[10452] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Patrick Boenzli |
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| 13 | co-programmer: ... |
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| 14 | |
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| 15 | */ |
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| 16 | |
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| 17 | #include "fps_player.h" |
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| 18 | |
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| 19 | #include "interactive_model.h" |
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| 20 | #include "state.h" |
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[10647] | 21 | #include "tools/camera.h" |
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[10452] | 22 | |
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| 23 | #include "src/lib/util/loading/factory.h" |
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| 24 | |
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| 25 | #include "md2/md2Model.h" |
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| 26 | |
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| 27 | #include "weapons/weapon_manager.h" |
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| 28 | #include "weapons/test_gun.h" |
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| 29 | #include "weapons/turret.h" |
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| 30 | #include "weapons/cannon.h" |
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| 31 | #include "weapons/fps_sniper_rifle.h" |
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| 32 | #include "weapons/aiming_system.h" |
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| 33 | |
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| 34 | #include "aabb.h" |
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[10618] | 35 | #include "environments/bsp_entity.h" |
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[10452] | 36 | |
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| 37 | #include "key_mapper.h" |
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| 38 | |
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| 39 | #include "debug.h" |
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| 40 | |
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| 41 | #include "shared_network_data.h" |
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| 42 | |
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| 43 | |
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| 44 | |
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| 45 | ObjectListDefinition(FPSPlayer); |
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| 46 | CREATE_FACTORY(FPSPlayer); |
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| 47 | |
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| 48 | #include "script_class.h" |
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| 49 | CREATE_SCRIPTABLE_CLASS(FPSPlayer, |
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| 50 | addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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| 51 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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| 52 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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| 53 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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| 54 | ); |
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| 55 | |
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| 56 | |
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| 57 | /** |
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| 58 | * destructs the FPSPlayer, deletes alocated memory |
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| 59 | */ |
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| 60 | FPSPlayer::~FPSPlayer () |
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| 61 | { |
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| 62 | this->setPlayer(NULL); |
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| 63 | |
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| 64 | if( this->aimingSystem) |
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| 65 | delete this->aimingSystem; |
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| 66 | } |
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| 67 | |
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| 68 | |
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| 69 | /** |
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| 70 | * creates a new FPSPlayer from Xml Data |
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| 71 | * @param root the xml element containing FPSPlayer data |
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| 72 | * |
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| 73 | */ |
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| 74 | FPSPlayer::FPSPlayer(const TiXmlElement* root) |
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| 75 | { |
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| 76 | if (root != NULL) |
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| 77 | this->loadParams(root); |
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| 78 | |
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[10487] | 79 | this->updateNode(0.001); |
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| 80 | this->init(); |
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[10452] | 81 | } |
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| 82 | |
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| 83 | |
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| 84 | /** |
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| 85 | * initializes a FPSPlayer |
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| 86 | */ |
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| 87 | void FPSPlayer::init() |
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| 88 | { |
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| 89 | this->registerObject(this, FPSPlayer::_objectList); |
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| 90 | |
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| 91 | this->bLeft = false; |
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| 92 | this->bRight = false; |
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| 93 | this->bForward = false; |
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| 94 | this->bBackward = false; |
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| 95 | this->bJump = false; |
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| 96 | this->bPosBut = false; |
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| 97 | this->bFire = false; |
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[10654] | 98 | this->bFire2 = false; |
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| 99 | this->changeZoom = true; |
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| 100 | this->inZoomMode = false; |
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| 101 | this->changingZoom = false; |
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[10452] | 102 | |
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| 103 | this->xMouse = 0.0f; |
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| 104 | this->yMouse = 0.0f; |
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| 105 | |
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| 106 | this->setHealthMax(100); |
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| 107 | this->setHealth(80); |
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| 108 | |
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| 109 | this->fallVelocity = 0.0f; |
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[10566] | 110 | this->jumpAcceleration = 0.0f; |
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[10452] | 111 | |
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| 112 | this->cameraNode.setParent(this); |
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| 113 | |
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| 114 | this->attitude = this->getAbsDir().getAttitude(); |
