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source: orxonox.OLD/trunk/src/world_entities/player.cc @ 5440

Last change on this file since 5440 was 5440, checked in by bensch, 19 years ago

orxonox/trunk: Weapons update, Now one can really assign SlotCapabilities
Debug-redesign (small)

File size: 8.6 KB
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[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
[4953]94  this->weaponMan->addWeapon(wpLeft, 1, 0);
95  this->weaponMan->addWeapon(wpRight,1 ,1);
[5041]96  //this->weaponMan->addWeapon(turret, 3, 0);
[4953]97
[5435]98  this->weaponMan->changeWeaponConfig(1);
[4010]99}
[3583]100
[4780]101/**
[4975]102 *  destructs the player, deletes alocated memory
103 */
104Player::~Player ()
105{
106  /* do not delete the weapons, they are contained in the pnode tree
107  and will be deleted there.
108  this only frees the memory allocated to save the list.
109  */
110  delete this->weaponMan;
111}
112
[5395]113#include "glgui_pushbutton.h"
114
[4975]115/**
[4780]116 * initializes a Player
117 */
118void Player::init()
119{
[5037]120//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
[4780]121  this->setClassID(CL_PLAYER, "Player");
[5144]122
[5300]123  PRINTF(4)("PLAYER INIT\n");
[4780]124  travelSpeed = 15.0;
125  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
126  bFire = false;
127  acceleration = 10.0;
[4834]128
[5395]129  GLGuiButton* button = new GLGuiPushButton();
130  button->show();
[5420]131  button->setLabel("orxonox");
[5396]132  button->setBindNode(this);
[4834]133
[4953]134  this->weaponMan = new WeaponManager(this);
[5435]135  this->weaponMan->setSlotCount(10);
[5064]136
[4953]137  this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0));
[5440]138  this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS & WTYPE_DIRECTIONAL);
[5064]139
[4953]140  this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0));
[5440]141  this->weaponMan->setSlotCapability(1, WTYPE_ALLDIRS & WTYPE_DIRECTIONAL);
[5064]142
[4969]143  this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5));
144  this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
[5064]145
[4969]146  this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5));
147  this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
[5064]148
149  this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5));
150  this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
151
152  this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5));
153  this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
154
[5435]155  this->weaponMan->setSlotPosition(6, Vector(-2.0, 0.1, -2.0));
156  this->weaponMan->setSlotPosition(7, Vector(-2.0, 0.1, 2.0));
157
158  this->weaponMan->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
159  this->weaponMan->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
160
161  this->weaponMan->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
162  this->weaponMan->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));
163
[4780]164}
165
166
[3583]167/**
[4885]168 * loads the Settings of a Player from an XML-element.
[4780]169 * @param root the XML-element to load the Player's properties from
170 */
171void Player::loadParams(const TiXmlElement* root)
172{
173  static_cast<WorldEntity*>(this)->loadParams(root);
174
175
176
177}
178
179/**
[4885]180 * adds a weapon to the weapon list of player
[4836]181 * @param weapon to add
[3583]182*/
183void Player::addWeapon(Weapon* weapon)
184{
[3878]185  this->weaponMan->addWeapon(weapon);
[3471]186}
187
[3583]188
[3471]189/**
[4836]190 *  removes a weapon from the player
191 * @param weapon to remove
[3583]192*/
193void Player::removeWeapon(Weapon* weapon)
194{
[3878]195  this->weaponMan->removeWeapon(weapon);
[3583]196}
197
198
199/**
[4836]200 *  effect that occurs after the player is spawned
[3471]201*/
202void Player::postSpawn ()
203{
[3474]204  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
[3471]205}
206
[3584]207
[3471]208/**
[4836]209 *  the action occuring if the player left the game
[3471]210*/
[3584]211void Player::leftWorld ()
212{}
[3471]213
[3584]214
[5435]215WorldEntity* ref = NULL;
[3471]216/**
