| [4780] | 1 | /*! | 
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| [4885] | 2 |  * @file player.h | 
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 | 3 |  * Implements a basic controllable WorldEntity | 
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| [4818] | 4 |  */ | 
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| [3471] | 5 |  | 
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 | 6 | #ifndef _PLAYER_H | 
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 | 7 | #define _PLAYER_H | 
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 | 8 |  | 
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 | 9 | #include "world_entity.h" | 
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| [4382] | 10 | #include "physics_interface.h" | 
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| [4404] | 11 | #include "event_listener.h" | 
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| [3471] | 12 |  | 
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| [3583] | 13 | template<class T> class tList; | 
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 | 14 | class Weapon; | 
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| [3873] | 15 | class WeaponManager; | 
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| [3608] | 16 | class Vector; | 
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| [4404] | 17 | class Event; | 
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| [3471] | 18 |  | 
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 | 19 | //! Basic controllable WorldEntity | 
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| [4885] | 20 | /** | 
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 | 21 |   *  this is the debug player - actualy we would have to make a new | 
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 | 22 |      class derivated from Player for each player. for now, we just use | 
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 | 23 |      the player.cc for debug also | 
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 | 24 | */ | 
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| [5257] | 25 | class Player : public WorldEntity, public EventListener | 
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| [3471] | 26 | { | 
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 | 27 |   friend class World; | 
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| [4780] | 28 |  | 
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| [4818] | 29 |   public: | 
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 | 30 |     Player(); | 
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| [4975] | 31 |     Player(const char* fileName); | 
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| [4818] | 32 |     Player(const TiXmlElement* root); | 
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 | 33 |     virtual ~Player(); | 
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| [3583] | 34 |  | 
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| [4818] | 35 |     void init(); | 
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 | 36 |     void loadParams(const TiXmlElement* root); | 
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| [4780] | 37 |  | 
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| [4818] | 38 |     void addWeapon(Weapon* weapon); | 
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 | 39 |     void removeWeapon(Weapon* weapon); | 
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| [4780] | 40 |  | 
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| [4818] | 41 |     virtual void postSpawn(); | 
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 | 42 |     virtual void leftWorld(); | 
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 | 43 |     virtual void hit(WorldEntity* weapon, Vector* loc); | 
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 | 44 |     virtual void collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags); | 
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| [3583] | 45 |  | 
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| [4818] | 46 |     virtual void tick(float time); | 
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 | 47 |     virtual void draw(); | 
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| [3583] | 48 |  | 
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| [4818] | 49 |     virtual void process(const Event &event); | 
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| [4780] | 50 |  | 
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| [3471] | 51 |  | 
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| [4818] | 52 |   private: | 
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 | 53 |     void move(float time); | 
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| [4885] | 54 |     void weaponAction(); | 
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| [3755] | 55 |  | 
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| [3583] | 56 |  | 
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| [4818] | 57 |   private: | 
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| [4885] | 58 |     bool                  bUp;                //!< up button pressed. | 
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 | 59 |     bool                  bDown;              //!< down button pressed. | 
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 | 60 |     bool                  bLeft;              //!< left button pressed. | 
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 | 61 |     bool                  bRight;             //!< right button pressed. | 
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 | 62 |     bool                  bAscend;            //!< ascend button pressed. | 
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 | 63 |     bool                  bDescend;           //!< descend button presses. | 
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 | 64 |     bool                  bFire;              //!< fire button pressed. | 
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| [4780] | 65 |  | 
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| [4885] | 66 |     WeaponManager*        weaponMan;          //!< the weapon manager: managing a list of weapon to wepaon-slot mapping | 
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| [4780] | 67 |  | 
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| [5212] | 68 |     Vector                velocity;           //!< the velocity of the player. | 
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| [4885] | 69 |     float                 travelSpeed;        //!< the current speed of the player (to make soft movement) | 
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 | 70 |     float                 acceleration;       //!< the acceleration of the player. | 
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| [3471] | 71 | }; | 
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 | 72 |  | 
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 | 73 | #endif /* _PLAYER_H */ | 
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