[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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[5635] | 18 | |
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| 19 | #include "executor/executor.h" |
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[3471] | 20 | #include "player.h" |
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[3596] | 21 | |
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[3620] | 22 | #include "track_manager.h" |
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[3484] | 23 | #include "objModel.h" |
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[3655] | 24 | #include "resource_manager.h" |
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[5355] | 25 | #include "factory.h" |
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[4826] | 26 | |
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[5556] | 27 | #include "weapons/weapon_manager.h" |
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| 28 | #include "weapons/test_gun.h" |
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| 29 | #include "weapons/turret.h" |
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[5750] | 30 | #include "weapons/cannon.h" |
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[3471] | 31 | |
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[3620] | 32 | #include "list.h" |
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| 33 | |
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[4404] | 34 | #include "event_handler.h" |
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[4389] | 35 | |
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[4404] | 36 | #include "event.h" |
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[4287] | 37 | |
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[3471] | 38 | using namespace std; |
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| 39 | |
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[5750] | 40 | CREATE_FACTORY(Player, CL_PLAYER); |
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[4010] | 41 | |
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[3471] | 42 | /** |
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[4885] | 43 | * creates a new Player |
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[4836] | 44 | * @param isFree if the player is free |
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[3471] | 45 | */ |
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[4762] | 46 | Player::Player() |
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[3471] | 47 | { |
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[4780] | 48 | this->init(); |
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[3471] | 49 | } |
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| 50 | |
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| 51 | /** |
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[4975] | 52 | * loads a Players information from a specified file. |
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| 53 | * @param fileName the name of the File to load the player from (absolute path) |
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| 54 | */ |
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| 55 | Player::Player(const char* fileName) |
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[3471] | 56 | { |
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[4975] | 57 | this->init(); |
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| 58 | TiXmlDocument doc(fileName); |
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| 59 | |
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| 60 | if(!doc.LoadFile()) |
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| 61 | { |
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| 62 | PRINTF(2)("Loading file %s failed for player.\n", fileName); |
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| 63 | return; |
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| 64 | } |
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| 65 | |
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| 66 | this->loadParams(doc.RootElement()); |
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[3583] | 67 | } |
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[3566] | 68 | |
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[4010] | 69 | /** |
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[4836] | 70 | * creates a new Player from Xml Data |
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| 71 | * @param root the xml element containing player data |
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[4592] | 72 | |
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[4836] | 73 | @todo add more parameters to load |
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[4010] | 74 | */ |
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[4780] | 75 | Player::Player(const TiXmlElement* root) |
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[4010] | 76 | { |
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[4780] | 77 | this->init(); |
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[5155] | 78 | if (root != NULL) |
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| 79 | this->loadParams(root); |
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[4597] | 80 | |
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[4010] | 81 | //weapons: |
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[5750] | 82 | Weapon* wpRight = new TestGun(0); |
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[4953] | 83 | wpRight->setName("testGun Right"); |
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[5750] | 84 | Weapon* wpLeft = new TestGun(1); |
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[4953] | 85 | wpLeft->setName("testGun Left"); |
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[5750] | 86 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::getFirst()->fabricate(CL_CANNON)); |
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[4592] | 87 | |
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[5750] | 88 | cannon->setName("BFG"); |
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| 89 | |
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[4953] | 90 | this->weaponMan->addWeapon(wpLeft, 1, 0); |
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| 91 | this->weaponMan->addWeapon(wpRight,1 ,1); |
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[5750] | 92 | this->weaponMan->addWeapon(cannon, 0, 6); |
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| 93 | |
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[5041] | 94 | //this->weaponMan->addWeapon(turret, 3, 0); |
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[4953] | 95 | |
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[5435] | 96 | this->weaponMan->changeWeaponConfig(1); |
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[4010] | 97 | } |
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[3583] | 98 | |
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[4780] | 99 | /** |
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[4975] | 100 | * destructs the player, deletes alocated memory |
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| 101 | */ |
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| 102 | Player::~Player () |
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| 103 | { |
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| 104 | /* do not delete the weapons, they are contained in the pnode tree |
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| 105 | and will be deleted there. |
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| 106 | this only frees the memory allocated to save the list. |
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| 107 | */ |
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| 108 | delete this->weaponMan; |
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| 109 | } |
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| 110 | |
