); | 
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| [3471] | 248 |   /* translate */ | 
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| [4592] | 249 |   glTranslatef (this->getAbsCoor ().x, | 
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 | 250 |                 this->getAbsCoor ().y, | 
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 | 251 |                 this->getAbsCoor ().z); | 
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| [3471] | 252 |   /* rotate */ | 
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| [4998] | 253 |   Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
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 | 254 |   glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| [3471] | 255 |   this->model->draw(); | 
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| [3526] | 256 |   glPopMatrix(); | 
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| [3750] | 257 |  | 
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| [3877] | 258 |   this->weaponMan->draw(); | 
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| [4994] | 259 |  | 
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 | 260 |   //this->debug(0); | 
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| [3471] | 261 | } | 
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 | 262 |  | 
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 | 263 |  | 
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 | 264 | /** | 
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| [4836] | 265 |  *  the function called for each passing timeSnap | 
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 | 266 |  * @param time The timespan passed since last update | 
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| [3471] | 267 | */ | 
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| [3584] | 268 | void Player::tick (float time) | 
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| [3471] | 269 | { | 
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| [4885] | 270 |   // player controlled movement | 
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 | 271 |   this->move(time); | 
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| [4592] | 272 |  | 
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| [3877] | 273 |   this->weaponMan->tick(time); | 
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| [3584] | 274 |   // weapon system manipulation | 
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| [4885] | 275 |   this->weaponAction(); | 
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| [3471] | 276 | } | 
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 | 277 |  | 
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| [3584] | 278 |  | 
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| [3471] | 279 | /** | 
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| [4836] | 280 |  *  action if player moves | 
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 | 281 |  * @param time the timeslice since the last frame | 
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| [3471] | 282 | */ | 
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 | 283 | void Player::move (float time) | 
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 | 284 | { | 
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 | 285 |   Vector accel(0.0, 0.0, 0.0); | 
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 | 286 |   /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ | 
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 | 287 |   /* calculate the direction in which the craft is heading  */ | 
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 | 288 |   Vector direction (1.0, 0.0, 0.0); | 
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 | 289 |   //direction = this->absDirection.apply (direction); | 
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 | 290 |   Vector orthDirection (0.0, 0.0, 1.0); | 
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 | 291 |   //orthDirection = orthDirection.cross (direction); | 
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 | 292 |  | 
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| [3966] | 293 |   if( this->bUp && this->getRelCoor().x < 20) | 
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| [3596] | 294 |     accel = accel+(direction*acceleration); | 
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| [3966] | 295 |   if( this->bDown && this->getRelCoor().x > -5) | 
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| [4412] | 296 |     accel = accel -(direction*acceleration); | 
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| [3966] | 297 |   if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) | 
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| [4592] | 298 |     accel = accel - (orthDirection*acceleration); | 
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| [3966] | 299 |   if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) | 
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| [4413] | 300 |     accel = accel + (orthDirection*acceleration); | 
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| [4885] | 301 |   if( this->bAscend ) { /* FIXME */ } | 
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| [4836] | 302 |   if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */ | 
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| [3471] | 303 |  | 
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 | 304 |   Vector move = accel * time; | 
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| [3811] | 305 |   this->shiftCoor (move); | 
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| [3471] | 306 | } | 
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| [3584] | 307 |  | 
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 | 308 |  | 
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 | 309 | /** | 
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| [4885] | 310 |  * weapon manipulation by the player | 
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| [3584] | 311 | */ | 
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| [4885] | 312 | void Player::weaponAction() | 
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| [3584] | 313 | { | 
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| [3618] | 314 |   if( this->bFire) | 
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| [3584] | 315 |     { | 
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| [3875] | 316 |       this->weaponMan->fire(); | 
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| [3584] | 317 |     } | 
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 | 318 | } | 
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 | 319 |  | 
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 | 320 | /** | 
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| [4781] | 321 |  * @todo switch statement ?? | 
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 | 322 |  */ | 
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| [4404] | 323 | void Player::process(const Event &event) | 
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 | 324 | { | 
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| [4409] | 325 |   if( event.type == KeyMapper::PEV_UP) | 
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 | 326 |       this->bUp = event.bPressed; | 
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 | 327 |   else if( event.type == KeyMapper::PEV_DOWN) | 
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 | 328 |       this->bDown = event.bPressed; | 
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 | 329 |   else if( event.type == KeyMapper::PEV_RIGHT) | 
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| [4413] | 330 |       this->bRight= event.bPressed; | 
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| [4409] | 331 |   else if( event.type == KeyMapper::PEV_LEFT) | 
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| [4413] | 332 |       this->bLeft = event.bPressed; | 
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| [4412] | 333 |   else if( event.type == KeyMapper::PEV_FIRE1) | 
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| [4885] | 334 |       this->bFire = event.bPressed; | 
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| [4952] | 335 |   else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) | 
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| [4954] | 336 |     this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; | 
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| [4952] | 337 |   else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) | 
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 | 338 |     this->weaponMan->previousWeaponConfig(); | 
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| [4404] | 339 | } | 
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