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. |
---|
12 | |
---|
13 | ### File Specific: |
---|
14 | main-programmer: Patrick Boenzli |
---|
15 | co-programmer: Christian Meyer |
---|
16 | */ |
---|
17 | |
---|
18 | #include "player.h" |
---|
19 | #include "stdincl.h" |
---|
20 | #include "collision.h" |
---|
21 | |
---|
22 | using namespace std; |
---|
23 | |
---|
24 | |
---|
25 | Player::Player(bool isFree) : WorldEntity(isFree) |
---|
26 | { |
---|
27 | |
---|
28 | obj = new Object ("reaphigh.obj"); |
---|
29 | /* |
---|
30 | objectList = glGenLists(1); |
---|
31 | glNewList (objectList, GL_COMPILE); |
---|
32 | |
---|
33 | glBegin(GL_TRIANGLES); |
---|
34 | glColor3f(1,1,1); |
---|
35 | glVertex3f(0,0,0.5); |
---|
36 | glVertex3f(-0.5,0,-1); |
---|
37 | glVertex3f(0.5,0,-1); |
---|
38 | |
---|
39 | glVertex3f(0,0,0.5); |
---|
40 | glVertex3f(0,0.5,-1); |
---|
41 | glVertex3f(0,-0.5,-1); |
---|
42 | glEnd(); |
---|
43 | |
---|
44 | glBegin(GL_QUADS); |
---|
45 | glColor3f(0,0,1); |
---|
46 | glVertex3f(0.5,0.5,-1); |
---|
47 | glVertex3f(0.5,-0.5,-1); |
---|
48 | glVertex3f(-0.5,-0.5,-1); |
---|
49 | glVertex3f(-0.5,0.5,-1); |
---|
50 | glEnd(); |
---|
51 | |
---|
52 | glEndList (); |
---|
53 | */ |
---|
54 | } |
---|
55 | |
---|
56 | Player::~Player () |
---|
57 | |
---|
58 | { |
---|
59 | } |
---|
60 | |
---|
61 | void Player::post_spawn () |
---|
62 | { |
---|
63 | travel_speed = 15.0; |
---|
64 | velocity = Vector(); |
---|
65 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
---|
66 | bFire = false; |
---|
67 | acceleration = 10.0; |
---|
68 | set_collision (new CollisionCluster (1.0, Vector(0,0,0))); |
---|
69 | } |
---|
70 | |
---|
71 | void Player::tick (float time) |
---|
72 | { |
---|
73 | // movement |
---|
74 | move (time); |
---|
75 | } |
---|
76 | |
---|
77 | void Player::hit (WorldEntity* weapon, Vector loc) |
---|
78 | { |
---|
79 | } |
---|
80 | |
---|
81 | void Player::destroy () |
---|
82 | { |
---|
83 | } |
---|
84 | |
---|
85 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
---|
86 | { |
---|
87 | } |
---|
88 | |
---|
89 | void Player::command (Command* cmd) |
---|
90 | { |
---|
91 | //printf("Player|recieved command [%s]\n", cmd->cmd); |
---|
92 | if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp; |
---|
93 | else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp; |
---|
94 | else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp; |
---|
95 | else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp; |
---|
96 | else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp; |
---|
97 | } |
---|
98 | |
---|
99 | void Player::draw () |
---|
100 | { |
---|
101 | glMatrixMode(GL_MODELVIEW); |
---|
102 | glLoadIdentity(); |
---|
103 | float matrix[4][4]; |
---|
104 | |
---|
105 | glTranslatef(get_placement()->r.x,get_placement()->r.y,get_placement()->r.z); |
---|
106 | get_placement()->w.matrix (matrix); |
---|
107 | glMultMatrixf ((float*)matrix); |
---|
108 | |
---|
109 | glMatrixMode (GL_MODELVIEW); |
---|
110 | glRotatef (-90, 0,1,0); |
---|
111 | obj->draw(); |
---|
112 | // glCallList (objectList); |
---|
113 | |
---|
114 | |
---|
115 | |
---|
116 | //printf("Player@%f/%f/%f\n", get_placement()->r.x, get_placement()->r.y, get_placement()->r.z); |
---|
117 | } |
---|
118 | |
---|
119 | void Player::get_lookat (Location* locbuf) |
---|
120 | { |
---|
121 | *locbuf = *get_location(); |
---|
122 | //locbuf->dist += 5.0; |
---|
123 | } |
---|
124 | |
---|
125 | void Player::left_world () |
---|
126 | { |
---|
127 | } |
---|
128 | |
---|
129 | void Player::move (float time) |
---|
130 | { |
---|
131 | Vector accel(0.0, 0.0, 0.0); |
---|
132 | /* FIXME: calculating the direction and orthDirection every time_slice is redundant! save it somewhere */ |
---|
133 | Placement *pos = get_placement(); |
---|
134 | /* calculate the direction in which the craft is heading */ |
---|
135 | Vector direction(0.0, 0.0, 1.0); |
---|
136 | direction = pos->w.apply(direction); |
---|
137 | Vector orthDirection(0.0, 0.0, 1.0); |
---|
138 | orthDirection = orthDirection.cross(direction); |
---|
139 | |
---|
140 | if( bUp) { accel = accel+(direction*acceleration); } |
---|
141 | if( bDown) { accel = accel-(direction*acceleration); } |
---|
142 | if( bLeft ) { accel = accel + (orthDirection*acceleration); } |
---|
143 | if( bRight ) { accel = accel - (orthDirection*acceleration); } |
---|
144 | if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */} |
---|
145 | if( bDescend) {/* FIXME */} |
---|
146 | |
---|
147 | Location* l = get_location(); |
---|
148 | |
---|
149 | // r(t) = r(0) + v(0)*t + 1/2*a*t^2 |
---|
150 | // r = position |
---|
151 | // v = velocity |
---|
152 | // a = acceleration |
---|
153 | |
---|
154 | /* this the base-speed of the player: determines how fast and how the player follows the track*/ |
---|
155 | l->dist = l->dist + travel_speed * time; |
---|
156 | |
---|
157 | /* this updates the player position on the track - user interaction */ |
---|
158 | l->pos = l->pos + accel*time; |
---|
159 | } |
---|
160 | |
---|
161 | |
---|
162 | |
---|
163 | |
---|
164 | |
---|
165 | |
---|
166 | |
---|
167 | |
---|
168 | |
---|
169 | |
---|
170 | |
---|
171 | |
---|
172 | |
---|
173 | |
---|
174 | |
---|
175 | |
---|
176 | |
---|
177 | |
---|