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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21 | #include "tools/camera.h" |
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22 | #include "player.h" |
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23 | |
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24 | #include "src/lib/util/loading/factory.h" |
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25 | |
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26 | #include "md2/md2Model.h" |
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27 | |
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28 | #include "weapons/weapon_manager.h" |
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29 | #include "weapons/test_gun.h" |
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30 | #include "weapons/turret.h" |
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31 | #include "weapons/cannon.h" |
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32 | #include "weapons/fps_sniper_rifle.h" |
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33 | #include "weapons/aiming_system.h" |
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34 | |
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35 | #include "aabb.h" |
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36 | #include "environments/bsp_entity.h" |
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37 | |
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38 | #include "key_mapper.h" |
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39 | |
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40 | #include "debug.h" |
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41 | |
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42 | #include "shared_network_data.h" |
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43 | |
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44 | #include "event_handler.h" |
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45 | |
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46 | #include "story_entity.h" |
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47 | |
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48 | |
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49 | ObjectListDefinition(FPSPlayer); |
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50 | CREATE_FACTORY(FPSPlayer); |
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51 | |
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52 | #include "script_class.h" |
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53 | CREATE_SCRIPTABLE_CLASS(FPSPlayer, |
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54 | addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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55 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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56 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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57 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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58 | ->addMethod("displayHUDText", Executor1<FPSPlayer, lua_State*, const std::string&>(&FPSPlayer::displayHUDText)) |
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59 | ); |
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60 | |
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61 | |
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62 | /** |
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63 | * destructs the FPSPlayer, deletes alocated memory |
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64 | */ |
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65 | FPSPlayer::~FPSPlayer () |
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66 | { |
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67 | this->setPlayer(NULL); |
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68 | } |
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69 | |
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70 | |
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71 | /** |
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72 | * creates a new FPSPlayer from Xml Data |
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73 | * @param root the xml element containing FPSPlayer data |
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74 | * |
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75 | */ |
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76 | FPSPlayer::FPSPlayer(const TiXmlElement* root) |
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77 | { |
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78 | if (root != NULL) |
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79 | this->loadParams(root); |
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80 | |
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81 | this->updateNode(0.001); |
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82 | this->init(); |
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83 | } |
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84 | |
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85 | |
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86 | /** |
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87 | * initializes a FPSPlayer |
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88 | */ |
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89 | void FPSPlayer::init() |
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90 | { |
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91 | this->registerObject(this, FPSPlayer::_objectList); |
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92 | |
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93 | this->bLeft = false; |
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94 | this->bRight = false; |
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95 | this->bForward = false; |
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96 | this->bBackward = false; |
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97 | this->bJump = false; |
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98 | this->bPosBut = false; |
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99 | this->bFire = false; |
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100 | this->bFire2 = false; |
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101 | this->changeZoom = true; |
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102 | this->inZoomMode = false; |
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103 | this->changingZoom = false; |
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104 | |
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105 | this->xMouse = 0.0f; |
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106 | this->yMouse = 0.0f; |
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107 | |
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108 | this->setHealthMax(100); |
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109 | this->setHealth(80); |
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110 | |
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111 | this->fallVelocity = 0.0f; |
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112 | this->jumpAcceleration = 0.0f; |
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113 | |
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114 | this->cameraNode = new PNode(); |
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115 | this->cameraNode->setParent(this); |
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116 | |
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117 | this->attitude = this->getAbsDir().getAttitude(); |
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118 | this->heading = this->getAbsDir().getHeading(); |
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119 | |
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120 | //add events to the eventlist |
