| [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 |  | 
|---|
| [5556] | 25 | #include "weapons/weapon_manager.h" | 
|---|
 | 26 | #include "weapons/test_gun.h" | 
|---|
 | 27 | #include "weapons/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] | 36 | using namespace std; | 
|---|
 | 37 |  | 
|---|
| [4010] | 38 | CREATE_FACTORY(Player); | 
|---|
 | 39 |  | 
|---|
| [3471] | 40 | /** | 
|---|
| [4885] | 41 |  * creates a new Player | 
|---|
| [4836] | 42 |  * @param isFree if the player is free | 
|---|
| [3471] | 43 | */ | 
|---|
| [4762] | 44 | Player::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 |  */ | 
|---|
 | 62 | Player::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] | 82 | Player::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 |  */ | 
|---|
 | 104 | Player::~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 |  | 
|---|
| [5453] | 113 | //#include "glgui_pushbutton.h" | 
|---|
| [5395] | 114 |  | 
|---|
| [4975] | 115 | /** | 
|---|
| [4780] | 116 |  * initializes a Player | 
|---|
 | 117 |  */ | 
|---|
 | 118 | void 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 |  | 
|---|
| [5453] | 129 | //   GLGuiButton* button = new GLGuiPushButton(); | 
|---|
 | 130 | //   button->show(); | 
|---|
 | 131 | //   button->setLabel("orxonox"); | 
|---|
 | 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)); | 
|---|
| [5441] | 138 |   this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); | 
|---|
| [5064] | 139 |  | 
|---|
| [4953] | 140 |   this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); | 
|---|
| [5441] | 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 |  */ | 
|---|
 | 171 | void 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 | */ | 
|---|
 | 183 | void 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 | */ | 
|---|
 | 193 | void 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 | */ | 
|---|
 | 202 | void 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] | 211 | void Player::leftWorld () | 
|---|
 | 212 | {} | 
|---|
| [3471] | 213 |  | 
|---|
| [3584] | 214 |  | 
|---|
| [5435] | 215 | WorldEntity* 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 |  */ | 
|---|
 | 222 | void 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 | */ | 
|---|
| [5500] | 235 | void Player::draw () const | 
|---|
| [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] | 259 | void 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 | */ | 
|---|
 | 274 | void 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); | 
|---|
| [5483] | 288 |   if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) | 
|---|
| [5482] | 289 |       accel = accel - (orthDirection*acceleration); | 
|---|
| [5483] | 290 |   if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) | 
|---|
 | 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; | 
|---|
| [5483] | 296 |  | 
|---|
 | 297 |   if (accel.z < 0) | 
|---|
 | 298 |     this->setRelDirSoft(Quaternion(-.4, Vector(1,0,0)), 5); | 
|---|
 | 299 |   else if (accel.z > 0) | 
|---|
 | 300 |     this->setRelDirSoft(Quaternion(.4, Vector(1,0,0)), 5); | 
|---|
 | 301 |   else | 
|---|
 | 302 |     this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 5); | 
|---|
| [3811] | 303 |   this->shiftCoor (move); | 
|---|
| [3471] | 304 | } | 
|---|
| [3584] | 305 |  | 
|---|
 | 306 |  | 
|---|
 | 307 | /** | 
|---|
| [4885] | 308 |  * weapon manipulation by the player | 
|---|
| [3584] | 309 | */ | 
|---|
| [4885] | 310 | void Player::weaponAction() | 
|---|
| [3584] | 311 | { | 
|---|
| [3618] | 312 |   if( this->bFire) | 
|---|
| [3584] | 313 |     { | 
|---|
| [3875] | 314 |       this->weaponMan->fire(); | 
|---|
| [3584] | 315 |     } | 
|---|
 | 316 | } | 
|---|
 | 317 |  | 
|---|
 | 318 | /** | 
|---|
| [4781] | 319 |  * @todo switch statement ?? | 
|---|
 | 320 |  */ | 
|---|
| [4404] | 321 | void Player::process(const Event &event) | 
|---|
 | 322 | { | 
|---|
| [4409] | 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) | 
|---|
| [4413] | 328 |       this->bRight= event.bPressed; | 
|---|
| [4409] | 329 |   else if( event.type == KeyMapper::PEV_LEFT) | 
|---|
| [4413] | 330 |       this->bLeft = event.bPressed; | 
|---|
| [4412] | 331 |   else if( event.type == KeyMapper::PEV_FIRE1) | 
|---|
| [4885] | 332 |       this->bFire = event.bPressed; | 
|---|
| [4952] | 333 |   else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) | 
|---|
| [4954] | 334 |     this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; | 
|---|
| [4952] | 335 |   else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) | 
|---|
 | 336 |     this->weaponMan->previousWeaponConfig(); | 
|---|
| [4404] | 337 | } | 
|---|
| [5435] | 338 |  | 
|---|
 | 339 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG | 
|---|
 | 340 | void Player::ADDWEAPON() | 
|---|
 | 341 | { | 
|---|
 | 342 |   Weapon* turret1 = new Turret(this->weaponMan); | 
|---|
 | 343 |   turret1->setName("Turret"); | 
|---|
 | 344 |   turret1->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); | 
|---|
 | 345 |  | 
|---|
| [5440] | 346 |   this->weaponMan->addWeapon(turret1, 2); | 
|---|
| [5435] | 347 |  | 
|---|
 | 348 |   this->weaponMan->changeWeaponConfig(2); | 
|---|
 | 349 | } | 
|---|