[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] | 22 | using namespace std; |
---|
[1853] | 23 | |
---|
| 24 | |
---|
[2190] | 25 | Player::Player(bool isFree) : WorldEntity(isFree) |
---|
| 26 | { |
---|
[2730] | 27 | objectList = glGenLists(1); |
---|
| 28 | glNewList (objectList, GL_COMPILE); |
---|
| 29 | |
---|
| 30 | glBegin(GL_TRIANGLES); |
---|
| 31 | glColor3f(1,1,1); |
---|
| 32 | glVertex3f(0,0,0.5); |
---|
| 33 | glVertex3f(-0.5,0,-1); |
---|
| 34 | glVertex3f(0.5,0,-1); |
---|
| 35 | |
---|
| 36 | glVertex3f(0,0,0.5); |
---|
| 37 | glVertex3f(0,0.5,-1); |
---|
| 38 | glVertex3f(0,-0.5,-1); |
---|
| 39 | glEnd(); |
---|
| 40 | |
---|
| 41 | glBegin(GL_QUADS); |
---|
| 42 | glColor3f(0,0,1); |
---|
| 43 | glVertex3f(0.5,0.5,-1); |
---|
| 44 | glVertex3f(0.5,-0.5,-1); |
---|
| 45 | glVertex3f(-0.5,-0.5,-1); |
---|
| 46 | glVertex3f(-0.5,0.5,-1); |
---|
| 47 | glEnd(); |
---|
| 48 | |
---|
| 49 | glEndList (); |
---|
| 50 | |
---|
[1872] | 51 | } |
---|
[1853] | 52 | |
---|
[1896] | 53 | Player::~Player () |
---|
[2551] | 54 | |
---|
[1896] | 55 | { |
---|
| 56 | } |
---|
[1853] | 57 | |
---|
[2190] | 58 | void Player::post_spawn () |
---|
[1858] | 59 | { |
---|
[2551] | 60 | travel_speed = 15.0; |
---|
[2190] | 61 | velocity = Vector(); |
---|
| 62 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
---|
| 63 | bFire = false; |
---|
| 64 | acceleration = 10.0; |
---|
| 65 | set_collision (new CollisionCluster (1.0, Vector(0,0,0))); |
---|
[1858] | 66 | } |
---|
| 67 | |
---|
[2190] | 68 | void Player::tick (float time) |
---|
[1872] | 69 | { |
---|
[2190] | 70 | // movement |
---|
| 71 | move (time); |
---|
[1872] | 72 | } |
---|
[1858] | 73 | |
---|
[2190] | 74 | void Player::hit (WorldEntity* weapon, Vector loc) |
---|
[1900] | 75 | { |
---|
| 76 | } |
---|
| 77 | |
---|
[2190] | 78 | void Player::destroy () |
---|
[1872] | 79 | { |
---|
| 80 | } |
---|
| 81 | |
---|
[2190] | 82 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
---|
[1872] | 83 | { |
---|
| 84 | } |
---|
| 85 | |
---|
[2190] | 86 | void Player::command (Command* cmd) |
---|
[1872] | 87 | { |
---|
[2636] | 88 | //printf("Player|recieved command [%s]\n", cmd->cmd); |
---|
| 89 | if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp; |
---|
| 90 | else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp; |
---|
| 91 | else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp; |
---|
| 92 | else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp; |
---|
| 93 | else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp; |
---|
[1872] | 94 | } |
---|
| 95 | |
---|
[2190] | 96 | void Player::draw () |
---|
[2640] | 97 | { |
---|
[2551] | 98 | glMatrixMode(GL_MODELVIEW); |
---|
| 99 | glLoadIdentity(); |
---|
| 100 | float matrix[4][4]; |
---|
| 101 | |
---|
| 102 | glTranslatef(get_placement()->r.x,get_placement()->r.y,get_placement()->r.z); |
---|
[2190] | 103 | get_placement()->w.matrix (matrix); |
---|
| 104 | glMultMatrixf ((float*)matrix); |
---|
[2551] | 105 | |
---|
[2730] | 106 | glCallList (objectList); |
---|
[2551] | 107 | |
---|
| 108 | |
---|
| 109 | //printf("Player@%f/%f/%f\n", get_placement()->r.x, get_placement()->r.y, get_placement()->r.z); |
---|
[2190] | 110 | } |
---|
[2036] | 111 | |
---|
[2190] | 112 | void Player::get_lookat (Location* locbuf) |
---|
[1896] | 113 | { |
---|
[2190] | 114 | *locbuf = *get_location(); |
---|
| 115 | //locbuf->dist += 5.0; |
---|
| 116 | } |
---|
[2036] | 117 | |
---|
[2190] | 118 | void Player::left_world () |
---|
| 119 | { |
---|
[1872] | 120 | } |
---|
| 121 | |
---|
[2190] | 122 | void Player::move (float time) |
---|
[1858] | 123 | { |
---|
[2551] | 124 | Vector accel(0.0, 0.0, 0.0); |
---|
| 125 | /* FIXME: calculating the direction and orthDirection every time_slice is redundant! save it somewhere */ |
---|
| 126 | Placement *pos = get_placement(); |
---|
| 127 | /* calculate the direction in which the craft is heading */ |
---|
| 128 | Vector direction(0.0, 0.0, 1.0); |
---|
| 129 | direction = pos->w.apply(direction); |
---|
| 130 | Vector orthDirection(0.0, 0.0, 1.0); |
---|
| 131 | orthDirection = orthDirection.cross(direction); |
---|
| 132 | |
---|
| 133 | if( bUp) { accel = accel+(direction*acceleration); } |
---|
| 134 | if( bDown) { accel = accel-(direction*acceleration); } |
---|
| 135 | if( bLeft ) { accel = accel + (orthDirection*acceleration); } |
---|
| 136 | if( bRight ) { accel = accel - (orthDirection*acceleration); } |
---|
| 137 | if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */} |
---|
| 138 | if( bDescend) {/* FIXME */} |
---|
| 139 | |
---|
| 140 | Location* l = get_location(); |
---|
| 141 | |
---|
| 142 | // r(t) = r(0) + v(0)*t + 1/2*a*t^2 |
---|
| 143 | // r = position |
---|
| 144 | // v = velocity |
---|
| 145 | // a = acceleration |
---|
| 146 | |
---|
| 147 | /* this the base-speed of the player: determines how fast and how the player follows the track*/ |
---|
| 148 | l->dist = l->dist + travel_speed * time; |
---|
| 149 | |
---|
| 150 | /* this updates the player position on the track - user interaction */ |
---|
| 151 | l->pos = l->pos + accel*time; |
---|
[1896] | 152 | } |
---|
[1879] | 153 | |
---|
| 154 | |
---|
[1896] | 155 | |
---|
| 156 | |
---|
| 157 | |
---|
| 158 | |
---|
| 159 | |
---|
| 160 | |
---|
| 161 | |
---|
| 162 | |
---|
| 163 | |
---|
| 164 | |
---|
| 165 | |
---|
| 166 | |
---|
| 167 | |
---|
| 168 | |
---|
| 169 | |
---|
| 170 | |
---|