[4592] | 1 | /* |
---|
[3471] | 2 | orxonox - the future of 3D-vertical-scrollers |
---|
| 3 | |
---|
| 4 | Copyright (C) 2004 orx |
---|
| 5 | |
---|
| 6 | This program is free software; you can redistribute it and/or modify |
---|
| 7 | it under the terms of the GNU General Public License as published by |
---|
| 8 | the Free Software Foundation; either version 2, or (at your option) |
---|
| 9 | any later version. |
---|
| 10 | |
---|
| 11 | ### File Specific: |
---|
| 12 | main-programmer: Patrick Boenzli |
---|
| 13 | co-programmer: Christian Meyer |
---|
| 14 | */ |
---|
| 15 | |
---|
[3590] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PLAYER |
---|
| 17 | |
---|
[3471] | 18 | #include "player.h" |
---|
[3596] | 19 | |
---|
[3620] | 20 | #include "track_manager.h" |
---|
[3484] | 21 | #include "objModel.h" |
---|
[3655] | 22 | #include "resource_manager.h" |
---|
[4826] | 23 | |
---|
| 24 | #include "weapon_manager.h" |
---|
[3620] | 25 | #include "test_gun.h" |
---|
| 26 | #include "world.h" |
---|
[3471] | 27 | |
---|
[3620] | 28 | #include "list.h" |
---|
| 29 | |
---|
[4404] | 30 | #include "event_handler.h" |
---|
[4389] | 31 | |
---|
[4404] | 32 | #include "event.h" |
---|
[4287] | 33 | |
---|
[4780] | 34 | |
---|
[3471] | 35 | using namespace std; |
---|
| 36 | |
---|
[4010] | 37 | CREATE_FACTORY(Player); |
---|
| 38 | |
---|
[3471] | 39 | /** |
---|
[4877] | 40 | * creates a new Player |
---|
[4836] | 41 | * @param isFree if the player is free |
---|
[3471] | 42 | */ |
---|
[4762] | 43 | Player::Player() |
---|
[3471] | 44 | { |
---|
[4780] | 45 | this->init(); |
---|
[4597] | 46 | |
---|
[3620] | 47 | //weapons: |
---|
[3980] | 48 | Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); |
---|
[3881] | 49 | Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); |
---|
[4592] | 50 | |
---|
[4000] | 51 | this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0); |
---|
| 52 | this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1); |
---|
[3881] | 53 | this->weaponMan->addWeapon(wpRight, W_CONFIG2); |
---|
| 54 | this->weaponMan->addWeapon(wpLeft, W_CONFIG2); |
---|
[3471] | 55 | } |
---|
| 56 | |
---|
[4404] | 57 | |
---|
[3471] | 58 | /** |
---|
[4836] | 59 | * destructs the player, deletes alocated memory |
---|
[3471] | 60 | */ |
---|
| 61 | Player::~Player () |
---|
| 62 | { |
---|
[3620] | 63 | /* do not delete the weapons, they are contained in the pnode tree |
---|
| 64 | and will be deleted there. |
---|
| 65 | this only frees the memory allocated to save the list. |
---|
| 66 | */ |
---|
[3873] | 67 | delete this->weaponMan; |
---|
[3583] | 68 | } |
---|
[3566] | 69 | |
---|
[4010] | 70 | /** |
---|
[4836] | 71 | * creates a new Player from Xml Data |
---|
| 72 | * @param root the xml element containing player data |
---|
[4592] | 73 | |
---|
[4836] | 74 | @todo add more parameters to load |
---|
[4010] | 75 | */ |
---|
[4780] | 76 | Player::Player(const TiXmlElement* root) |
---|
[4010] | 77 | { |
---|
[4780] | 78 | this->init(); |
---|
| 79 | this->loadParams(root); |
---|
[4597] | 80 | |
---|
[4010] | 81 | //weapons: |
---|
| 82 | Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); |
---|
| 83 | Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); |
---|
[4592] | 84 | |
---|
[4010] | 85 | this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0); |
---|
| 86 | this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1); |
---|
| 87 | this->weaponMan->addWeapon(wpRight, W_CONFIG2); |
---|
| 88 | this->weaponMan->addWeapon(wpLeft, W_CONFIG2); |
---|
| 89 | } |
---|
[3583] | 90 | |
---|
[4780] | 91 | /** |
---|
| 92 | * initializes a Player |
---|
| 93 | */ |
---|
| 94 | void Player::init() |
