2014-01-09 12:51:17 +01:00
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#include "Player.h"
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#include "OysterMath.h"
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#include "CollisionManager.h"
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#include "Weapon.h"
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using namespace GameLogic;
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using namespace Oyster::Physics;
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struct Player::PrivateData
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{
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PrivateData()
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{
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weapon = new Weapon();
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life = 100;
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teamID = -1;
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playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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2014-01-10 10:08:42 +01:00
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lookDir = Oyster::Math::Float4(1,0,0,0);
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2014-01-09 12:51:17 +01:00
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}
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~PrivateData()
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{
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if (weapon)
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{
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delete weapon;
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}
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}
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int life;
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int teamID;
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Weapon *weapon;
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PLAYER_STATE playerState;
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2014-01-09 13:06:18 +01:00
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Oyster::Math::Float4 lookDir;
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2014-01-09 12:51:17 +01:00
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}myData;
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Player::Player()
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:Object(CollisionManager::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER)
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{
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myData = new PrivateData();
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}
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Player::~Player(void)
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{
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delete myData;
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}
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void Player::Move(const PLAYER_MOVEMENT &movement)
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{
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switch(movement)
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{
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD:
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MoveForward();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD:
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MoveBackwards();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT:
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MoveLeft();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT:
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MoveRight();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP:
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Jump();
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break;
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}
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}
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void Player::MoveForward()
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{
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2014-01-10 10:08:42 +01:00
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state.ApplyLinearImpulse(myData->lookDir * 100);
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2014-01-09 12:51:17 +01:00
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}
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void Player::MoveBackwards()
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{
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2014-01-10 10:08:42 +01:00
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state.ApplyLinearImpulse(-myData->lookDir * 100);
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2014-01-09 12:51:17 +01:00
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}
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void Player::MoveRight()
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{
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//Do cross product with forward vector and negative gravity vector
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2014-01-09 13:06:18 +01:00
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Oyster::Math::Float4 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)myData->lookDir);
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2014-01-10 10:08:42 +01:00
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state.ApplyLinearImpulse(r * 100);
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2014-01-09 12:51:17 +01:00
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}
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void Player::MoveLeft()
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{
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//Do cross product with forward vector and negative gravity vector
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2014-01-09 13:06:18 +01:00
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Oyster::Math::Float4 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)myData->lookDir);
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2014-01-10 10:08:42 +01:00
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state.ApplyLinearImpulse(-r * 100);
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2014-01-09 12:51:17 +01:00
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}
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2014-01-10 12:33:04 +01:00
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void Player::UseWeapon(const WEAPON_FIRE &Usage)
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2014-01-09 12:51:17 +01:00
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{
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2014-01-10 12:33:04 +01:00
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myData->weapon->Use(Usage);
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2014-01-09 12:51:17 +01:00
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}
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void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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{
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2014-01-10 10:08:42 +01:00
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2014-01-09 12:51:17 +01:00
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myData->life = 100;
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myData->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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2014-01-09 13:06:18 +01:00
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myData->lookDir = Oyster::Math::Float4(1,0,0);
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2014-01-09 12:51:17 +01:00
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}
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void Player::Jump()
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{
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2014-01-10 10:08:42 +01:00
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2014-01-09 12:51:17 +01:00
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}
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bool Player::IsWalking()
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{
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return (myData->playerState == PLAYER_STATE::PLAYER_STATE_WALKING);
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}
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bool Player::IsJumping()
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{
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return (myData->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING);
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}
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bool Player::IsIdle()
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{
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return (myData->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
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}
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Oyster::Math::Float3 Player::GetPos()
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{
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2014-01-10 10:08:42 +01:00
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return (Oyster::Math::Float3)state.GetCenterPosition();
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2014-01-09 12:51:17 +01:00
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}
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Oyster::Math::Float3 Player::GetLookDir()
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{
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return myData->lookDir;
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}
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int Player::GetTeamID()
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{
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return myData->teamID;
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}
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void Player::DamageLife(int damage)
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{
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myData->life -= damage;
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}
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