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source: orxonox.OLD/trunk/src/world_entities/player.cc @ 5413

Last change on this file since 5413 was 5396, checked in by bensch, 19 years ago

orxonox/trunk: fixed a BUG in the Element2D-class preventing the BindNode to functionate correctly

File size: 8.3 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_WORLD_ENTITY
17
18#include "player.h"
19
20#include "track_manager.h"
21#include "objModel.h"
22#include "resource_manager.h"
23#include "factory.h"
24
25#include "weapon_manager.h"
26#include "test_gun.h"
27#include "turret.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  if (root != NULL)
86    this->loadParams(root);
87
88  //weapons:
89  Weapon* wpRight = new TestGun(this->weaponMan, 0);
90  wpRight->setName("testGun Right");
91  Weapon* wpLeft = new TestGun(this->weaponMan, 1);
92  wpLeft->setName("testGun Left");
93
94  Weapon* turret1 = new Turret(this->weaponMan);
95  turret1->setName("Turret1");
96  turret1->setStateDuration(WS_SHOOTING, .2);
97  Weapon* turret2 = new Turret(this->weaponMan);
98  turret2->setName("Turret2");
99  turret2->setStateDuration(WS_SHOOTING, .3);
100  Weapon* turret3 = new Turret(this->weaponMan);
101  turret3->setName("Turret3");
102  turret3->setStateDuration(WS_SHOOTING, .17);
103
104  Weapon* turret4 = new Turret(this->weaponMan);
105  turret4->setName("Turret4");
106  turret4->setStateDuration(WS_SHOOTING, .3);
107
108
109  this->weaponMan->addWeapon(wpLeft, 1, 0);
110  this->weaponMan->addWeapon(wpRight,1 ,1);
111  this->weaponMan->addWeapon(turret1, 2, 2);
112  this->weaponMan->addWeapon(turret2, 2, 3);
113  this->weaponMan->addWeapon(turret3, 2, 4);
114  this->weaponMan->addWeapon(turret4, 2, 5);
115
116  //this->weaponMan->addWeapon(turret, 3, 0);
117
118  this->weaponMan->changeWeaponConfig(0);
119}
120
121/**
122 *  destructs the player, deletes alocated memory
123 */
124Player::~Player ()
125{
126  /* do not delete the weapons, they are contained in the pnode tree
127  and will be deleted there.
128  this only frees the memory allocated to save the list.
129  */
130  delete this->weaponMan;
131}
132
133#include "glgui_pushbutton.h"
134
135/**
136 * initializes a Player
137 */
138void Player::init()
139{
140//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
141  this->setClassID(CL_PLAYER, "Player");
142
143  PRINTF(4)("PLAYER INIT\n");
144  travelSpeed = 15.0;
145  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
146  bFire = false;
147  acceleration = 10.0;
148
149  GLGuiButton* button = new GLGuiPushButton();
150  button->show();
151  button->setLabel("test");
152  button->setBindNode(this);
153
154  this->weaponMan = new WeaponManager(this);
155  this->weaponMan->setSlotCount(6);
156
157  this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0));
158
159  this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0));
160
161  this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5));
162  this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
163
164  this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5));
165  this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
166
167  this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5));
168  this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
169
170  this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5));
171  this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
172
173}
174
175
176/**
177 * loads the Settings of a Player from an XML-element.
178 * @param root the XML-element to load the Player's properties from
179 */
180void Player::loadParams(const TiXmlElement* root)
181{
182  static_cast<WorldEntity*>(this)->loadParams(root);
183
184
185
186}
187
188/**
189 * adds a weapon to the weapon list of player
190 * @param weapon to add
191*/
192void Player::addWeapon(Weapon* weapon)
193{
194  this->weaponMan->addWeapon(weapon);
195}
196
197
198/**
199 *  removes a weapon from the player
200 * @param weapon to remove
201*/
202void Player::removeWeapon(Weapon* weapon)
203{
204  this->weaponMan->removeWeapon(weapon);
205}
206
207
208/**
209 *  effect that occurs after the player is spawned
210*/
211void Player::postSpawn ()
212{
213  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
214}
215
216
217/**
218 *  the action occuring if the player left the game
219*/
220void Player::leftWorld ()
221{}
222
223
224
225/**
226 *  if the player is hit, call this function
227 * @param weapon hit by this weapon
228 * @param loc ??
229*/
230void Player::hit (WorldEntity* weapon, Vector* loc)
231{
232}
233
234
235/**
236  *  Collision with another Entity has this effect
237  * @param other the other colider
238  * @param ownhitflags ??
239  * @param otherhitflags ??
240*/
241void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
242{
243}
244
245
246/**
247 *  draws the player after transforming him.
248*/
249void Player::draw ()
250{
251  glMatrixMode(GL_MODELVIEW);
252  glPushMatrix();
253  /* translate */
254  glTranslatef (this->getAbsCoor ().x,
255                this->getAbsCoor ().y,
256                this->getAbsCoor ().z);
257  /* rotate */
258  Vector tmpRot = this->getAbsDir().getSpacialAxis();
259  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
260  this->model->draw();
261  glPopMatrix();
262
263  this->weaponMan->draw();
264
265  //this->debug(0);
266}
267
268
269/**
270 *  the function called for each passing timeSnap
271 * @param time The timespan passed since last update
272*/
273void Player::tick (float time)
274{
275  // player controlled movement
276  this->move(time);
277
278  this->weaponMan->tick(time);
279  // weapon system manipulation
280  this->weaponAction();
281}
282
283
284/**
285 *  action if player moves
286 * @param time the timeslice since the last frame
287*/
288void Player::move (float time)
289{
290  Vector accel(0.0, 0.0, 0.0);
291  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
292  /* calculate the direction in which the craft is heading  */
293  Vector direction (1.0, 0.0, 0.0);
294  //direction = this->absDirection.apply (direction);
295  Vector orthDirection (0.0, 0.0, 1.0);
296  //orthDirection = orthDirection.cross (direction);
297
298  if( this->bUp && this->getRelCoor().x < 20)
299    accel = accel+(direction*acceleration);
300  if( this->bDown && this->getRelCoor().x > -5)
301    accel = accel -(direction*acceleration);
302  if( this->bLeft &&  TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2)
303    accel = accel - (orthDirection*acceleration);
304  if( this->bRight &&  TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2)
305    accel = accel + (orthDirection*acceleration);
306  if( this->bAscend ) { /* FIXME */ }
307  if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */
308
309  Vector move = accel * time;
310  this->shiftCoor (move);
311}
312
313
314/**
315 * weapon manipulation by the player
316*/
317void Player::weaponAction()
318{
319  if( this->bFire)
320    {
321      this->weaponMan->fire();
322    }
323}
324
325/**
326 * @todo switch statement ??
327 */
328void Player::process(const Event &event)
329{
330  if( event.type == KeyMapper::PEV_UP)
331      this->bUp = event.bPressed;
332  else if( event.type == KeyMapper::PEV_DOWN)
333      this->bDown = event.bPressed;
334  else if( event.type == KeyMapper::PEV_RIGHT)
335      this->bRight= event.bPressed;
336  else if( event.type == KeyMapper::PEV_LEFT)
337      this->bLeft = event.bPressed;
338  else if( event.type == KeyMapper::PEV_FIRE1)
339      this->bFire = event.bPressed;
340  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
341    this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
342  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
343    this->weaponMan->previousWeaponConfig();
344}
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