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player.c
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/*
* Hostile Takeover:
* CS248 Final Project, Fall 2004
*
* Written by Jonathan Reeves
*
* A simple 3D video game demonstrating the use of OpenGL for graphics
* rendering with a number of advanced techniques and optimizations to make
* it interesting. See the README file which came with this package for more
* details. It also includes a list of sources which were consulted while
* building this software package.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h> /* for memset */
#include "player.h"
#include "global.h"
player_t *PlayerNew(void){
player_t *player;
player = (player_t *)malloc(sizeof(player_t));
PlayerInit(player);
return player;
}
void PlayerDestroy(player_t *player){
if(player != NULL){
if(player->model != NULL){
MD2ModelDestroy(player->model);
player->model = NULL;
}
free(player);
}
}
void PlayerCleanup(player_t *player){
MD2ModelDestroy(player->model);
}
void PlayerInit(player_t *player){
memset(player, 0, sizeof(player_t));
player->model = NULL;
player->up.y = 1.0; /* always the default */
player->dFactor = PDAMPING;
player->health = MAX_HEALTH;
player->timer = 0;
player->timeout = 255;
player->speed = P_DEFAULT_SPEED;
return;
}
void PlayerReset(player_t *player){
player->interpol = 0;
}
void PlayerLoad(player_t *player, const char *md2File, const char *skinFile){
int err;
player->model = MD2ModelAlloc();
err = MD2ModelLoad(player->model, md2File, skinFile);
if(err != 0){
fprintf(stderr, "error loading model %s\n", md2File);
free(player->model);
return;
}
/* only change what you don't want to still be zero */
player->forward.x = 1.0;
player->right.z = 1.0;
player->endFrame = 1;
/* FIXME calculate the bounding radius based on the model */
player->radius = 0.6;
player->state = PLAYER_READY;
return;
}
void PlayerLoadUseSameModel(player_t *player1, player_t *player2){
player2->model->usageCount++;
player1->model = player2->model;
/* only change what you don't want to still be zero */
player1->forward.x = 1.0;
player1->right.z = 1.0;
player1->endFrame = 1;
/* FIXME calculate the bounding radius based on the model */
player1->radius = 0.6;
player1->state = PLAYER_READY;
return;
}
void PlayerAnimate(player_t *player, float percent){
if(player->startFrame > player->currentFrame){
player->currentFrame = player->startFrame;
}
if((player->startFrame < 0) || (player->endFrame < 0)){
return;
}
if((player->startFrame >= player->model->numFrames) ||
(player->endFrame >= player->model->numFrames)){
return;
}
if(player->interpol >= 1.0){
player->interpol = 0.0;
player->currentFrame++;
if(player->currentFrame >= player->endFrame){
player->currentFrame = player->startFrame;
}
player->nextFrame = player->currentFrame+1;
if(player->nextFrame >= player->endFrame){
player->nextFrame = player->startFrame;
}
}
/* begin actual opengl rendering */
glTranslatef(player->position.x, player->position.y + MOD_HEIGHT2,
player->position.z);
if(player->state != PLAYER_DEAD){
glRotatef(player->yaw, 0.0, 1.0, 0.0);
}
glRotatef(-90.0, 1.0, 0.0, 0.0);
glScalef(0.02, 0.02, 0.02);
MD2ModelAnimate(player->model, player->currentFrame,
player->nextFrame, player->interpol);
/* end actual opengl rendering */
player->interpol += percent;
}
void PlayerAnimateCulled(player_t *player, frustum_t *frust, float percent){
if(FrustumCheckSphere(frust, &player->position, player->radius)){
if(player->startFrame > player->currentFrame){
player->currentFrame = player->startFrame;
}
if((player->startFrame < 0) || (player->endFrame < 0)){
return;
}
if((player->startFrame >= player->model->numFrames) ||
(player->endFrame >= player->model->numFrames)){
return;
}
if(player->interpol >= 1.0){
player->interpol = 0.0;
player->currentFrame++;
if(player->currentFrame >= player->endFrame){
player->currentFrame = player->startFrame;
}
player->nextFrame = player->currentFrame+1;
if(player->nextFrame >= player->endFrame){
player->nextFrame = player->startFrame;
}
}
/* begin actual opengl rendering */
glTranslatef(player->position.x, player->position.y + MOD_HEIGHT2,
player->position.z);
if(player->state != PLAYER_DEAD){
glRotatef(player->yaw, 0.0, 1.0, 0.0);
}
glRotatef(-90.0, 1.0, 0.0, 0.0);
glScalef(0.02, 0.02, 0.02);
MD2ModelAnimate(player->model, player->currentFrame,
player->nextFrame, player->interpol);
/* end actual opengl rendering */
player->interpol += percent;
}
}
void PlayerSetAnimation(player_t *player, int animID){
switch(animID){
case PLAYER_ANIM_IDLE0:
player->startFrame = 0;
player->endFrame = 39;
break;
case PLAYER_ANIM_IDLE1:
player->startFrame = 74;
player->endFrame = 95;
break;
case PLAYER_ANIM_IDLE2:
player->startFrame = 113;
player->endFrame = 122;
break;
case PLAYER_ANIM_RUN:
player->startFrame = 40;
player->endFrame = 46;
break;
case PLAYER_ANIM_JUMP:
player->startFrame = 67;
player->endFrame = 73;
break;
case PLAYER_ANIM_SHOT0:
player->startFrame = 47;
player->endFrame = 60;
break;
case PLAYER_ANIM_SHOT1:
player->startFrame = 61;
player->endFrame = 66;
break;
case PLAYER_ANIM_DYING:
player->startFrame = 178;
player->endFrame = 185;
break;
case PLAYER_ANIM_DEAD:
player->startFrame = 183;
player->endFrame = 184;
break;
break;
}
}
/* this function uses a lot of globals...see global.h for details */
void PlayerUpdate(player_t *player){
float x, y, z;
switch(player->state){
case PLAYER_READY:
/* update the protagonist's position */
if(player->fFlag){
PlayerMoveForward(player, player->speed);
}
else if(player->bFlag){
PlayerMoveBackward(player, player->speed);
}
if(player->lFlag){
PlayerStrafeLeft(player, player->speed);
}
else if(player->rFlag){
PlayerStrafeRight(player, player->speed);
}
/* correct his height relative to the terrain */
x = player->position.x;
z = player->position.z;
y = TerrainGetHeight(ground, x, z) + MOD_HEIGHT2;
PlayerCorrect(player, y);
/* clamp him to the edges of the map */
if(x > (sizeX-10.0))
player->position.x = sizeX-10.0;
else if(x < 10.0)
player->position.x = 10.0;
if(z > (sizeZ-10.0))
player->position.z = sizeZ-10.0;
else if(z < 10.0)
player->position.z = 10.0;
break;
case PLAYER_SHOT:
player->timer++;
break;
case PLAYER_DYING:
player->timer++;
break;
case PLAYER_DEAD:
player->timer++;
break;
}
if(player->timer > player->timeout){
PlayerProcessEvent(player, PLAYER_TIMEOUT);
}
if(player->health == 0){
PlayerProcessEvent(player, PLAYER_KILLED);
}
return;
}