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 | |
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44 | #define UP 0 |
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45 | #define DOWN 1 |
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46 | #define RIGHT 2 |
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47 | #define LEFT 3 |
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48 | #define TIME 4 |
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49 | |
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50 | |
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51 | /** |
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52 | * creates a new Player |
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53 | * @param isFree if the player is free |
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54 | */ |
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55 | Player::Player() |
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56 | { |
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57 | this->init(); |
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58 | } |
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59 | |
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60 | /** |
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61 | * loads a Players information from a specified file. |
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62 | * @param fileName the name of the File to load the player from (absolute path) |
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63 | */ |
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64 | Player::Player(const char* fileName) |
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65 | { |
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66 | this->init(); |
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67 | TiXmlDocument doc(fileName); |
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68 | |
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69 | if(!doc.LoadFile()) |
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70 | { |
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71 | PRINTF(2)("Loading file %s failed for player.\n", fileName); |
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72 | return; |
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73 | } |
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74 | |
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75 | this->loadParams(doc.RootElement()); |
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76 | } |
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77 | |
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78 | /** |
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79 | * creates a new Player from Xml Data |
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80 | * @param root the xml element containing player data |
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81 | |
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82 | @todo add more parameters to load |
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83 | */ |
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84 | Player::Player(const TiXmlElement* root) |
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85 | { |
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86 | this->init(); |
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87 | if (root != NULL) |
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88 | this->loadParams(root); |
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89 | |
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90 | //weapons: |
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91 | Weapon* wpRight = new TestGun(0); |
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92 | wpRight->setName("testGun Right"); |
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93 | Weapon* wpLeft = new TestGun(1); |
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94 | wpLeft->setName("testGun Left"); |
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95 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::getFirst()->fabricate(CL_CANNON)); |
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96 | |
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97 | cannon->setName("BFG"); |
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98 | |
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99 | this->weaponMan->addWeapon(wpLeft, 1, 0); |
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100 | this->weaponMan->addWeapon(wpRight,1 ,1); |
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101 | this->weaponMan->addWeapon(cannon, 0, 6); |
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102 | |
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103 | //this->weaponMan->addWeapon(turret, 3, 0); |
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104 | |
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105 | this->weaponMan->changeWeaponConfig(1); |
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106 | } |
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107 | |
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108 | /** |
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109 | * destructs the player, deletes alocated memory |
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110 | */ |
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111 | Player::~Player () |
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112 | { |
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113 | /* do not delete the weapons, they are contained in the pnode tree |
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114 | and will be deleted there. |
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115 | this only frees the memory allocated to save the list. |
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116 | */ |
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117 | delete this->weaponMan; |
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118 | if( this->outData) |
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119 | delete[] this->outData; |
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120 | if( this->inData) |
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121 | delete[] this->inData; |
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122 | } |
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123 | |
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124 | //#include "glgui_pushbutton.h" |
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125 | |
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126 | /** |
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127 | * initializes a Player |
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128 | */ |
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129 | void Player::init() |
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130 | { |
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131 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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132 | this->setClassID(CL_PLAYER, "Player"); |
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133 | |
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134 | PRINTF(4)("PLAYER INIT\n"); |
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135 | travelSpeed = 15.0; |
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136 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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137 | bFire = false; |
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138 | acceleration = 10.0; |
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139 | |
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140 | // GLGuiButton* button = new GLGuiPushButton(); |
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141 | // button->show(); |
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142 | // button->setLabel("orxonox"); |
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143 | // button->setBindNode(this); |
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144 | |
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145 | this->weaponMan = new WeaponManager(this); |
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146 | this->weaponMan->setSlotCount(7); |
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147 | |
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148 | this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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149 | this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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150 | |
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151 | this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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152 | this->weaponMan->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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153 | |
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154 | this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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155 | this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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156 | |
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157 | this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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158 | this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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159 | |
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160 | this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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161 | this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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162 | |
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163 | this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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164 | this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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165 | // |
