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source: orxonox.OLD/trunk/src/world_entities/player.cc @ 5437

Last change on this file since 5437 was 5435, checked in by bensch, 19 years ago

orxonox/trunk: power-ups implemented (simple-mode)

File size: 8.5 KB
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[4592]1/*
[3471]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
[5357]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
[3590]17
[3471]18#include "player.h"
[3596]19
[3620]20#include "track_manager.h"
[3484]21#include "objModel.h"
[3655]22#include "resource_manager.h"
[5355]23#include "factory.h"
[4826]24
25#include "weapon_manager.h"
[3620]26#include "test_gun.h"
[4963]27#include "turret.h"
[3471]28
[3620]29#include "list.h"
30
[4404]31#include "event_handler.h"
[4389]32
[4404]33#include "event.h"
[4287]34
[4780]35
[3471]36using namespace std;
37
[4010]38CREATE_FACTORY(Player);
39
[3471]40/**
[4885]41 * creates a new Player
[4836]42 * @param isFree if the player is free
[3471]43*/
[4762]44Player::Player()
[3471]45{
[4780]46  this->init();
[4597]47
[3620]48  //weapons:
[4955]49  Weapon* wpRight = new TestGun(this->weaponMan, 0);
50  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
[4592]51
[4951]52  this->weaponMan->addWeapon(wpRight);
[4910]53//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1);
54//  this->weaponMan->addWeapon(wpRight, WM_CONFIG2);
55//  this->weaponMan->addWeapon(wpLeft, WM_CONFIG2);
[3471]56}
57
58/**
[4975]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)
[3471]63{
[4975]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());
[3583]74}
[3566]75
[4010]76/**
[4836]77 *  creates a new Player from Xml Data
78 * @param root the xml element containing player data
[4592]79
[4836]80   @todo add more parameters to load
[4010]81*/
[4780]82Player::Player(const TiXmlElement* root)
[4010]83{
[4780]84  this->init();
[5155]85  if (root != NULL)
86    this->loadParams(root);
[4597]87
[4010]88  //weapons:
[4955]89  Weapon* wpRight = new TestGun(this->weaponMan, 0);
[4953]90  wpRight->setName("testGun Right");
[4955]91  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
[4953]92  wpLeft->setName("testGun Left");
[4592]93
[4953]94  this->weaponMan->addWeapon(wpLeft, 1, 0);
95  this->weaponMan->addWeapon(wpRight,1 ,1);
[5041]96  //this->weaponMan->addWeapon(turret, 3, 0);
[4953]97
[5435]98  this->weaponMan->changeWeaponConfig(1);
[4010]99}
[3583]100
[4780]101/**
[4975]102 *  destructs the player, deletes alocated memory
103 */
104Player::~Player ()
105{
106  /* do not delete the weapons, they are contained in the pnode tree
107  and will be deleted there.
108  this only frees the memory allocated to save the list.
109  */
110  delete this->weaponMan;
111}
112
[5395]113#include "glgui_pushbutton.h"
114
[4975]115/**
[4780]116 * initializes a Player
117 */
118void Player::init()
119{
[5037]120//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
[4780]121  this->setClassID(CL_PLAYER, "Player");
[5144]122
[5300]123  PRINTF(4)("PLAYER INIT\n");
[4780]124  travelSpeed = 15.0;
125  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
126  bFire = false;
127  acceleration = 10.0;
[4834]128
[5395]129  GLGuiButton* button = new GLGuiPushButton();
130  button->show();
[5420]131  button->setLabel("orxonox");
[5396]132  button->setBindNode(this);
[4834]133
[4953]134  this->weaponMan = new WeaponManager(this);
[5435]135  this->weaponMan->setSlotCount(10);
[5064]136
[4953]137  this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0));
[5064]138
[4953]139  this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0));
[5064]140
[4969]141  this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5));
142  this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
[5064]143
[4969]144  this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5));
145  this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
[5064]146
147  this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5));
148  this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
149
150  this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5));
151  this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
152
[5435]153  this->weaponMan->setSlotPosition(6, Vector(-2.0, 0.1, -2.0));
154  this->weaponMan->setSlotPosition(7, Vector(-2.0, 0.1, 2.0));
155
156  this->weaponMan->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
157  this->weaponMan->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
158
159  this->weaponMan->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
160  this->weaponMan->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));
161
[4780]162}
163
164
[3583]165/**
[4885]166 * loads the Settings of a Player from an XML-element.
[4780]167 * @param root the XML-element to load the Player's properties from
168 */
169void Player::loadParams(const TiXmlElement* root)
170{
171  static_cast<WorldEntity*>(this)->loadParams(root);
172
173
174
175}
176
177/**
[4885]178 * adds a weapon to the weapon list of player
