| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Cyrill Frei | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      ... | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | #include "FpsPlayer.h" | 
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| 30 |  | 
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| 31 | #include <OgreSceneNode.h> | 
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| 32 | #include <BulletDynamics/Dynamics/btRigidBody.h> | 
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| 33 | #include <LinearMath/btVector3.h> | 
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| 34 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> | 
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| 35 | #include <OgreSceneManager.h> | 
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| 36 | #include <OgreSceneNode.h> | 
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| 37 | #include <OgreEntity.h> | 
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| 38 |  | 
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| 39 | #include "core/CoreIncludes.h" | 
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| 40 | #include "core/config/ConfigValueIncludes.h" | 
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| 41 | #include "core/Template.h" | 
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| 42 | #include "core/XMLPort.h" | 
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| 43 | #include "items/Engine.h" | 
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| 44 | #include "Scene.h" | 
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| 45 | #include "weaponsystem/WeaponPack.h" | 
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| 46 | #include "weaponsystem/WeaponSlot.h" | 
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| 47 | #include "weaponsystem/Weapon.h" | 
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| 48 |  | 
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| 49 | #include <cmath> | 
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| 50 |  | 
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| 51 | namespace orxonox | 
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| 52 | { | 
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| 53 |     const float orientationGain_ = 100; | 
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| 54 |     const float jumpValue_ = 300; | 
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| 55 |     RegisterClass(FpsPlayer); | 
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| 56 |  | 
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| 57 |     FpsPlayer::FpsPlayer(Context* context) : Pawn(context) | 
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| 58 |     { | 
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| 59 |         RegisterObject(FpsPlayer); | 
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| 60 |         this->speed_ = 200; | 
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| 61 |         this->localVelocity_ = Vector3::ZERO; | 
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| 62 | /* | 
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| 63 |  *        this->primaryThrust_  = 100; | 
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| 64 |  *        this->auxilaryThrust_ =  30; | 
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| 65 |  *        this->rotationThrust_ =  10; | 
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| 66 |  * | 
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| 67 |  *        this->localLinearAcceleration_.setValue(0, 0, 0); | 
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| 68 |  *        this->localAngularAcceleration_.setValue(0, 0, 0); | 
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| 69 |  *        this->bBoost_ = false; | 
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| 70 |  *        this->bPermanentBoost_ = false; | 
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| 71 |  *        this->steering_ = Vector3::ZERO; | 
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| 72 | */ | 
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| 73 |  | 
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| 74 |  | 
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| 75 |         this->bInvertYAxis_ = false; | 
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| 76 |  | 
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| 77 |         this->setDestroyWhenPlayerLeft(true); | 
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| 78 |  | 
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| 79 |         // FpsPlayer is always a physical object per default | 
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| 80 |         // Be aware of this call: The collision type legality check will not reach derived classes! | 
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| 81 |         this->setCollisionType(WorldEntity::CollisionType::Dynamic); | 
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| 82 |         // Get notification about collisions | 
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| 83 |         this->enableCollisionCallback(); | 
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| 84 |  | 
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| 85 |         this->setConfigValues(); | 
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| 86 |         this->registerVariables(); | 
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| 87 |  | 
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| 88 |         //this->weaponNode = this->cameraPositionRootNode_; | 
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| 89 |         this->weaponNode_ = this->getScene()->getRootSceneNode()->createChildSceneNode(); | 
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| 90 |         this->attachNode(this->weaponNode_); | 
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| 91 |     } | 
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| 92 |  | 
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| 93 |     FpsPlayer::~FpsPlayer() | 
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| 94 |     { | 
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| 95 |         if (this->isInitialized()) | 
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| 96 |         { | 
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| 97 |             if (this->mesh_.getEntity()) | 
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| 98 |                 this->detachOgreObject(this->mesh_.getEntity()); | 
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| 99 |  | 
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| 100 |             if (this->weaponNode_ && this->getScene()->getSceneManager()) | 
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| 101 |                 this->getScene()->getSceneManager()->destroySceneNode(this->weaponNode_->getName()); | 
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| 102 |         } | 
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| 103 |     } | 
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| 104 |  | 
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| 105 |     void FpsPlayer::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 106 |     { | 
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| 107 |         SUPER(FpsPlayer, XMLPort, xmlelement, mode); | 
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| 108 |  | 
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| 109 |         XMLPortParamVariable(FpsPlayer, "primaryThrust",  primaryThrust_,  xmlelement, mode); | 
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| 110 |         XMLPortParamVariable(FpsPlayer, "auxilaryThrust", auxilaryThrust_, xmlelement, mode); | 
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| 111 |         XMLPortParamVariable(FpsPlayer, "rotationThrust", rotationThrust_, xmlelement, mode); | 
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| 112 |         XMLPortParam(FpsPlayer, "weapon", setMeshSource, getMeshSource, xmlelement, mode); | 
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| 113 |     } | 
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| 114 |  | 
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| 115 |     void FpsPlayer::registerVariables() | 
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| 116 |     { | 
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| 117 |         registerVariable(this->primaryThrust_,  VariableDirection::ToClient); | 
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| 118 |         registerVariable(this->auxilaryThrust_, VariableDirection::ToClient); | 
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| 119 |         registerVariable(this->rotationThrust_, VariableDirection::ToClient); | 
