2014-01-15 11:03:25 +01:00
|
|
|
|
2014-01-09 12:51:17 +01:00
|
|
|
#include "Player.h"
|
|
|
|
#include "Weapon.h"
|
2014-01-20 15:47:52 +01:00
|
|
|
#include "CollisionManager.h"
|
|
|
|
#include "Game.h"
|
2014-01-09 12:51:17 +01:00
|
|
|
|
|
|
|
using namespace GameLogic;
|
|
|
|
using namespace Oyster::Physics;
|
|
|
|
|
|
|
|
Player::Player()
|
2014-01-29 14:33:21 +01:00
|
|
|
:DynamicObject()
|
2014-01-09 12:51:17 +01:00
|
|
|
{
|
2014-01-29 14:33:21 +01:00
|
|
|
|
|
|
|
}
|
|
|
|
Player::Player(OBJECT_TYPE type)
|
|
|
|
:DynamicObject(type)
|
|
|
|
{
|
|
|
|
InitPlayer();
|
|
|
|
}
|
|
|
|
Player::Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
|
|
|
|
:DynamicObject(rigidBody,type)
|
|
|
|
{
|
|
|
|
InitPlayer();
|
|
|
|
}
|
|
|
|
|
|
|
|
Player::Player(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
|
|
|
:DynamicObject(collisionFuncBefore,collisionFuncAfter,type)
|
|
|
|
{
|
|
|
|
InitPlayer();
|
|
|
|
}
|
|
|
|
Player::Player(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
|
|
|
|
:DynamicObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
|
|
|
|
{
|
|
|
|
InitPlayer();
|
|
|
|
}
|
|
|
|
Player::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)
|
|
|
|
:DynamicObject(rigidBody, collisionFuncBefore, collisionFuncAfter, type)
|
|
|
|
{
|
|
|
|
InitPlayer();
|
2014-01-27 08:54:25 +01:00
|
|
|
}
|
|
|
|
|
2014-01-29 14:33:21 +01:00
|
|
|
void Player::InitPlayer()
|
2014-01-27 08:54:25 +01:00
|
|
|
{
|
2014-01-27 13:54:57 +01:00
|
|
|
weapon = new Weapon(2,this);
|
|
|
|
|
|
|
|
this->life = 100;
|
|
|
|
this->teamID = -1;
|
|
|
|
this->playerState = PLAYER_STATE_IDLE;
|
|
|
|
lookDir = Oyster::Math::Float4(0,0,-1,0);
|
2014-01-27 13:56:31 +01:00
|
|
|
}
|
2014-01-09 12:51:17 +01:00
|
|
|
|
|
|
|
Player::~Player(void)
|
|
|
|
{
|
2014-01-27 13:54:57 +01:00
|
|
|
if(weapon)
|
|
|
|
{
|
|
|
|
delete weapon;
|
|
|
|
weapon = NULL;
|
2014-01-29 14:33:21 +01:00
|
|
|
}
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Move(const PLAYER_MOVEMENT &movement)
|
|
|
|
{
|
|
|
|
switch(movement)
|
|
|
|
{
|
|
|
|
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD:
|
|
|
|
MoveForward();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD:
|
|
|
|
MoveBackwards();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT:
|
|
|
|
MoveLeft();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT:
|
|
|
|
MoveRight();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP:
|
|
|
|
Jump();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::MoveForward()
|
|
|
|
{
|
2014-01-21 14:28:27 +01:00
|
|
|
setState.ApplyLinearImpulse(this->lookDir * (20 * this->gameInstance->GetFrameTime()));
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
void Player::MoveBackwards()
|
|
|
|
{
|
2014-01-21 14:28:27 +01:00
|
|
|
setState.ApplyLinearImpulse(-this->lookDir * 20 * this->gameInstance->GetFrameTime());
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
void Player::MoveRight()
|
|
|
|
{
|
|
|
|
//Do cross product with forward vector and negative gravity vector
|
2014-01-28 15:44:32 +01:00
|
|
|
Oyster::Math::Float3 r = Oyster::Math::Float4(1, 0, 0);
|
2014-01-16 12:26:14 +01:00
|
|
|
//Oyster::Math::Float4 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
|
2014-01-21 14:28:27 +01:00
|
|
|
setState.ApplyLinearImpulse(r * 20 * this->gameInstance->GetFrameTime());
|
2014-01-16 12:26:14 +01:00
|
|
|
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
void Player::MoveLeft()
|
|
|
|
{
|
|
|
|
//Do cross product with forward vector and negative gravity vector
