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 | |
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19 | #include "executor/executor.h" |
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20 | #include "player.h" |
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21 | |
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22 | #include "track_manager.h" |
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23 | #include "objModel.h" |
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24 | #include "resource_manager.h" |
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25 | #include "factory.h" |
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26 | |
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27 | #include "weapons/weapon_manager.h" |
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28 | #include "weapons/test_gun.h" |
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29 | #include "weapons/turret.h" |
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30 | #include "weapons/cannon.h" |
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31 | |
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32 | #include "list.h" |
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33 | |
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34 | #include "event_handler.h" |
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35 | |
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36 | #include "event.h" |
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37 | |
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38 | using namespace std; |
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39 | |
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40 | CREATE_FACTORY(Player, CL_PLAYER); |
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41 | |
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42 | /** |
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43 | * creates a new Player |
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44 | * @param isFree if the player is free |
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45 | */ |
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46 | Player::Player() |
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47 | { |
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48 | this->init(); |
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49 | } |
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50 | |
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51 | /** |
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52 | * loads a Players information from a specified file. |
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53 | * @param fileName the name of the File to load the player from (absolute path) |
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54 | */ |
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55 | Player::Player(const char* fileName) |
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56 | { |
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57 | this->init(); |
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58 | TiXmlDocument doc(fileName); |
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59 | |
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60 | if(!doc.LoadFile()) |
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61 | { |
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62 | PRINTF(2)("Loading file %s failed for player.\n", fileName); |
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63 | return; |
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64 | } |
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65 | |
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66 | this->loadParams(doc.RootElement()); |
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67 | } |
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68 | |
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69 | /** |
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70 | * creates a new Player from Xml Data |
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71 | * @param root the xml element containing player data |
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72 | |
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73 | @todo add more parameters to load |
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74 | */ |
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75 | Player::Player(const TiXmlElement* root) |
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76 | { |
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77 | this->init(); |
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78 | if (root != NULL) |
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79 | this->loadParams(root); |
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80 | |
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81 | //weapons: |
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82 | Weapon* wpRight = new TestGun(0); |
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83 | wpRight->setName("testGun Right"); |
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84 | Weapon* wpLeft = new TestGun(1); |
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85 | wpLeft->setName("testGun Left"); |
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86 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::getFirst()->fabricate(CL_CANNON)); |
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87 | |
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88 | cannon->setName("BFG"); |
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89 | |
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90 | this->weaponMan->addWeapon(wpLeft, 1, 0); |
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91 | this->weaponMan->addWeapon(wpRight,1 ,1); |
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92 | this->weaponMan->addWeapon(cannon, 0, 6); |
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93 | |
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94 | //this->weaponMan->addWeapon(turret, 3, 0); |
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95 | |
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96 | this->weaponMan->changeWeaponConfig(1); |
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97 | } |
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98 | |
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99 | /** |
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100 | * destructs the player, deletes alocated memory |
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101 | */ |
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102 | Player::~Player () |
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103 | { |
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104 | /* do not delete the weapons, they are contained in the pnode tree |
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105 | and will be deleted there. |
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106 | this only frees the memory allocated to save the list. |
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107 | */ |
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108 | delete this->weaponMan; |
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109 | } |
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110 | |
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111 | //#include "glgui_pushbutton.h" |
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112 | |
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113 | /** |
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114 | * initializes a Player |
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115 | */ |
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116 | void Player::init() |
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117 | { |
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118 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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119 | this->setClassID(CL_PLAYER, "Player"); |
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120 | |
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121 | PRINTF(4)("PLAYER INIT\n"); |
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122 | travelSpeed = 15.0; |
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123 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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124 | bFire = false; |
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125 | acceleration = 10.0; |
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126 | |
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127 | // GLGuiButton* button = new GLGuiPushButton(); |
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128 | // button->show(); |
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129 | // button->setLabel("orxonox"); |
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130 | // button->setBindNode(this); |
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131 | |
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132 | this->weaponMan = new WeaponManager(this); |
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133 | this->weaponMan->setSlotCount(7); |
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134 | |
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135 | this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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136 | this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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137 | |
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138 | this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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139 | this->weaponMan->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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140 | |
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141 | this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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142 | this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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143 | |
