1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | co-programmer: Christian Meyer |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PLAYER |
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17 | |
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18 | #include "player.h" |
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19 | |
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20 | #include "track_manager.h" |
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21 | #include "objModel.h" |
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22 | #include "resource_manager.h" |
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23 | #include "weapon.h" |
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24 | #include "test_gun.h" |
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25 | #include "world.h" |
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26 | |
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27 | #include "list.h" |
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28 | #include "stdincl.h" |
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29 | |
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30 | #include "event_handler.h" |
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31 | |
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32 | #include "projectile.h" |
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33 | #include "event.h" |
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34 | |
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35 | using namespace std; |
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36 | |
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37 | CREATE_FACTORY(Player); |
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38 | |
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39 | /** |
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40 | \brief creates a new Player |
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41 | \param isFree if the player is free |
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42 | */ |
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43 | Player::Player() : WorldEntity(), PhysicsInterface(this) |
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44 | { |
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45 | /* |
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46 | this is the debug player - actualy we would have to make a new |
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47 | class derivated from Player for each player. for now, we just use |
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48 | the player.cc for debug also |
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49 | */ |
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50 | this->setClassID(CL_PLAYER, "Player"); |
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51 | |
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52 | this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN); |
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53 | travelSpeed = 15.0; |
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54 | velocity = new Vector(); |
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55 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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56 | bFire = false; |
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57 | this->bWeaponChange = false; |
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58 | acceleration = 10.0; |
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59 | //weapons: |
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60 | this->weaponMan = new WeaponManager(); |
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61 | Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); |
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62 | Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); |
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63 | |
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64 | this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0); |
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65 | this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1); |
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66 | this->weaponMan->addWeapon(wpRight, W_CONFIG2); |
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67 | this->weaponMan->addWeapon(wpLeft, W_CONFIG2); |
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68 | } |
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69 | |
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70 | |
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71 | /** |
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72 | \brief destructs the player, deletes alocated memory |
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73 | */ |
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74 | Player::~Player () |
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75 | { |
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76 | /* do not delete the weapons, they are contained in the pnode tree |
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77 | and will be deleted there. |
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78 | this only frees the memory allocated to save the list. |
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79 | */ |
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80 | delete this->weaponMan; |
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81 | } |
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82 | |
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83 | |
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84 | /** |
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85 | \brief creates a new Player from Xml Data |
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86 | \param root the xml element containing player data |
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87 | |
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88 | \todo add more parameters to load |
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89 | */ |
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90 | Player::Player(const TiXmlElement* root) : WorldEntity(root), PhysicsInterface(this) |
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91 | { |
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92 | this->setClassID(CL_PLAYER, "Player"); |
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93 | |
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94 | this->weapons = new tList<Weapon>(); |
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95 | this->activeWeapon = NULL; |
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96 | /* |
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97 | this is the debug player - actualy we would have to make a new |
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98 | class derivated from Player for each player. for now, we just use |
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99 | the player.cc for debug also |
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100 | */ |
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101 | travelSpeed = 15.0; |
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102 | velocity = new Vector(); |
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103 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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104 | bFire = false; |
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105 | this->bWeaponChange = false; |
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106 | acceleration = 10.0; |
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107 | //weapons: |
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108 | this->weaponMan = new WeaponManager(); |
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109 | Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0); |
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110 | Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1); |
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111 | |
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112 | this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0); |
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113 | this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1); |
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114 | this->weaponMan->addWeapon(wpRight, W_CONFIG2); |
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115 | this->weaponMan->addWeapon(wpLeft, W_CONFIG2); |
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116 | } |
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117 | |
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118 | |
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119 | /** |
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120 | \brief adds a weapon to the weapon list of player |
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121 | \param weapon to add |
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122 | */ |
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123 | void Player::addWeapon(Weapon* weapon) |
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124 | { |
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125 | this->weaponMan->addWeapon(weapon); |
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126 | } |
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127 | |
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128 | |
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129 | /** |
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130 | \brief removes a weapon from the player |
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131 | \param weapon to remove |
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132 | */ |
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133 | void Player::removeWeapon(Weapon* weapon) |
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134 | { |
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135 | this->weaponMan->removeWeapon(weapon); |
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136 | } |
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137 | |
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138 | |
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139 | /** |
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140 | \brief effect that occurs after the player is spawned |
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141 | */ |
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142 | void Player::postSpawn () |
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143 | { |
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144 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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145 | } |
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146 | |
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147 | |
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148 | /** |
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149 | \brief the action occuring if the player left the game |
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150 | */ |
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151 | void Player::leftWorld () |
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152 | {} |
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153 | |
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154 | |
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155 | |
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156 | /** |
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157 | \brief if the player is hit, call this function |
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158 | \param weapon hit by this weapon |
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159 | \param loc ?? |
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160 | */ |
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161 | void Player::hit (WorldEntity* weapon, Vector* loc) |
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162 | { |
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163 | } |
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164 | |
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165 | |
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166 | /** |