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| 120 |         registerVariable(this->weaponMashName_, VariableDirection::ToClient); | 
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| 121 |     } | 
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| 122 |  | 
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| 123 |  | 
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| 124 |  | 
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| 125 |     void FpsPlayer::setConfigValues() | 
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| 126 |     { | 
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| 127 |         SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = targetting down)."); | 
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| 128 |     } | 
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| 129 |  | 
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| 130 |     bool FpsPlayer::isCollisionTypeLegal(WorldEntity::CollisionType type) const | 
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| 131 |     { | 
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| 132 |         if (type != WorldEntity::CollisionType::Dynamic) | 
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| 133 |         { | 
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| 134 |             orxout(internal_warning) << "Cannot tell a FpsPlayer not to be dynamic! Ignoring." << endl; | 
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| 135 |             assert(false); // Only in debug mode | 
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| 136 |             return false; | 
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| 137 |         } | 
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| 138 |         else | 
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| 139 |             return true; | 
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| 140 |     } | 
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| 141 |  | 
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| 142 |     void FpsPlayer::tick(float dt) | 
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| 143 |     { | 
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| 144 |         if (this->hasLocalController()) | 
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| 145 |         { | 
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| 146 |             this->setOrientation(savedOrientation_); | 
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| 147 |  | 
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| 148 |             this->thisTickBoost_ = false; | 
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| 149 |  | 
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| 150 |             float localSpeedSquared = this->localVelocity_.squaredLength(); | 
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| 151 |             float localSpeed; | 
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| 152 |             if (localSpeedSquared > 1.0) | 
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| 153 |                 localSpeed = this->speed_ / sqrtf(localSpeedSquared); | 
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| 154 |             else | 
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| 155 |                 localSpeed = this->speed_; | 
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| 156 |  | 
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| 157 |             this->localVelocity_.x *= localSpeed; | 
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| 158 |             this->localVelocity_.z *= localSpeed; | 
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| 159 |             Vector3 temp = this->getOrientation() * this->localVelocity_; | 
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| 160 |             if (localVelocity_.y == jumpValue_) | 
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| 161 |                 this->setVelocity(Vector3(temp.x, temp.y + this->getVelocity().y, temp.z)); | 
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| 162 |             else | 
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| 163 |                 this->setVelocity(Vector3(temp.x, this->getVelocity().y, temp.z)); | 
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| 164 |             this->localVelocity_.x = 0; | 
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| 165 |             this->localVelocity_.y = 0; | 
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| 166 |             this->localVelocity_.z = 0; | 
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| 167 |  | 
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| 168 |             if (!this->isInMouseLook()) | 
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| 169 |             { | 
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| 170 |                 this->yaw(Radian(this->yaw_ * this->getMouseLookSpeed()), WorldEntity::TransformSpace::Parent); | 
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| 171 |  | 
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| 172 |                 Radian pitch = this->cameraPositionRootNode_->getOrientation().getPitch(); | 
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| 173 |                 if (pitch < Radian(math::pi_2) && pitch > Radian(-math::pi_2)) | 
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| 174 |                 { | 
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| 175 |                     this->cameraPositionRootNode_->pitch(Radian(this->pitch_ * this->getMouseLookSpeed())); | 
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| 176 |                 } | 
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| 177 |                 else if (pitch < Radian(-math::pi_2)) | 
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| 178 |                 { | 
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| 179 |                     if (this->pitch_ > 0.0f) | 
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| 180 |                         this->cameraPositionRootNode_->pitch(Radian(this->pitch_ * this->getMouseLookSpeed())); | 
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| 181 |                     else if (pitch < Radian(-math::pi_2)) | 
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| 182 |                         this->cameraPositionRootNode_->pitch(-pitch + Radian(-math::pi_2)); | 
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| 183 |                 } | 
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| 184 |                 else if (pitch > Radian(math::pi_2)) | 
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| 185 |                 { | 
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| 186 |                     if (this->pitch_ < 0.0f) | 
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| 187 |                         this->cameraPositionRootNode_->pitch(Radian(this->pitch_ * this->getMouseLookSpeed())); | 
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| 188 |                     else if (pitch > Radian(math::pi_2)) | 
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| 189 |                         this->cameraPositionRootNode_->pitch(-pitch + Radian(math::pi_2)); | 
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| 190 |                 } | 
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| 191 |                 this->weaponNode_->setOrientation(this->cameraPositionRootNode_->getOrientation()); | 
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| 192 |             } | 
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| 193 |  | 
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| 194 |             this->yaw_ = this->pitch_ = this->roll_ = 0; | 
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| 195 |  | 
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| 196 |             this->setAngularVelocity(0.0, 0.0, 0.0); | 
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| 197 |             this->savedOrientation_ = this->getOrientation(); | 
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| 198 |         } | 
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| 199 |  | 
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| 200 |         SUPER(FpsPlayer, tick, dt); | 
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| 201 |     } | 
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| 202 |  | 
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| 203 |     void FpsPlayer::changedMesh() | 
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| 204 |     { | 
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| 205 |         if (GameMode::showsGraphics()) | 
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| 206 |         { | 
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| 207 |             if (this->mesh_.getEntity()) | 