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[5453] | 111 | //#include "glgui_pushbutton.h" |
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[5395] | 112 | |
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[4975] | 113 | /** |
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[4780] | 114 | * initializes a Player |
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| 115 | */ |
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| 116 | void Player::init() |
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| 117 | { |
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[5037] | 118 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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[4780] | 119 | this->setClassID(CL_PLAYER, "Player"); |
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[5144] | 120 | |
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[5300] | 121 | PRINTF(4)("PLAYER INIT\n"); |
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[4780] | 122 | travelSpeed = 15.0; |
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| 123 | bUp = bDown = bLeft = bRight = bAscend = bDescend = false; |
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| 124 | bFire = false; |
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| 125 | acceleration = 10.0; |
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[4834] | 126 | |
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[5453] | 127 | // GLGuiButton* button = new GLGuiPushButton(); |
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| 128 | // button->show(); |
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| 129 | // button->setLabel("orxonox"); |
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| 130 | // button->setBindNode(this); |
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[4834] | 131 | |
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[4953] | 132 | this->weaponMan = new WeaponManager(this); |
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[5750] | 133 | this->weaponMan->setSlotCount(7); |
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[5064] | 134 | |
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[4953] | 135 | this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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[5441] | 136 | this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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[5064] | 137 | |
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[4953] | 138 | this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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[5441] | 139 | this->weaponMan->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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[5064] | 140 | |
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[4969] | 141 | this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 142 | this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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[5064] | 143 | |
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[4969] | 144 | this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 145 | this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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[5064] | 146 | |
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| 147 | this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 148 | this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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| 149 | |
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| 150 | this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 151 | this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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[5750] | 152 | // |
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| 153 | this->weaponMan->setSlotPosition(6, Vector(-1, 0.0, 0)); |
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| 154 | this->weaponMan->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 155 | // |
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| 156 | // this->weaponMan->setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); |
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| 157 | // this->weaponMan->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); |
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| 158 | // |
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| 159 | // this->weaponMan->setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); |
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| 160 | // this->weaponMan->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: |
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[5064] | 161 | |
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[4780] | 162 | } |
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| 163 | |
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| 164 | |
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[3583] | 165 | /** |
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[4885] | 166 | * loads the Settings of a Player from an XML-element. |
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[4780] | 167 | * @param root the XML-element to load the Player's properties from |
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| 168 | */ |
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| 169 | void Player::loadParams(const TiXmlElement* root) |
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| 170 | { |
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| 171 | static_cast<WorldEntity*>(this)->loadParams(root); |
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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 | /** |
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[4885] | 178 | * adds a weapon to the weapon list of player |
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[4836] | 179 | * @param weapon to add |
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[3583] | 180 | */ |
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| 181 | void Player::addWeapon(Weapon* weapon) |
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| 182 | { |
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[3878] | 183 | this->weaponMan->addWeapon(weapon); |
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[3471] | 184 | } |
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| 185 | |
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[3583] | 186 | |
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[3471] | 187 | /** |
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[4836] | 188 | * removes a weapon from the player |
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| 189 | * @param weapon to remove |
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[3583] | 190 | */ |
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| 191 | void Player::removeWeapon(Weapon* weapon) |
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| 192 | { |
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[3878] | 193 | this->weaponMan->removeWeapon(weapon); |
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[3583] | 194 | } |
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| 195 | |
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| 196 | |
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| 197 | /** |
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[4836] | 198 | * effect that occurs after the player is spawned |
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[3471] | 199 | */ |
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| 200 | void Player::postSpawn () |
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| 201 | { |
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[3474] | 202 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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[3471] | 203 | } |
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| 204 | |