---|
| 95 | { |
---|
| 96 | this->setClassID(CL_PLAYER, "Player"); |
---|
[4404] | 97 | |
---|
[4780] | 98 | this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN); |
---|
| 99 | travelSpeed = 15.0; |
---|
| 100 | velocity = new Vector(); |
---|
| 101 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
---|
| 102 | bFire = false; |
---|
| 103 | this->bWeaponChange = false; |
---|
| 104 | acceleration = 10.0; |
---|
[4834] | 105 | |
---|
| 106 | |
---|
| 107 | this->weaponMan = new WeaponManager(); |
---|
[4780] | 108 | } |
---|
| 109 | |
---|
| 110 | |
---|
[3583] | 111 | /** |
---|
[4877] | 112 | * loads the Settings of a Player from an XML-element. |
---|
[4780] | 113 | * @param root the XML-element to load the Player's properties from |
---|
| 114 | */ |
---|
| 115 | void Player::loadParams(const TiXmlElement* root) |
---|
| 116 | { |
---|
| 117 | static_cast<WorldEntity*>(this)->loadParams(root); |
---|
| 118 | |
---|
| 119 | |
---|
| 120 | |
---|
| 121 | } |
---|
| 122 | |
---|
| 123 | |
---|
| 124 | /** |
---|
[4877] | 125 | * adds a weapon to the weapon list of player |
---|
[4836] | 126 | * @param weapon to add |
---|
[3583] | 127 | */ |
---|
| 128 | void Player::addWeapon(Weapon* weapon) |
---|
| 129 | { |
---|
[3878] | 130 | this->weaponMan->addWeapon(weapon); |
---|
[3471] | 131 | } |
---|
| 132 | |
---|
[3583] | 133 | |
---|
[3471] | 134 | /** |
---|
[4836] | 135 | * removes a weapon from the player |
---|
| 136 | * @param weapon to remove |
---|
[3583] | 137 | */ |
---|
| 138 | void Player::removeWeapon(Weapon* weapon) |
---|
| 139 | { |
---|
[3878] | 140 | this->weaponMan->removeWeapon(weapon); |
---|
[3583] | 141 | } |
---|
| 142 | |
---|
| 143 | |
---|
| 144 | /** |
---|
[4836] | 145 | * effect that occurs after the player is spawned |
---|
[3471] | 146 | */ |
---|
| 147 | void Player::postSpawn () |
---|
| 148 | { |
---|
[3474] | 149 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
---|
[3471] | 150 | } |
---|
| 151 | |
---|
[3584] | 152 | |
---|
[3471] | 153 | /** |
---|
[4836] | 154 | * the action occuring if the player left the game |
---|
[3471] | 155 | */ |
---|
[3584] | 156 | void Player::leftWorld () |
---|
| 157 | {} |
---|
[3471] | 158 | |
---|
[3584] | 159 | |
---|
| 160 | |
---|
[3471] | 161 | /** |
---|
[4836] | 162 | * if the player is hit, call this function |
---|
| 163 | * @param weapon hit by this weapon |
---|
| 164 | * @param loc ?? |
---|
[3471] | 165 | */ |
---|
[3578] | 166 | void Player::hit (WorldEntity* weapon, Vector* loc) |
---|
[3471] | 167 | { |
---|
| 168 | } |
---|
| 169 | |
---|
| 170 | |
---|
[4592] | 171 | /** |
---|
[4836] | 172 | * Collision with another Entity has this effect |
---|
| 173 | * @param other the other colider |
---|
| 174 | * @param ownhitflags ?? |
---|
| 175 | * @param otherhitflags ?? |
---|
[3471] | 176 | */ |
---|
| 177 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
---|
| 178 | { |
---|
| 179 | } |
---|
| 180 | |
---|
| 181 | |
---|
| 182 | /** |
---|
[4836] | 183 | * draws the player after transforming him. |
---|
[3471] | 184 | */ |
---|
| 185 | void Player::draw () |
---|
[4592] | 186 | { |
---|
[3471] | 187 | glMatrixMode(GL_MODELVIEW); |
---|
[3526] | 188 | glPushMatrix(); |
---|
[3471] | 189 | float matrix[4][4]; |
---|
[4592] | 190 | |
---|
[3471] | 191 | /* translate */ |
---|
[4592] | 192 | glTranslatef (this->getAbsCoor ().x, |
---|
| 193 | this->getAbsCoor ().y, |
---|
| 194 | this->getAbsCoor ().z); |
---|
[3471] | 195 | /* rotate */ |
---|
| 196 | this->getAbsDir ().matrix (matrix); |
---|
| 197 | glMultMatrixf((float*)matrix); |
---|
[4592] | 198 | |
---|
[3471] | 199 | this->model->draw(); |
---|