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| 115 | this->heading = this->getAbsDir().getHeading(); |
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| 116 | |
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| 117 | //add events to the eventlist |
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| 118 | registerEvent(KeyMapper::PEV_FORWARD); |
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| 119 | registerEvent(KeyMapper::PEV_BACKWARD); |
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| 120 | registerEvent(KeyMapper::PEV_LEFT); |
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| 121 | registerEvent(KeyMapper::PEV_RIGHT); |
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| 122 | registerEvent(KeyMapper::PEV_FIRE1); |
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[10654] | 123 | registerEvent(KeyMapper::PEV_FIRE2); |
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[10452] | 124 | registerEvent(KeyMapper::PEV_JUMP); |
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[10647] | 125 | registerEvent(KeyMapper::PEV_CROUCH); |
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[10452] | 126 | registerEvent(EV_MOUSE_MOTION); |
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| 127 | |
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| 128 | this->aimingSystem = NULL; |
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| 129 | |
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| 130 | // weapon manager for the fps |
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| 131 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 132 | |
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| 133 | if( State::isOnline()) |
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| 134 | { |
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| 135 | Weapon* wpRight = new FPSSniperRifle(0); |
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| 136 | wpRight->setName("testGun Right"); |
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| 137 | this->addWeapon(wpRight,1, 0); |
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| 138 | wpRight->addChild(this->aimingSystem); |
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| 139 | |
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| 140 | this->toList( OM_PLAYERS ); |
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| 141 | } |
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| 142 | |
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| 143 | this->aimingSystem = new AimingSystem(this); |
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| 144 | |
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| 145 | |
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| 146 | this->getWeaponManager().changeWeaponConfig(1); |
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| 147 | this->getWeaponManager().setSlotCount(2); |
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| 148 | this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_4*-0.55f, Vector(0,0,1))); |
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| 149 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 150 | this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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| 151 | this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1)); |
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| 152 | this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0)); |
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| 153 | |
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| 154 | this->getWeaponManager().setParentNode(&this->cameraNode); |
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| 155 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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| 156 | |
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| 157 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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[10647] | 158 | this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ALL); |
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| 159 | this->getWeaponManager().getFixedTarget()->setRelCoor(10,0,0); |
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[10452] | 160 | |
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| 161 | |
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| 162 | // network registration |
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| 163 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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| 164 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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| 165 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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| 166 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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| 167 | registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) ); |
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| 168 | registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) ); |
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| 169 | registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) ); |
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| 170 | |
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| 171 | //subscribe to collision reaction |
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| 172 | this->subscribeReaction(CoRe::CREngine::CR_PHYSICS_FULL_WALK, BspEntity::staticClassID()); |
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| 173 | |
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| 174 | this->initWeapon = false; |
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| 175 | this->damageTicker = 0.0f; |
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| 176 | |
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| 177 | } |
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| 178 | |
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| 179 | |
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| 180 | /** |
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| 181 | * loads the Settings of a FPSPlayer from an XML-element. |
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| 182 | * @param root the XML-element to load the Spaceship's properties from |
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| 183 | */ |
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| 184 | void FPSPlayer::loadParams(const TiXmlElement* root) |
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| 185 | { |
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| 186 | Playable::loadParams(root); |
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| 187 | } |
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| 188 | |
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[10647] | 189 | /** |
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| 190 | * was probabably designed for setting direction of FPSPlayer |
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| 191 | * but hey, this connot work like this, can it? |
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| 192 | */ |
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[10452] | 193 | void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed) |
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| 194 | { |
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| 195 | this->attitude = this->getAbsDir().getAttitude(); |
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| 196 | this->heading = this->getAbsDir().getHeading(); |
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| 197 | } |
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| 198 | |
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[10647] | 199 | /** |
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| 200 | * Resets FPSPlayer stats and freezes its moving directions |
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| 201 | * |
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| 202 | */ |
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[10452] | 203 | void FPSPlayer::reset() |
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| 204 | { |
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| 205 | this->bLeft = false; |
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| 206 | this->bRight = false; |
