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source: orxonox.OLD/trunk/src/world_entities/player.cc @ 5396

Last change on this file since 5396 was 5396, checked in by bensch, 19 years ago

orxonox/trunk: fixed a BUG in the Element2D-class preventing the BindNode to functionate correctly

File size: 8.3 KB
RevLine 
[4592]1/*
[3471]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
[5357]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
[3590]17
[3471]18#include "player.h"
[3596]19
[3620]20#include "track_manager.h"
[3484]21#include "objModel.h"
[3655]22#include "resource_manager.h"
[5355]23#include "factory.h"
[4826]24
25#include "weapon_manager.h"
[3620]26#include "test_gun.h"
[4963]27#include "turret.h"
[3471]28
[3620]29#include "list.h"
30
[4404]31#include "event_handler.h"
[4389]32
[4404]33#include "event.h"
[4287]34
[4780]35
[3471]36using namespace std;
37
[4010]38CREATE_FACTORY(Player);
39
[3471]40/**
[4885]41 * creates a new Player
[4836]42 * @param isFree if the player is free
[3471]43*/
[4762]44Player::Player()
[3471]45{
[4780]46  this->init();
[4597]47
[3620]48  //weapons:
[4955]49  Weapon* wpRight = new TestGun(this->weaponMan, 0);
50  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
[4592]51
[4951]52  this->weaponMan->addWeapon(wpRight);
[4910]53//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1);
54//  this->weaponMan->addWeapon(wpRight, WM_CONFIG2);
55//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG2);
[3471]56}
57
58/**
[4975]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)
[3471]63{
[4975]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());
[3583]74}
[3566]75
[4010]76/**
[4836]77 *  creates a new Player from Xml Data
78 * @param root the xml element containing player data
[4592]79
[4836]80   @todo add more parameters to load
[4010]81*/
[4780]82Player::Player(const TiXmlElement* root)
[4010]83{
[4780]84  this->init();
[5155]85  if (root != NULL)
86    this->loadParams(root);
[4597]87
[4010]88  //weapons:
[4955]89  Weapon* wpRight = new TestGun(this->weaponMan, 0);
[4953]90  wpRight->setName("testGun Right");
[4955]91  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
[4953]92  wpLeft->setName("testGun Left");
[4592]93
[5064]94  Weapon* turret1 = new Turret(this->weaponMan);
95  turret1->setName("Turret1");
96  turret1->setStateDuration(WS_SHOOTING, .2);
[4969]97  Weapon* turret2 = new Turret(this->weaponMan);
[5064]98  turret2->setName("Turret2");
99  turret2->setStateDuration(WS_SHOOTING, .3);
100  Weapon* turret3 = new Turret(this->weaponMan);
101  turret3->setName("Turret3");
102  turret3->setStateDuration(WS_SHOOTING, .17);
103
104  Weapon* turret4 = new Turret(this->weaponMan);
105  turret4->setName("Turret4");
106  turret4->setStateDuration(WS_SHOOTING, .3);
107
108
[4953]109  this->weaponMan->addWeapon(wpLeft, 1, 0);
110  this->weaponMan->addWeapon(wpRight,1 ,1);
[5064]111  this->weaponMan->addWeapon(turret1, 2, 2);
[4969]112  this->weaponMan->addWeapon(turret2, 2, 3);
[5064]113  this->weaponMan->addWeapon(turret3, 2, 4);
114  this->weaponMan->addWeapon(turret4, 2, 5);
115
[5041]116  //this->weaponMan->addWeapon(turret, 3, 0);
[4953]117
118  this->weaponMan->changeWeaponConfig(0);
[4010]119}
[3583]120
[4780]121/**
[4975]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
[5395]133#include "glgui_pushbutton.h"
134
[4975]135/**
[4780]136 * initializes a Player
137 */
138void Player::init()
139{
[5037]140//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
[4780]141  this->setClassID(CL_PLAYER, "Player");
[5144]142
[5300]143  PRINTF(4)("PLAYER INIT\n");
[4780]144  travelSpeed = 15.0;
145  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
146  bFire = false;
147  acceleration = 10.0;
[4834]148
[5395]149  GLGuiButton* button = new GLGuiPushButton();
150  button->show();
151  button->setLabel("test");
[5396]152  button->setBindNode(this);
[4834]153
[4953]154  this->weaponMan = new WeaponManager(this);
[5064]155  this->weaponMan->setSlotCount(6);
156
[4953]157  this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0));
[5064]158
[4953]159  this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0));
[5064]160
[4969]161  this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5));
162  this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
[5064]163
[4969]164  this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5));
165  this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
[5064]166
167  this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5));
168  this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
169
170  this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5));
171  this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
172
[4780]173}
174
175
[3583]176/**
[4885]177 * loads the Settings of a Player from an XML-element.
