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source: orxonox.OLD/orxonox/trunk/src/world_entities/player.cc @ 4831

Last change on this file since 4831 was 4826, checked in by bensch, 19 years ago

orxonox/trunk: moved the weaponManager out of Weapon
we have files enough. one more is not too much :)

File size: 7.6 KB
Line 
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
24#include "weapon_manager.h"
25#include "weapon.h"
26#include "test_gun.h"
27#include "world.h"
28
29#include "list.h"
30#include "stdincl.h"
31
32#include "event_handler.h"
33
34#include "projectile.h"
35#include "event.h"
36
37
38using namespace std;
39
40CREATE_FACTORY(Player);
41
42/**
43   \brief creates a new Player
44   \param isFree if the player is free
45*/
46Player::Player()
47{
48  /*
49    this is the debug player - actualy we would have to make a new
50     class derivated from Player for each player. for now, we just use
51     the player.cc for debug also
52  */
53  this->init();
54
55  //weapons:
56  this->weaponMan = new WeaponManager();
57  Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0);
58  Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1);
59
60  this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0);
61  this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1);
62  this->weaponMan->addWeapon(wpRight, W_CONFIG2);
63  this->weaponMan->addWeapon(wpLeft, W_CONFIG2);
64}
65
66
67/**
68   \brief destructs the player, deletes alocated memory
69*/
70Player::~Player ()
71{
72  /* do not delete the weapons, they are contained in the pnode tree
73     and will be deleted there.
74     this only frees the memory allocated to save the list.
75  */
76  delete this->weaponMan;
77}
78
79
80/**
81   \brief creates a new Player from Xml Data
82   \param root the xml element containing player data
83
84   \todo add more parameters to load
85*/
86Player::Player(const TiXmlElement* root)
87{
88  this->init();
89  this->loadParams(root);
90
91  //weapons:
92  this->weaponMan = new WeaponManager();
93  Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0);
94  Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1);
95
96  this->weaponMan->addWeapon(wpRight, W_CONFIG0, W_SLOT0);
97  this->weaponMan->addWeapon(wpLeft, W_CONFIG1, W_SLOT1);
98  this->weaponMan->addWeapon(wpRight, W_CONFIG2);
99  this->weaponMan->addWeapon(wpLeft, W_CONFIG2);
100}
101
102/**
103 * initializes a Player
104 */
105void Player::init()
106{
107  this->setClassID(CL_PLAYER, "Player");
108
109  this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN);
110  travelSpeed = 15.0;
111  velocity = new Vector();
112  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
113  bFire = false;
114  this->bWeaponChange = false;
115  acceleration = 10.0;
116}
117
118
119/**
120 *
121 * @param root the XML-element to load the Player's properties from
122 */
123void Player::loadParams(const TiXmlElement* root)
124{
125  static_cast<WorldEntity*>(this)->loadParams(root);
126
127
128
129}
130
131
132/**
133   \brief adds a weapon to the weapon list of player
134   \param weapon to add
135*/
136void Player::addWeapon(Weapon* weapon)
137{
138  this->weaponMan->addWeapon(weapon);
139}
140
141
142/**
143   \brief removes a weapon from the player
144   \param weapon to remove
145*/
146void Player::removeWeapon(Weapon* weapon)
147{
148  this->weaponMan->removeWeapon(weapon);
149}
150
151
152/**
153   \brief effect that occurs after the player is spawned
154*/
155void Player::postSpawn ()
156{
157  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
158}
159
160
161/**
162   \brief the action occuring if the player left the game
163*/
164void Player::leftWorld ()
165{}
166
167
168
169/**
170   \brief if the player is hit, call this function
171   \param weapon hit by this weapon
172   \param loc ??
173*/
174void Player::hit (WorldEntity* weapon, Vector* loc)
175{
176}
177
178
179/**
180    \brief Collision with another Entity has this effect
181    \param other the other colider
182    \param ownhitflags ??
183    \param otherhitflags ??
184*/
185void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
186{
187}
