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