[1853] | 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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[1872] | 12 | |
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| 13 | ### File Specific: |
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| 14 | main-programmer: Patrick Boenzli |
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[2190] | 15 | co-programmer: Christian Meyer |
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[1853] | 16 | */ |
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| 17 | |
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[2036] | 18 | #include "player.h" |
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[2190] | 19 | #include "stdincl.h" |
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| 20 | #include "collision.h" |
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[3396] | 21 | #include "importer/objModel.h" |
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[2036] | 22 | |
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[1856] | 23 | using namespace std; |
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[1853] | 24 | |
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| 25 | |
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[2190] | 26 | Player::Player(bool isFree) : WorldEntity(isFree) |
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| 27 | { |
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[2811] | 28 | |
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[3396] | 29 | this->model = new OBJModel("../data/models/reaplow.obj"); |
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[3210] | 30 | /* |
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[2730] | 31 | objectList = glGenLists(1); |
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| 32 | glNewList (objectList, GL_COMPILE); |
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| 33 | |
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| 34 | glBegin(GL_TRIANGLES); |
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| 35 | glColor3f(1,1,1); |
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| 36 | glVertex3f(0,0,0.5); |
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| 37 | glVertex3f(-0.5,0,-1); |
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| 38 | glVertex3f(0.5,0,-1); |
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| 39 | |
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| 40 | glVertex3f(0,0,0.5); |
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| 41 | glVertex3f(0,0.5,-1); |
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| 42 | glVertex3f(0,-0.5,-1); |
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| 43 | glEnd(); |
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| 44 | |
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| 45 | glBegin(GL_QUADS); |
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| 46 | glColor3f(0,0,1); |
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| 47 | glVertex3f(0.5,0.5,-1); |
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| 48 | glVertex3f(0.5,-0.5,-1); |
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| 49 | glVertex3f(-0.5,-0.5,-1); |
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| 50 | glVertex3f(-0.5,0.5,-1); |
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| 51 | glEnd(); |
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| 52 | |
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| 53 | glEndList (); |
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[3210] | 54 | */ |
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[1872] | 55 | } |
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[1853] | 56 | |
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[3365] | 57 | Player::~Player () |
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[3194] | 58 | { |
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[3365] | 59 | delete this->model; |
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[1896] | 60 | } |
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[1853] | 61 | |
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[3365] | 62 | void Player::postSpawn () |
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[1858] | 63 | { |
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[3227] | 64 | travelSpeed = 15.0; |
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[2816] | 65 | velocity = Vector(); |
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| 66 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 67 | bFire = false; |
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[3698] | 68 | acceleration = 20.0; |
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[3227] | 69 | setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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[1858] | 70 | } |
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| 71 | |
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[3365] | 72 | void Player::tick (float time) |
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[1872] | 73 | { |
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[3209] | 74 | // movement |
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[3365] | 75 | this->move (time); |
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[1872] | 76 | } |
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[1858] | 77 | |
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[3365] | 78 | void Player::hit (WorldEntity* weapon, Vector loc) |
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[1900] | 79 | { |
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| 80 | } |
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| 81 | |
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[3365] | 82 | void Player::destroy () |
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[1872] | 83 | { |
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| 84 | } |
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| 85 | |
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[3365] | 86 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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[1872] | 87 | { |
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| 88 | } |
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| 89 | |
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[3365] | 90 | void Player::command (Command* cmd) |
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[1872] | 91 | { |
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[2636] | 92 | //printf("Player|recieved command [%s]\n", cmd->cmd); |
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| 93 | if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp; |
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| 94 | else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp; |
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| 95 | else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp; |
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| 96 | else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp; |
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| 97 | else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp; |
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[1872] | 98 | } |
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| 99 | |
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[3365] | 100 | void Player::draw () |
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[2640] | 101 | { |
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[2551] | 102 | glMatrixMode(GL_MODELVIEW); |
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| 103 | glLoadIdentity(); |
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| 104 | float matrix[4][4]; |
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[3698] | 105 | //glRotatef(90.0f,1.0f,0.0f,0.0f); |
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[3370] | 106 | /* translate */ |
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| 107 | glTranslatef (this->getAbsCoor ().x, |
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| 108 | this->getAbsCoor ().y, |
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| 109 | this->getAbsCoor ().z); |
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| 110 | /* rotate */ |
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[3365] | 111 | this->getAbsDir ().matrix (matrix); |
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[3226] | 112 | glMultMatrixf((float*)matrix); |
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[3698] | 113 | glRotatef(angle,1.0f,0.0f,0.0f); |
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[3226] | 114 | glMatrixMode(GL_MODELVIEW); |
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[3365] | 115 | this->model->draw(); |
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[3226] | 116 | // glCallList(objectList); |