|
2014-01-28 15:44:32 +01:00
|
|
|
Oyster::Math::Float3 r = Oyster::Math::Float4(1, 0, 0 );
|
2014-01-20 15:47:52 +01:00
|
|
|
//Oyster::Math::Float4 r1 = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
|
2014-01-21 14:28:27 +01:00
|
|
|
setState.ApplyLinearImpulse(-r * 20 * this->gameInstance->GetFrameTime());
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
|
2014-01-16 11:17:19 +01:00
|
|
|
void Player::UseWeapon(const WEAPON_FIRE &usage)
|
2014-01-09 12:51:17 +01:00
|
|
|
{
|
2014-01-21 15:46:54 +01:00
|
|
|
this->weapon->Use(usage,gameInstance->GetFrameTime());
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
|
|
|
|
{
|
2014-01-10 10:08:42 +01:00
|
|
|
|
2014-01-15 11:03:25 +01:00
|
|
|
this->life = 100;
|
|
|
|
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
|
|
|
|
this->lookDir = Oyster::Math::Float4(1,0,0);
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
|
2014-01-27 13:56:31 +01:00
|
|
|
void Player::Rotate(const Oyster::Math3D::Float3 lookDir)
|
2014-01-21 09:52:48 +01:00
|
|
|
{
|
2014-01-27 13:56:31 +01:00
|
|
|
this->lookDir = lookDir;
|
2014-01-27 14:02:37 +01:00
|
|
|
|
2014-01-27 13:56:31 +01:00
|
|
|
Oyster::Math::Float4 up(0,1,0,0);//-setState.GetGravityNormal();
|
|
|
|
Oyster::Math::Float4 pos = setState.GetCenterPosition();
|
|
|
|
Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
|
|
|
|
// cant set rotation
|
|
|
|
//setState.SetOrientation(world);
|
|
|
|
//this->lookDir = lookDir - up.xyz;
|
2014-01-27 08:54:25 +01:00
|
|
|
//this->lookDir = lookDir;
|
|
|
|
|
2014-01-23 08:24:35 +01:00
|
|
|
//this->setState.AddRotation(Oyster::Math::Float4(x, y));
|
|
|
|
//this->setState.SetRotation();
|
2014-01-21 09:52:48 +01:00
|
|
|
}
|
|
|
|
|
2014-01-09 12:51:17 +01:00
|
|
|
void Player::Jump()
|
|
|
|
{
|
2014-01-10 10:08:42 +01:00
|
|
|
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
bool Player::IsWalking()
|
|
|
|
{
|
2014-01-15 11:03:25 +01:00
|
|
|
return (this->playerState == PLAYER_STATE::PLAYER_STATE_WALKING);
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
bool Player::IsJumping()
|
|
|
|
{
|
2014-01-15 11:03:25 +01:00
|
|
|
return (this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING);
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
bool Player::IsIdle()
|
|
|
|
{
|
2014-01-15 11:03:25 +01:00
|
|
|
return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
|
2014-01-15 11:03:25 +01:00
|
|
|
Oyster::Math::Float3 Player::GetPosition() const
|
2014-01-09 12:51:17 +01:00
|
|
|
{
|
2014-01-15 11:03:25 +01:00
|
|
|
return (Oyster::Math::Float3)getState.GetCenterPosition();
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
2014-01-16 12:26:14 +01:00
|
|
|
Oyster::Math::Float4x4 Player::GetOrientation() const
|
2014-01-09 12:51:17 +01:00
|
|
|
{
|
2014-01-15 11:03:25 +01:00
|
|
|
return this->getState.GetOrientation();
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
2014-01-15 11:03:25 +01:00
|
|
|
Oyster::Math::Float3 Player::GetLookDir() const
|
|
|
|
{
|
2014-01-28 15:44:32 +01:00
|
|
|
return this->lookDir;
|
2014-01-15 11:03:25 +01:00
|
|
|
}
|
|
|
|
int Player::GetTeamID() const
|
|
|
|
{
|
|
|
|
return this->teamID;
|
|
|
|
}
|
|
|
|
PLAYER_STATE Player::GetState() const
|
2014-01-09 12:51:17 +01:00
|
|
|
{
|
2014-01-15 11:03:25 +01:00
|
|
|
return this->playerState;
|
2014-01-09 12:51:17 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void Player::DamageLife(int damage)
|
|
|
|
{
|
2014-01-15 11:03:25 +01:00
|
|
|
this->life -= damage;
|
|
|
|
}
|
|
|
|
|