[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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[3450] | 25 | /** |
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| 26 | \brief creates a new Player |
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| 27 | \param isFree if the player is free |
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| 28 | */ |
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[2190] | 29 | Player::Player(bool isFree) : WorldEntity(isFree) |
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| 30 | { |
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[2811] | 31 | |
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[3396] | 32 | this->model = new OBJModel("../data/models/reaplow.obj"); |
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[3210] | 33 | /* |
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[2730] | 34 | objectList = glGenLists(1); |
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| 35 | glNewList (objectList, GL_COMPILE); |
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| 36 | |
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| 37 | glBegin(GL_TRIANGLES); |
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| 38 | glColor3f(1,1,1); |
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| 39 | glVertex3f(0,0,0.5); |
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| 40 | glVertex3f(-0.5,0,-1); |
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| 41 | glVertex3f(0.5,0,-1); |
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| 42 | |
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| 43 | glVertex3f(0,0,0.5); |
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| 44 | glVertex3f(0,0.5,-1); |
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| 45 | glVertex3f(0,-0.5,-1); |
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| 46 | glEnd(); |
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| 47 | |
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| 48 | glBegin(GL_QUADS); |
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| 49 | glColor3f(0,0,1); |
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| 50 | glVertex3f(0.5,0.5,-1); |
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| 51 | glVertex3f(0.5,-0.5,-1); |
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| 52 | glVertex3f(-0.5,-0.5,-1); |
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| 53 | glVertex3f(-0.5,0.5,-1); |
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| 54 | glEnd(); |
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| 55 | |
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| 56 | glEndList (); |
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[3210] | 57 | */ |
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[1872] | 58 | } |
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[1853] | 59 | |
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[3450] | 60 | /** |
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| 61 | \brief destructs the player |
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| 62 | */ |
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[3365] | 63 | Player::~Player () |
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[3194] | 64 | { |
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[3365] | 65 | delete this->model; |
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[1896] | 66 | } |
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[1853] | 67 | |
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[3450] | 68 | /** |
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| 69 | \brief effect that occurs after the player is spawned |
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| 70 | */ |
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[3365] | 71 | void Player::postSpawn () |
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[1858] | 72 | { |
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[3227] | 73 | travelSpeed = 15.0; |
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[2816] | 74 | velocity = Vector(); |
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| 75 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 76 | bFire = false; |
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| 77 | acceleration = 10.0; |
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[3227] | 78 | setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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[1858] | 79 | } |
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| 80 | |
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[3450] | 81 | /** |
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| 82 | \brief the function called for each passing timeSnap |
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| 83 | \param time The timespan passed since last update |
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| 84 | */ |
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[3365] | 85 | void Player::tick (float time) |
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[1872] | 86 | { |
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[3209] | 87 | // movement |
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[3365] | 88 | this->move (time); |
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[1872] | 89 | } |
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[1858] | 90 | |
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[3450] | 91 | /** |
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| 92 | \brief if the player is hit, call this function |
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| 93 | \param weapon hit by this weapon |
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| 94 | \param loc ?? |
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| 95 | */ |
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[3365] | 96 | void Player::hit (WorldEntity* weapon, Vector loc) |
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[1900] | 97 | { |
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| 98 | } |
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| 99 | |
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[3450] | 100 | /** |
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| 101 | \brief action that happens when the player is destroyed. |
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| 102 | */ |
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[3365] | 103 | void Player::destroy () |
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[1872] | 104 | { |
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| 105 | } |
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| 106 | |
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[3450] | 107 | /** |
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| 108 | \brief Collision with another Entity has this effect |
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| 109 | \param other the other colider |
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| 110 | \param ownhitflags ?? |
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| 111 | \param otherhitflags ?? |
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| 112 | */ |
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[3365] | 113 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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[1872] | 114 | { |
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| 115 | } |
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| 116 | |
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[3450] | 117 | /** |
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| 118 | \brief The connection to the command node |
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| 119 | \param cmd the Command unit from witch to map |
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| 120 | |
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| 121 | here the commands are mapped to the players movement/weaponary |
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| 122 | */ |
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[3365] | 123 | void Player::command (Command* cmd) |
