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source: orxonox.OLD/branches/collision_detection/src/world_entities/player.cc @ 5711

Last change on this file since 5711 was 5636, checked in by bensch, 19 years ago

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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
19#include "executor/executor.h"
20#include "player.h"
21
22#include "track_manager.h"
23#include "objModel.h"
24#include "resource_manager.h"
25#include "factory.h"
26
27#include "weapons/weapon_manager.h"
28#include "weapons/test_gun.h"
29#include "weapons/turret.h"
30
31#include "list.h"
32
33#include "event_handler.h"
34
35#include "event.h"
36
37using namespace std;
38
39CREATE_FACTORY(Player);
40
41/**
42 * creates a new Player
43 * @param isFree if the player is free
44*/
45Player::Player()
46{
47  this->init();
48
49  //weapons:
50  Weapon* wpRight = new TestGun(this->weaponMan, 0);
51  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
52
53  this->weaponMan->addWeapon(wpRight);
54//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1);
55//  this->weaponMan->addWeapon(wpRight, WM_CONFIG2);
56//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG2);
57}
58
59/**
60 * loads a Players information from a specified file.
61 * @param fileName the name of the File to load the player from (absolute path)
62 */
63Player::Player(const char* fileName)
64{
65  this->init();
66  TiXmlDocument doc(fileName);
67
68  if(!doc.LoadFile())
69  {
70    PRINTF(2)("Loading file %s failed for player.\n", fileName);
71    return;
72  }
73
74  this->loadParams(doc.RootElement());
75}
76
77/**
78 *  creates a new Player from Xml Data
79 * @param root the xml element containing player data
80
81   @todo add more parameters to load
82*/
83Player::Player(const TiXmlElement* root)
84{
85  this->init();
86  if (root != NULL)
87    this->loadParams(root);
88
89  //weapons:
90  Weapon* wpRight = new TestGun(this->weaponMan, 0);
91  wpRight->setName("testGun Right");
92  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
93  wpLeft->setName("testGun Left");
94
95  this->weaponMan->addWeapon(wpLeft, 1, 0);
96  this->weaponMan->addWeapon(wpRight,1 ,1);
97  //this->weaponMan->addWeapon(turret, 3, 0);
98
99  this->weaponMan->changeWeaponConfig(1);
100}
101
102/**
103 *  destructs the player, deletes alocated memory
104 */
105Player::~Player ()
106{
107  /* do not delete the weapons, they are contained in the pnode tree
108  and will be deleted there.
109  this only frees the memory allocated to save the list.
110  */
111  delete this->weaponMan;
112}
113
114//#include "glgui_pushbutton.h"
115
116/**
117 * initializes a Player
118 */
119void Player::init()
120{
121//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
122  this->setClassID(CL_PLAYER, "Player");
123
124  PRINTF(4)("PLAYER INIT\n");
125  travelSpeed = 15.0;
126  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
127  bFire = false;
128  acceleration = 10.0;
129
130//   GLGuiButton* button = new GLGuiPushButton();
131//   button->show();
132//   button->setLabel("orxonox");
133//   button->setBindNode(this);
134
135  this->weaponMan = new WeaponManager(this);
136  this->weaponMan->setSlotCount(10);
137
138  this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0));
139  this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
140
141  this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0));
142  this->weaponMan->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
143
144  this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5));
145  this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
146
147  this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5));
148  this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
149
150  this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5));
151  this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
152
153  this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5));
154  this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
155
156  this->weaponMan->setSlotPosition(6, Vector(-2.0, 0.1, -2.0));
157  this->weaponMan->setSlotPosition(7, Vector(-2.0, 0.1, 2.0));
158
159  this->weaponMan->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
160  this->weaponMan->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
161
162  this->weaponMan->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
163  this->weaponMan->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));
164}
165
166
167/**
168 * loads the Settings of a Player from an XML-element.
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/**
180 * adds a weapon to the weapon list of player
181 * @param weapon to add
182*/
183void Player::addWeapon(Weapon* weapon)
184{
185  this->weaponMan->addWeapon(weapon);
186}
187
188
189/**
190 *  removes a weapon from the player
191 * @param weapon to remove
192*/
193void Player::removeWeapon(Weapon* weapon)
194{
195  this->weaponMan->removeWeapon(weapon);
196}
197
198
199/**
200 *  effect that occurs after the player is spawned
201*/
202void Player::postSpawn ()
203{
204  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
205}
206
207
208/**
209 *  the action occuring if the player left the game
210*/
211void Player::leftWorld ()
212{}
213
214
215WorldEntity* ref = NULL;
216/**
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)
223{
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);
230}
231
232/**
233 *  draws the player after transforming him.
234*/
235void Player::draw () const
236{
237  glMatrixMode(GL_MODELVIEW);
238  glPushMatrix();
239  /* translate */
240  glTranslatef (this->getAbsCoor ().x,
241                this->getAbsCoor ().y,
242                this->getAbsCoor ().z);
243  /* rotate */
244  Vector tmpRot = this->getAbsDir().getSpacialAxis();
245  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
246  this->model->draw();
247  glPopMatrix();
248
249  this->weaponMan->draw();
250
251  //this->debug(0);
252}
253
254
255/**
256 *  the function called for each passing timeSnap
257 * @param time The timespan passed since last update
258*/
259void Player::tick (float time)
260{
261  // player controlled movement
262  this->move(time);
263
264  this->weaponMan->tick(time);
265  // weapon system manipulation
266  this->weaponAction();
267}
268
269
270/**
271 *  action if player moves
272 * @param time the timeslice since the last frame
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
284  if( this->bUp && this->getRelCoor().x < 20)
285    accel = accel+(direction*acceleration);
286  if( this->bDown && this->getRelCoor().x > -5)
287    accel = accel -(direction*acceleration);
288  if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
289      accel = accel - (orthDirection*acceleration);
290  if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
291     accel = accel + (orthDirection*acceleration);
292  if( this->bAscend ) { /* FIXME */ }
293  if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */
294
295  Vector move = accel * time;
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);
303  this->shiftCoor (move);
304}
305
306
307/**
308 * weapon manipulation by the player
309*/
310void Player::weaponAction()
311{
312  if( this->bFire)
313    {
314      this->weaponMan->fire();
315    }
316}
317
318/**
319 * @todo switch statement ??
320 */
321void Player::process(const Event &event)
322{
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)
328      this->bRight= event.bPressed;
329  else if( event.type == KeyMapper::PEV_LEFT)
330      this->bLeft = event.bPressed;
331  else if( event.type == KeyMapper::PEV_FIRE1)
332      this->bFire = event.bPressed;
333  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
334    this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
335  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
336    this->weaponMan->previousWeaponConfig();
337}
338
339// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
340void 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
346  this->weaponMan->addWeapon(turret1, 2);
347
348  this->weaponMan->changeWeaponConfig(2);
349}
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