2013-11-28 08:33:29 +01:00
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//////////////////////////////////////////////////
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//Created by Erik and Linda of the GameLogic team
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//////////////////////////////////////////////////
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2013-11-19 11:07:14 +01:00
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#ifndef PLAYER_H
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#define PLAYER_H
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2014-01-15 11:03:25 +01:00
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2013-12-10 09:57:05 +01:00
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#include "GameLogicStates.h"
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2013-12-10 11:17:25 +01:00
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#include "OysterMath.h"
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2014-01-20 08:40:41 +01:00
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#include "DynamicObject.h"
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2013-12-21 17:37:30 +01:00
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2013-11-19 11:07:14 +01:00
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namespace GameLogic
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{
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2014-01-15 11:03:25 +01:00
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class Weapon;
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2014-01-20 08:40:41 +01:00
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class Player : public DynamicObject
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2013-11-19 11:07:14 +01:00
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{
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public:
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2013-12-05 11:50:39 +01:00
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Player(void);
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2014-01-29 14:33:21 +01:00
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Player(OBJECT_TYPE type);
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Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type);
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Player(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type);
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Player(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type);
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Player(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
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2013-11-19 11:07:14 +01:00
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~Player(void);
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2014-01-29 14:33:21 +01:00
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void InitPlayer();
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2013-12-18 08:30:58 +01:00
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/********************************************************
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* Moves the player based on input
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* @param movement: enum value on what kind of action is to be taken
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********************************************************/
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2013-12-10 09:57:05 +01:00
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void Move(const PLAYER_MOVEMENT &movement);
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2013-12-18 08:30:58 +01:00
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2013-12-20 09:42:02 +01:00
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void MoveForward();
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void MoveBackwards();
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void MoveRight();
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void MoveLeft();
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2013-12-18 08:30:58 +01:00
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/********************************************************
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* Uses the weapon based on input
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* @param fireInput: enum value on what kind of action is to be taken
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********************************************************/
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2014-01-16 11:17:19 +01:00
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void UseWeapon(const WEAPON_FIRE &usage);
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2013-12-10 09:57:05 +01:00
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2013-12-18 08:30:58 +01:00
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/********************************************************
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* Respawns the player, this resets several stats and settings on the player
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* @param spawnPoint: the coordinate in the world where the player is to spawn
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********************************************************/
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void Respawn(Oyster::Math::Float3 spawnPoint);
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2014-01-21 16:11:02 +01:00
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2014-01-27 13:56:31 +01:00
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void Rotate(const Oyster::Math3D::Float3 lookDir);
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2014-01-21 16:08:55 +01:00
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2014-01-21 15:46:54 +01:00
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/********************************************************
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* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
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* Will be called when the physics detect a collision
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* @param rigidBodyPlayer: physics object of the player
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* @param obj: physics object for the object that collided with the player
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********************************************************/
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2014-01-27 08:54:25 +01:00
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static void PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
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2014-01-21 15:46:54 +01:00
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2013-12-18 08:30:58 +01:00
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2013-12-10 09:57:05 +01:00
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bool IsWalking();
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bool IsJumping();
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bool IsIdle();
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2014-01-15 11:03:25 +01:00
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Oyster::Math::Float3 GetPosition() const;
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Oyster::Math::Float3 GetLookDir() const;
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Oyster::Math::Float4x4 GetOrientation() const;
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int GetTeamID() const;
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PLAYER_STATE GetState() const;
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2013-12-10 09:57:05 +01:00
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2013-12-12 12:16:13 +01:00
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void DamageLife(int damage);
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2014-01-15 11:03:25 +01:00
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private:
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2013-12-18 08:30:58 +01:00
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void Jump();
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2014-01-15 11:03:25 +01:00
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2013-11-19 18:35:35 +01:00
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private:
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2014-01-15 11:03:25 +01:00
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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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2014-01-28 15:44:32 +01:00
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Oyster::Math::Float3 lookDir;
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2014-01-15 11:03:25 +01:00
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2014-01-21 15:46:54 +01:00
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bool hasTakenDamage;
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float invincibleCooldown;
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2013-11-19 11:07:14 +01:00
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};
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}
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#endif
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