[4780]178 * @param root the XML-element to load the Player's properties from
179 */
180void Player::loadParams(const TiXmlElement* root)
181{
182  static_cast<WorldEntity*>(this)->loadParams(root);
183
184
185
186}
187
188/**
[4885]189 * adds a weapon to the weapon list of player
[4836]190 * @param weapon to add
[3583]191*/
192void Player::addWeapon(Weapon* weapon)
193{
[3878]194  this->weaponMan->addWeapon(weapon);
[3471]195}
196
[3583]197
[3471]198/**
[4836]199 *  removes a weapon from the player
200 * @param weapon to remove
[3583]201*/
202void Player::removeWeapon(Weapon* weapon)
203{
[3878]204  this->weaponMan->removeWeapon(weapon);
[3583]205}
206
207
208/**
[4836]209 *  effect that occurs after the player is spawned
[3471]210*/
211void Player::postSpawn ()
212{
[3474]213  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
[3471]214}
215
[3584]216
[3471]217/**
[4836]218 *  the action occuring if the player left the game
[3471]219*/
[3584]220void Player::leftWorld ()
221{}
[3471]222
[3584]223
224
[3471]225/**
[4836]226 *  if the player is hit, call this function
227 * @param weapon hit by this weapon
228 * @param loc ??
[3471]229*/
[3578]230void Player::hit (WorldEntity* weapon, Vector* loc)
[3471]231{
232}
233
234
[4592]235/**
[4836]236  *  Collision with another Entity has this effect
237  * @param other the other colider
238  * @param ownhitflags ??
239  * @param otherhitflags ??
[3471]240*/
241void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
242{
243}
244
245
246/**
[4836]247 *  draws the player after transforming him.
[3471]248*/
249void Player::draw ()
[4592]250{
[3471]251  glMatrixMode(GL_MODELVIEW);
[3526]252  glPushMatrix();
[3471]253  /* translate */
[4592]254  glTranslatef (this->getAbsCoor ().x,
255                this->getAbsCoor ().y,
256                this->getAbsCoor ().z);
[3471]257  /* rotate */
[4998]258  Vector tmpRot = this->getAbsDir().getSpacialAxis();
259  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3471]260  this->model->draw();
[3526]261  glPopMatrix();
[3750]262
[3877]263  this->weaponMan->draw();
[4994]264
265  //this->debug(0);
[3471]266}
267
268
269/**
[4836]270 *  the function called for each passing timeSnap
271 * @param time The timespan passed since last update
[3471]272*/
[3584]273void Player::tick (float time)
[3471]274{
[4885]275  // player controlled movement
276  this->move(time);
[4592]277
[3877]278  this->weaponMan->tick(time);
[3584]279  // weapon system manipulation
[4885]280  this->weaponAction();
[3471]281}
282
[3584]283
[3471]284/**
[4836]285 *  action if player moves
286 * @param time the timeslice since the last frame
[3471]287*/
288void Player::move (float time)
289{
290  Vector accel(0.0, 0.0, 0.0);
291  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
292  /* calculate the direction in which the craft is heading  */
293  Vector direction (1.0, 0.0, 0.0);
294  //direction = this->absDirection.apply (direction);
295  Vector orthDirection (0.0, 0.0, 1.0);
296  //orthDirection = orthDirection.cross (direction);
297
[3966]298  if( this->bUp && this->getRelCoor().x < 20)
[3596]299    accel = accel+(direction*acceleration);
[3966]300  if( this->bDown && this->getRelCoor().x > -5)
[4412]301    accel = accel -(direction*acceleration);
[3966]302  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
[4592]303    accel = accel - (orthDirection*acceleration);
[3966]304  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
[4413]305    accel = accel + (orthDirection*acceleration);
[4885]306  if( this->bAscend ) { /* FIXME */ }
[4836]307  if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */
[3471]308
309  Vector move = accel * time;
[3811]310  this->shiftCoor (move);
[3471]311}
[3584]312
313
314/**
[4885]315 * weapon manipulation by the player
[3584]316*/
[4885]317void Player::weaponAction()
[3584]318{
[3618]319  if( this->bFire)
[3584]320    {
[3875]321      this->weaponMan->fire();
[3584]322    }
323}
324
325/**
[4781]326 * @todo switch statement ??
327 */
[4404]328void Player::process(const Event &event)
329{
[4409]330  if( event.type == KeyMapper::PEV_UP)
331      this->bUp = event.bPressed;
332  else if( event.type == KeyMapper::PEV_DOWN)
333      this->bDown = event.bPressed;
334  else if( event.type == KeyMapper::PEV_RIGHT)
[4413]335      this->bRight= event.bPressed;
[4409]336  else if( event.type == KeyMapper::PEV_LEFT)
[4413]337      this->bLeft = event.bPressed;
[4412]338  else if( event.type == KeyMapper::PEV_FIRE1)
[4885]339      this->bFire = event.bPressed;
[4952]340  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
[4954]341    this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
[4952]342  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
343    this->weaponMan->previousWeaponConfig();
[4404]344}
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