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source: orxonox.OLD/orxonox/trunk/src/world_entities/player.cc @ 4982

Last change on this file since 4982 was 4975, checked in by bensch, 19 years ago

orxonox/trunk: player should be able to load its preferences from an external file
removed the obsolete ObjectManager that has been redesigned as FastFactory.

File size: 7.3 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 "turret.h"
27#include "world.h"
28
29#include "list.h"
30
31#include "event_handler.h"
32
33#include "event.h"
34
35
36using namespace std;
37
38CREATE_FACTORY(Player);
39
40/**
41 * creates a new Player
42 * @param isFree if the player is free
43*/
44Player::Player()
45{
46  this->init();
47
48  //weapons:
49  Weapon* wpRight = new TestGun(this->weaponMan, 0);
50  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
51
52  this->weaponMan->addWeapon(wpRight);
53//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1);
54//  this->weaponMan->addWeapon(wpRight, WM_CONFIG2);
55//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG2);
56}
57
58/**
59 * loads a Players information from a specified file.
60 * @param fileName the name of the File to load the player from (absolute path)
61 */
62Player::Player(const char* fileName)
63{
64  this->init();
65  TiXmlDocument doc(fileName);
66
67  if(!doc.LoadFile())
68  {
69    PRINTF(2)("Loading file %s failed for player.\n", fileName);
70    return;
71  }
72
73  this->loadParams(doc.RootElement());
74}
75
76/**
77 *  creates a new Player from Xml Data
78 * @param root the xml element containing player data
79
80   @todo add more parameters to load
81*/
82Player::Player(const TiXmlElement* root)
83{
84  this->init();
85  this->loadParams(root);
86
87  //weapons:
88  Weapon* wpRight = new TestGun(this->weaponMan, 0);
89  wpRight->setName("testGun Right");
90  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
91  wpLeft->setName("testGun Left");
92
93  Weapon* turret = new Turret(this->weaponMan);
94  Weapon* turret2 = new Turret(this->weaponMan);
95  this->weaponMan->addWeapon(wpLeft, 1, 0);
96  this->weaponMan->addWeapon(wpRight,1 ,1);
97  this->weaponMan->addWeapon(turret, 2, 2);
98  this->weaponMan->addWeapon(turret2, 2, 3);
99  this->weaponMan->addWeapon(wpLeft, 3, 0);
100  this->weaponMan->addWeapon(wpRight,3 ,1);
101
102  this->weaponMan->changeWeaponConfig(0);
103}
104
105/**
106 *  destructs the player, deletes alocated memory
107 */
108Player::~Player ()
109{
110  /* do not delete the weapons, they are contained in the pnode tree
111  and will be deleted there.
112  this only frees the memory allocated to save the list.
113  */
114  delete this->weaponMan;
115}
116
117/**
118 * initializes a Player
119 */
120void Player::init()
121{
122  this->setClassID(CL_PLAYER, "Player");
123
124//  this->model = (Model*)ResourceManager::getInstance()->load("models/reaplow.obj", OBJ, RP_CAMPAIGN);
125  travelSpeed = 15.0;
126  velocity = new Vector();
127  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
128  bFire = false;
129  acceleration = 10.0;
130
131
132  this->weaponMan = new WeaponManager(this);
133  this->weaponMan->setSlotCount(4);
134  this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0));
135  this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0));
136  this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5));
137  this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
138  this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5));
139  this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
140}
141
142
143/**
144 * loads the Settings of a Player from an XML-element.
145 * @param root the XML-element to load the Player's properties from
146 */
147void Player::loadParams(const TiXmlElement* root)
148{
149  static_cast<WorldEntity*>(this)->loadParams(root);
150
151
152
153}
154
155
156/**
157 * adds a weapon to the weapon list of player
158 * @param weapon to add
159*/
160void Player::addWeapon(Weapon* weapon)
161{
162  this->weaponMan->addWeapon(weapon);
163}
164
165
166/**
167 *  removes a weapon from the player
168 * @param weapon to remove
169*/
170void Player::removeWeapon(Weapon* weapon)
171{
172  this->weaponMan->removeWeapon(weapon);
173}
174
175
176/**
177 *  effect that occurs after the player is spawned
178*/
179void Player::postSpawn ()
180{
181  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
182}
183
184
185/**
186 *  the action occuring if the player left the game
187*/
188void Player::leftWorld ()
189{}
190
191
192
193/**
194 *  if the player is hit, call this function
195 * @param weapon hit by this weapon
196 * @param loc ??
197*/
198void Player::hit (WorldEntity* weapon, Vector* loc)
199{
200}
201
202
203/**
204  *  Collision with another Entity has this effect
205  * @param other the other colider
206  * @param ownhitflags ??
207  * @param otherhitflags ??
208*/
209void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
210{
211}
212
213
214/**
215 *  draws the player after transforming him.
216*/
217void Player::draw ()
218{
219  glMatrixMode(GL_MODELVIEW);
220  glPushMatrix();
221  float matrix[4][4];
222
223  /* translate */
224  glTranslatef (this->getAbsCoor ().x,
225                this->getAbsCoor ().y,
226                this->getAbsCoor ().z);
227  /* rotate */
228  this->getAbsDir ().matrix (matrix);
229  glMultMatrixf((float*)matrix);
230
231  this->model->draw();
232  glPopMatrix();
233
234  this->weaponMan->draw();
235}
236
237
238/**
239 *  the function called for each passing timeSnap
240 * @param time The timespan passed since last update
241*/
242void Player::tick (float time)
243{
244  // player controlled movement
245  this->move(time);
246
247  this->weaponMan->tick(time);
248  // weapon system manipulation
249  this->weaponAction();
250}
251
252
253/**
254 *  action if player moves
255 * @param time the timeslice since the last frame
256*/
257void Player::move (float time)
258{
259  Vector accel(0.0, 0.0, 0.0);
260  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
261  /* calculate the direction in which the craft is heading  */
262  Vector direction (1.0, 0.0, 0.0);
263  //direction = this->absDirection.apply (direction);
264  Vector orthDirection (0.0, 0.0, 1.0);
265  //orthDirection = orthDirection.cross (direction);
266
267  if( this->bUp && this->getRelCoor().x < 20)
268    accel = accel+(direction*acceleration);
269  if( this->bDown && this->getRelCoor().x > -5)
270    accel = accel -(direction*acceleration);
271  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
272    accel = accel - (orthDirection*acceleration);
273  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
274    accel = accel + (orthDirection*acceleration);
275  if( this->bAscend ) { /* FIXME */ }
276  if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */
277
278  Vector move = accel * time;
279  this->shiftCoor (move);
280}
281
282
283/**
284 * weapon manipulation by the player
285*/
286void Player::weaponAction()
287{
288  if( this->bFire)
289    {
290      this->weaponMan->fire();
291    }
292}
293
294/**
295 * @todo switch statement ??
296 */
297void Player::process(const Event &event)
298{
299  if( event.type == KeyMapper::PEV_UP)
300      this->bUp = event.bPressed;
301  else if( event.type == KeyMapper::PEV_DOWN)
302      this->bDown = event.bPressed;
303  else if( event.type == KeyMapper::PEV_RIGHT)
304      this->bRight= event.bPressed;
305  else if( event.type == KeyMapper::PEV_LEFT)
306      this->bLeft = event.bPressed;
307  else if( event.type == KeyMapper::PEV_FIRE1)
308      this->bFire = event.bPressed;
309  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
310    this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
311  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
312    this->weaponMan->previousWeaponConfig();
313}
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