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source: orxonox.OLD/trunk/src/world_entities/player.cc @ 5435

Last change on this file since 5435 was 5435, checked in by bensch, 19 years ago

orxonox/trunk: power-ups implemented (simple-mode)

File size: 8.5 KB
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1/*
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
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
17
18#include "player.h"
19
20#include "track_manager.h"
21#include "objModel.h"
22#include "resource_manager.h"
23#include "factory.h"
24
25#include "weapon_manager.h"
26#include "test_gun.h"
27#include "turret.h"
28
29#include "list.h"
30
31#include "event_handler.h"
32
33#include "event.h"
34
35
36using namespace std;
37
38CREATE_FACTORY(Player);
39
40/**
41 * creates a new Player
42 * @param isFree if the player is free
43*/
44Player::Player()
45{
46  this->init();
47
48  //weapons:
49  Weapon* wpRight = new TestGun(this->weaponMan, 0);
50  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
51
52  this->weaponMan->addWeapon(wpRight);
53//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1);
54//  this->weaponMan->addWeapon(wpRight, WM_CONFIG2);
55//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG2);
56}
57
58/**
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)
63{
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());
74}
75
76/**
77 *  creates a new Player from Xml Data
78 * @param root the xml element containing player data
79
80   @todo add more parameters to load
81*/
82Player::Player(const TiXmlElement* root)
83{
84  this->init();
85  if (root != NULL)
86    this->loadParams(root);
87
88  //weapons:
89  Weapon* wpRight = new TestGun(this->weaponMan, 0);
90  wpRight->setName("testGun Right");
91  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
92  wpLeft->setName("testGun Left");
93
94  this->weaponMan->addWeapon(wpLeft, 1, 0);
95  this->weaponMan->addWeapon(wpRight,1 ,1);
96  //this->weaponMan->addWeapon(turret, 3, 0);
97
98  this->weaponMan->changeWeaponConfig(1);
99}
100
101/**
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
113#include "glgui_pushbutton.h"
114
115/**
116 * initializes a Player
117 */
118void Player::init()
119{
120//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
121  this->setClassID(CL_PLAYER, "Player");
122
123  PRINTF(4)("PLAYER INIT\n");
124  travelSpeed = 15.0;
125  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
126  bFire = false;
127  acceleration = 10.0;
128
129  GLGuiButton* button = new GLGuiPushButton();
130  button->show();
131  button->setLabel("orxonox");
132  button->setBindNode(this);
133
134  this->weaponMan = new WeaponManager(this);
135  this->weaponMan->setSlotCount(10);
136
137  this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0));
138
139  this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0));
140
141  this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5));
142  this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
143
144  this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5));
145  this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
146
147  this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5));
148  this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
149
150  this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5));
151  this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
152
153  this->weaponMan->setSlotPosition(6, Vector(-2.0, 0.1, -2.0));
154  this->weaponMan->setSlotPosition(7, Vector(-2.0, 0.1, 2.0));
155
156  this->weaponMan->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
157  this->weaponMan->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
158
159  this->weaponMan->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
160  this->weaponMan->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));
161
162}
163
164
165/**
166 * loads the Settings of a Player from an XML-element.
167 * @param root the XML-element to load the Player's properties from
168 */
169void Player::loadParams(const TiXmlElement* root)
170{
171  static_cast<WorldEntity*>(this)->loadParams(root);
172
173
174
175}
176
177/**
178 * adds a weapon to the weapon list of player
179 * @param weapon to add
180*/
181void Player::addWeapon(Weapon* weapon)
182{
183  this->weaponMan->addWeapon(weapon);
184}
185
186
187/**
188 *  removes a weapon from the player
189 * @param weapon to remove
190*/
191void Player::removeWeapon(Weapon* weapon)
192{
193  this->weaponMan->removeWeapon(weapon);
194}
195
196
197/**
198 *  effect that occurs after the player is spawned
199*/
200void Player::postSpawn ()
201{
202  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
203}
204
205
206/**
207 *  the action occuring if the player left the game
208*/
209void Player::leftWorld ()
210{}
211
212
213WorldEntity* ref = NULL;
214/**
215 *  this function is called, when two entities collide
216 * @param entity: the world entity with whom it collides
217 *
218 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
219 */
220void Player::collidesWith(WorldEntity* entity, const Vector& location)
221{
222  if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)
223  {
224    this->ADDWEAPON();
225    ref = entity;
226    }
227//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
228}
229
230/**
231 *  draws the player after transforming him.
232*/
233void Player::draw ()
234{
235  glMatrixMode(GL_MODELVIEW);
236  glPushMatrix();
237  /* translate */
238  glTranslatef (this->getAbsCoor ().x,
239                this->getAbsCoor ().y,
240                this->getAbsCoor ().z);
241  /* rotate */
242  Vector tmpRot = this->getAbsDir().getSpacialAxis();
243  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
244  this->model->draw();
245  glPopMatrix();
246
247  this->weaponMan->draw();
248
249  //this->debug(0);
250}
251
252
253/**
254 *  the function called for each passing timeSnap
255 * @param time The timespan passed since last update
256*/
257void Player::tick (float time)
258{
259  // player controlled movement
260  this->move(time);
261
262  this->weaponMan->tick(time);
263  // weapon system manipulation
264  this->weaponAction();
265}
266
267
268/**
269 *  action if player moves
270 * @param time the timeslice since the last frame
271*/
272void Player::move (float time)
273{
274  Vector accel(0.0, 0.0, 0.0);
275  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
276  /* calculate the direction in which the craft is heading  */
277  Vector direction (1.0, 0.0, 0.0);
278  //direction = this->absDirection.apply (direction);
279  Vector orthDirection (0.0, 0.0, 1.0);
280  //orthDirection = orthDirection.cross (direction);
281
282  if( this->bUp && this->getRelCoor().x < 20)
283    accel = accel+(direction*acceleration);
284  if( this->bDown && this->getRelCoor().x > -5)
285    accel = accel -(direction*acceleration);
286  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
287    accel = accel - (orthDirection*acceleration);
288  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
289    accel = accel + (orthDirection*acceleration);
290  if( this->bAscend ) { /* FIXME */ }
291  if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */
292
293  Vector move = accel * time;
294  this->shiftCoor (move);
295}
296
297
298/**
299 * weapon manipulation by the player
300*/
301void Player::weaponAction()
302{
303  if( this->bFire)
304    {
305      this->weaponMan->fire();
306    }
307}
308
309/**
310 * @todo switch statement ??
311 */
312void Player::process(const Event &event)
313{
314  if( event.type == KeyMapper::PEV_UP)
315      this->bUp = event.bPressed;
316  else if( event.type == KeyMapper::PEV_DOWN)
317      this->bDown = event.bPressed;
318  else if( event.type == KeyMapper::PEV_RIGHT)
319      this->bRight= event.bPressed;
320  else if( event.type == KeyMapper::PEV_LEFT)
321      this->bLeft = event.bPressed;
322  else if( event.type == KeyMapper::PEV_FIRE1)
323      this->bFire = event.bPressed;
324  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
325    this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
326  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
327    this->weaponMan->previousWeaponConfig();
328}
329
330// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
331int slot = 2;
332void Player::ADDWEAPON()
333{
334  Weapon* turret1 = new Turret(this->weaponMan);
335  turret1->setName("Turret");
336  turret1->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
337
338  this->weaponMan->addWeapon(turret1, 2, slot++);
339
340  this->weaponMan->changeWeaponConfig(2);
341}
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