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121 | registerEvent(KeyMapper::PEV_FORWARD); |
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122 | registerEvent(KeyMapper::PEV_BACKWARD); |
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123 | registerEvent(KeyMapper::PEV_LEFT); |
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124 | registerEvent(KeyMapper::PEV_RIGHT); |
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125 | registerEvent(KeyMapper::PEV_FIRE1); |
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126 | registerEvent(KeyMapper::PEV_FIRE2); |
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127 | registerEvent(KeyMapper::PEV_JUMP); |
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128 | registerEvent(KeyMapper::PEV_CROUCH); |
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129 | registerEvent(KeyMapper::PEV_FIRE1); |
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130 | registerEvent(EV_MOUSE_MOTION); |
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131 | |
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132 | this->deadBox = NULL; |
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133 | |
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134 | // weapon manager for the fps |
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135 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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136 | |
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137 | |
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138 | |
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139 | //this->aimingSystem = new AimingSystem(this); |
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140 | |
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141 | #if 1 |
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142 | this->getWeaponManager().changeWeaponConfig(1); |
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143 | this->getWeaponManager().setSlotCount(1); |
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144 | //this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_4*-0.55f, Vector(0,0,1))); |
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145 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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146 | /*this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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147 | this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1)); |
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148 | this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0));*/ |
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149 | |
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150 | this->getWeaponManager().setParentNode(this->cameraNode); |
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151 | this->cameraNode->addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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152 | |
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153 | this->getWeaponManager().getFixedTarget()->setParent(this->cameraNode); |
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154 | this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ALL); |
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155 | this->getWeaponManager().getFixedTarget()->setRelCoor(10,0,0); |
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156 | |
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157 | if( true /*State::isOnline()*/ ) |
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158 | { |
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159 | weapon = new FPSSniperRifle(0); |
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160 | weapon->setName("testGun Right"); |
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161 | this->addWeapon(weapon,1, 0); |
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162 | weapon->toList( this->getOMListNumber() ); |
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163 | weapon->setParent( this->cameraNode ); |
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164 | weapon->setForwardDamageToParent( true ); |
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165 | //wpRight->requestAction( WA_ACTIVATE ); |
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166 | //wpRight->addChild(this->aimingSystem); |
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167 | |
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168 | //this->toList( OM_PLAYERS ); |
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169 | } |
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170 | #else |
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171 | |
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172 | FPSSniperRifle* wpRight = new FPSSniperRifle(0); |
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173 | wpRight->setName("testGun Right"); |
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174 | wpRight->toList( this->getOMListNumber() ); |
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175 | wpRight->setParent( &this->cameraNode ); |
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176 | |
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177 | this->weaponMan.setParentEntity( this ); |
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178 | this->weaponMan.setSlotCount(2); |
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179 | this->weaponMan.createWeaponSlot(0, 0, 0, 0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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180 | //this->weaponMan.createWeaponSlot(1, 0, 0, 0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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181 | this->weaponMan.addWeapon(wpRight, 0, 0); |
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182 | this->weaponMan.changeWeaponConfig(0); |
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183 | Playable::weaponConfigChanged(); |
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184 | this->weaponMan.getFixedTarget()->setParent(&this->cameraNode ); |
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185 | this->weaponMan.getFixedTarget()->setRelCoor( 100000,0,0 ); |
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186 | #endif |
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187 | |
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188 | // network registration |
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189 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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190 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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191 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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192 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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193 | registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) ); |
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194 | registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) ); |
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195 | registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) ); |
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196 | |
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197 | //subscribe to collision reaction |
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198 | this->subscribeReaction(CoRe::CREngine::CR_PHYSICS_FULL_WALK, BspEntity::staticClassID()); |
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199 | |
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200 | this->initWeapon = false; |
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201 | this->damageTicker = 0.0f; |
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202 | |
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203 | } |
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204 | |
