[3280] | 1 | |
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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 | #include "command_node.h" |
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| 22 | |
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| 23 | using namespace std; |
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| 24 | |
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| 25 | |
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| 26 | Player::Player(bool isFree) : WorldEntity(isFree) |
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| 27 | { |
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| 28 | |
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[3387] | 29 | obj = new Object ("testbmpjpeg.obj",.8); |
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| 30 | numPressed=0; |
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[3280] | 31 | tottime=0.0f; |
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| 32 | numPressed=0; |
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| 33 | movfinishright=movfinishleft=movfinishup=movfinishdown=false; |
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| 34 | angleturn=false; |
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| 35 | |
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| 36 | /* |
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| 37 | objectList = glGenLists(1); |
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| 38 | glNewList (objectList, GL_COMPILE); |
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| 39 | |
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| 40 | glBegin(GL_TRIANGLES); |
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| 41 | glColor3f(1,1,1); |
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| 42 | glVertex3f(0,0,0.5); |
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| 43 | glVertex3f(-0.5,0,-1); |
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| 44 | glVertex3f(0.5,0,-1); |
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| 45 | |
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| 46 | glVertex3f(0,0,0.5); |
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| 47 | glVertex3f(0,0.5,-1); |
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| 48 | glVertex3f(0,-0.5,-1); |
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| 49 | glEnd(); |
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| 50 | |
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| 51 | glBegin(GL_QUADS); |
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| 52 | glColor3f(0,0,1); |
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| 53 | glVertex3f(0.5,0.5,-1); |
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| 54 | glVertex3f(0.5,-0.5,-1); |
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| 55 | glVertex3f(-0.5,-0.5,-1); |
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| 56 | glVertex3f(-0.5,0.5,-1); |
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| 57 | glEnd(); |
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| 58 | |
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| 59 | glEndList (); |
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| 60 | */ |
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| 61 | } |
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| 62 | |
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| 63 | Player::~Player () |
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| 64 | |
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| 65 | { |
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| 66 | } |
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| 67 | |
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| 68 | void Player::post_spawn () |
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| 69 | { |
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| 70 | travel_speed = 15.0; |
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| 71 | velocity = Vector(); |
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| 72 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 73 | bFire = false; |
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| 74 | acceleration = 10.0; |
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| 75 | set_collision (new CollisionCluster (1.0, Vector(0,0,0))); |
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| 76 | } |
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| 77 | |
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| 78 | void Player::tick (float time) |
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| 79 | { |
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| 80 | // movement |
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| 81 | move (time); |
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| 82 | } |
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| 83 | |
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| 84 | void Player::hit (WorldEntity* weapon, Vector loc) |
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| 85 | { |
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| 86 | } |
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| 87 | |
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| 88 | void Player::destroy () |
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| 89 | { |
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| 90 | } |
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| 91 | |
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| 92 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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| 93 | { |
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| 94 | } |
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| 95 | |
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| 96 | void Player::command (Command* cmd) |
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| 97 | { |
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| 98 | //printf("Player|recieved command [%s]\n", cmd->cmd); |
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| 99 | numPressed=cmd->NumPressed; |
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| 100 | |
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| 101 | rottime=cmd->rottime; |
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| 102 | if(numPressed<1){ |
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| 103 | tottime=cmd->tottime; |
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| 104 | angleturn=cmd->angleturn; |
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| 105 | } |
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| 106 | |
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| 107 | |
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| 108 | |
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| 109 | if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp; |
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| 110 | else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp; |
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| 111 | else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp; |
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| 112 | else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp; |
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| 113 | else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp; |
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| 114 | } |
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| 115 | |
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| 116 | void Player::draw () |
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| 117 | { |
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| 118 | glMatrixMode(GL_MODELVIEW); |
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| 119 | glLoadIdentity(); |
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| 120 | float matrix[4][4]; |
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| 121 | float a[3]; |
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| 122 | a[0]=.8f; |
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| 123 | a[1]=.8f; |
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| 124 | a[2]=.8f; |
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| 125 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 126 | glTranslatef(get_placement()->r.x,get_placement()->r.y,get_placement()->r.z); |
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| 127 | get_placement()->w.matrix (matrix); |
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| 128 | glMultMatrixf ((float*)matrix); |
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| 129 | |
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| 130 | glMatrixMode (GL_MODELVIEW); |
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| 131 | glRotatef (angle,0,0,1); |
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| 132 | glRotatef (-90, 0,1,0); |
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| 133 | |
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| 134 | obj->draw(); |
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| 135 | // glCallList (objectList); |
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| 136 | |
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| 137 | |