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[3584] | 205 | |
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[3471] | 206 | /** |
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[4836] | 207 | * the action occuring if the player left the game |
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[3471] | 208 | */ |
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[3584] | 209 | void Player::leftWorld () |
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| 210 | {} |
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[3471] | 211 | |
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[3584] | 212 | |
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[5435] | 213 | WorldEntity* ref = NULL; |
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[3471] | 214 | /** |
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[5435] | 215 | * this function is called, when two entities collide |
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| 216 | * @param entity: the world entity with whom it collides |
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| 217 | * |
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| 218 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 219 | */ |
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| 220 | void Player::collidesWith(WorldEntity* entity, const Vector& location) |
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[3471] | 221 | { |
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[5435] | 222 | if (entity->isA(CL_TURRET_POWER_UP) && entity != ref) |
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| 223 | { |
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| 224 | this->ADDWEAPON(); |
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| 225 | ref = entity; |
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| 226 | } |
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| 227 | // 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] | 228 | } |
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| 229 | |
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[4592] | 230 | /** |
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[4836] | 231 | * draws the player after transforming him. |
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[3471] | 232 | */ |
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[5500] | 233 | void Player::draw () const |
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[4592] | 234 | { |
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[3471] | 235 | glMatrixMode(GL_MODELVIEW); |
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[3526] | 236 | glPushMatrix(); |
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[3471] | 237 | /* translate */ |
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[4592] | 238 | glTranslatef (this->getAbsCoor ().x, |
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| 239 | this->getAbsCoor ().y, |
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| 240 | this->getAbsCoor ().z); |
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[3471] | 241 | /* rotate */ |
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[4998] | 242 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 243 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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[3471] | 244 | this->model->draw(); |
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[3526] | 245 | glPopMatrix(); |
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[3750] | 246 | |
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[3877] | 247 | this->weaponMan->draw(); |
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[4994] | 248 | |
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| 249 | //this->debug(0); |
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[3471] | 250 | } |
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| 251 | |
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| 252 | |
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| 253 | /** |
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[4836] | 254 | * the function called for each passing timeSnap |
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| 255 | * @param time The timespan passed since last update |
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[3471] | 256 | */ |
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[3584] | 257 | void Player::tick (float time) |
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[3471] | 258 | { |
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[4885] | 259 | // player controlled movement |
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| 260 | this->move(time); |
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[4592] | 261 | |
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[3877] | 262 | this->weaponMan->tick(time); |
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[3584] | 263 | // weapon system manipulation |
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[4885] | 264 | this->weaponAction(); |
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[3471] | 265 | } |
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| 266 | |
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[3584] | 267 | |
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[3471] | 268 | /** |
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[4836] | 269 | * action if player moves |
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| 270 | * @param time the timeslice since the last frame |
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[3471] | 271 | */ |
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| 272 | void Player::move (float time) |
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| 273 | { |
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| 274 | Vector accel(0.0, 0.0, 0.0); |
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[5751] | 275 | Vector rot(0.0, 0.0, 0.0); |
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| 276 | float rotVal = 0.0; |
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[3471] | 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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[5751] | 285 | accel += direction; |
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[3966] | 286 | if( this->bDown && this->getRelCoor().x > -5) |
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[5751] | 287 | accel -= direction; |
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| 288 | |
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[5483] | 289 | if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) |
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[5751] | 290 | { |
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| 291 | accel -=(orthDirection); |
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| 292 | rot +=Vector(1,0,0); |
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| 293 | rotVal -= .4; |
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| 294 | } |
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[5483] | 295 | if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) |
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[5751] | 296 | { |
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| 297 | accel += orthDirection; |
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| 298 | rot += Vector(1,0,0); |
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| 299 | rotVal += .4; |
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| 300 | } |
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| 301 | if (this->bAscend ) |
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| 302 | { |
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| 303 | accel += Vector(0,1,0); |
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| 304 | rot += Vector(0,0,1); |
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| 305 | rotVal += .4; |
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| 306 | } |
