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source: orxonox.OLD/orxonox/trunk/src/world_entities/player.cc @ 4773

Last change on this file since 4773 was 4762, checked in by bensch, 19 years ago

orxonox/trunk: PhysicsInterface should now make a usefull cast: PhysicsInterface→BaseObject→PNode()

File size: 7.7 KB
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1/*
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
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PLAYER
17
18#include "player.h"
19
20#include "track_manager.h"
21#include "objModel.h"
22#include "resource_manager.h"
23#include "weapon.h"
24#include "test_gun.h"
25#include "world.h"
26
27#include "list.h"
28#include "stdincl.h"
29
30#include "event_handler.h"
31
32#include "projectile.h"
33#include "event.h"
34
35using namespace std;
36
37CREATE_FACTORY(Player);
38
39/**
40   \brief creates a new Player
41   \param isFree if the player is free
42*/
43Player::Player()
44{
45  /*
46    this is the debug player - actualy we would have to make a new
47     class derivated from Player for each player. for now, we just use
48     the player.cc for debug also
49  */
50  this->setClassID(CL_PLAYER, "Player");
51
52  this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN);
53  travelSpeed = 15.0;
54  velocity = new Vector();
55  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
56  bFire = false;
57  this->bWeaponChange = false;
58  acceleration = 10.0;
59  //weapons:
60  this->weaponMan = new WeaponManager();
61  Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0);
62  Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1);
63
64  this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0);
65  this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1);
66  this->weaponMan->addWeapon(wpRight, W_CONFIG2);
67  this->weaponMan->addWeapon(wpLeft, W_CONFIG2);
68}
69
70
71/**
72   \brief destructs the player, deletes alocated memory
73*/
74Player::~Player ()
75{
76  /* do not delete the weapons, they are contained in the pnode tree
77     and will be deleted there.
78     this only frees the memory allocated to save the list.
79  */
80  delete this->weaponMan;
81}
82
83
84/**
85   \brief creates a new Player from Xml Data
86   \param root the xml element containing player data
87
88   \todo add more parameters to load
89*/
90Player::Player(const TiXmlElement* root) : WorldEntity(root)
91{
92  this->setClassID(CL_PLAYER, "Player");
93
94  this->weapons = new tList<Weapon>();
95  this->activeWeapon = NULL;
96  /*
97    this is the debug player - actualy we would have to make a new
98     class derivated from Player for each player. for now, we just use
99     the player.cc for debug also
100  */
101  travelSpeed = 15.0;
102  velocity = new Vector();
103  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
104  bFire = false;
105  this->bWeaponChange = false;
106  acceleration = 10.0;
107  //weapons:
108  this->weaponMan = new WeaponManager();
109  Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0);
110  Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1);
111
112  this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0);
113  this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1);
114  this->weaponMan->addWeapon(wpRight, W_CONFIG2);
115  this->weaponMan->addWeapon(wpLeft, W_CONFIG2);
116}
117
118
119/**
120   \brief adds a weapon to the weapon list of player
121   \param weapon to add
122*/
123void Player::addWeapon(Weapon* weapon)
124{
125  this->weaponMan->addWeapon(weapon);
126}
127
128
129/**
130   \brief removes a weapon from the player
131   \param weapon to remove
132*/
133void Player::removeWeapon(Weapon* weapon)
134{
135  this->weaponMan->removeWeapon(weapon);
136}
137
138
139/**
140   \brief effect that occurs after the player is spawned
141*/
142void Player::postSpawn ()
143{
144  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
145}
146
147
148/**
149   \brief the action occuring if the player left the game
150*/
151void Player::leftWorld ()
152{}
153
154
155
156/**
157   \brief if the player is hit, call this function
158   \param weapon hit by this weapon
159   \param loc ??
160*/
161void Player::hit (WorldEntity* weapon, Vector* loc)
162{
163}
164
165
166/**
167    \brief Collision with another Entity has this effect
168    \param other the other colider
169    \param ownhitflags ??
170    \param otherhitflags ??
171*/
172void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
173{
174}
175
176
177/**
178   \brief draws the player after transforming him.
179*/
180void Player::draw ()
181{
182  glMatrixMode(GL_MODELVIEW);
183  glPushMatrix();
184  float matrix[4][4];
185
186  /* translate */
187  glTranslatef (this->getAbsCoor ().x,
188                this->getAbsCoor ().y,
189                this->getAbsCoor ().z);
190  /* rotate */
191  this->getAbsDir ().matrix (matrix);
192  glMultMatrixf((float*)matrix);
193
194  this->model->draw();
195  glPopMatrix();
196
197  this->weaponMan->draw();
198}
199
200
201/**
202   \brief the function called for each passing timeSnap
203   \param time The timespan passed since last update
204*/
205void Player::tick (float time)
206{
207  //printf("%p\n", this);
208  //this->getRelCoor().debug();
209
210  /* link tick to weapon */
211  //this->activeWeapon->tick(time);
212  //this->activeWeaponL->tick(time); //FIX FIX DELETE REMOVE
213  this->weaponMan->tick(time);
214  // player controlled movement
215  this->move(time);
216  // weapon system manipulation
217  this->weapon();
218}
219
220
221/**
222   \brief action if player moves
223   \param time the timeslice since the last frame
224*/
225void 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
235  if( this->bUp && this->getRelCoor().x < 20)
236    accel = accel+(direction*acceleration);
237  if( this->bDown && this->getRelCoor().x > -5)
238    accel = accel -(direction*acceleration);
239  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
240    accel = accel - (orthDirection*acceleration);
241  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
242    accel = accel + (orthDirection*acceleration);
243  if( this->bAscend )
244  if( this->bDescend) {/* FIXME */} /* \todo up and down player movement */
245
246  Vector move = accel * time;
247  this->shiftCoor (move);
248}
249
250
251/**
252   \brief weapon manipulation by the player
253*/
254void Player::weapon()
255{
256  if( this->bFire)
257    {
258      this->weaponMan->fire();
259    }
260  if( this->bWeaponChange)
261    {
262      this->weaponMan->nextWeaponConf();
263      this->bWeaponChange = false;
264    }
265}
266
267
268/**
269   \brief The connection to the command node
270   \param cmd the Command unit from witch to map
271
272   here the commands are mapped to the players movement/weaponary
273*/
274void Player::command (Command* cmd)
275{
276  PRINTF(3)("recieved command [%s]\n", cmd->cmd);
277  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_UP)) this->bUp = !cmd->bUp;
278  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_DOWN)) this->bDown = !cmd->bUp;
279  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_LEFT)) this->bLeft = !cmd->bUp;
280  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_RIGHT)) this->bRight = !cmd->bUp;
281  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_FIRE)) this->bFire = !cmd->bUp;
282  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_NEXT_WEAPON)) if(cmd->bUp) this->bWeaponChange = !this->bWeaponChange;
283}
284
285
286void Player::process(const Event &event)
287{
288  if( event.type == KeyMapper::PEV_UP)
289    {
290      this->bUp = event.bPressed;
291    }
292  else if( event.type == KeyMapper::PEV_DOWN)
293    {
294      this->bDown = event.bPressed;
295    }
296  else if( event.type == KeyMapper::PEV_RIGHT)
297    {
298      this->bRight= event.bPressed;
299    }
300  else if( event.type == KeyMapper::PEV_LEFT)
301    {
302      this->bLeft = event.bPressed;
303    }
304  else if( event.type == KeyMapper::PEV_FIRE1)
305    {
306       this->bFire = event.bPressed;
307    }
308  else if( event.type == KeyMapper::PEV_NEXT_WEAPON)
309    {
310      if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
311    }
312
313}
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