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| 207 | this->bForward = false; |
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| 208 | this->bBackward = false; |
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| 209 | this->xMouse = 0.0f; |
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| 210 | this->yMouse = 0.0f; |
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[10654] | 211 | this->inZoomMode = false; |
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[10452] | 212 | |
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| 213 | this->setHealth(80); |
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| 214 | } |
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| 215 | |
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[10647] | 216 | /** |
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| 217 | * Defines what happens to camera and other important elements when changing |
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| 218 | * into FPS-view |
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| 219 | */ |
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[10452] | 220 | void FPSPlayer::enter() |
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| 221 | { |
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| 222 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true ); |
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| 223 | |
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| 224 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
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| 225 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
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[10647] | 226 | |
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| 227 | State::getCamera()->setViewMode(Camera::ViewFPS); |
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| 228 | |
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| 229 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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| 230 | //this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ALL); |
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| 231 | //this->getWeaponManager().getFixedTarget()->setRelCoor(100,0,0); |
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[10452] | 232 | |
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| 233 | if ( !State::isOnline() ) |
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| 234 | { |
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| 235 | this->respawn(); |
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| 236 | } |
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| 237 | } |
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| 238 | |
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[10647] | 239 | /** |
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| 240 | * Defines what happens if active player leaves FPSPlayer |
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| 241 | * (basicly hides crosshair and frees camera) |
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| 242 | */ |
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[10452] | 243 | void FPSPlayer::leave() |
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| 244 | { |
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| 245 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 246 | this->detachCamera(); |
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| 247 | } |
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| 248 | |
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| 249 | |
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| 250 | |
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| 251 | /** |
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| 252 | * the function called for each passing timeSnap |
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| 253 | * @param time The timespan passed since last update |
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| 254 | */ |
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| 255 | void FPSPlayer::tick (float time) |
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| 256 | { |
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[10654] | 257 | // Second init-step |
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[10452] | 258 | if ( !this->initWeapon ) |
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| 259 | { |
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| 260 | this->initWeapon = true; |
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| 261 | |
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| 262 | this->cameraNode.setParentMode(PNODE_ROTATE_AND_MOVE); |
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| 263 | |
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| 264 | this->getWeaponManager().getParentNode()->setParentMode(PNODE_ROTATE_AND_MOVE); |
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| 265 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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[10647] | 266 | //this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ROTATE_AND_MOVE); |
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| 267 | State::getCamera()->setViewMode(Camera::ViewFPS); |
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[10452] | 268 | |
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| 269 | |
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| 270 | if( this->aimingSystem != NULL) |
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| 271 | { |
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| 272 | this->aimingSystem->toList(OM_GROUP_01); |
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| 273 | this->aimingSystem->setParent(&this->cameraNode); |
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| 274 | // this->aimingSystem->setParentMode(PNODE_ROTATE_AND_MOVE); |
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| 275 | this->aimingSystem->setRelDir(Quaternion(M_PI_4*-0.58f, Vector(0,0,1))); |
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| 276 | this->aimingSystem->setRelCoor(0, -1, -1); |
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| 277 | } |
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| 278 | |
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[10654] | 279 | } |
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| 280 | // end of second init-step |
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| 281 | |
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| 282 | // This box represents the dimension of the used model |
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| 283 | AABB* box = this->getModelAABB(); |
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[10452] | 284 | |
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[10654] | 285 | if( box != NULL) |
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| 286 | { |
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[10452] | 287 | float f = 1.0; |
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[10654] | 288 | if( this->bCrouch ) |
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| 289 | f = 0.3*f; |
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| 290 | |
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[10452] | 291 | this->cameraNode.setRelCoor(0, box->halfLength[1] * f, 0); |
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[10654] | 292 | // this->cameraNode.setRelCoor(10, box->halfLength[1] * f, 0); |
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| 293 | float v = 0.1f; |
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| 294 | this->getWeaponManager().setSlotPosition(0, Vector(-8.0, box->halfLength[1] * v, 1.1)); |
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| 295 | this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * v, 0.0)); |
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[10452] | 296 | } |
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[10654] | 297 | |
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| 298 | /* |
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| 299 | if( this->bFire2 ) |
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| 300 | { |
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| 301 | |
