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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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29 | obj = new Object ("reaplow.obj",.8); |
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30 | numPressed=0; |
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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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