[3526] | 200 | glPopMatrix(); |
---|
[3750] | 201 | |
---|
[3877] | 202 | this->weaponMan->draw(); |
---|
[3471] | 203 | } |
---|
| 204 | |
---|
| 205 | |
---|
| 206 | /** |
---|
[4836] | 207 | * the function called for each passing timeSnap |
---|
| 208 | * @param time The timespan passed since last update |
---|
[3471] | 209 | */ |
---|
[3584] | 210 | void Player::tick (float time) |
---|
[3471] | 211 | { |
---|
[4877] | 212 | // player controlled movement |
---|
| 213 | this->move(time); |
---|
[4592] | 214 | |
---|
[3877] | 215 | this->weaponMan->tick(time); |
---|
[3584] | 216 | // weapon system manipulation |
---|
[4877] | 217 | this->weaponAction(); |
---|
[3471] | 218 | } |
---|
| 219 | |
---|
[3584] | 220 | |
---|
[3471] | 221 | /** |
---|
[4836] | 222 | * action if player moves |
---|
| 223 | * @param time the timeslice since the last frame |
---|
[3471] | 224 | */ |
---|
| 225 | void Player::move (float time) |
---|
| 226 | { |
---|
| 227 | Vector accel(0.0, 0.0, 0.0); |
---|
| 228 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
---|
| 229 | /* calculate the direction in which the craft is heading */ |
---|
| 230 | Vector direction (1.0, 0.0, 0.0); |
---|
| 231 | //direction = this->absDirection.apply (direction); |
---|
| 232 | Vector orthDirection (0.0, 0.0, 1.0); |
---|
| 233 | //orthDirection = orthDirection.cross (direction); |
---|
| 234 | |
---|
[3966] | 235 | if( this->bUp && this->getRelCoor().x < 20) |
---|
[3596] | 236 | accel = accel+(direction*acceleration); |
---|
[3966] | 237 | if( this->bDown && this->getRelCoor().x > -5) |
---|
[4412] | 238 | accel = accel -(direction*acceleration); |
---|
[3966] | 239 | if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
---|
[4592] | 240 | accel = accel - (orthDirection*acceleration); |
---|
[3966] | 241 | if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
---|
[4413] | 242 | accel = accel + (orthDirection*acceleration); |
---|
[4878] | 243 | if( this->bAscend ) { /* FIXME */ } |
---|
[4836] | 244 | if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */ |
---|
[3471] | 245 | |
---|
| 246 | Vector move = accel * time; |
---|
[3811] | 247 | this->shiftCoor (move); |
---|
[3471] | 248 | } |
---|
[3584] | 249 | |
---|
| 250 | |
---|
| 251 | /** |
---|
[4878] | 252 | * weapon manipulation by the player |
---|
[3584] | 253 | */ |
---|
[4877] | 254 | void Player::weaponAction() |
---|
[3584] | 255 | { |
---|
[3618] | 256 | if( this->bFire) |
---|
[3584] | 257 | { |
---|
[3875] | 258 | this->weaponMan->fire(); |
---|
[3584] | 259 | } |
---|
[3877] | 260 | if( this->bWeaponChange) |
---|
[3584] | 261 | { |
---|
[3877] | 262 | this->weaponMan->nextWeaponConf(); |
---|
[3878] | 263 | this->bWeaponChange = false; |
---|
[3584] | 264 | } |
---|
| 265 | } |
---|
| 266 | |
---|
| 267 | /** |
---|
[4781] | 268 | * @todo switch statement ?? |
---|
| 269 | */ |
---|
[4404] | 270 | void Player::process(const Event &event) |
---|
| 271 | { |
---|
[4409] | 272 | if( event.type == KeyMapper::PEV_UP) |
---|
| 273 | this->bUp = event.bPressed; |
---|
| 274 | else if( event.type == KeyMapper::PEV_DOWN) |
---|
| 275 | this->bDown = event.bPressed; |
---|
| 276 | else if( event.type == KeyMapper::PEV_RIGHT) |
---|
[4413] | 277 | this->bRight= event.bPressed; |
---|
[4409] | 278 | else if( event.type == KeyMapper::PEV_LEFT) |
---|
[4413] | 279 | this->bLeft = event.bPressed; |
---|
[4412] | 280 | else if( event.type == KeyMapper::PEV_FIRE1) |
---|
[4878] | 281 | this->bFire = event.bPressed; |
---|
[4412] | 282 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON) |
---|
| 283 | if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
---|
[4404] | 284 | |
---|
| 285 | } |
---|