📄 player.h
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#ifndef __PLAYER_H
#define __PLAYER_H
/*
PLAYER.H
The CPlayer class
OpenGL Game Programming
Author: Kevin Hawkins
Date: 3/30/2001
Description:
*/
#include <typeinfo.h>
class CWorld;
#include "audiosystem.h"
#include "sod.h"
#include "ogro.h"
#include "rocket.h"
#include "camera.h"
#include "object.h"
#include "terrain.h"
////#include "world.h"
class CPlayer : public CObject
{
private:
CCamera *camera;
CTerrain *terrain;
CAudioSystem *audioSys;
CAudio *rocketSound;
CWorld * world;
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 SetWorld(CWorld * w) {world = w;}
void DetachCamera() { camera = NULL; }
void SetTerrain(CTerrain *t) { terrain = t; }
void FireWeapon();
void SetAudioSystem(CAudioSystem *aSys) { audioSys = aSys; }
};
#endif
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