[5435]217 *  this function is called, when two entities collide
218 * @param entity: the world entity with whom it collides
219 *
220 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
221 */
222void Player::collidesWith(WorldEntity* entity, const Vector& location)
[3471]223{
[5435]224  if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)
225  {
226    this->ADDWEAPON();
227    ref = entity;
228    }
229//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
[3471]230}
231
[4592]232/**
[4836]233 *  draws the player after transforming him.
[3471]234*/
235void Player::draw ()
[4592]236{
[3471]237  glMatrixMode(GL_MODELVIEW);
[3526]238  glPushMatrix();
[3471]239  /* translate */
[4592]240  glTranslatef (this->getAbsCoor ().x,
241                this->getAbsCoor ().y,
242                this->getAbsCoor ().z);
[3471]243  /* rotate */
[4998]244  Vector tmpRot = this->getAbsDir().getSpacialAxis();
245  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3471]246  this->model->draw();
[3526]247  glPopMatrix();
[3750]248
[3877]249  this->weaponMan->draw();
[4994]250
251  //this->debug(0);
[3471]252}
253
254
255/**
[4836]256 *  the function called for each passing timeSnap
257 * @param time The timespan passed since last update
[3471]258*/
[3584]259void Player::tick (float time)
[3471]260{
[4885]261  // player controlled movement
262  this->move(time);
[4592]263
[3877]264  this->weaponMan->tick(time);
[3584]265  // weapon system manipulation
[4885]266  this->weaponAction();
[3471]267}
268
[3584]269
[3471]270/**
[4836]271 *  action if player moves
272 * @param time the timeslice since the last frame
[3471]273*/
274void Player::move (float time)
275{
276  Vector accel(0.0, 0.0, 0.0);
277  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
278  /* calculate the direction in which the craft is heading  */
279  Vector direction (1.0, 0.0, 0.0);
280  //direction = this->absDirection.apply (direction);
281  Vector orthDirection (0.0, 0.0, 1.0);
282  //orthDirection = orthDirection.cross (direction);
283
[3966]284  if( this->bUp && this->getRelCoor().x < 20)
[3596]285    accel = accel+(direction*acceleration);
[3966]286  if( this->bDown && this->getRelCoor().x > -5)
[4412]287    accel = accel -(direction*acceleration);
[3966]288  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
[4592]289    accel = accel - (orthDirection*acceleration);
[3966]290  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
[4413]291    accel = accel + (orthDirection*acceleration);
[4885]292  if( this->bAscend ) { /* FIXME */ }
[4836]293  if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */
[3471]294
295  Vector move = accel * time;
[3811]296  this->shiftCoor (move);
[3471]297}
[3584]298
299
300/**
[4885]301 * weapon manipulation by the player
[3584]302*/
[4885]303void Player::weaponAction()
[3584]304{
[3618]305  if( this->bFire)
[3584]306    {
[3875]307      this->weaponMan->fire();
[3584]308    }
309}
310
311/**
[4781]312 * @todo switch statement ??
313 */
[4404]314void Player::process(const Event &event)
315{
[4409]316  if( event.type == KeyMapper::PEV_UP)
317      this->bUp = event.bPressed;
318  else if( event.type == KeyMapper::PEV_DOWN)
319      this->bDown = event.bPressed;
320  else if( event.type == KeyMapper::PEV_RIGHT)
[4413]321      this->bRight= event.bPressed;
[4409]322  else if( event.type == KeyMapper::PEV_LEFT)
[4413]323      this->bLeft = event.bPressed;
[4412]324  else if( event.type == KeyMapper::PEV_FIRE1)
[4885]325      this->bFire = event.bPressed;
[4952]326  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
[4954]327    this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
[4952]328  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
329    this->weaponMan->previousWeaponConfig();
[4404]330}
[5435]331
332// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
333void Player::ADDWEAPON()
334{
335  Weapon* turret1 = new Turret(this->weaponMan);
336  turret1->setName("Turret");
337  turret1->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
338
[5440]339  this->weaponMan->addWeapon(turret1, 2);
[5435]340
341  this->weaponMan->changeWeaponConfig(2);
342}
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