www.pudn.com > ATimeToKill.rar > player.h
#ifndef __PLAYER_H #define __PLAYER_H /* PLAYER.H The CPlayer class OpenGL Game Programming Author: Kevin Hawkins Date: 3/30/2001 Description: */ #include#include "audiosystem.h" #include "sod.h" #include "ogro.h" #include "rocket.h" #include "camera.h" #include "object.h" #include "terrain.h" class CPlayer : public CObject { private: CCamera *camera; CTerrain *terrain; CAudioSystem *audioSys; CAudio *rocketSound; protected: void OnCollision(CObject *collisionObject) { if (typeid(*collisionObject) == typeid(CTerrain)) { position.y = ((CTerrain*)collisionObject)->GetHeight(position.x, position.z) + size; } else if (typeid(*collisionObject) == typeid(COgroEnemy)) { if (camera) { if (camera->velocity.z > 0.0) camera->velocity = CVector(0.0, 0.0, 0.0); } } else if (typeid(*collisionObject) == typeid(CSodEnemy)) { if (camera) { if (camera->velocity.z > 0.0) camera->velocity = CVector(0.0, 0.0, 0.0); } } else if (typeid(*collisionObject) == typeid(CPlayer)) { } } void OnPrepare() { if (camera) { position = camera->position; // the player stays with the camera direction = camera->yaw; pitch = camera->pitch; } } public: float direction; // direction player is facing (same as camera) float pitch; // pitch of player's lookAt vector CPlayer() { size = 7.0f; camera = NULL; terrain = NULL; audioSys = NULL; rocketSound = NULL; } ~CPlayer() {} void SetCamera(CCamera *c) { camera = c; } void DetachCamera() { camera = NULL; } void SetTerrain(CTerrain *t) { terrain = t; } void FireWeapon(); void SetAudioSystem(CAudioSystem *aSys) { audioSys = aSys; } }; #endif