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| 302 | // to change Zoom on click |
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| 303 | if( this->changeZoom ) |
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| 304 | { |
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| 305 | this->changeZoom = false; |
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| 306 | if( this->inZoomMode ) |
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| 307 | { |
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| 308 | State::getCamera()->setViewMode(Camera::ViewFPS); |
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| 309 | this->inZoomMode = false; |
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| 310 | } |
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| 311 | else |
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| 312 | { |
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| 313 | State::getCamera()->setViewMode(Camera::ViewFPSZoom); |
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| 314 | this->inZoomMode = true; |
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| 315 | } |
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| 316 | |
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| 317 | } |
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| 318 | |
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| 319 | } |
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| 320 | else |
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| 321 | { |
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| 322 | this->changeZoom = true; |
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| 323 | }*/ |
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| 324 | if( this->bFire2 ) |
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| 325 | { |
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| 326 | if( this->changeZoom ) |
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| 327 | { |
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| 328 | if( !this->inZoomMode || this->changingZoom ) |
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| 329 | { |
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| 330 | this->inZoomMode = true; |
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| 331 | this->changingZoom = true; |
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| 332 | float fovy = State::getCamera()->getFovy(); |
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| 333 | if( fovy > 30 ) |
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| 334 | State::getCamera()->setFovy( fovy - 10*time ); |
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| 335 | } |
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| 336 | else |
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| 337 | { |
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| 338 | State::getCamera()->setViewMode(Camera::ViewFPS); |
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| 339 | this->inZoomMode = false; |
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| 340 | this->changeZoom = false; |
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| 341 | } |
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| 342 | } |
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| 343 | } |
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| 344 | else |
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| 345 | { |
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| 346 | this->changeZoom = true; |
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| 347 | this->changingZoom = false; |
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| 348 | } |
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[10452] | 349 | |
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| 350 | this->getWeaponManager().tick(time); |
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| 351 | if( this->bFire) |
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| 352 | { |
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| 353 | this->getWeaponManager().fire(); |
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[10647] | 354 | PRINTF(0)("Crosshair at position: %f, %f, %f\n", this->getWeaponManager().getFixedTarget()->getAbsCoor().x, this->getWeaponManager().getFixedTarget()->getAbsCoor().y, this->getWeaponManager().getFixedTarget()->getAbsCoor().z); |
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[10452] | 355 | } |
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| 356 | |
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| 357 | |
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| 358 | //dealing damage |
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| 359 | if ( State::isOnline() && (SharedNetworkData::getInstance()->isMasterServer() /*|| SharedNetworkData::getInstance()->isProxyServerActive()*/)) |
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| 360 | { |
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| 361 | this->damageTicker -= time; |
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| 362 | |
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| 363 | if ( this->damageTicker <= 0.0f && this->beFire() ) |
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| 364 | { |
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| 365 | this->damageTicker = 0.25; |
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| 366 | |
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| 367 | WorldEntity * victim = aimingSystem->getNearestTarget(); |
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| 368 | |
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| 369 | if ( victim ) |
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| 370 | { |
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| 371 | PRINTF(0)("FIRE: hit %s\n", victim->getClassCName()); |
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| 372 | victim->hit( 20, this ); |
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| 373 | } |
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| 374 | else |
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| 375 | { |
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| 376 | PRINTF(0)("FIRE: nothing hit\n"); |
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| 377 | } |
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| 378 | } |
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| 379 | } |
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| 380 | |
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| 381 | |
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| 382 | if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) ) |
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| 383 | { |
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| 384 | xMouse *= time ; |
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| 385 | yMouse *= time ; |
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[10654] | 386 | |
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| 387 | float amount; |
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| 388 | |
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| 389 | if( this->inZoomMode ) |
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| 390 | amount = 2.; |
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| 391 | else |
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| 392 | amount = 5.; |
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[10452] | 393 | |
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[10654] | 394 | heading -= xMouse/amount; |
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| 395 | attitude-= yMouse/amount; |
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[10452] | 396 | |
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| 397 | |
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| 398 | if ( attitude > 1.95 ) |
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| 399 | attitude = 1.95; |
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| 400 | else if ( attitude < -1.07 ) |
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| 401 | attitude = -1.07; |
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| 402 | |
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| 403 | xMouse = yMouse = 0; |
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| 404 | } |
