[4592] | 1 | /* |
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[3471] | 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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[5357] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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[3590] | 17 | |
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[3471] | 18 | #include "player.h" |
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[3596] | 19 | |
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[3620] | 20 | #include "track_manager.h" |
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[3484] | 21 | #include "objModel.h" |
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[3655] | 22 | #include "resource_manager.h" |
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[5355] | 23 | #include "factory.h" |
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[4826] | 24 | |
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| 25 | #include "weapon_manager.h" |
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[3620] | 26 | #include "test_gun.h" |
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[4963] | 27 | #include "turret.h" |
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[3471] | 28 | |
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[3620] | 29 | #include "list.h" |
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| 30 | |
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[4404] | 31 | #include "event_handler.h" |
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[4389] | 32 | |
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[4404] | 33 | #include "event.h" |
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[4287] | 34 | |
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[4780] | 35 | |
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[3471] | 36 | using namespace std; |
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| 37 | |
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[4010] | 38 | CREATE_FACTORY(Player); |
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| 39 | |
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[3471] | 40 | /** |
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[4885] | 41 | * creates a new Player |
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[4836] | 42 | * @param isFree if the player is free |
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[3471] | 43 | */ |
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[4762] | 44 | Player::Player() |
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[3471] | 45 | { |
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[4780] | 46 | this->init(); |
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[4597] | 47 | |
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[3620] | 48 | //weapons: |
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[4955] | 49 | Weapon* wpRight = new TestGun(this->weaponMan, 0); |
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| 50 | Weapon* wpLeft = new TestGun(this->weaponMan, 1); |
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[4592] | 51 | |
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[4951] | 52 | this->weaponMan->addWeapon(wpRight); |
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[4910] | 53 | // this->weaponMan->addWeapon(wpLeft, WM_CONFIG1, WM_SLOT1); |
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| 54 | // this->weaponMan->addWeapon(wpRight, WM_CONFIG2); |
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| 55 | // this->weaponMan->addWeapon(wpLeft, WM_CONFIG2); |
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[3471] | 56 | } |
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| 57 | |
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| 58 | /** |
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[4975] | 59 | * loads a Players information from a specified file. |
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| 60 | * @param fileName the name of the File to load the player from (absolute path) |
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| 61 | */ |
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| 62 | Player::Player(const char* fileName) |
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[3471] | 63 | { |
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[4975] | 64 | this->init(); |
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| 65 | TiXmlDocument doc(fileName); |
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| 66 | |
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| 67 | if(!doc.LoadFile()) |
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| 68 | { |
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| 69 | PRINTF(2)("Loading file %s failed for player.\n", fileName); |
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| 70 | return; |
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| 71 | } |
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| 72 | |
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| 73 | this->loadParams(doc.RootElement()); |
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[3583] | 74 | } |
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[3566] | 75 | |
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[4010] | 76 | /** |
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[4836] | 77 | * creates a new Player from Xml Data |
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| 78 | * @param root the xml element containing player data |
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[4592] | 79 | |
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[4836] | 80 | @todo add more parameters to load |
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[4010] | 81 | */ |
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[4780] | 82 | Player::Player(const TiXmlElement* root) |
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[4010] | 83 | { |
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[4780] | 84 | this->init(); |
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[5155] | 85 | if (root != NULL) |
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| 86 | this->loadParams(root); |
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[4597] | 87 | |
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[4010] | 88 | //weapons: |
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[4955] | 89 | Weapon* wpRight = new TestGun(this->weaponMan, 0); |
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[4953] | 90 | wpRight->setName("testGun Right"); |
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[4955] | 91 | Weapon* wpLeft = new TestGun(this->weaponMan, 1); |
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[4953] | 92 | wpLeft->setName("testGun Left"); |
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[4592] | 93 | |
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[4953] | 94 | this->weaponMan->addWeapon(wpLeft, 1, 0); |
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| 95 | this->weaponMan->addWeapon(wpRight,1 ,1); |
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[5041] | 96 | //this->weaponMan->addWeapon(turret, 3, 0); |
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[4953] | 97 | |
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[5435] | 98 | this->weaponMan->changeWeaponConfig(1); |
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[4010] | 99 | } |
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[3583] | 100 | |
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[4780] | 101 | /** |
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[4975] | 102 | * destructs the player, deletes alocated memory |
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| 103 | */ |
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| 104 | Player::~Player () |
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| 105 | { |
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| 106 | /* do not delete the weapons, they are contained in the pnode tree |
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| 107 | and will be deleted there. |
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| 108 | this only frees the memory allocated to save the list. |
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| 109 | */ |
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| 110 | delete this->weaponMan; |
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| 111 | } |
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| 112 | |
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[5453] | 113 | //#include "glgui_pushbutton.h" |
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[5395] | 114 | |
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[4975] | 115 | /** |
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[4780] | 116 | * initializes a Player |
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| 117 | */ |
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| 118 | void Player::init() |
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| 119 | { |
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[5037] | 120 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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[4780] | 121 | this->setClassID(CL_PLAYER, "Player"); |
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[5144] | 122 | |
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[5300] | 123 | PRINTF(4)("PLAYER INIT\n"); |
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[4780] | 124 | travelSpeed = 15.0; |
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| 125 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 126 | bFire = false; |
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| 127 | acceleration = 10.0; |
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[4834] | 128 | |
