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 | |
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24 | #include "weapon_manager.h" |
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25 | #include "test_gun.h" |
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26 | #include "world.h" |
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27 | |
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28 | #include "list.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 "event.h" |
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33 | |
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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 | * 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() |
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44 | { |
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45 | this->init(); |
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46 | |
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47 | //weapons: |
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48 | Weapon* wpRight = new TestGun(this->weaponMan, 0); |
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49 | Weapon* wpLeft = new TestGun(this->weaponMan, 1); |
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50 | |
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51 | this->weaponMan->addWeapon(wpRight); |
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52 | // this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1); |
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53 | // this->weaponMan->addWeapon(wpRight, WM_CONFIG2); |
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54 | // this->weaponMan->addWeapon(wpLeft, WM_CONFIG2); |
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55 | } |
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56 | |
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57 | |
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58 | /** |
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59 | * destructs the player, deletes alocated memory |
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60 | */ |
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61 | Player::~Player () |
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62 | { |
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63 | /* do not delete the weapons, they are contained in the pnode tree |
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64 | and will be deleted there. |
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65 | this only frees the memory allocated to save the list. |
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66 | */ |
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67 | delete this->weaponMan; |
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68 | } |
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69 | |
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70 | /** |
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71 | * creates a new Player from Xml Data |
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72 | * @param root the xml element containing player data |
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73 | |
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74 | @todo add more parameters to load |
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75 | */ |
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76 | Player::Player(const TiXmlElement* root) |
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77 | { |
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78 | this->init(); |
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79 | this->loadParams(root); |
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80 | |
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81 | //weapons: |
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82 | Weapon* wpRight = new TestGun(this->weaponMan, 0); |
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83 | wpRight->setName("testGun Right"); |
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84 | Weapon* wpLeft = new TestGun(this->weaponMan, 1); |
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85 | wpLeft->setName("testGun Left"); |
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86 | |
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87 | this->weaponMan->addWeapon(wpLeft, 1, 0); |
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88 | this->weaponMan->addWeapon(wpRight,1 ,1); |
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89 | this->weaponMan->addWeapon(wpLeft, 3, 1); |
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90 | |
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91 | this->weaponMan->changeWeaponConfig(0); |
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92 | } |
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93 | |
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94 | /** |
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95 | * initializes a Player |
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96 | */ |
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97 | void Player::init() |
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98 | { |
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99 | this->setClassID(CL_PLAYER, "Player"); |
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100 | |
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101 | // this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN); |
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102 | travelSpeed = 15.0; |
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103 | velocity = new Vector(); |
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104 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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105 | bFire = false; |
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106 | acceleration = 10.0; |
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107 | |
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108 | |
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109 | this->weaponMan = new WeaponManager(this); |
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110 | this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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111 | this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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112 | |
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113 | } |
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114 | |
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115 | |
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116 | /** |
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117 | * loads the Settings of a Player from an XML-element. |
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118 | * @param root the XML-element to load the Player's properties from |
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119 | */ |
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120 | void Player::loadParams(const TiXmlElement* root) |
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121 | { |
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122 | static_cast<WorldEntity*>(this)->loadParams(root); |
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123 | |
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124 | |
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125 | |
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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 | * adds a weapon to the weapon list of player |
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131 | * @param weapon to add |
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132 | */ |
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133 | void Player::addWeapon(Weapon* weapon) |
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134 | { |
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135 | this->weaponMan->addWeapon(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 | * removes a weapon from the player |
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141 | * @param weapon to remove |
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142 | */ |
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143 | void Player::removeWeapon(Weapon* weapon) |
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144 | { |
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145 | this->weaponMan->removeWeapon(weapon); |
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146 | } |
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147 | |
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148 | |
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149 | /** |
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150 | * effect that occurs after the player is spawned |
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151 | */ |
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152 | void Player::postSpawn () |
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153 | { |
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154 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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155 | } |
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156 | |
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157 | |
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158 | /** |
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159 | * the action occuring if the player left the game |
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160 | */ |
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161 | void Player::leftWorld () |