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| 405 | |
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| 406 | this->setAbsDir(Quaternion(heading, Vector(0,1,0))); |
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| 407 | this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) )); |
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| 408 | |
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| 409 | Vector velocity; |
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| 410 | |
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| 411 | if ( this->bForward ) |
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| 412 | { |
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| 413 | velocity += this->getAbsDirX(); |
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| 414 | } |
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| 415 | |
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| 416 | if ( this->bBackward ) |
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| 417 | { |
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| 418 | velocity -= this->getAbsDirX(); |
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| 419 | } |
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| 420 | |
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| 421 | if ( this->bRight ) |
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| 422 | { |
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| 423 | velocity += this->getAbsDirZ(); |
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| 424 | } |
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| 425 | |
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| 426 | if ( this->bLeft ) |
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| 427 | { |
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| 428 | velocity -= this->getAbsDirZ(); |
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| 429 | } |
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| 430 | |
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[10563] | 431 | // Uncomment this if you want your current position to be prined to the console when you press the jump button |
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| 432 | /* if( this->bJump) |
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[10452] | 433 | { |
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[10511] | 434 | printf("panicGuy:runTo( %f, %f, %f ) \n", this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ() ); |
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[10452] | 435 | this->bJump = false; |
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[10563] | 436 | }*/ |
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| 437 | |
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[10654] | 438 | int speed; |
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| 439 | if( this->bCrouch ) |
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| 440 | speed = 50; |
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| 441 | else |
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| 442 | speed = 100; |
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| 443 | velocity *= speed; |
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[10647] | 444 | |
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[10452] | 445 | if( this->getModel( 0) != NULL && this->getModel(0)->isA(InteractiveModel::staticClassID())) |
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| 446 | { |
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[10647] | 447 | if( this->bJump) |
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[10452] | 448 | { |
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[10647] | 449 | if( this->jumpAcceleration < 1.0f) |
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| 450 | { |
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| 451 | this->jumpAcceleration = 300.0f; |
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[10452] | 452 | |
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[10647] | 453 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP) |
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| 454 | ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP); |
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| 455 | } |
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| 456 | } |
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| 457 | else if(velocity.len() != 0.0f) |
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| 458 | { |
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| 459 | if( this->bCrouch ) |
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| 460 | { |
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| 461 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != CROUCH_WALK) |
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| 462 | ((InteractiveModel*)this->getModel(0))->setAnimation(CROUCH_WALK); |
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| 463 | } |
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| 464 | else |
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| 465 | { |
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| 466 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN) |
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| 467 | ((InteractiveModel*)this->getModel(0))->setAnimation(RUN); |
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| 468 | } |
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| 469 | |
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| 470 | } |
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| 471 | else |
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| 472 | { |
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| 473 | if( this->bCrouch ) |
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| 474 | { |
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| 475 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != CROUCH_STAND) |
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| 476 | ((InteractiveModel*)this->getModel(0))->setAnimation(CROUCH_STAND); |
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| 477 | } |
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| 478 | else |
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| 479 | { |
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| 480 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND) |
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| 481 | ((InteractiveModel*)this->getModel(0))->setAnimation(STAND); |
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| 482 | } |
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| 483 | } |
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| 484 | |
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| 485 | if( this->bFire ) |
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| 486 | { |
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| 487 | if( this->bCrouch ) |
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| 488 | { |
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| 489 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != CROUCH_ATTACK) |
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| 490 | ((InteractiveModel*)this->getModel(0))->setAnimation(CROUCH_ATTACK); |
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| 491 | } |
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| 492 | else |
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| 493 | { |
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| 494 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != ATTACK) |
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| 495 | ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK); |
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| 496 | } |
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| 497 | } |
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[10452] | 498 | } |
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| 499 | |
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| 500 | |
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[10566] | 501 | velocity.y += this->jumpAcceleration; |
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| 502 | if( this->jumpAcceleration > 1.0f) |
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[10567] | 503 | this->jumpAcceleration *= pow(0.9f,time*100); |