[4836]179 * @param weapon to add
[3583]180*/
181void Player::addWeapon(Weapon* weapon)
182{
[3878]183  this->weaponMan->addWeapon(weapon);
[3471]184}
185
[3583]186
[3471]187/**
[4836]188 *  removes a weapon from the player
189 * @param weapon to remove
[3583]190*/
191void Player::removeWeapon(Weapon* weapon)
192{
[3878]193  this->weaponMan->removeWeapon(weapon);
[3583]194}
195
196
197/**
[4836]198 *  effect that occurs after the player is spawned
[3471]199*/
200void Player::postSpawn ()
201{
[3474]202  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
[3471]203}
204
[3584]205
[3471]206/**
[4836]207 *  the action occuring if the player left the game
[3471]208*/
[3584]209void Player::leftWorld ()
210{}
[3471]211
[3584]212
[5435]213WorldEntity* ref = NULL;
[3471]214/**
[5435]215 *  this function is called, when two entities collide
216 * @param entity: the world entity with whom it collides
217 *
218 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
219 */
220void Player::collidesWith(WorldEntity* entity, const Vector& location)
[3471]221{
[5435]222  if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)
223  {
224    this->ADDWEAPON();
225    ref = entity;
226    }
227//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
[3471]228}
229
[4592]230/**
[4836]231 *  draws the player after transforming him.
[3471]232*/
233void Player::draw ()
[4592]234{
[3471]235  glMatrixMode(GL_MODELVIEW);
[3526]236  glPushMatrix();
[3471]237  /* translate */
[4592]238  glTranslatef (this->getAbsCoor ().x,
239                this->getAbsCoor ().y,
240                this->getAbsCoor ().z);
[3471]241  /* rotate */
[4998]242  Vector tmpRot = this->getAbsDir().getSpacialAxis();
243  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3471]244  this->model->draw();
[3526]245  glPopMatrix();
[3750]246
[3877]247  this->weaponMan->draw();
[4994]248
249  //this->debug(0);
[3471]250}
251
252
253/**
[4836]254 *  the function called for each passing timeSnap
255 * @param time The timespan passed since last update
[3471]256*/
[3584]257void Player::tick (float time)
[3471]258{
[4885]259  // player controlled movement
260  this->move(time);
[4592]261
[3877]262  this->weaponMan->tick(time);
[3584]263  // weapon system manipulation
[4885]264  this->weaponAction();
[3471]265}
266
[3584]267
[3471]268/**
[4836]269 *  action if player moves
270 * @param time the timeslice since the last frame
[3471]271*/
272void Player::move (float time)
273{
274  Vector accel(0.0, 0.0, 0.0);
275  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
276  /* calculate the direction in which the craft is heading  */
277  Vector direction (1.0, 0.0, 0.0);
278  //direction = this->absDirection.apply (direction);
279  Vector orthDirection (0.0, 0.0, 1.0);
280  //orthDirection = orthDirection.cross (direction);
281
[3966]282  if( this->bUp && this->getRelCoor().x < 20)
[3596]283    accel = accel+(direction*acceleration);
[3966]284  if( this->bDown && this->getRelCoor().x > -5)
[4412]285    accel = accel -(direction*acceleration);
[3966]286  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
[4592]287    accel = accel - (orthDirection*acceleration);
[3966]288  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
[4413]289    accel = accel + (orthDirection*acceleration);
[4885]290  if( this->bAscend ) { /* FIXME */ }
[4836]291  if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */
[3471]292
293  Vector move = accel * time;
[3811]294  this->shiftCoor (move);
[3471]295}
[3584]296
297
298/**
[4885]299 * weapon manipulation by the player
[3584]300*/
[4885]301void Player::weaponAction()
[3584]302{
[3618]303  if( this->bFire)
[3584]304    {
[3875]305      this->weaponMan->fire();
[3584]306    }
307}
308
309/**
[4781]310 * @todo switch statement ??
311 */
[4404]312void Player::process(const Event &event)
313{
[4409]314  if( event.type == KeyMapper::PEV_UP)
315      this->bUp = event.bPressed;
316  else if( event.type == KeyMapper::PEV_DOWN)
317      this->bDown = event.bPressed;
318  else if( event.type == KeyMapper::PEV_RIGHT)
[4413]319      this->bRight= event.bPressed;
[4409]320  else if( event.type == KeyMapper::PEV_LEFT)
[4413]321      this->bLeft = event.bPressed;
[4412]322  else if( event.type == KeyMapper::PEV_FIRE1)
[4885]323      this->bFire = event.bPressed;
[4952]324  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
[4954]325    this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
[4952]326  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
327    this->weaponMan->previousWeaponConfig();
[4404]328}
[5435]329
330// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
331int slot = 2;
332void Player::ADDWEAPON()
333{
334  Weapon* turret1 = new Turret(this->weaponMan);
335  turret1->setName("Turret");
336  turret1->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
337
338  this->weaponMan->addWeapon(turret1, 2, slot++);
339
340  this->weaponMan->changeWeaponConfig(2);
341}
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