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167 | \brief Collision with another Entity has this effect |
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168 | \param other the other colider |
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169 | \param ownhitflags ?? |
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170 | \param otherhitflags ?? |
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171 | */ |
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172 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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173 | { |
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174 | } |
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175 | |
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176 | |
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177 | /** |
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178 | \brief draws the player after transforming him. |
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179 | */ |
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180 | void Player::draw () |
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181 | { |
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182 | glMatrixMode(GL_MODELVIEW); |
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183 | glPushMatrix(); |
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184 | float matrix[4][4]; |
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185 | |
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186 | /* translate */ |
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187 | glTranslatef (this->getAbsCoor ().x, |
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188 | this->getAbsCoor ().y, |
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189 | this->getAbsCoor ().z); |
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190 | /* rotate */ |
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191 | this->getAbsDir ().matrix (matrix); |
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192 | glMultMatrixf((float*)matrix); |
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193 | |
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194 | this->model->draw(); |
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195 | glPopMatrix(); |
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196 | |
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197 | this->weaponMan->draw(); |
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198 | } |
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199 | |
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200 | |
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201 | /** |
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202 | \brief the function called for each passing timeSnap |
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203 | \param time The timespan passed since last update |
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204 | */ |
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205 | void Player::tick (float time) |
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206 | { |
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207 | //printf("%p\n", this); |
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208 | //this->getRelCoor().debug(); |
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209 | |
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210 | /* link tick to weapon */ |
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211 | //this->activeWeapon->tick(time); |
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212 | //this->activeWeaponL->tick(time); //FIX FIX DELETE REMOVE |
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213 | this->weaponMan->tick(time); |
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214 | // player controlled movement |
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215 | this->move(time); |
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216 | // weapon system manipulation |
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217 | this->weapon(); |
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218 | } |
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219 | |
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220 | |
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221 | /** |
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222 | \brief action if player moves |
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223 | \param time the timeslice since the last frame |
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224 | */ |
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225 | void Player::move (float time) |
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226 | { |
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227 | Vector accel(0.0, 0.0, 0.0); |
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228 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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229 | /* calculate the direction in which the craft is heading */ |
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230 | Vector direction (1.0, 0.0, 0.0); |
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231 | //direction = this->absDirection.apply (direction); |
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232 | Vector orthDirection (0.0, 0.0, 1.0); |
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233 | //orthDirection = orthDirection.cross (direction); |
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234 | |
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235 | if( this->bUp && this->getRelCoor().x < 20) |
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236 | accel = accel+(direction*acceleration); |
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237 | if( this->bDown && this->getRelCoor().x > -5) |
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238 | accel = accel -(direction*acceleration); |
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239 | if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
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240 | accel = accel - (orthDirection*acceleration); |
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241 | if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
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242 | accel = accel + (orthDirection*acceleration); |
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243 | if( this->bAscend ) |
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244 | if( this->bDescend) {/* FIXME */} /* \todo up and down player movement */ |
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245 | |
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246 | Vector move = accel * time; |
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247 | this->shiftCoor (move); |
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248 | } |
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249 | |
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250 | |
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251 | /** |
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252 | \brief weapon manipulation by the player |
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253 | */ |
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254 | void Player::weapon() |
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255 | { |
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256 | if( this->bFire) |
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257 | { |
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258 | this->weaponMan->fire(); |
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259 | } |
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260 | if( this->bWeaponChange) |
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261 | { |
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262 | this->weaponMan->nextWeaponConf(); |
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263 | this->bWeaponChange = false; |
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264 | } |
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265 | } |
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266 | |
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267 | |
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268 | /** |
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269 | \brief The connection to the command node |
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270 | \param cmd the Command unit from witch to map |
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271 | |
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272 | here the commands are mapped to the players movement/weaponary |
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273 | */ |
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274 | void Player::command (Command* cmd) |
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275 | { |
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276 | PRINTF(3)("recieved command [%s]\n", cmd->cmd); |
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277 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_UP)) this->bUp = !cmd->bUp; |
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278 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_DOWN)) this->bDown = !cmd->bUp; |
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279 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_LEFT)) this->bLeft = !cmd->bUp; |
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280 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_RIGHT)) this->bRight = !cmd->bUp; |
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281 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_FIRE)) this->bFire = !cmd->bUp; |
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282 | if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_NEXT_WEAPON)) if(cmd->bUp) this->bWeaponChange = !this->bWeaponChange; |
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283 | } |
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284 | |
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285 | |
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286 | void Player::process(const Event &event) |
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287 | { |
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288 | if( event.type == KeyMapper::PEV_UP) |
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289 | { |
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290 | this->bUp = event.bPressed; |
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291 | } |
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292 | else if( event.type == KeyMapper::PEV_DOWN) |
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293 | { |
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294 | this->bDown = event.bPressed; |
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295 | } |
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296 | else if( event.type == KeyMapper::PEV_RIGHT) |
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297 | { |
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298 | this->bRight= event.bPressed; |
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299 | } |
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300 | else if( event.type == KeyMapper::PEV_LEFT) |
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301 | { |
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302 | this->bLeft = event.bPressed; |
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303 | } |
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304 | else if( event.type == KeyMapper::PEV_FIRE1) |
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305 | { |
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306 | this->bFire = event.bPressed; |
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307 | } |
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308 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON) |
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309 | { |
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310 | if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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311 | } |
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312 | |
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313 | } |
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