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[10452] | 504 | |
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| 505 | |
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| 506 | // physical falling of the player |
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| 507 | if( !this->isOnGround()) |
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| 508 | { |
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[10618] | 509 | if(this->fallVelocity + 300.0F*time < 10000.0f)this->fallVelocity += 300.0f * time; |
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[10452] | 510 | velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
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| 511 | |
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| 512 | // PRINTF(0)("vel %f\n", this->fallVelocity); |
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| 513 | } |
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| 514 | else |
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| 515 | { |
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| 516 | this->fallVelocity = 0.0f; |
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| 517 | } |
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[10647] | 518 | if((velocity * time).len() < 10.0f) this->shiftCoor( velocity*time ); |
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| 519 | else |
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| 520 | { |
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[10618] | 521 | velocity.normalize(); |
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| 522 | velocity *= 10.0f; |
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| 523 | this->shiftCoor( velocity ); |
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[10647] | 524 | } |
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[10452] | 525 | |
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| 526 | |
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| 527 | |
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| 528 | if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(InteractiveModel::staticClassID())) |
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| 529 | { |
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| 530 | ((InteractiveModel*)this->getModel(0))->tick(time); |
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| 531 | } |
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| 532 | |
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| 533 | this->setOnGround(false); |
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| 534 | if( this->aimingSystem != NULL) |
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| 535 | this->aimingSystem->flushList(); |
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[10654] | 536 | |
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[10452] | 537 | } |
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| 538 | |
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| 539 | |
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| 540 | |
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| 541 | /** |
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| 542 | * draws the MD2Creature after transforming it. |
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| 543 | */ |
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| 544 | void FPSPlayer::draw () const |
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| 545 | { |
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| 546 | // only draw if this entity is not the player since the player nevers sees himself |
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| 547 | if( this->getCurrentPlayer() == NULL) |
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| 548 | WorldEntity::draw(); |
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| 549 | } |
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| 550 | |
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| 551 | |
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| 552 | |
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| 553 | /** |
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[10647] | 554 | * checks events |
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[10452] | 555 | */ |
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| 556 | void FPSPlayer::process(const Event &event) |
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| 557 | { |
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| 558 | Playable::process(event); |
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| 559 | |
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| 560 | if( event.type == KeyMapper::PEV_LEFT) |
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| 561 | this->bLeft = event.bPressed; |
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| 562 | else if( event.type == KeyMapper::PEV_RIGHT) |
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| 563 | this->bRight = event.bPressed; |
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| 564 | else if( event.type == KeyMapper::PEV_FORWARD) |
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| 565 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 566 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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| 567 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
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[10647] | 568 | else if( event.type == KeyMapper::PEV_JUMP) |
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| 569 | this->bJump = event.bPressed; |
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| 570 | else if( event.type == KeyMapper::PEV_FIRE1) |
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| 571 | this->bFire = event.bPressed; |
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[10654] | 572 | else if( event.type == KeyMapper::PEV_FIRE2) |
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| 573 | this->bFire2 = event.bPressed; |
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[10647] | 574 | else if( event.type == KeyMapper::PEV_CROUCH) |
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| 575 | this->bCrouch = event.bPressed; |
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[10452] | 576 | else if( event.type == EV_MOUSE_MOTION) |
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| 577 | { |
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| 578 | this->xMouse += event.xRel; |
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| 579 | this->yMouse += event.yRel; |
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| 580 | } |
---|
| 581 | } |
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| 582 | |
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[10647] | 583 | /** |
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| 584 | * respawns FPSplayer |
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| 585 | */ |
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[10452] | 586 | void FPSPlayer::respawn( ) |
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| 587 | { |
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| 588 | if( State::isOnline()) |
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| 589 | toList( OM_PLAYERS ); |
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| 590 | |
---|
| 591 | this->damageTicker = 0.0f; |
---|
| 592 | |
---|
| 593 | Playable::respawn(); |
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| 594 | } |
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| 595 | |
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[10647] | 596 | /** |
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| 597 | * Kills the FPSplayer defining its killer |
---|
| 598 | */ |
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[10452] | 599 | void FPSPlayer::destroy( WorldEntity* killer ) |
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| 600 | { |
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| 601 | Playable::destroy( killer ); |
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| 602 | |
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| 603 | toList( OM_DEAD ); |
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| 604 | } |
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| 605 | |
---|