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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: |
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16 | */ |
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17 | |
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18 | |
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19 | #include "player.h" |
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20 | #include <iostream> |
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21 | #include <stdlib.h> |
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22 | |
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23 | |
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24 | using namespace std; |
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25 | |
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26 | |
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27 | Player::Player () { |
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28 | // cout << "Player::Player" << endl; |
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29 | xCor = yCor = zCor = 0; |
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30 | shootLaser = new ShootLaser; |
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31 | shootRocket = new ShootRocket; |
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32 | } |
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33 | |
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34 | Player::~Player () |
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35 | { |
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36 | //delete shootLaser; |
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37 | } |
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38 | |
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39 | |
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40 | void Player::setPosition( float x, float y, float z) |
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41 | { |
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42 | xCor = x; yCor = y; zCor = z; |
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43 | } |
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44 | |
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45 | |
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46 | void Player::getPosition(float* x, float* y, float* z) |
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47 | { |
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48 | *x = xCor; *y = yCor; *z = zCor; |
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49 | } |
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50 | |
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51 | |
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52 | void Player::setCollisionRadius(float radius) |
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53 | { |
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54 | collisionRadius = radius; |
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55 | } |
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56 | |
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57 | |
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58 | void Player::goX(float x) |
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59 | { |
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60 | //cout << "Player::goX" << endl; |
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61 | xCor += x; |
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62 | } |
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63 | |
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64 | |
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65 | void Player::goY(float y) |
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66 | { |
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67 | yCor += y; |
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68 | } |
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69 | |
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70 | void Player::goZ(float z) |
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71 | { |
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72 | zCor += z; |
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73 | } |
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74 | |
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75 | void Player::shoot(int n) |
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76 | { |
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77 | if (shootLaser->inhibitor++ <= 100) |
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78 | shootLaser->addShoot(xCor, yCor, zCor); |
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79 | else if (shootLaser->inhibitor++ <= 200) |
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80 | shootLaser->addShootExt(xCor, yCor, zCor, .1, .4, .0); |
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81 | else if (shootLaser->inhibitor++ <= 300) |
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82 | shootLaser->addShootExt(xCor, yCor, zCor, -0.1, .4, .0); |
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83 | else |
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84 | shootLaser->inhibitor =0; |
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85 | |
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86 | if (shootRocket->inhibitor++ >=80) |
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87 | { |
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88 | shootRocket->addBackParable(xCor, yCor, zCor); |
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89 | shootRocket->addSideAcc(xCor, yCor, zCor, RIGHT); |
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90 | shootRocket->addSideAcc(xCor, yCor, zCor, LEFT); |
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91 | shootRocket->addRotater(xCor, yCor, zCor); |
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92 | if (shootRocket->inhibitor >=90) |
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93 | shootRocket->inhibitor =0; |
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94 | } |
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95 | //cout << "Player::shoot" << endl; |
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96 | } |
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97 | |
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98 | |
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99 | //void Player::addIO(InputOutput *io) {} |
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100 | |
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101 | |
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102 | void Player::drawPlayer(void) |
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103 | { |
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104 | glPushMatrix(); |
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105 | glTranslatef(xCor, yCor, 3.0); |
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106 | glScalef(1.0, 3.0, 1.0); |
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107 | glutWireCube(1.0); |
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108 | glPopMatrix(); |
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109 | /* draw all the shoots additionaly */ |
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110 | shootLaser->drawShoot(); |
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111 | shootRocket->drawShoot(); |
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112 | //cout << "Player::drawPlayer" << endl; |
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113 | } |
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