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166 | this->weaponMan->setSlotPosition(6, Vector(-1, 0.0, 0)); |
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167 | this->weaponMan->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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168 | // |
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169 | // this->weaponMan->setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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170 | // this->weaponMan->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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171 | // |
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172 | // this->weaponMan->setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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173 | // this->weaponMan->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: |
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174 | |
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175 | this->outBufferLength = 100; |
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176 | this->outLength = 0; |
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177 | this->recLength = 0; |
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178 | this->inBufferLength = 100; |
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179 | this->inLength = 0; |
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180 | this->sentLength = 0; |
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181 | this->outData = new byte[this->outBufferLength]; |
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182 | this->inData = new byte[this->inBufferLength]; |
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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 | * loads the Settings of a Player from an XML-element. |
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188 | * @param root the XML-element to load the Player's properties from |
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189 | */ |
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190 | void Player::loadParams(const TiXmlElement* root) |
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191 | { |
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192 | static_cast<WorldEntity*>(this)->loadParams(root); |
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193 | |
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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 | /** |
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199 | * adds a weapon to the weapon list of player |
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200 | * @param weapon to add |
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201 | */ |
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202 | void Player::addWeapon(Weapon* weapon) |
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203 | { |
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204 | this->weaponMan->addWeapon(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 | * removes a weapon from the player |
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210 | * @param weapon to remove |
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211 | */ |
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212 | void Player::removeWeapon(Weapon* weapon) |
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213 | { |
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214 | this->weaponMan->removeWeapon(weapon); |
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215 | } |
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216 | |
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217 | |
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218 | /** |
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219 | * effect that occurs after the player is spawned |
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220 | */ |
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221 | void Player::postSpawn () |
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222 | { |
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223 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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224 | } |
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225 | |
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226 | |
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227 | /** |
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228 | * the action occuring if the player left the game |
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229 | */ |
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230 | void Player::leftWorld () |
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231 | {} |
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232 | |
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233 | |
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234 | WorldEntity* ref = NULL; |
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235 | /** |
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236 | * this function is called, when two entities collide |
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237 | * @param entity: the world entity with whom it collides |
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238 | * |
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239 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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240 | */ |
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241 | void Player::collidesWith(WorldEntity* entity, const Vector& location) |
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242 | { |
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243 | if (entity->isA(CL_TURRET_POWER_UP) && entity != ref) |
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244 | { |
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245 | this->ADDWEAPON(); |
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246 | ref = entity; |
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247 | } |
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248 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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249 | } |
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250 | |
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251 | /** |
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252 | * draws the player after transforming him. |
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253 | */ |
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254 | void Player::draw () const |
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255 | { |
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256 | glMatrixMode(GL_MODELVIEW); |
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257 | glPushMatrix(); |
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258 | /* translate */ |
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259 | glTranslatef (this->getAbsCoor ().x, |
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260 | this->getAbsCoor ().y, |
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261 | this->getAbsCoor ().z); |
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262 | /* rotate */ |
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263 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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264 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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265 | this->model->draw(); |
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266 | glPopMatrix(); |
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267 | |
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268 | this->weaponMan->draw(); |
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269 | |
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270 | //this->debug(0); |
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271 | } |
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272 | |
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273 | |
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274 | /** |
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275 | * the function called for each passing timeSnap |
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276 | * @param time The timespan passed since last update |
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277 | */ |
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278 | void Player::tick (float time) |
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279 | { |
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280 | // player controlled movement |
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281 | this->move(time); |
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282 | |
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283 | this->weaponMan->tick(time); |
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284 | // weapon system manipulation |
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285 | this->weaponAction(); |
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286 | } |
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287 | |
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288 | |
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289 | /** |
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290 | * action if player moves |
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291 | * @param time the timeslice since the last frame |
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292 | */ |
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293 | void Player::move (float time) |
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294 | { |
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295 | Vector accel(0.0, 0.0, 0.0); |
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296 | Vector rot(0.0, 0.0, 0.0); |
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297 | float rotVal = 0.0; |