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| 208 |                 this->weaponNode_->detachObject(this->mesh_.getEntity()); | 
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| 209 |  | 
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| 210 |             this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_); | 
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| 211 |  | 
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| 212 |             if (this->mesh_.getEntity()) | 
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| 213 |             { | 
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| 214 |                 this->weaponNode_->attachObject(this->mesh_.getEntity()); | 
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| 215 |             } | 
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| 216 |         } | 
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| 217 |     } | 
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| 218 |  | 
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| 219 |     void FpsPlayer::setPlayer(PlayerInfo* player) | 
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| 220 |     { | 
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| 221 |         ControllableEntity::setPlayer(player); | 
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| 222 |  | 
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| 223 | //        this->setSyncMode(ObjectDirection::ToClient); | 
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| 224 |     } | 
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| 225 |  | 
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| 226 |     void FpsPlayer::startLocalHumanControl() | 
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| 227 |     { | 
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| 228 |         ControllableEntity::startLocalHumanControl(); | 
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| 229 |     } | 
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| 230 |  | 
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| 231 |     void FpsPlayer::moveFrontBack(const Vector2& value) | 
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| 232 |     { | 
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| 233 |         this->localVelocity_.z -= value.x; | 
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| 234 |     } | 
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| 235 |  | 
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| 236 |  | 
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| 237 |     void FpsPlayer::moveRightLeft(const Vector2& value) | 
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| 238 |     { | 
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| 239 |         this->localVelocity_.x += value.x; | 
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| 240 |     } | 
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| 241 |  | 
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| 242 |     void FpsPlayer::moveUpDown(const Vector2& value) | 
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| 243 |     { | 
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| 244 |         //this->localVelocity_.y += value.x; | 
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| 245 |     } | 
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| 246 |  | 
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| 247 |     void FpsPlayer::rotateYaw(const Vector2& value) | 
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| 248 |     { | 
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| 249 |         this->yaw_ += value.y; | 
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| 250 |  | 
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| 251 |         ControllableEntity::rotateYaw(value); | 
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| 252 |     } | 
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| 253 |  | 
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| 254 |     void FpsPlayer::rotatePitch(const Vector2& value) | 
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| 255 |     { | 
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| 256 |         this->pitch_ += value.y; | 
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| 257 |  | 
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| 258 |         ControllableEntity::rotatePitch(value); | 
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| 259 |     } | 
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| 260 |  | 
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| 261 |     void FpsPlayer::rotateRoll(const Vector2& value) | 
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| 262 |     { | 
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| 263 |         this->roll_ += value.y; | 
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| 264 |  | 
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| 265 |         ControllableEntity::rotateRoll(value); | 
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| 266 |     } | 
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| 267 |  | 
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| 268 |     void FpsPlayer::fire() | 
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| 269 |     { | 
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| 270 |     } | 
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| 271 |  | 
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| 272 |     void FpsPlayer::boost(bool bBoost) //acctually jump | 
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| 273 |     { | 
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| 274 |         if (this->isFloor_) | 
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| 275 |         { | 
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| 276 |             if (!this->thisTickBoost_) | 
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| 277 |                 this->localVelocity_.y = jumpValue_; | 
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| 278 |             //this->physicalBody_->applyCentralImpulse(btVector3(0, jumpvalue, 0)); | 
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| 279 |             this->thisTickBoost_ = true; | 
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| 280 |             this->isFloor_ = false; | 
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| 281 |         } | 
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| 282 |     } | 
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| 283 |  | 
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| 284 |     bool FpsPlayer::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) | 
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| 285 |     { | 
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| 286 |         if (contactPoint.m_normalWorldOnB.y() > 0.6) | 
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| 287 |             this->isFloor_ = true; | 
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| 288 |         else | 
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| 289 |             this->isFloor_ = false; | 
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| 290 |  | 
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| 291 |         return false; | 
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| 292 |     } | 
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| 293 |  | 
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| 294 |     void FpsPlayer::addedWeaponPack(WeaponPack* wPack) | 
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| 295 |     { | 
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| 296 |         for (size_t i = 0; i < wPack->getNumWeapons(); ++i) | 
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| 297 |         { | 
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| 298 |             Weapon* weapon = wPack->getWeapon(i); | 
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| 299 |             if (weapon->getWeaponSlot()) | 
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| 300 |             { | 
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| 301 |                 weapon->getWeaponSlot()->removeWeapon(); | 
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| 302 |                 weapon->detachFromParent(); | 
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| 303 |                 weapon->attachToNode(this->weaponNode_); | 
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| 304 |             } | 
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| 305 |         } | 
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| 306 |     } | 
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| 307 | } | 
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