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[5453] | 129 | // GLGuiButton* button = new GLGuiPushButton(); |
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| 130 | // button->show(); |
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| 131 | // button->setLabel("orxonox"); |
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| 132 | // button->setBindNode(this); |
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[4834] | 133 | |
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[4953] | 134 | this->weaponMan = new WeaponManager(this); |
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[5435] | 135 | this->weaponMan->setSlotCount(10); |
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[5064] | 136 | |
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[4953] | 137 | this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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[5441] | 138 | this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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[5064] | 139 | |
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[4953] | 140 | this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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[5441] | 141 | this->weaponMan->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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[5064] | 142 | |
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[4969] | 143 | this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 144 | this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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[5064] | 145 | |
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[4969] | 146 | this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 147 | this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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[5064] | 148 | |
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| 149 | this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 150 | this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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| 151 | |
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| 152 | this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 153 | this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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| 154 | |
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[5435] | 155 | this->weaponMan->setSlotPosition(6, Vector(-2.0, 0.1, -2.0)); |
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| 156 | this->weaponMan->setSlotPosition(7, Vector(-2.0, 0.1, 2.0)); |
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| 157 | |
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| 158 | this->weaponMan->setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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| 159 | this->weaponMan->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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| 160 | |
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| 161 | this->weaponMan->setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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| 162 | this->weaponMan->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0))); |
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| 163 | |
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[4780] | 164 | } |
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| 165 | |
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| 166 | |
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[3583] | 167 | /** |
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[4885] | 168 | * loads the Settings of a Player from an XML-element. |
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[4780] | 169 | * @param root the XML-element to load the Player's properties from |
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| 170 | */ |
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| 171 | void Player::loadParams(const TiXmlElement* root) |
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| 172 | { |
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| 173 | static_cast<WorldEntity*>(this)->loadParams(root); |
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| 174 | |
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| 175 | |
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| 176 | |
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| 177 | } |
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| 178 | |
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| 179 | /** |
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[4885] | 180 | * adds a weapon to the weapon list of player |
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[4836] | 181 | * @param weapon to add |
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[3583] | 182 | */ |
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| 183 | void Player::addWeapon(Weapon* weapon) |
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| 184 | { |
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[3878] | 185 | this->weaponMan->addWeapon(weapon); |
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[3471] | 186 | } |
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| 187 | |
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[3583] | 188 | |
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[3471] | 189 | /** |
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[4836] | 190 | * removes a weapon from the player |
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| 191 | * @param weapon to remove |
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[3583] | 192 | */ |
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| 193 | void Player::removeWeapon(Weapon* weapon) |
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| 194 | { |
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[3878] | 195 | this->weaponMan->removeWeapon(weapon); |
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[3583] | 196 | } |
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| 197 | |
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| 198 | |
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| 199 | /** |
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[4836] | 200 | * effect that occurs after the player is spawned |
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[3471] | 201 | */ |
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| 202 | void Player::postSpawn () |
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| 203 | { |
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[3474] | 204 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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[3471] | 205 | } |
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| 206 | |
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[3584] | 207 | |
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[3471] | 208 | /** |
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[4836] | 209 | * the action occuring if the player left the game |
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[3471] | 210 | */ |
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[3584] | 211 | void Player::leftWorld () |
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| 212 | {} |
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[3471] | 213 | |
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[3584] | 214 | |
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[5435] | 215 | WorldEntity* ref = NULL; |
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[3471] | 216 | /** |
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[5435] | 217 | * this function is called, when two entities collide |
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| 218 | * @param entity: the world entity with whom it collides |
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| 219 | * |
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| 220 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 221 | */ |
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| 222 | void Player::collidesWith(WorldEntity* entity, const Vector& location) |
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[3471] | 223 | { |
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[5435] | 224 | if (entity->isA(CL_TURRET_POWER_UP) && entity != ref) |
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| 225 | { |
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| 226 | this->ADDWEAPON(); |
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| 227 | ref = entity; |
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| 228 | } |
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| 229 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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[3471] | 230 | } |
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| 231 | |
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[4592] | 232 | /** |
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[4836] | 233 | * draws the player after transforming him. |
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[3471] | 234 | */ |
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[5500] | 235 | void Player::draw () const |
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[4592] | 236 | { |
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[3471] | 237 | glMatrixMode(GL_MODELVIEW); |
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[3526] | 238 | glPushMatrix(); |
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[3471] | 239 | /* translate */ |
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[4592] | 240 | glTranslatef (this->getAbsCoor ().x, |