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298 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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299 | /* calculate the direction in which the craft is heading */ |
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300 | Vector direction (1.0, 0.0, 0.0); |
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301 | //direction = this->absDirection.apply (direction); |
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302 | Vector orthDirection (0.0, 0.0, 1.0); |
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303 | //orthDirection = orthDirection.cross (direction); |
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304 | |
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305 | |
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306 | if( this->outLength >= this->outBufferLength) return; |
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307 | |
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308 | if( this->bUp || this->bDown || this->bRight || this->bLeft) |
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309 | { |
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310 | this->outData[this->outLength++] = TIME; |
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311 | this->outData[this->outLength++] = (byte)(lround(time * 100.0f)); |
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312 | |
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313 | PRINTF(0)("Writing TIME = %i, or %f\n", this->outData[this->outLength-1], time); |
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314 | } |
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315 | |
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316 | if( this->bUp && this->getRelCoor().x < 20) |
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317 | { |
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318 | accel += direction; |
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319 | this->outData[this->outLength++] = UP; |
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320 | } |
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321 | if( this->bDown && this->getRelCoor().x > -5) |
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322 | { |
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323 | accel -= direction; |
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324 | this->outData[this->outLength++] = DOWN; |
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325 | } |
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326 | if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
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327 | { |
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328 | accel -=(orthDirection); |
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329 | rot +=Vector(1,0,0); |
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330 | rotVal -= .4; |
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331 | this->outData[this->outLength++] = LEFT; |
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332 | } |
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333 | if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
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334 | { |
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335 | accel += orthDirection; |
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336 | rot += Vector(1,0,0); |
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337 | rotVal += .4; |
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338 | this->outData[this->outLength++] = RIGHT; |
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339 | } |
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340 | if (this->bAscend ) |
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341 | { |
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342 | accel += Vector(0,1,0); |
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343 | rot += Vector(0,0,1); |
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344 | rotVal += .4; |
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345 | } |
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346 | if (this->bDescend ) |
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347 | { |
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348 | accel -= Vector(0,1,0); |
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349 | rot += Vector(0,0,1); |
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350 | rotVal -= .4; |
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351 | } |
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352 | |
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353 | |
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354 | Vector move = accel * time *acceleration; |
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355 | |
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356 | /* if (accel.z < 0) |
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357 | this->setRelDirSoft(Quaternion(-.4, accel), 5); |
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358 | else if (accel.z > 0) |
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359 | this->setRelDirSoft(Quaternion(.4, accel), 5); |
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360 | else*/ |
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361 | rot.normalize(); |
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362 | this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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363 | this->shiftCoor (move); |
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364 | |
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365 | |
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366 | } |
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367 | |
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368 | |
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369 | /** |
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370 | * weapon manipulation by the player |
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371 | */ |
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372 | void Player::weaponAction() |
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373 | { |
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374 | if( this->bFire) |
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375 | { |
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376 | this->weaponMan->fire(); |
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377 | } |
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378 | } |
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379 | |
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380 | /** |
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381 | * @todo switch statement ?? |
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382 | */ |
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383 | void Player::process(const Event &event) |
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384 | { |
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385 | if( event.type == KeyMapper::PEV_UP) |
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386 | this->bUp = event.bPressed; |
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387 | else if( event.type == KeyMapper::PEV_DOWN) |
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388 | this->bDown = event.bPressed; |
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389 | else if( event.type == KeyMapper::PEV_RIGHT) |
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390 | this->bRight= event.bPressed; |
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391 | else if( event.type == KeyMapper::PEV_LEFT) |
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392 | this->bLeft = event.bPressed; |
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393 | else if( event.type == KeyMapper::PEV_FIRE1) |
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394 | this->bFire = event.bPressed; |
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395 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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396 | this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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397 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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398 | this->weaponMan->previousWeaponConfig(); |
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399 | |
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400 | else if( event.type == SDLK_PAGEUP) |
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401 | this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); |
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402 | else if( event.type == SDLK_PAGEDOWN) |
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403 | this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); |
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404 | } |
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405 | |
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406 | #include "weapons/aiming_turret.h" |
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407 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG |
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408 | void Player::ADDWEAPON() |
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409 | { |
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410 | Weapon* turret = NULL; |
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411 | |
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412 | if ((float)rand()/RAND_MAX < .1) |
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413 | { |
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414 | //if (this->weaponMan->hasFreeSlot(2, WTYPE_TURRET)) |
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415 | { |
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416 | turret = new Turret(); |
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417 | this->weaponMan->addWeapon(turret, 2); |
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418 | this->weaponMan->changeWeaponConfig(2); |
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419 | } |
