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Copy pathg_player.cpp
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305 lines (273 loc) · 7.76 KB
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#include "g_util.h"
//#include "g_world.h"
#include "g_player.h"
g_player::g_player ()
{
kills = 0;
bullets = true;
flame = false;
fuel = 5;
xpos = 12;
zpos = 12;
walkbiasangle = 0;
PLAYER_SPEED = 0.8f;
PLAYER_CLIP = 3.0f;
}
void g_player::Rotate ()
{
GLfloat sceneroty = 360.0f - yrot;
glRotatef(lookupdown,1.0f,0,0);
glRotatef(sceneroty,0,1.0f,0);
}
void g_player::Reload ()
{
fuel += fuel_increment;
bullets = true;
}
void g_player::Update_Mouse ()
{
GetCursorPos(&mpos); // Get The Current Mouse Position ( Add )
SetCursorPos(320,240); // Set The Mouse Position To The Center Of The Window ( Add )
heading += (float)(320 - mpos.x)/100 * 15; // Update The Direction For Movement ( Add )
yrot = heading; // Update The Y Rotation ( Add )
lookupdown += (float)(240 - mpos.y)/100 * 15; // Update The X Rotation ( Add )
}
int g_player::Get_Row()
{
return row;
}
int g_player::Get_Col()
{
return col;
}
int g_player::Get_Ammo ()
{
return fuel;
}
int g_player::Get_Kills ()
{
return kills;
}
void g_player::Translate()
{
GLfloat xtrans = xpos;
GLfloat ztrans = zpos;
GLfloat ytrans = -walkbias - 1.0;
//GLfloat ytrans = -4.5;
glTranslatef(-xtrans, ytrans, -ztrans);
}
void g_player::Update_Input( g_world *World, CollisionModel3D *fuel_can,
g_enemy *Enemy , g_fuel *Fuel , g_framerate *FrameRate )
{
float player_speed = PLAYER_SPEED*FrameRate->speedfactor;
if(MOUSE_DOWN(MOUSE_LEFT) && !ml)
{
ml=true;
if( this->Get_Ammo() > 0) {
//Sound.Play( &shoot, 0 );
flame = true; fuel -= delta_fuel;
}
}
if( !MOUSE_DOWN(MOUSE_LEFT) )
ml=false;
if (keys['E'] && !ku)
{
float lastx, lastz;
int pushcol, pushrow;
lastx = xpos;
lastz = zpos;
xpos -= (float)sin(heading*piover180) * PLAYER_CLIP;
zpos -= (float)cos(heading*piover180) * PLAYER_CLIP;
// perform collision detection
row = (lastx + ground_radius)/(2*ground_radius);
col = (zpos + ground_radius)/(2*ground_radius);
int zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 4) || (zu == 77))//|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (zpos >= 0))
{
pushz = zpos;
pushz -= (cos(heading*piover180) * 8.1f);
pushcol = (pushz + ground_radius) / (2 * ground_radius);
zpos = lastz;
zpos -= (float)cos(heading*piover180) * player_speed;
if (zu == 4)
{
if (World->block[pushcol][row] == 0)
{
//play push sound
// Sound.Play( &pushsound, 0 );
World->block[col][row] = 0;
World->block[pushcol][row] = 4;
}
else
{
zpos = lastz;
col = (zpos + ground_radius) / (2 * ground_radius);
}
}
}
else
{
zpos = lastz;
col = (zpos + ground_radius)/(2*ground_radius);
// heading--;
}
row = (xpos + ground_radius)/(2*ground_radius);
col = (lastz + ground_radius)/(2*ground_radius);
zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 4) || (zu == 77)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (xpos >= 0))
{
pushx = xpos;
pushx -= (sin(heading*piover180) * 8.1f);
pushrow = (pushx + ground_radius) / (2 * ground_radius);
xpos = lastx;
xpos -= (float)sin(heading*piover180) * player_speed;
if (zu == 4)
{
if (World->block[col][pushrow] == 0)
{
//play push sound
// Sound.Play( &pushsound, 0 );
World->block[col][row] = 0;
World->block[col][pushrow] = 4;
}
else
{
xpos = lastx;
row = (xpos + ground_radius) / (2 * ground_radius);
}
}
}
else
{
xpos = lastx;
row = (xpos + ground_radius)/(2*ground_radius);
// heading--;
}
}
/*****************************************/
if (keys['D'] && !kd)
{
float lastx, lastz;
lastx = xpos;
lastz = zpos;
xpos += (float)sin(heading*piover180) * PLAYER_CLIP;
zpos += (float)cos(heading*piover180) * PLAYER_CLIP;
// perform collision detection
row = (lastx + ground_radius)/(2*ground_radius);
col = (zpos + ground_radius)/(2*ground_radius);
int zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 20)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (zpos >= 0)) { zpos = lastz;
zpos += (float)cos(heading*piover180) * player_speed; }
else
{
zpos = lastz;
col = (zpos + ground_radius)/(2*ground_radius);
// heading++;
}
row = (xpos + ground_radius)/(2*ground_radius);
col = (lastz + ground_radius)/(2*ground_radius);
zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 20)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (xpos >= 0)) { xpos = lastx;
xpos += (float)sin(heading*piover180) * player_speed; }
else
{
xpos = lastx;
row = (xpos + ground_radius)/(2*ground_radius);
// heading++;
}
}
if (keys['S'] && !kl)
{
float lastx, lastz;
lastx = xpos;
lastz = zpos;
xpos += (float)sin((heading - 90)*piover180) * PLAYER_CLIP;
zpos += (float)cos((heading - 90)*piover180) * PLAYER_CLIP;
// perform collision detection
row = (lastx + ground_radius)/(2*ground_radius);
col = (zpos + ground_radius)/(2*ground_radius);
int zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 20)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (zpos >= 0)) { zpos = lastz;
zpos += (float)cos((heading - 90)*piover180) * player_speed; }
else
{
zpos = lastz;
col = (zpos + ground_radius)/(2*ground_radius);
}
row = (xpos + ground_radius)/(2*ground_radius);
col = (lastz + ground_radius)/(2*ground_radius);
zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 20)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (xpos >= 0)) { xpos = lastx;
xpos += (float)sin((heading - 90)*piover180) * player_speed; }
else
{
xpos = lastx;
row = (xpos + ground_radius)/(2*ground_radius);
}
}
if (keys['F'] && !kr)
{
float lastx, lastz;
lastx = xpos;
lastz = zpos;
xpos += (float)sin((heading + 90)*piover180) * PLAYER_CLIP;
zpos += (float)cos((heading + 90)*piover180) * PLAYER_CLIP;
// perform collision detection
row = (lastx + ground_radius)/(2*ground_radius);
col = (zpos + ground_radius)/(2*ground_radius);
int zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 20)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (zpos >= 0)) { zpos = lastz;
zpos += (float)cos((heading + 90)*piover180) * player_speed; }
else
{
zpos = lastz;
col = (zpos + ground_radius)/(2*ground_radius);
}
row = (xpos + ground_radius)/(2*ground_radius);
col = (lastz + ground_radius)/(2*ground_radius);
zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 20)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (xpos >= 0)) { xpos = lastx;
xpos += (float)sin((heading + 90)*piover180) * player_speed; }
else
{
xpos = lastx;
row = (xpos + ground_radius)/(2*ground_radius);
}
}
}
bool g_player::Is_Shooting()
{
return flame;
}
void g_player::Fragged_Em()
{
kills++;
}
void g_player::Shot()
{
flame = false;
}
float g_player::Get_xpos()
{
return xpos;
}
float g_player::Get_zpos()
{
return zpos;
}