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144 | this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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145 | this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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146 | |
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147 | this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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148 | this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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149 | |
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150 | this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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151 | this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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152 | // |
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153 | this->weaponMan->setSlotPosition(6, Vector(-1, 0.0, 0)); |
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154 | this->weaponMan->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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155 | // |
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156 | // this->weaponMan->setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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157 | // this->weaponMan->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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158 | // |
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159 | // this->weaponMan->setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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160 | // this->weaponMan->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: |
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161 | |
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162 | } |
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163 | |
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164 | |
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165 | /** |
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166 | * loads the Settings of a Player from an XML-element. |
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167 | * @param root the XML-element to load the Player's properties from |
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168 | */ |
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169 | void Player::loadParams(const TiXmlElement* root) |
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170 | { |
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171 | static_cast<WorldEntity*>(this)->loadParams(root); |
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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 | /** |
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178 | * adds a weapon to the weapon list of player |
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179 | * @param weapon to add |
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180 | */ |
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181 | void Player::addWeapon(Weapon* weapon) |
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182 | { |
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183 | this->weaponMan->addWeapon(weapon); |
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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 | * removes a weapon from the player |
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189 | * @param weapon to remove |
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190 | */ |
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191 | void Player::removeWeapon(Weapon* weapon) |
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192 | { |
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193 | this->weaponMan->removeWeapon(weapon); |
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194 | } |
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195 | |
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196 | |
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197 | /** |
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198 | * effect that occurs after the player is spawned |
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199 | */ |
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200 | void Player::postSpawn () |
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201 | { |
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202 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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203 | } |
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204 | |
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205 | |
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206 | /** |
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207 | * the action occuring if the player left the game |
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208 | */ |
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209 | void Player::leftWorld () |
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210 | {} |
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211 | |
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212 | |
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213 | WorldEntity* ref = NULL; |
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214 | /** |
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215 | * this function is called, when two entities collide |
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216 | * @param entity: the world entity with whom it collides |
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217 | * |
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218 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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219 | */ |
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220 | void Player::collidesWith(WorldEntity* entity, const Vector& location) |
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221 | { |
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222 | if (entity->isA(CL_TURRET_POWER_UP) && entity != ref) |
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223 | { |
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224 | this->ADDWEAPON(); |
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225 | ref = entity; |
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226 | } |
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227 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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228 | } |
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229 | |
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230 | /** |
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231 | * draws the player after transforming him. |
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232 | */ |
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233 | void Player::draw () const |
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234 | { |
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235 | glMatrixMode(GL_MODELVIEW); |
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236 | glPushMatrix(); |
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237 | /* translate */ |
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238 | glTranslatef (this->getAbsCoor ().x, |
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239 | this->getAbsCoor ().y, |
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240 | this->getAbsCoor ().z); |
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241 | /* rotate */ |
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242 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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243 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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244 | this->model->draw(); |
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245 | glPopMatrix(); |
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246 | |
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247 | this->weaponMan->draw(); |
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248 | |
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249 | //this->debug(0); |
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250 | } |
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251 | |
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252 | |
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253 | /** |
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254 | * the function called for each passing timeSnap |
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255 | * @param time The timespan passed since last update |
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256 | */ |
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257 | void Player::tick (float time) |
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258 | { |
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259 | // player controlled movement |
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260 | this->move(time); |
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261 | |
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262 | this->weaponMan->tick(time); |
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263 | // weapon system manipulation |
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264 | this->weaponAction(); |
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265 | } |
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266 | |
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267 | |
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268 | /** |
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269 | * action if player moves |
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270 | * @param time the timeslice since the last frame |
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271 | */ |
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272 | void Player::move (float time) |