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420 | } |
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421 | else |
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422 | { |
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423 | //if (this->weaponMan->hasFreeSlot(3)) |
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424 | { |
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425 | turret = new AimingTurret(); |
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426 | this->weaponMan->addWeapon(turret, 3); |
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427 | |
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428 | this->weaponMan->changeWeaponConfig(3); |
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429 | } |
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430 | } |
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431 | |
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432 | if(turret != NULL) |
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433 | { |
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434 | turret->setName("Turret"); |
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435 | turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); |
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436 | } |
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437 | } |
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438 | |
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439 | |
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440 | |
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441 | |
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442 | /** |
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443 | * write data to Synchronizeable |
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444 | */ |
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445 | void Player::writeBytes(const byte* data, int length) |
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446 | { |
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447 | PRINTF(0)("Player: got %i bytes of data\n", length); |
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448 | this->inLength = length; |
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449 | |
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450 | /* |
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451 | bytes: | 0 | 1 | |
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452 | CODE DIST |
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453 | |
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454 | |
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455 | CODE: |
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456 | 0 : Up |
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457 | 1 : Down |
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458 | 2 : Right |
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459 | 3 : Left |
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460 | 4 : TIME |
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461 | |
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462 | DIST: |
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463 | Coordinate diff multiplied by 100 and casted to a byte: byte a = (byte)(x * 100) |
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464 | |
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465 | */ |
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466 | |
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467 | float time = 0.0f; |
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468 | |
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469 | Vector accel(0.0, 0.0, 0.0); |
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470 | Vector direction (1.0, 0.0, 0.0); |
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471 | Vector orthDirection (0.0, 0.0, 1.0); |
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472 | |
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473 | byte code = 0; |
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474 | |
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475 | /* iterate through all bytes */ |
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476 | for( int i = 0; i < length; i++) |
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477 | { |
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478 | code = data[i]; |
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479 | |
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480 | /* is it a time code? */ |
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481 | if( code == TIME) |
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482 | { |
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483 | /* is it the first time */ |
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484 | if( time > 0.0f ) |
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485 | { |
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486 | /* apply movement */ |
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487 | Vector move = accel * time; |
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488 | |
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489 | if (accel.z < 0) |
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490 | this->setRelDirSoft(Quaternion(-.4, Vector(1,0,0)), 5); |
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491 | else if (accel.z > 0) |
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492 | this->setRelDirSoft(Quaternion(.4, Vector(1,0,0)), 5); |
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493 | else |
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494 | this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 5); |
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495 | this->shiftCoor (move); |
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496 | } |
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497 | /* read out new movement */ |
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498 | time = (float)(data[++i] / 100.0f); |
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499 | PRINTF(0)("Got time: %f msec\n", time); |
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500 | } |
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501 | else if( code == UP && this->getRelCoor().x < 20) |
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502 | accel = accel+(direction*acceleration); |
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503 | else if( code == DOWN && this->getRelCoor().x > -5) |
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504 | accel = accel -(direction*acceleration); |
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505 | else if( code == LEFT && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
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506 | accel = accel - (orthDirection*acceleration); |
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507 | else if( code == RIGHT && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
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508 | accel = accel + (orthDirection*acceleration); |
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509 | } |
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510 | |
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511 | |
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512 | |
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513 | |
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514 | /* and debug output */ |
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515 | this->writeDebug(); |
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516 | } |
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517 | |
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518 | |
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519 | /** |
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520 | * read data from Synchronizeable |
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521 | */ |
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522 | int Player::readBytes(byte* data) |
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523 | { |
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524 | PRINTF(0)("Player: sent %i bytes of data\n", this->sentLength); |
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525 | |
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526 | /* copy data */ |
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527 | for( int i = 0; i < this->outLength; ++i) |
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528 | data[i] = this->outData[i]; |
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529 | |
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530 | |
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531 | |
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532 | /* debug msg */ |
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533 | this->readDebug(); |
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534 | |
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535 | int length = this->outLength; |
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536 | this->outLength = 0; |
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537 | /* return the length of the test */ |
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538 | return length; |
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539 | } |
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540 | |
---|
541 | |
---|
542 | void Player::writeDebug() const |
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543 | { |
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544 | |
---|
545 | } |
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546 | |
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547 | |
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548 | void Player::readDebug() const |
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549 | { |
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550 | |
---|
551 | } |
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552 | |
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