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| 241 | this->getAbsCoor ().y, |
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| 242 | this->getAbsCoor ().z); |
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[3471] | 243 | /* rotate */ |
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[4998] | 244 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 245 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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[3471] | 246 | this->model->draw(); |
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[3526] | 247 | glPopMatrix(); |
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[3750] | 248 | |
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[3877] | 249 | this->weaponMan->draw(); |
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[4994] | 250 | |
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| 251 | //this->debug(0); |
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[3471] | 252 | } |
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| 253 | |
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| 254 | |
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| 255 | /** |
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[4836] | 256 | * the function called for each passing timeSnap |
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| 257 | * @param time The timespan passed since last update |
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[3471] | 258 | */ |
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[3584] | 259 | void Player::tick (float time) |
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[3471] | 260 | { |
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[4885] | 261 | // player controlled movement |
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| 262 | this->move(time); |
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[4592] | 263 | |
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[3877] | 264 | this->weaponMan->tick(time); |
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[3584] | 265 | // weapon system manipulation |
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[4885] | 266 | this->weaponAction(); |
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[3471] | 267 | } |
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| 268 | |
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[3584] | 269 | |
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[3471] | 270 | /** |
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[4836] | 271 | * action if player moves |
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| 272 | * @param time the timeslice since the last frame |
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[3471] | 273 | */ |
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| 274 | void Player::move (float time) |
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| 275 | { |
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| 276 | Vector accel(0.0, 0.0, 0.0); |
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| 277 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 278 | /* calculate the direction in which the craft is heading */ |
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| 279 | Vector direction (1.0, 0.0, 0.0); |
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| 280 | //direction = this->absDirection.apply (direction); |
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| 281 | Vector orthDirection (0.0, 0.0, 1.0); |
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| 282 | //orthDirection = orthDirection.cross (direction); |
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| 283 | |
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[3966] | 284 | if( this->bUp && this->getRelCoor().x < 20) |
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[3596] | 285 | accel = accel+(direction*acceleration); |
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[3966] | 286 | if( this->bDown && this->getRelCoor().x > -5) |
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[4412] | 287 | accel = accel -(direction*acceleration); |
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[5483] | 288 | if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
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[5482] | 289 | accel = accel - (orthDirection*acceleration); |
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[5483] | 290 | if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
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| 291 | accel = accel + (orthDirection*acceleration); |
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[4885] | 292 | if( this->bAscend ) { /* FIXME */ } |
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[4836] | 293 | if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */ |
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[3471] | 294 | |
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| 295 | Vector move = accel * time; |
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[5483] | 296 | |
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| 297 | if (accel.z < 0) |
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| 298 | this->setRelDirSoft(Quaternion(-.4, Vector(1,0,0)), 5); |
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| 299 | else if (accel.z > 0) |
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| 300 | this->setRelDirSoft(Quaternion(.4, Vector(1,0,0)), 5); |
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| 301 | else |
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| 302 | this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 5); |
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[3811] | 303 | this->shiftCoor (move); |
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[3471] | 304 | } |
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[3584] | 305 | |
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| 306 | |
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| 307 | /** |
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[4885] | 308 | * weapon manipulation by the player |
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[3584] | 309 | */ |
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[4885] | 310 | void Player::weaponAction() |
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[3584] | 311 | { |
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[3618] | 312 | if( this->bFire) |
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[3584] | 313 | { |
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[3875] | 314 | this->weaponMan->fire(); |
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[3584] | 315 | } |
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| 316 | } |
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| 317 | |
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| 318 | /** |
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[4781] | 319 | * @todo switch statement ?? |
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| 320 | */ |
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[4404] | 321 | void Player::process(const Event &event) |
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| 322 | { |
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[4409] | 323 | if( event.type == KeyMapper::PEV_UP) |
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| 324 | this->bUp = event.bPressed; |
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| 325 | else if( event.type == KeyMapper::PEV_DOWN) |
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| 326 | this->bDown = event.bPressed; |
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| 327 | else if( event.type == KeyMapper::PEV_RIGHT) |
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[4413] | 328 | this->bRight= event.bPressed; |
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[4409] | 329 | else if( event.type == KeyMapper::PEV_LEFT) |
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[4413] | 330 | this->bLeft = event.bPressed; |
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[4412] | 331 | else if( event.type == KeyMapper::PEV_FIRE1) |
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[4885] | 332 | this->bFire = event.bPressed; |
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[4952] | 333 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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[4954] | 334 | this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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[4952] | 335 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 336 | this->weaponMan->previousWeaponConfig(); |
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[4404] | 337 | } |
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[5435] | 338 | |
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| 339 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG |
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| 340 | void Player::ADDWEAPON() |
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| 341 | { |
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| 342 | Weapon* turret1 = new Turret(this->weaponMan); |
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| 343 | turret1->setName("Turret"); |
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| 344 | turret1->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); |
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| 345 | |
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[5440] | 346 | this->weaponMan->addWeapon(turret1, 2); |
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[5435] | 347 | |
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| 348 | this->weaponMan->changeWeaponConfig(2); |
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| 349 | } |
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