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205 | |
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206 | /** |
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207 | * loads the Settings of a FPSPlayer from an XML-element. |
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208 | * @param root the XML-element to load the Spaceship's properties from |
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209 | */ |
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210 | void FPSPlayer::loadParams(const TiXmlElement* root) |
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211 | { |
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212 | Playable::loadParams(root); |
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213 | } |
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214 | |
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215 | /** |
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216 | * was probabably designed for setting direction of FPSPlayer |
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217 | * but hey, this connot work like this, can it? |
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218 | */ |
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219 | void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed) |
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220 | { |
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221 | this->attitude = this->getAbsDir().getAttitude(); |
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222 | this->heading = this->getAbsDir().getHeading(); |
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223 | } |
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224 | |
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225 | /** |
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226 | * Resets FPSPlayer stats and freezes its moving directions |
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227 | * |
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228 | */ |
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229 | void FPSPlayer::reset() |
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230 | { |
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231 | this->bLeft = false; |
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232 | this->bRight = false; |
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233 | this->bForward = false; |
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234 | this->bBackward = false; |
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235 | this->xMouse = 0.0f; |
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236 | this->yMouse = 0.0f; |
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237 | this->inZoomMode = false; |
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238 | |
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239 | this->setHealth(80); |
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240 | } |
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241 | |
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242 | /** |
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243 | * Defines what happens to camera and other important elements when changing |
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244 | * into FPS-view |
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245 | */ |
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246 | void FPSPlayer::enter() |
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247 | { |
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248 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true ); |
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249 | |
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250 | State::getCameraNode()->setParentSoft(this->cameraNode); |
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251 | State::getCameraTargetNode()->setParentSoft(this->cameraNode); |
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252 | |
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253 | State::getCamera()->setViewMode(Camera::ViewFPS); |
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254 | |
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255 | this->getWeaponManager().getFixedTarget()->setParent(this->cameraNode); |
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256 | //this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ALL); |
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257 | //this->getWeaponManager().getFixedTarget()->setRelCoor(100,0,0); |
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258 | |
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259 | if ( !State::isOnline() ) |
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260 | { |
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261 | this->respawn(); |
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262 | } |
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263 | } |
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264 | |
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265 | /** |
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266 | * Defines what happens if active player leaves FPSPlayer |
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267 | * (basicly hides crosshair and frees camera) |
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268 | */ |
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269 | void FPSPlayer::leave() |
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270 | { |
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271 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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272 | this->detachCamera(); |
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273 | } |
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274 | |
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275 | |
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276 | |
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277 | /** |
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278 | * the function called for each passing timeSnap |
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279 | * @param time The timespan passed since last update |
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280 | */ |
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281 | void FPSPlayer::tick (float time) |
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282 | { |
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283 | if ( deadBox != NULL ) |
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284 | { |
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285 | OrxGui::GLGuiHandler::getInstance()->tick( time ); |
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286 | } |
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287 | |
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288 | // Second init-step |
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289 | if ( !this->initWeapon ) |
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290 | { |
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291 | this->initWeapon = true; |
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292 | |
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293 | this->cameraNode->setParentMode(PNODE_ROTATE_AND_MOVE); |
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294 | |
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295 | this->getWeaponManager().getParentNode()->setParentMode(PNODE_ROTATE_AND_MOVE); |
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296 | this->getWeaponManager().getFixedTarget()->setParent(this->cameraNode); |
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297 | //this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ROTATE_AND_MOVE); |
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298 | State::getCamera()->setViewMode(Camera::ViewFPS); |
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299 | |