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| 138 | |
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| 139 | //printf("Player@%f/%f/%f\n", get_placement()->r.x, get_placement()->r.y, get_placement()->r.z); |
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| 140 | } |
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| 141 | |
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| 142 | void Player::get_lookat (Location* locbuf) |
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| 143 | { |
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| 144 | *locbuf = *get_location(); |
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| 145 | //locbuf->dist += 5.0; |
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| 146 | } |
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| 147 | |
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| 148 | void Player::left_world () |
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| 149 | { |
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| 150 | } |
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| 151 | |
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| 152 | void Player::move (float time) |
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| 153 | { |
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| 154 | Vector accel(0.0, 0.0, 0.0); |
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| 155 | /* FIXME: calculating the direction and orthDirection every time_slice is redundant! save it somewhere */ |
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| 156 | Placement *pos = get_placement(); |
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| 157 | /* calculate the direction in which the craft is heading */ |
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| 158 | Vector direction(0.0, 0.0, 1.0); |
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| 159 | direction = pos->w.apply(direction); |
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| 160 | Vector orthDirection(0.0, 0.0, 1.0); |
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| 161 | orthDirection = orthDirection.cross(direction); |
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| 162 | |
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| 163 | if(rottime<1.0f) |
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| 164 | rottime=rottime+2.5f*time; |
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| 165 | else |
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| 166 | rottime=1.0f; |
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| 167 | if(tottime<1.5f) |
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| 168 | tottime=tottime+4.0f*time; |
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| 169 | else |
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| 170 | tottime=1.5f; |
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| 171 | |
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| 172 | //Langsam zurückdrehen ->anlgeturn ist für das Zurückdrehen verantwortlich! |
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| 173 | if((angleturn||bLeft&&bRight)&&angle<=0.0f){ |
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| 174 | if(!bLeft) |
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| 175 | angle=angle+rottime*10.0f; |
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| 176 | if(angle>0.0f){ |
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| 177 | |
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| 178 | angleturn=false; |
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| 179 | angle=0.0f;} |
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| 180 | } |
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| 181 | |
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| 182 | if((angleturn||bLeft&&bRight)&&angle>=0.0f){ |
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| 183 | if(!bRight) |
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| 184 | angle=angle-rottime*10.0f; |
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| 185 | if(angle<0.0f){ |
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| 186 | angleturn=false; |
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| 187 | angle=0.0f;} |
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| 188 | } |
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| 189 | //Bewegung lansam abbremsen ************** |
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| 190 | if(movfinishleft&&!bLeft){ |
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| 191 | accel=accel+(orthDirection*acceleration*(tottimecopy-pow(tottime,1.5f)+.5f)); |
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| 192 | if(tottime>tottimecopy) |
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| 193 | movfinishleft=false; |
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| 194 | } |
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| 195 | if(movfinishright&&!bRight){ |
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| 196 | accel=accel-(orthDirection*acceleration*(tottimecopy-pow(tottime,1.5f)+.5f)); |
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| 197 | if(tottime>tottimecopy) |
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| 198 | movfinishright=false; |
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| 199 | } |
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| 200 | if(movfinishup&&!bUp){ |
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| 201 | accel=accel+(direction*acceleration*(tottimecopy-pow(tottime,1.5f)+.5f)); |
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| 202 | if(tottime>tottimecopy) |
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| 203 | movfinishup=false; |
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| 204 | } |
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| 205 | |
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| 206 | if(movfinishdown&&!bDown){ |
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| 207 | accel=accel-(direction*acceleration*(tottimecopy-pow(tottime,1.5f)+.5f)); |
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| 208 | if(tottime>tottimecopy) |
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| 209 | movfinishdown=false; |
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| 210 | } |
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| 211 | // ************** |
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| 212 | |
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| 213 | if( bUp) { accel = accel+(direction*acceleration*pow(tottime,2.0f));movfinishup=true;tottimecopy=tottime;} |
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| 214 | if( bDown) { accel = accel-(direction*acceleration*pow(tottime,2.0f));movfinishdown=true;tottimecopy=tottime; } |
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| 215 | if( bLeft ) { accel = accel + (orthDirection*acceleration*pow(tottime,2.0f)); |
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| 216 | if(angle>-20.0f){ |
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| 217 | angle=angle-rottime*20.0f;} |
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| 218 | movfinishleft=true; |
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| 219 | tottimecopy=tottime;} |
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| 220 | if( bRight ) { accel = accel - (orthDirection*acceleration*pow(tottime,2.0f)); |
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| 221 | if(angle<20.0f){ |
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| 222 | angle=angle+rottime*20.0f;} |
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| 223 | movfinishright=true; |
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| 224 | tottimecopy=tottime; |
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| 225 | } |
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| 226 | if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */} |
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| 227 | if( bDescend) {/* FIXME */} |
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| 228 | |
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| 229 | Location* l = get_location(); |
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| 230 | |
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| 231 | // r(t) = r(0) + v(0)*t + 1/2*a*t^2 |
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| 232 | // r = position |
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| 233 | // v = velocity |
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| 234 | // a = acceleration |
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| 235 | |
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| 236 | /* this the base-speed of the player: determines how fast and how the player follows the track*/ |
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| 237 | l->dist = l->dist + travel_speed * time; |
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| 238 | |
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| 239 | /* this updates the player position on the track - user interaction */ |
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| 240 | l->pos = l->pos + (accel*time); |
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| 241 | } |
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