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[2190] | 117 | } |
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[2036] | 118 | |
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[3365] | 119 | |
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| 120 | /*PN |
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[3226] | 121 | void Player::getLookat(Location* locbuf) |
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[1896] | 122 | { |
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[3227] | 123 | *locbuf = *getLocation(); |
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[3210] | 124 | //locbuf->dist += 5.0; |
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[2190] | 125 | } |
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[3365] | 126 | */ |
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[2036] | 127 | |
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[3365] | 128 | void Player::leftWorld () |
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[2190] | 129 | { |
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[1872] | 130 | } |
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| 131 | |
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[3365] | 132 | void Player::move (float time) |
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[1858] | 133 | { |
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[3698] | 134 | |
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[2551] | 135 | Vector accel(0.0, 0.0, 0.0); |
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[3698] | 136 | |
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[3227] | 137 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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[3365] | 138 | //Placement *pos = getPlacement(); |
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| 139 | |
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[2551] | 140 | /* calculate the direction in which the craft is heading */ |
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[3365] | 141 | Vector direction (1.0, 0.0, 0.0); |
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[3698] | 142 | |
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| 143 | |
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| 144 | |
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[3365] | 145 | //direction = this->absDirection.apply (direction); |
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| 146 | Vector orthDirection (0.0, 0.0, 1.0); |
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[3698] | 147 | |
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[3365] | 148 | //orthDirection = orthDirection.cross (direction); |
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[2551] | 149 | |
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[3698] | 150 | if( bUp) { accel = accel+(direction*acceleration);accelSlipDirection=accel; } |
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| 151 | if( bDown) { accel = accel-(direction*acceleration);accelSlipDirection=accel; } |
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| 152 | if( bLeft ) {if(angle<0) {accel = accel-(orthDirection*acceleration);}rotate(time);accelSlip=accel; } |
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| 153 | if( bRight ) { if(angle>0){accel = accel+(orthDirection*acceleration);}rotate(time);accelSlip=accel;} |
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[2551] | 154 | if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */} |
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[3210] | 155 | if( bDescend) {/* FIXME */} /* \todo up and down player movement */ |
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[3698] | 156 | if((int)angle!=0&&!bLeft&&!bRight){backRotate(time);accelSlip=accelSlip-slip(time,accelSlip);} |
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| 157 | if(!bUp&&!bDown){accelSlipDirection=accelSlipDirection-slip(time,accelSlipDirection);} |
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[2551] | 158 | |
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[3365] | 159 | //Location* l = getLocation(); |
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[2551] | 160 | |
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| 161 | // r(t) = r(0) + v(0)*t + 1/2*a*t^2 |
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| 162 | // r = position |
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| 163 | // v = velocity |
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| 164 | // a = acceleration |
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| 165 | |
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| 166 | /* this the base-speed of the player: determines how fast and how the player follows the track*/ |
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[3365] | 167 | //l->dist = l->dist + travelSpeed * time; |
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| 168 | |
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[3698] | 169 | //Vector* shift = new Vector (this->travelSpeed * time, 0, 0); |
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| 170 | Vector shift(this->travelSpeed*time,0,0); |
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[3365] | 171 | |
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[3698] | 172 | this->shiftCoor (&shift); |
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| 173 | |
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[2551] | 174 | /* this updates the player position on the track - user interaction */ |
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[3365] | 175 | //l->pos = l->pos + accel*time; |
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[3698] | 176 | |
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[3365] | 177 | Vector move = accel * time; |
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| 178 | this->shiftCoor (&move); |
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[3698] | 179 | |
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[1896] | 180 | } |
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[3698] | 181 | void Player::rotate(float time){ |
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| 182 | if(bLeft&&angle>-40.0f){ |
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| 183 | angle=angle-time*200.0f; |
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| 184 | |
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| 185 | } |
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| 186 | if(bRight&&angle<40.0f){ |
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| 187 | angle=angle+time*200.0f; |
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| 188 | |
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| 189 | } |
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| 190 | } |
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| 191 | |
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| 192 | void Player::backRotate(float time){ |
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| 193 | if(angle<0){ |
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| 194 | angle=angle+3.0f*(exp(angle*.0015f*time)); |
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| 195 | |
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| 196 | |
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| 197 | } |
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| 198 | if(angle>0){ |
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| 199 | angle=angle-3.0f*(exp(-angle*.0015f*time)); |
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| 200 | |
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| 201 | |
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| 202 | } |
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| 203 | |
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| 204 | } |
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| 205 | //When the sidewords movement is finished, the ship will still slip untill it stands still |
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| 206 | Vector Player::slip(float time,Vector accel){ |
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| 207 | Vector move= accel*time; |
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| 208 | this->shiftCoor(&move); |
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| 209 | return accel*time*3.0f; |
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| 210 | |
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| 211 | } |
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| 212 | |
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| 213 | |
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| 214 | |
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| 215 | |
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| 216 | |
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