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source: orxonox.OLD/branches/presentation/src/world_entities/creatures/fps_player.cc @ 9214

Last change on this file since 9214 was 9214, checked in by rennerc, 18 years ago

new weapon demage

File size: 12.2 KB
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[8685]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: ...
14
15*/
16
17#include "fps_player.h"
18
19#include "interactive_model.h"
[8731]20#include "state.h"
[8685]21
22#include "src/lib/util/loading/factory.h"
23
[9110]24#include "md2/md2Model.h"
25
[8776]26#include "weapons/weapon_manager.h"
27#include "weapons/test_gun.h"
28#include "weapons/turret.h"
29#include "weapons/cannon.h"
[8894]30#include "weapons/fps_sniper_rifle.h"
[9163]31#include "weapons/aiming_system.h"
[8776]32
[9110]33#include "aabb.h"
34
[9166]35
[8685]36#include "key_mapper.h"
37
[8687]38#include "debug.h"
[8685]39
[9110]40#include "shared_network_data.h"
[8685]41
[8687]42
[8731]43
[8685]44CREATE_FACTORY(FPSPlayer, CL_FPS_PLAYER);
45
[8894]46#include "script_class.h"
47CREATE_SCRIPTABLE_CLASS(FPSPlayer, CL_FPS_PLAYER,
48                        addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor))
49                            ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX))
50                            ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY))
51                            ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ))
52                       );
[8685]53
[8894]54
[8685]55/**
56 *  destructs the FPSPlayer, deletes alocated memory
57 */
58FPSPlayer::~FPSPlayer ()
59{
60  this->setPlayer(NULL);
[9191]61
62  if( this->aimingSystem)
63    delete this->aimingSystem;
[8685]64}
65
66
67/**
68 *  creates a new FPSPlayer from Xml Data
69 * @param root the xml element containing FPSPlayer data
70 *
71 */
72FPSPlayer::FPSPlayer(const TiXmlElement* root)
73{
74  this->init();
75
76  if (root != NULL)
77    this->loadParams(root);
78
79}
80
81
82/**
83 * initializes a FPSPlayer
84 */
85void FPSPlayer::init()
86{
87  this->setClassID(CL_FPS_PLAYER, "FPSPlayer");
88
89
90  this->bLeft = false;
91  this->bRight = false;
92  this->bForward = false;
93  this->bBackward = false;
94  this->bJump = false;
[9003]95  this->bPosBut = false;
[9166]96  this->bFire = false;
[8731]97
[8685]98  this->xMouse = 0.0f;
99  this->yMouse = 0.0f;
100
101  this->setHealthMax(100);
102  this->setHealth(80);
103
[9003]104  this->fallVelocity = 0.0f;
[9110]105  this->jumpForce = 0.0f;
[8685]106
[8731]107  this->cameraNode.setParent(this);
108
109  this->attitude = this->getAbsDir().getAttitude();
110  this->heading = this->getAbsDir().getHeading();
111
[8685]112  //add events to the eventlist
113  registerEvent(KeyMapper::PEV_FORWARD);
114  registerEvent(KeyMapper::PEV_BACKWARD);
115  registerEvent(KeyMapper::PEV_LEFT);
116  registerEvent(KeyMapper::PEV_RIGHT);
117  registerEvent(KeyMapper::PEV_FIRE1);
[8687]118  registerEvent(KeyMapper::PEV_JUMP);
[8685]119  registerEvent(EV_MOUSE_MOTION);
120
121
122
[8776]123  // weapon manager for the fps
[8685]124  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
125
[8894]126  Weapon* wpRight = new FPSSniperRifle(0);
[8776]127  wpRight->setName("testGun Right");
[8894]128/*  Weapon* wpLeft = new TestGun(1);*/
[8776]129//   Weapon* wpLeft = new Turret();
[8894]130//   wpLeft->setName("testGun Left");
[8776]131
[8894]132//   this->addWeapon(wpLeft, 1, 0);
133  this->addWeapon(wpRight,1, 0);
[8776]134  this->getWeaponManager().changeWeaponConfig(1);
135
136  this->getWeaponManager().setSlotCount(2);
[9207]137  this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_4*-0.55f, Vector(0,0,1)));
[8776]138  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[9110]139  this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0)));
140  this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1));
[9003]141  this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0));
[8776]142
[9207]143//   this->getWeaponManager().getFixedTarget()->setRelDir(Quaternion(M_PI_4*-0.6f, Vector(0,0,1)));
[9110]144
[9207]145
[8844]146  this->getWeaponManager().setParentNode(&this->cameraNode);
[8846]147  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
148
[8776]149  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
150  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
151
[9168]152  this->aimingSystem = new AimingSystem(this);
[9207]153  //this->addChild(this->aimingSystem);
154  wpRight->addChild(this->aimingSystem);
155//   this->getWeaponManager().sl
[8776]156
[9166]157
[8686]158  // network registration
[8685]159  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
160  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
161  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
162  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
[9139]163  registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) );
[9110]164  registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) );
165  registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) );
[9126]166
167    //subscribe to collision reaction
168  this->subscribeReaction(CREngine::CR_PHYSICS_FULL_WALK, CL_BSP_ENTITY);
[9148]169
[9139]170  this->initWeapon = false;
[9214]171  this->damageTicker = 0.0f;
172
[9213]173  toList( OM_PLAYERS );
[8685]174}
175
176
177/**
178 * loads the Settings of a FPSPlayer from an XML-element.