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300 | |
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301 | } |
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302 | // end of second init-step |
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303 | |
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304 | // This box represents the dimension of the used model |
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305 | AABB* box = this->getModelAABB(); |
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306 | |
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307 | if( box != NULL) |
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308 | { |
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309 | float f = 1.0; |
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310 | if( this->bCrouch ) |
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311 | f = 0.3*f; |
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312 | |
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313 | this->cameraNode->setRelCoor(0, box->halfLength[1] * f, 0); |
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314 | // this->weaponMan.setRelCoor(0, box->halfLength[1] * f, 0); |
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315 | // this->cameraNode.setRelCoor(10, box->halfLength[1] * f, 0); |
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316 | // float v = 0.1f; // unused variable |
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317 | //this->getWeaponManager().setSlotPosition(0, Vector(-8.0, box->halfLength[1] * v, 1.1)); |
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318 | //this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * v, 0.0)); |
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319 | //this->getWeaponManager().setSlotDirection( 0, Quaternion( 0.04, Vector( 0, 0, 1 ) ) ); |
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320 | } |
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321 | |
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322 | /* |
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323 | if( this->bFire2 ) |
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324 | { |
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325 | |
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326 | // to change Zoom on click |
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327 | if( this->changeZoom ) |
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328 | { |
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329 | this->changeZoom = false; |
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330 | if( this->inZoomMode ) |
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331 | { |
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332 | State::getCamera()->setViewMode(Camera::ViewFPS); |
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333 | this->inZoomMode = false; |
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334 | } |
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335 | else |
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336 | { |
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337 | State::getCamera()->setViewMode(Camera::ViewFPSZoom); |
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338 | this->inZoomMode = true; |
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339 | } |
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340 | |
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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 | }*/ |
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348 | if( this->bFire2 ) |
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349 | { |
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350 | if( this->changeZoom ) |
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351 | { |
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352 | if( !this->inZoomMode || this->changingZoom ) |
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353 | { |
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354 | this->inZoomMode = true; |
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355 | this->changingZoom = true; |
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356 | float fovy = State::getCamera()->getFovy(); |
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357 | if( fovy > 30 ) |
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358 | State::getCamera()->setFovy( fovy - 10*time ); |
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359 | } |
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360 | else |
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361 | { |
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362 | State::getCamera()->setViewMode(Camera::ViewFPS); |
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363 | this->inZoomMode = false; |
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364 | this->changeZoom = false; |
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365 | } |
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366 | } |
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367 | } |
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368 | else |
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369 | { |
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370 | this->changeZoom = true; |
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371 | this->changingZoom = false; |
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372 | } |
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373 | |
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374 | this->getWeaponManager().tick(time); |
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375 | if( this->bFire) |
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376 | { |
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377 | this->getWeaponManager().fire(); |
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378 | } |
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379 | |
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380 | |
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381 | if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) ) |
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382 | { |
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383 | xMouse *= time ; |
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384 | yMouse *= time ; |
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385 | |
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386 | float amount; |
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387 | |
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388 | if( this->inZoomMode ) |
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389 | amount = 2.; |
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390 | else |
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391 | amount = 5.; |
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392 | |
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393 | heading -= xMouse/amount; |
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394 | attitude-= yMouse/amount; |
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395 | |
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396 | |
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397 | if ( attitude > 1.95 ) |
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398 | attitude = 1.95; |
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399 | else if ( attitude < -1.07 ) |
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400 | attitude = -1.07; |
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401 | |
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402 | xMouse = yMouse = 0; |
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403 | } |
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404 | |
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405 | this->setAbsDir(Quaternion(heading, Vector(0,1,0))); |