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273 | { |
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274 | Vector accel(0.0, 0.0, 0.0); |
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275 | Vector rot(0.0, 0.0, 0.0); |
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276 | float rotVal = 0.0; |
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277 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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278 | /* calculate the direction in which the craft is heading */ |
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279 | Vector direction (20.0, 0.0, 0.0); |
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280 | //direction = this->absDirection.apply (direction); |
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281 | Vector orthDirection (0.0, 0.0, 1.0); |
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282 | //orthDirection = orthDirection.cross (direction); |
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283 | |
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284 | if( this->bUp ) |
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285 | accel += direction; |
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286 | if( this->bDown ) |
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287 | accel -= direction; |
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288 | |
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289 | if( this->bLeft ) |
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290 | { |
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291 | accel -=(orthDirection)*20; |
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292 | rot +=Vector(1,0,0); |
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293 | rotVal -= .4; |
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294 | } |
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295 | if( this->bRight ) |
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296 | { |
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297 | accel += orthDirection*20; |
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298 | rot += Vector(1,0,0); |
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299 | rotVal += .4; |
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300 | } |
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301 | if (this->bAscend ) |
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302 | { |
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303 | accel += Vector(0,1,0); |
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304 | rot += Vector(0,0,1); |
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305 | rotVal += .4; |
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306 | } |
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307 | if (this->bDescend ) |
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308 | { |
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309 | accel -= Vector(0,1,0); |
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310 | rot += Vector(0,0,1); |
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311 | rotVal -= .4; |
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312 | } |
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313 | |
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314 | Vector move = accel * time *acceleration; |
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315 | |
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316 | /* if (accel.z < 0) |
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317 | this->setRelDirSoft(Quaternion(-.4, accel), 5); |
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318 | else if (accel.z > 0) |
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319 | this->setRelDirSoft(Quaternion(.4, accel), 5); |
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320 | else*/ |
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321 | rot.normalize(); |
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322 | this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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323 | this->shiftCoor (move); |
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324 | } |
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325 | |
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326 | |
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327 | /** |
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328 | * weapon manipulation by the player |
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329 | */ |
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330 | void Player::weaponAction() |
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331 | { |
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332 | if( this->bFire) |
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333 | { |
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334 | this->weaponMan->fire(); |
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335 | } |
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336 | } |
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337 | |
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338 | /** |
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339 | * @todo switch statement ?? |
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340 | */ |
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341 | void Player::process(const Event &event) |
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342 | { |
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343 | if( event.type == KeyMapper::PEV_UP) |
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344 | this->bUp = event.bPressed; |
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345 | else if( event.type == KeyMapper::PEV_DOWN) |
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346 | this->bDown = event.bPressed; |
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347 | else if( event.type == KeyMapper::PEV_RIGHT) |
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348 | this->bRight= event.bPressed; |
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349 | else if( event.type == KeyMapper::PEV_LEFT) |
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350 | this->bLeft = event.bPressed; |
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351 | else if( event.type == KeyMapper::PEV_FIRE1) |
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352 | this->bFire = event.bPressed; |
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353 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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354 | this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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355 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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356 | this->weaponMan->previousWeaponConfig(); |
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357 | |
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358 | else if( event.type == SDLK_PAGEUP) |
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359 | this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); |
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360 | else if( event.type == SDLK_PAGEDOWN) |
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361 | this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); |
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362 | } |
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363 | |
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364 | #include "weapons/aiming_turret.h" |
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365 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG |
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366 | void Player::ADDWEAPON() |
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367 | { |
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368 | Weapon* turret = NULL; |
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369 | |
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370 | if ((float)rand()/RAND_MAX < .1) |
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371 | { |
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372 | //if (this->weaponMan->hasFreeSlot(2, WTYPE_TURRET)) |
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373 | { |
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374 | turret = new Turret(); |
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375 | this->weaponMan->addWeapon(turret, 2); |
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376 | this->weaponMan->changeWeaponConfig(2); |
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377 | } |
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378 | } |
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379 | else |
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380 | { |
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381 | //if (this->weaponMan->hasFreeSlot(3)) |
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382 | { |
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383 | turret = new AimingTurret(); |
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384 | this->weaponMan->addWeapon(turret, 3); |
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385 | |
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386 | this->weaponMan->changeWeaponConfig(3); |
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387 | } |
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388 | } |
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389 | |
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390 | if(turret != NULL) |
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391 | { |
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392 | turret->setName("Turret"); |
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393 | turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); |
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394 | } |
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395 | } |
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