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source: orxonox.OLD/orxonox/branches/importer/src/player.cc @ 2795

Last change on this file since 2795 was 2795, checked in by bensch, 20 years ago

orxonox/branches/importer: importer includes into the source

File size: 3.6 KB
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[1853]1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
[1872]12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
[2190]15   co-programmer: Christian Meyer
[1853]16*/
17
[2036]18#include "player.h"
[2190]19#include "stdincl.h"
20#include "collision.h"
[2036]21
[1856]22using namespace std;
[1853]23
24
[2190]25Player::Player(bool isFree) : WorldEntity(isFree)
26{
[2795]27
28  obj = new Object ("reaphigh.obj");
29  /*
[2730]30  objectList = glGenLists(1);
31  glNewList (objectList, GL_COMPILE);
32
33  glBegin(GL_TRIANGLES);
34  glColor3f(1,1,1);
35  glVertex3f(0,0,0.5);
36  glVertex3f(-0.5,0,-1);
37  glVertex3f(0.5,0,-1);
38
39  glVertex3f(0,0,0.5);
40  glVertex3f(0,0.5,-1);
41  glVertex3f(0,-0.5,-1);
42  glEnd();
43   
44  glBegin(GL_QUADS);
45  glColor3f(0,0,1);
46  glVertex3f(0.5,0.5,-1);
47  glVertex3f(0.5,-0.5,-1);
48  glVertex3f(-0.5,-0.5,-1);
49  glVertex3f(-0.5,0.5,-1);
50  glEnd();
51 
52  glEndList ();
[2795]53  */
[1872]54}
[1853]55
[1896]56Player::~Player () 
[2551]57
[1896]58{
59}
[1853]60
[2190]61void Player::post_spawn ()
[1858]62{
[2551]63        travel_speed = 15.0;
[2190]64        velocity = Vector();
65        bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
66        bFire = false;
67        acceleration = 10.0;
68        set_collision (new CollisionCluster (1.0, Vector(0,0,0)));
[1858]69}
70
[2190]71void Player::tick (float time)
[1872]72{
[2190]73        // movement
74        move (time);
[1872]75}
[1858]76
[2190]77void Player::hit (WorldEntity* weapon, Vector loc)
[1900]78{
79}
80
[2190]81void Player::destroy ()
[1872]82{
83}
84
[2190]85void Player::collide (WorldEntity* other,  Uint32 ownhitflags, Uint32 otherhitflags)
[1872]86{
87}
88
[2190]89void Player::command (Command* cmd)
[1872]90{
[2636]91  //printf("Player|recieved command [%s]\n", cmd->cmd);
92  if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp;
93  else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp;
94  else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp;
95  else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp;
96  else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp;
[1872]97}
98
[2190]99void Player::draw ()
[2640]100{ 
[2551]101  glMatrixMode(GL_MODELVIEW);
102  glLoadIdentity();
103  float matrix[4][4];
104 
105  glTranslatef(get_placement()->r.x,get_placement()->r.y,get_placement()->r.z);
[2190]106  get_placement()->w.matrix (matrix);
107  glMultMatrixf ((float*)matrix);
[2551]108 
[2795]109  glMatrixMode (GL_MODELVIEW);
110  glRotatef (-90, 0,1,0);
111  obj->draw();
112  //  glCallList (objectList);
[2551]113
114 
115  //printf("Player@%f/%f/%f\n", get_placement()->r.x, get_placement()->r.y, get_placement()->r.z);
[2190]116}
[2036]117
[2190]118void Player::get_lookat (Location* locbuf)
[1896]119{
[2190]120        *locbuf = *get_location();
121        //locbuf->dist += 5.0;
122}
[2036]123
[2190]124void Player::left_world ()
125{
[1872]126}
127
[2190]128void Player::move (float time)
[1858]129{
[2551]130  Vector accel(0.0, 0.0, 0.0);
131  /* FIXME: calculating the direction and orthDirection every time_slice is redundant! save it somewhere */
132  Placement *pos = get_placement();
133  /* calculate the direction in which the craft is heading  */
134  Vector direction(0.0, 0.0, 1.0);
135  direction = pos->w.apply(direction);
136  Vector orthDirection(0.0, 0.0, 1.0);
137  orthDirection = orthDirection.cross(direction);
138
139  if( bUp) { accel = accel+(direction*acceleration); }
140  if( bDown) { accel = accel-(direction*acceleration); }
141  if( bLeft ) { accel = accel + (orthDirection*acceleration); }
142  if( bRight ) { accel = accel - (orthDirection*acceleration); }
143  if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */}
144  if( bDescend) {/* FIXME */}
145
146  Location* l = get_location();
147 
148  // r(t) = r(0) + v(0)*t + 1/2*a*t^2
149  // r = position
150  // v = velocity
151  // a = acceleration
152
153  /* this the base-speed of the player: determines how fast and how the player follows the track*/
154  l->dist = l->dist + travel_speed * time;
155
156  /* this updates the player position on the track - user interaction */
157  l->pos = l->pos + accel*time;
[1896]158}
[1879]159
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