179 * @param root the XML-element to load the Spaceship's properties from
180 */
181void FPSPlayer::loadParams(const TiXmlElement* root)
182{
183  Playable::loadParams(root);
184}
185
186void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed)
187{
[8731]188  this->attitude = this->getAbsDir().getAttitude();
189  this->heading = this->getAbsDir().getHeading();
[8685]190}
191
192
193void FPSPlayer::reset()
194{
195  this->bLeft = false;
196  this->bRight = false;
197  this->bForward = false;
198  this->bBackward = false;
199  this->xMouse = 0.0f;
200  this->yMouse = 0.0f;
201
202  this->setHealth(80);
203}
204
205
206void FPSPlayer::enter()
207{
[8731]208  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true );
209
210  State::getCameraNode()->setParentSoft(&this->cameraNode);
211  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
212
213  this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode());
214  this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0);
[9123]215
[9136]216  if ( !State::isOnline() )
217  {
218    this->respawn();
219  }
[8685]220}
221
222void FPSPlayer::leave()
223{
224  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
225  this->detachCamera();
226}
227
228
229
230/**
231 *  the function called for each passing timeSnap
232 * @param time The timespan passed since last update
233 */
234void FPSPlayer::tick (float time)
235{
[9148]236
[9139]237  if ( !this->initWeapon )
238  {
239    this->initWeapon = true;
[9148]240
[9207]241    this->cameraNode.setParentMode(PNODE_ROTATE_AND_MOVE);
[9194]242
243    this->getWeaponManager().getParentNode()->setParentMode(PNODE_ROTATE_AND_MOVE);
244    this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
245    this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ROTATE_AND_MOVE);
246
247
248    this->aimingSystem->toList(OM_GROUP_01);
249    this->aimingSystem->setParent(&this->cameraNode);
[9207]250//     this->aimingSystem->setParentMode(PNODE_ROTATE_AND_MOVE);
[9211]251    this->aimingSystem->setRelDir(Quaternion(M_PI_4*-0.58f, Vector(0,0,1)));
[9207]252    this->aimingSystem->setRelCoor(0, -1, -1);
[9194]253
254
[9139]255    AABB* box = this->getModelAABB();
256    if( box != NULL)
257    {
[9209]258      float f = 1.0;
[9207]259      this->cameraNode.setRelCoor(0, box->halfLength[1] * f, 0);
[9211]260//       this->cameraNode.setRelCoor(10, box->halfLength[1] * f, 0);
[9110]261
[9211]262      float v = 0.1f;
263      this->getWeaponManager().setSlotPosition(0, Vector(-8.0, box->halfLength[1] * v, 1.1));
264      this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * v, 0.0));
[9139]265    }
266  }
267
[9123]268  if( this->bJump)
[9003]269  {
[9110]270    printf("mechanic2:walkTo( %f, mtheight, %f)\n",this->getAbsCoorX(),this->getAbsCoorZ());
[9003]271  }
[9110]272
[9151]273
[9166]274  this->getWeaponManager().tick(time);
275  if( this->bFire)
276  {
[9207]277    this->getWeaponManager().fire();
[9151]278
[9214]279//     WorldEntity* target = this->aimingSystem->getNearestTarget();
280//     if( target != NULL)
281//     {
282//       PRINTF(0)("hit hit hit, got: %s\n", target->getClassName());
283//     }
284//     else
285//     {
286//       PRINTF(0)("nothing hit\n");
287//     }
288  }
289
290
291  //dealing damage
292 
293  if ( State::isOnline() && SharedNetworkData::getInstance()->isGameServer() )
294  {
295    this->damageTicker -= time;
296 
297    if ( this->damageTicker <= 0.0f && this->beFire() )
[9166]298    {
[9214]299      this->damageTicker = 0.25;
300   
301      WorldEntity * victim = aimingSystem->getNearestTarget();
302   
303      if ( victim )
304      {
305        PRINTF(0)("FIRE: hit %s\n", victim->getClassName());
306        victim->hit( 20, this );
307      }
308      else
309      {
310        PRINTF(0)("FIRE: nothing hit\n");
311      }
[9166]312    }
313  }
[9151]314
[8685]315
[9110]316  if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) )
[8685]317  {
[8687]318    xMouse *= time ;
319    yMouse *= time ;
[8685]320
[8731]321    heading -= xMouse;
322    attitude-= yMouse;
[8685]323
324
[9207]325    if ( attitude > 1.95 )
326      attitude = 1.95;
327    else if ( attitude < -1.07 )
328      attitude = -1.07;
[8685]329
330    xMouse = yMouse = 0;
331  }
332
