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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: Christian Meyer |
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16 | */ |
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17 | |
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18 | #include "player.h" |
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19 | #include "stdincl.h" |
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20 | #include "collision.h" |
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21 | |
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22 | using namespace std; |
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23 | |
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24 | |
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25 | Player::Player(bool isFree) : WorldEntity(isFree) |
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26 | { |
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27 | } |
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28 | |
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29 | Player::~Player () |
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30 | { |
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31 | } |
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32 | |
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33 | void Player::post_spawn () |
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34 | { |
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35 | travel_speed = 1.0; |
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36 | velocity = Vector(); |
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37 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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38 | bFire = false; |
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39 | acceleration = 10.0; |
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40 | set_collision (new CollisionCluster (1.0, Vector(0,0,0))); |
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41 | } |
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42 | |
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43 | void Player::tick (float time) |
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44 | { |
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45 | // movement |
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46 | move (time); |
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47 | } |
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48 | |
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49 | void Player::hit (WorldEntity* weapon, Vector loc) |
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50 | { |
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51 | } |
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52 | |
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53 | void Player::destroy () |
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54 | { |
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55 | } |
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56 | |
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57 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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58 | { |
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59 | } |
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60 | |
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61 | void Player::command (Command* cmd) |
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62 | { |
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63 | if( strcmp( cmd->cmd, "up")) bUp = !cmd->bUp; |
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64 | else if( strcmp( cmd->cmd, "down")) bDown = !cmd->bUp; |
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65 | else if( strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp; |
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66 | else if( strcmp( cmd->cmd, "right")) bRight = !cmd->bUp; |
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67 | else if( strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp; |
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68 | } |
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69 | |
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70 | void Player::draw () |
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71 | { |
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72 | } |
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73 | |
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74 | void Player::get_lookat (Location* locbuf) |
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75 | { |
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76 | *locbuf = *get_location(); |
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77 | locbuf->dist += 5.0; |
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78 | } |
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79 | |
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80 | void Player::left_world () |
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81 | { |
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82 | } |
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83 | |
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84 | void Player::move (float time) |
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85 | { |
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86 | float xAccel, yAccel, zAccel; |
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87 | xAccel = yAccel = zAccel = 0; |
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88 | if( bUp) xAccel += acceleration; |
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89 | if( bDown) xAccel -= acceleration; |
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90 | if( bLeft) yAccel += acceleration; |
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91 | if( bRight) yAccel -= acceleration; |
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92 | if( bAscend) zAccel += acceleration; |
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93 | if( bDescend) zAccel -= acceleration; |
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94 | |
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95 | Vector accel( xAccel, yAccel, zAccel); |
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96 | |
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97 | Location* l = get_location(); |
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98 | |
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99 | // r(t) = r(0) + v(0)*t + 1/2*a*t^2 |
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100 | // r = position |
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101 | // v = velocity |
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102 | // a = acceleration |
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103 | |
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104 | l->pos = l->pos + velocity*time + (accel*(0.5*time*time)); |
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105 | l->dist += travel_speed * time; |
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106 | |
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107 | velocity = velocity + (accel * time); |
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108 | } |
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