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source: orxonox.OLD/orxonox/trunk/src/world_entities/player.cc @ 4932

Last change on this file since 4932 was 4926, checked in by bensch, 19 years ago

orxonox/trunk: the activation and deactivation-phase of the Weapon work too.

File size: 6.4 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 "test_gun.h"
26#include "world.h"
27
28#include "list.h"
29
30#include "event_handler.h"
31
32#include "event.h"
33
34
35using namespace std;
36
37CREATE_FACTORY(Player);
38
39/**
40 * creates a new Player
41 * @param isFree if the player is free
42*/
43Player::Player()
44{
45  this->init();
46
47  //weapons:
48  Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0);
49  Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1);
50
51  this->weaponMan->addWeapon(wpRight, WM_CONFIG0, WM_SLOT0);
52//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1);
53//  this->weaponMan->addWeapon(wpRight, WM_CONFIG2);
54//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG2);
55}
56
57
58/**
59 *  destructs the player, deletes alocated memory
60*/
61Player::~Player ()
62{
63  /* do not delete the weapons, they are contained in the pnode tree
64     and will be deleted there.
65     this only frees the memory allocated to save the list.
66  */
67  delete this->weaponMan;
68}
69
70/**
71 *  creates a new Player from Xml Data
72 * @param root the xml element containing player data
73
74   @todo add more parameters to load
75*/
76Player::Player(const TiXmlElement* root)
77{
78  this->init();
79  this->loadParams(root);
80
81  //weapons:
82  Weapon* wpRight = new TestGun(this, Vector(-2.6, 0.1, 3.0), Quaternion(), 0);
83  Weapon* wpLeft = new TestGun(this, Vector(-2.6, 0.1, -3.0), Quaternion(), 1);
84
85  this->weaponMan->addWeapon(wpRight, WM_CONFIG0, WM_SLOT0);
86  this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1);
87  this->weaponMan->addWeapon(wpRight, WM_CONFIG2);
88  this->weaponMan->addWeapon(wpLeft, WM_CONFIG2);
89}
90
91/**
92 * initializes a Player
93 */
94void Player::init()
95{
96  this->setClassID(CL_PLAYER, "Player");
97
98  this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN);
99  travelSpeed = 15.0;
100  velocity = new Vector();
101  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
102  bFire = false;
103  this->bWeaponChange = false;
104  acceleration = 10.0;
105
106
107  this->weaponMan = new WeaponManager(2);
108}
109
110
111/**
112 * loads the Settings of a Player from an XML-element.
113 * @param root the XML-element to load the Player's properties from
114 */
115void Player::loadParams(const TiXmlElement* root)
116{
117  static_cast<WorldEntity*>(this)->loadParams(root);
118
119
120
121}
122
123
124/**
125 * adds a weapon to the weapon list of player
126 * @param weapon to add
127*/
128void Player::addWeapon(Weapon* weapon)
129{
130  this->weaponMan->addWeapon(weapon);
131}
132
133
134/**
135 *  removes a weapon from the player
136 * @param weapon to remove
137*/
138void Player::removeWeapon(Weapon* weapon)
139{
140  this->weaponMan->removeWeapon(weapon);
141}
142
143
144/**
145 *  effect that occurs after the player is spawned
146*/
147void Player::postSpawn ()
148{
149  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
150}
151
152
153/**
154 *  the action occuring if the player left the game
155*/
156void Player::leftWorld ()
157{}
158
159
160
161/**
162 *  if the player is hit, call this function
163 * @param weapon hit by this weapon
164 * @param loc ??
165*/
166void Player::hit (WorldEntity* weapon, Vector* loc)
167{
168}
169
170
171/**
172  *  Collision with another Entity has this effect
173  * @param other the other colider
174  * @param ownhitflags ??
175  * @param otherhitflags ??
176*/
177void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
178{
179}
180
181
182/**
183 *  draws the player after transforming him.
184*/
185void Player::draw ()
186{
187  glMatrixMode(GL_MODELVIEW);
188  glPushMatrix();
189  float matrix[4][4];
190
191  /* translate */
192  glTranslatef (this->getAbsCoor ().x,
193                this->getAbsCoor ().y,
194                this->getAbsCoor ().z);
195  /* rotate */
196  this->getAbsDir ().matrix (matrix);
197  glMultMatrixf((float*)matrix);
198
199  this->model->draw();
200  glPopMatrix();
201
202  this->weaponMan->draw();
203}
204
205
206/**
207 *  the function called for each passing timeSnap
208 * @param time The timespan passed since last update
209*/
210void Player::tick (float time)
211{
212  // player controlled movement
213  this->move(time);
214
215  this->weaponMan->tick(time);
216  // weapon system manipulation
217  this->weaponAction();
218}
219
220
221/**
222 *  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 ) { /* FIXME */ }
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 * weapon manipulation by the player
253*/
254void Player::weaponAction()
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 * @todo switch statement ??
269 */
270void Player::process(const Event &event)
271{
272  if( event.type == KeyMapper::PEV_UP)
273      this->bUp = event.bPressed;
274  else if( event.type == KeyMapper::PEV_DOWN)
275      this->bDown = event.bPressed;
276  else if( event.type == KeyMapper::PEV_RIGHT)
277      this->bRight= event.bPressed;
278  else if( event.type == KeyMapper::PEV_LEFT)
279      this->bLeft = event.bPressed;
280  else if( event.type == KeyMapper::PEV_FIRE1)
281      this->bFire = event.bPressed;
282  else if( event.type == KeyMapper::PEV_NEXT_WEAPON)
283      if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
284
285}
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