[9110]333  this->setAbsDir(Quaternion(heading, Vector(0,1,0)));
334  this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) ));
[8685]335
336  Vector velocity;
337
338  if ( this->bForward )
339  {
340    velocity += this->getAbsDirX();
341  }
342
343  if ( this->bBackward )
344  {
345    velocity -= this->getAbsDirX();
346  }
347
348  if ( this->bRight )
349  {
350    velocity += this->getAbsDirZ();
351  }
352
353  if ( this->bLeft )
354  {
355    velocity -= this->getAbsDirZ();
356  }
357
[9003]358
[8685]359  velocity *= 100;
360
[9110]361  if( this->bJump && likely(this->getModel(0) != NULL))
362  {
363    if( this->jumpForce < 1.0f)
364    {
365      this->jumpForce = 300.0f;
[9003]366
[9110]367      if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP)
368        ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP);
369    }
370  }
371  else if(velocity.len() != 0.0f)
372  {
373    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN)
374      ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
375  }
376  else
377  {
378    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
379      ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
380  }
381
382
383  velocity.y += this->jumpForce;
384  if( this->jumpForce > 1.0f)
385    this->jumpForce *= 0.9f;
386
387
[9003]388  // physical falling of the player
389  if( !this->isOnGround())
390  {
391    this->fallVelocity += 300.0f * time;
392    velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity;
[9211]393
[9213]394//     PRINTF(0)("vel %f\n", this->fallVelocity);
[9003]395  }
396  else
397  {
398    this->fallVelocity = 0.0f;
399  }
400
[8685]401  this->shiftCoor( velocity*time );
402
403
404
405
[9003]406
407
408
[8693]409  if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL))
410  {
411    ((InteractiveModel*)this->getModel(0))->tick(time);
[9110]412
413    // handle animations differently
414
415
416
417
418
[8685]419//     else if( this->bFire && likely(this->getModel(0) != NULL))
420//     {
421//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != ATTACK)
422//         ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK);
423//     }
424//     else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL))
425//     {
426//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != RUN)
427//         ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
428//     }
[8687]429//     else if (likely(this->getModel(0) != NULL))
430//     {
431//       if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
432//         ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
433//     }
[8693]434  }
[8685]435
[9148]436  this->setOnGround(false);
[9172]437  this->aimingSystem->flushList();
[8685]438}
439
440
441
[8686]442/**
443 *  draws the MD2Creature after transforming it.
444 */
445void FPSPlayer::draw () const
446{
447  // only draw if this entity is not the player since the player nevers sees himself
[8699]448  if( this->getCurrentPlayer() == NULL)
[8686]449    WorldEntity::draw();
450}
[8685]451
452
453
454/**
[8686]455 * process
[8685]456 */
457void FPSPlayer::process(const Event &event)
458{
459  Playable::process(event);
460
461  if( event.type == KeyMapper::PEV_LEFT)
462    this->bLeft = event.bPressed;
463  else if( event.type == KeyMapper::PEV_RIGHT)
464    this->bRight = event.bPressed;
465  else if( event.type == KeyMapper::PEV_FORWARD)
466    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
467  else if( event.type == KeyMapper::PEV_BACKWARD)
468    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
469  else if( event.type == EV_MOUSE_MOTION)
470  {
471    this->xMouse += event.xRel;
472    this->yMouse += event.yRel;
473  }
[8705]474  else if( event.type == KeyMapper::PEV_JUMP)
[9166]475  {
[9110]476    this->bJump = event.bPressed;
[9166]477  }
478  else if( event.type == KeyMapper::PEV_FIRE1)
479  {
480    this->bFire = event.bPressed;
481  }
[8685]482}
483
[9158]484
[9122]485void FPSPlayer::respawn( )
486{
[9151]487  if( State::isOnline())
488    toList( OM_PLAYERS );
[9214]489 
490  this->damageTicker = 0.0f;
[9122]491}
[8685]492
[9213]493
[9162]494void FPSPlayer::destroy( WorldEntity* killer )
495{
496  Playable::destroy( killer );
[9166]497
[9162]498  toList( OM_DEAD );
499}
500
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