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406 | this->cameraNode->setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) )); |
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407 | |
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408 | Vector velocity; |
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409 | |
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410 | if ( this->bForward ) |
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411 | { |
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412 | velocity += this->getAbsDirX(); |
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413 | } |
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414 | |
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415 | if ( this->bBackward ) |
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416 | { |
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417 | velocity -= this->getAbsDirX(); |
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418 | } |
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419 | |
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420 | if ( this->bRight ) |
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421 | { |
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422 | velocity += this->getAbsDirZ(); |
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423 | } |
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424 | |
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425 | if ( this->bLeft ) |
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426 | { |
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427 | velocity -= this->getAbsDirZ(); |
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428 | } |
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429 | |
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430 | // Uncomment this if you want your current position to be prined to the console when you press the jump button |
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431 | /* if( this->bJump) |
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432 | { |
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433 | printf("panicGuy:runTo( %f, %f, %f ) \n", this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ() ); |
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434 | this->bJump = false; |
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435 | }*/ |
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436 | |
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437 | int speed; |
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438 | if( this->bCrouch ) |
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439 | speed = 50; |
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440 | else |
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441 | speed = 100; |
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442 | velocity *= speed; |
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443 | |
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444 | if( this->getModel( 0) != NULL && this->getModel(0)->isA(InteractiveModel::staticClassID())) |
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445 | { |
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446 | if( this->bJump) |
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447 | { |
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448 | if( this->jumpAcceleration < 1.0f) |
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449 | { |
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450 | this->jumpAcceleration = 300.0f; |
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451 | |
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452 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP) |
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453 | ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP); |
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454 | } |
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455 | } |
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456 | else if(velocity.len() != 0.0f) |
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457 | { |
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458 | if( this->bCrouch ) |
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459 | { |
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460 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != CROUCH_WALK) |
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461 | ((InteractiveModel*)this->getModel(0))->setAnimation(CROUCH_WALK); |
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462 | } |
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463 | else |
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464 | { |
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465 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN) |
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466 | ((InteractiveModel*)this->getModel(0))->setAnimation(RUN); |
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467 | } |
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468 | |
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469 | } |
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470 | else |
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471 | { |
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472 | if( this->bCrouch ) |
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473 | { |
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474 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != CROUCH_STAND) |
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475 | ((InteractiveModel*)this->getModel(0))->setAnimation(CROUCH_STAND); |
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476 | } |
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477 | else |
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478 | { |
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479 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND) |
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480 | ((InteractiveModel*)this->getModel(0))->setAnimation(STAND); |
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481 | } |
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482 | } |
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483 | |
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484 | if( this->bFire ) |
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485 | { |
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486 | if( this->bCrouch ) |
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487 | { |
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488 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != CROUCH_ATTACK) |
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489 | ((InteractiveModel*)this->getModel(0))->setAnimation(CROUCH_ATTACK); |
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490 | } |
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491 | else |
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492 | { |
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493 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != ATTACK) |
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494 | ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK); |
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495 | } |
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496 | } |
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497 | } |
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498 | |
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499 | |
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500 | velocity.y += this->jumpAcceleration; |
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501 | if( this->jumpAcceleration > 1.0f) |
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502 | this->jumpAcceleration *= pow(0.9f,time*100); |
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503 | |
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504 | |
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505 | // physical falling of the player |