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| 307 | if (this->bDescend ) |
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| 308 | { |
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| 309 | accel -= Vector(0,1,0); |
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| 310 | rot += Vector(0,0,1); |
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| 311 | rotVal -= .4; |
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| 312 | } |
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| 313 | |
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[4885] | 314 | if( this->bAscend ) { /* FIXME */ } |
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[4836] | 315 | if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */ |
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[3471] | 316 | |
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[5751] | 317 | Vector move = accel * time *acceleration; |
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[5483] | 318 | |
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[5751] | 319 | /* if (accel.z < 0) |
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| 320 | this->setRelDirSoft(Quaternion(-.4, accel), 5); |
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[5483] | 321 | else if (accel.z > 0) |
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[5751] | 322 | this->setRelDirSoft(Quaternion(.4, accel), 5); |
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| 323 | else*/ |
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| 324 | rot.normalize(); |
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| 325 | this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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[3811] | 326 | this->shiftCoor (move); |
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[3471] | 327 | } |
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[3584] | 328 | |
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| 329 | |
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| 330 | /** |
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[4885] | 331 | * weapon manipulation by the player |
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[3584] | 332 | */ |
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[4885] | 333 | void Player::weaponAction() |
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[3584] | 334 | { |
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[3618] | 335 | if( this->bFire) |
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[3584] | 336 | { |
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[3875] | 337 | this->weaponMan->fire(); |
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[3584] | 338 | } |
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| 339 | } |
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| 340 | |
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| 341 | /** |
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[4781] | 342 | * @todo switch statement ?? |
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| 343 | */ |
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[4404] | 344 | void Player::process(const Event &event) |
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| 345 | { |
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[4409] | 346 | if( event.type == KeyMapper::PEV_UP) |
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| 347 | this->bUp = event.bPressed; |
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| 348 | else if( event.type == KeyMapper::PEV_DOWN) |
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| 349 | this->bDown = event.bPressed; |
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| 350 | else if( event.type == KeyMapper::PEV_RIGHT) |
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[4413] | 351 | this->bRight= event.bPressed; |
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[4409] | 352 | else if( event.type == KeyMapper::PEV_LEFT) |
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[4413] | 353 | this->bLeft = event.bPressed; |
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[4412] | 354 | else if( event.type == KeyMapper::PEV_FIRE1) |
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[4885] | 355 | this->bFire = event.bPressed; |
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[4952] | 356 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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[4954] | 357 | this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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[4952] | 358 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 359 | this->weaponMan->previousWeaponConfig(); |
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[5751] | 360 | |
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| 361 | else if( event.type == SDLK_PAGEUP) |
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| 362 | this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 363 | else if( event.type == SDLK_PAGEDOWN) |
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| 364 | this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); |
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[4404] | 365 | } |
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[5435] | 366 | |
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[5750] | 367 | #include "weapons/aiming_turret.h" |
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[5435] | 368 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG |
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| 369 | void Player::ADDWEAPON() |
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| 370 | { |
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[5750] | 371 | Weapon* turret = NULL; |
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[5435] | 372 | |
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[5750] | 373 | if ((float)rand()/RAND_MAX < .1) |
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| 374 | { |
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| 375 | //if (this->weaponMan->hasFreeSlot(2, WTYPE_TURRET)) |
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| 376 | { |
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| 377 | turret = new Turret(); |
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| 378 | this->weaponMan->addWeapon(turret, 2); |
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| 379 | this->weaponMan->changeWeaponConfig(2); |
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| 380 | } |
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| 381 | } |
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| 382 | else |
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| 383 | { |
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| 384 | //if (this->weaponMan->hasFreeSlot(3)) |
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| 385 | { |
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| 386 | turret = new AimingTurret(); |
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| 387 | this->weaponMan->addWeapon(turret, 3); |
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[5435] | 388 | |
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[5750] | 389 | this->weaponMan->changeWeaponConfig(3); |
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| 390 | } |
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| 391 | } |
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| 392 | |
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| 393 | if(turret != NULL) |
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| 394 | { |
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| 395 | turret->setName("Turret"); |
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| 396 | turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); |
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| 397 | } |
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[5435] | 398 | } |
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