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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 | * if the player is hit, call this function |
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168 | * @param weapon hit by this weapon |
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169 | * @param loc ?? |
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170 | */ |
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171 | void Player::hit (WorldEntity* weapon, Vector* loc) |
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172 | { |
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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 | * Collision with another Entity has this effect |
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178 | * @param other the other colider |
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179 | * @param ownhitflags ?? |
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180 | * @param otherhitflags ?? |
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181 | */ |
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182 | void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) |
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183 | { |
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184 | } |
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185 | |
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186 | |
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187 | /** |
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188 | * draws the player after transforming him. |
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189 | */ |
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190 | void Player::draw () |
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191 | { |
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192 | glMatrixMode(GL_MODELVIEW); |
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193 | glPushMatrix(); |
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194 | float matrix[4][4]; |
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195 | |
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196 | /* translate */ |
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197 | glTranslatef (this->getAbsCoor ().x, |
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198 | this->getAbsCoor ().y, |
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199 | this->getAbsCoor ().z); |
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200 | /* rotate */ |
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201 | this->getAbsDir ().matrix (matrix); |
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202 | glMultMatrixf((float*)matrix); |
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203 | |
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204 | this->model->draw(); |
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205 | glPopMatrix(); |
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206 | |
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207 | this->weaponMan->draw(); |
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208 | } |
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209 | |
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210 | |
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211 | /** |
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212 | * the function called for each passing timeSnap |
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213 | * @param time The timespan passed since last update |
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214 | */ |
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215 | void Player::tick (float time) |
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216 | { |
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217 | // player controlled movement |
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218 | this->move(time); |
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219 | |
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220 | this->weaponMan->tick(time); |
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221 | // weapon system manipulation |
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222 | this->weaponAction(); |
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223 | } |
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224 | |
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225 | |
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226 | /** |
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227 | * action if player moves |
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228 | * @param time the timeslice since the last frame |
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229 | */ |
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230 | void Player::move (float time) |
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231 | { |
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232 | Vector accel(0.0, 0.0, 0.0); |
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233 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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234 | /* calculate the direction in which the craft is heading */ |
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235 | Vector direction (1.0, 0.0, 0.0); |
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236 | //direction = this->absDirection.apply (direction); |
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237 | Vector orthDirection (0.0, 0.0, 1.0); |
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238 | //orthDirection = orthDirection.cross (direction); |
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239 | |
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240 | if( this->bUp && this->getRelCoor().x < 20) |
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241 | accel = accel+(direction*acceleration); |
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242 | if( this->bDown && this->getRelCoor().x > -5) |
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243 | accel = accel -(direction*acceleration); |
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244 | if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
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245 | accel = accel - (orthDirection*acceleration); |
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246 | if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
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247 | accel = accel + (orthDirection*acceleration); |
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248 | if( this->bAscend ) { /* FIXME */ } |
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249 | if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */ |
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250 | |
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251 | Vector move = accel * time; |
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252 | this->shiftCoor (move); |
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253 | } |
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254 | |
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255 | |
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256 | /** |
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257 | * weapon manipulation by the player |
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258 | */ |
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259 | void Player::weaponAction() |
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260 | { |
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261 | if( this->bFire) |
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262 | { |
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263 | this->weaponMan->fire(); |
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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 | * @todo switch statement ?? |
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269 | */ |
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270 | void Player::process(const Event &event) |
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271 | { |
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272 | if( event.type == KeyMapper::PEV_UP) |
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273 | this->bUp = event.bPressed; |
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274 | else if( event.type == KeyMapper::PEV_DOWN) |
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275 | this->bDown = event.bPressed; |
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276 | else if( event.type == KeyMapper::PEV_RIGHT) |
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277 | this->bRight= event.bPressed; |
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278 | else if( event.type == KeyMapper::PEV_LEFT) |
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279 | this->bLeft = event.bPressed; |
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280 | else if( event.type == KeyMapper::PEV_FIRE1) |
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281 | this->bFire = event.bPressed; |
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282 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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283 | this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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284 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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285 | this->weaponMan->previousWeaponConfig(); |
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286 | } |
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