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[1872] | 124 | { |
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[2636] | 125 | //printf("Player|recieved command [%s]\n", cmd->cmd); |
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| 126 | if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp; |
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| 127 | else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp; |
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| 128 | else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp; |
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| 129 | else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp; |
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| 130 | else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp; |
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[1872] | 131 | } |
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| 132 | |
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[3450] | 133 | /** |
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| 134 | \brief draws the player after transforming him. |
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| 135 | */ |
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[3365] | 136 | void Player::draw () |
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[2640] | 137 | { |
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[2551] | 138 | glMatrixMode(GL_MODELVIEW); |
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| 139 | glLoadIdentity(); |
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| 140 | float matrix[4][4]; |
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| 141 | |
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[3370] | 142 | /* translate */ |
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| 143 | glTranslatef (this->getAbsCoor ().x, |
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| 144 | this->getAbsCoor ().y, |
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| 145 | this->getAbsCoor ().z); |
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| 146 | /* rotate */ |
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[3365] | 147 | this->getAbsDir ().matrix (matrix); |
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[3226] | 148 | glMultMatrixf((float*)matrix); |
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[2551] | 149 | |
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[3226] | 150 | glMatrixMode(GL_MODELVIEW); |
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[3365] | 151 | this->model->draw(); |
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[3226] | 152 | // glCallList(objectList); |
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[2190] | 153 | } |
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[2036] | 154 | |
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[3365] | 155 | |
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| 156 | /*PN |
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[3450] | 157 | void Player::getLookat(Location* locbuf) |
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| 158 | { |
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[3227] | 159 | *locbuf = *getLocation(); |
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[3210] | 160 | //locbuf->dist += 5.0; |
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[3450] | 161 | } |
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[3365] | 162 | */ |
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[2036] | 163 | |
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[3450] | 164 | /** |
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| 165 | \brief the action occuring if the player left the game |
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| 166 | */ |
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[3365] | 167 | void Player::leftWorld () |
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[2190] | 168 | { |
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[1872] | 169 | } |
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| 170 | |
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[3450] | 171 | /** |
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| 172 | \brief action if player moves |
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| 173 | \param time the timeslice since the last frame |
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| 174 | */ |
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[3365] | 175 | void Player::move (float time) |
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[1858] | 176 | { |
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[2551] | 177 | Vector accel(0.0, 0.0, 0.0); |
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[3227] | 178 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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[3365] | 179 | //Placement *pos = getPlacement(); |
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| 180 | |
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[2551] | 181 | /* calculate the direction in which the craft is heading */ |
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[3365] | 182 | Vector direction (1.0, 0.0, 0.0); |
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| 183 | //direction = this->absDirection.apply (direction); |
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| 184 | Vector orthDirection (0.0, 0.0, 1.0); |
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| 185 | //orthDirection = orthDirection.cross (direction); |
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[2551] | 186 | |
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| 187 | if( bUp) { accel = accel+(direction*acceleration); } |
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| 188 | if( bDown) { accel = accel-(direction*acceleration); } |
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[3365] | 189 | if( bLeft ) { accel = accel - (orthDirection*acceleration); } |
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| 190 | if( bRight ) { accel = accel + (orthDirection*acceleration); } |
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[2551] | 191 | if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */} |
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[3210] | 192 | if( bDescend) {/* FIXME */} /* \todo up and down player movement */ |
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[2551] | 193 | |
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[3365] | 194 | //Location* l = getLocation(); |
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[2551] | 195 | |
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| 196 | // r(t) = r(0) + v(0)*t + 1/2*a*t^2 |
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| 197 | // r = position |
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| 198 | // v = velocity |
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| 199 | // a = acceleration |
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| 200 | |
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| 201 | /* this the base-speed of the player: determines how fast and how the player follows the track*/ |
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[3365] | 202 | //l->dist = l->dist + travelSpeed * time; |
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| 203 | |
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| 204 | Vector* shift = new Vector (this->travelSpeed * time, 0, 0); |
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| 205 | this->shiftCoor (shift); |
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| 206 | |
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[2551] | 207 | /* this updates the player position on the track - user interaction */ |
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[3365] | 208 | //l->pos = l->pos + accel*time; |
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| 209 | Vector move = accel * time; |
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| 210 | this->shiftCoor (&move); |
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[1896] | 211 | } |
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