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506 | if( !this->isOnGround()) |
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507 | { |
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508 | if(this->fallVelocity + 300.0F*time < 10000.0f)this->fallVelocity += 300.0f * time; |
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509 | velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
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510 | |
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511 | // PRINTF(0)("vel %f\n", this->fallVelocity); |
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512 | } |
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513 | else |
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514 | { |
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515 | this->fallVelocity = 0.0f; |
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516 | } |
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517 | if((velocity * time).len() < 10.0f) this->shiftCoor( velocity*time ); |
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518 | else |
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519 | { |
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520 | velocity.normalize(); |
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521 | velocity *= 10.0f; |
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522 | this->shiftCoor( velocity ); |
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523 | } |
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524 | |
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525 | |
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526 | |
---|
527 | if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(InteractiveModel::staticClassID())) |
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528 | { |
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529 | ((InteractiveModel*)this->getModel(0))->tick(time); |
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530 | } |
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531 | |
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532 | this->setOnGround(false); |
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533 | |
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534 | } |
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535 | |
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536 | |
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537 | |
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538 | /** |
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539 | * draws the MD2Creature after transforming it. |
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540 | */ |
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541 | void FPSPlayer::draw () const |
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542 | { |
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543 | // only draw if this entity is not the player since the player nevers sees himself |
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544 | if( this->getCurrentPlayer() == NULL) |
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545 | WorldEntity::draw(); |
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546 | } |
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547 | |
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548 | |
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549 | |
---|
550 | /** |
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551 | * checks events |
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552 | */ |
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553 | void FPSPlayer::process(const Event &event) |
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554 | { |
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555 | Playable::process(event); |
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556 | |
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557 | if( event.type == KeyMapper::PEV_LEFT) |
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558 | this->bLeft = event.bPressed; |
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559 | else if( event.type == KeyMapper::PEV_RIGHT) |
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560 | this->bRight = event.bPressed; |
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561 | else if( event.type == KeyMapper::PEV_FORWARD) |
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562 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
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563 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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564 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
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565 | else if( event.type == KeyMapper::PEV_JUMP) |
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566 | this->bJump = event.bPressed; |
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567 | else if( event.type == KeyMapper::PEV_FIRE1) |
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568 | this->bFire = event.bPressed; |
---|
569 | else if( event.type == KeyMapper::PEV_FIRE2) |
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570 | this->bFire2 = event.bPressed; |
---|
571 | else if( event.type == KeyMapper::PEV_CROUCH) |
---|
572 | this->bCrouch = event.bPressed; |
---|
573 | else if( event.type == EV_MOUSE_MOTION) |
---|
574 | { |
---|
575 | this->xMouse += event.xRel; |
---|
576 | this->yMouse += event.yRel; |
---|
577 | } |
---|
578 | } |
---|
579 | |
---|
580 | /** |
---|
581 | * respawns FPSplayer |
---|
582 | */ |
---|
583 | void FPSPlayer::respawn( ) |
---|
584 | { |
---|
585 | if( State::isOnline()) |
---|
586 | toList( OM_PLAYERS ); |
---|
587 | |
---|
588 | this->damageTicker = 0.0f; |
---|
589 | |
---|
590 | Playable::respawn(); |
---|
591 | } |
---|
592 | |
---|
593 | /** |
---|
594 | * Kills the FPSplayer defining its killer |
---|
595 | */ |
---|
596 | void FPSPlayer::destroy( WorldEntity* killer ) |
---|
597 | { |
---|
598 | Playable::destroy( killer ); |
---|
599 | this->showDeadScreen(); |
---|
600 | myList = this->getOMListNumber(); |
---|
601 | toList( OM_DEAD ); |
---|
602 | } |
---|
603 | |
---|
604 | void FPSPlayer::displayHUDText( const std::string& message ) |
---|
605 | { |
---|
606 | State::getPlayer()->hud().notifyUser(message); |
---|
607 | } |
---|
608 | |
---|
609 | void FPSPlayer::onButtonContinue( ) |
---|
610 | { |
---|
611 | OrxGui::GLGuiHandler::getInstance()->deactivateCursor( true ); |
---|
612 | EventHandler::getInstance()->popState(); |
---|
613 | WorldEntity::reset(); |
---|
614 | toList( myList ); |
---|
615 | deadBox->hideAll(); |
---|
616 | } |
---|
617 | |
---|
618 | void FPSPlayer::onButtonExit( ) |
---|
619 | { |
---|
620 | State::getCurrentStoryEntity()->setNextStoryID( 0 ); |
---|
621 | State::getCurrentStoryEntity()->stop(); |
---|
622 | } |
---|
623 | |
---|
624 | void FPSPlayer::showDeadScreen( ) |
---|
625 | { |
---|
626 | EventHandler::getInstance()->pushState( ES_MENU ); |
---|
627 | |
---|
628 | OrxGui::GLGuiHandler::getInstance()->activateCursor(); |
---|
629 | |
---|
630 | if ( deadBox ) |
---|
631 | delete deadBox; |
---|
632 | deadBox = new OrxGui::GLGuiBox(); |
---|
633 | deadBox->setAbsCoor2D( 100, 100 ); |
---|
634 | |
---|
635 | OrxGui::GLGuiText* text = new OrxGui::GLGuiText(); |
---|
636 | text->setText( "Game Over! - You died!" ); |
---|
637 | OrxGui::GLGuiPushButton* exitButton = new OrxGui::GLGuiPushButton( "exit" ); |
---|
638 | exitButton->released.connect(this, &FPSPlayer::onButtonExit); |
---|
639 | OrxGui::GLGuiPushButton* continueButton = new OrxGui::GLGuiPushButton( "continue" ); |
---|
640 | continueButton->released.connect(this, &FPSPlayer::onButtonContinue); |
---|
641 | |
---|
642 | deadBox->pack( text ); |
---|
643 | deadBox->pack( continueButton ); |
---|
644 | deadBox->pack( exitButton ); |
---|
645 | |
---|
646 | deadBox->showAll(); |
---|
647 | } |
---|