188
189
190/**
191   \brief draws the player after transforming him.
192*/
193void Player::draw ()
194{
195  glMatrixMode(GL_MODELVIEW);
196  glPushMatrix();
197  float matrix[4][4];
198
199  /* translate */
200  glTranslatef (this->getAbsCoor ().x,
201                this->getAbsCoor ().y,
202                this->getAbsCoor ().z);
203  /* rotate */
204  this->getAbsDir ().matrix (matrix);
205  glMultMatrixf((float*)matrix);
206
207  this->model->draw();
208  glPopMatrix();
209
210  this->weaponMan->draw();
211}
212
213
214/**
215   \brief the function called for each passing timeSnap
216   \param time The timespan passed since last update
217*/
218void Player::tick (float time)
219{
220  //printf("%p\n", this);
221  //this->getRelCoor().debug();
222
223  /* link tick to weapon */
224  //this->activeWeapon->tick(time);
225  //this->activeWeaponL->tick(time); //FIX FIX DELETE REMOVE
226  this->weaponMan->tick(time);
227  // player controlled movement
228  this->move(time);
229  // weapon system manipulation
230  this->weapon();
231}
232
233
234/**
235   \brief action if player moves
236   \param time the timeslice since the last frame
237*/
238void Player::move (float time)
239{
240  Vector accel(0.0, 0.0, 0.0);
241  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
242  /* calculate the direction in which the craft is heading  */
243  Vector direction (1.0, 0.0, 0.0);
244  //direction = this->absDirection.apply (direction);
245  Vector orthDirection (0.0, 0.0, 1.0);
246  //orthDirection = orthDirection.cross (direction);
247
248  if( this->bUp && this->getRelCoor().x < 20)
249    accel = accel+(direction*acceleration);
250  if( this->bDown && this->getRelCoor().x > -5)
251    accel = accel -(direction*acceleration);
252  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
253    accel = accel - (orthDirection*acceleration);
254  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
255    accel = accel + (orthDirection*acceleration);
256  if( this->bAscend )
257  if( this->bDescend) {/* FIXME */} /* \todo up and down player movement */
258
259  Vector move = accel * time;
260  this->shiftCoor (move);
261}
262
263
264/**
265   \brief weapon manipulation by the player
266*/
267void Player::weapon()
268{
269  if( this->bFire)
270    {
271      this->weaponMan->fire();
272    }
273  if( this->bWeaponChange)
274    {
275      this->weaponMan->nextWeaponConf();
276      this->bWeaponChange = false;
277    }
278}
279
280
281/**
282   \brief The connection to the command node
283   \param cmd the Command unit from witch to map
284
285   here the commands are mapped to the players movement/weaponary
286*/
287void Player::command (Command* cmd)
288{
289  PRINTF(3)("recieved command [%s]\n", cmd->cmd);
290  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_UP)) this->bUp = !cmd->bUp;
291  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_DOWN)) this->bDown = !cmd->bUp;
292  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_LEFT)) this->bLeft = !cmd->bUp;
293  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_RIGHT)) this->bRight = !cmd->bUp;
294  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_FIRE)) this->bFire = !cmd->bUp;
295  if( !strcmp( cmd->cmd, CONFIG_NAME_PLAYER_NEXT_WEAPON)) if(cmd->bUp) this->bWeaponChange = !this->bWeaponChange;
296}
297
298/**
299 * @todo switch statement ??
300 */
301void Player::process(const Event &event)
302{
303  if( event.type == KeyMapper::PEV_UP)
304    {
305      this->bUp = event.bPressed;
306    }
307  else if( event.type == KeyMapper::PEV_DOWN)
308    {
309      this->bDown = event.bPressed;
310    }
311  else if( event.type == KeyMapper::PEV_RIGHT)
312    {
313      this->bRight= event.bPressed;
314    }
315  else if( event.type == KeyMapper::PEV_LEFT)
316    {
317      this->bLeft = event.bPressed;
318    }
319  else if( event.type == KeyMapper::PEV_FIRE1)
320    {
321       this->bFire = event.bPressed;
322    }
323  else if( event.type == KeyMapper::PEV_NEXT_WEAPON)
324    {
325      if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
326    }
327
328}
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