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source: orxonox.OLD/branches/presentation/src/world_entities/creatures/fps_player.cc @ 9220

Last change on this file since 9220 was 9220, checked in by rennerc, 18 years ago
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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"
20#include "state.h"
21
22#include "src/lib/util/loading/factory.h"
23
24#include "md2/md2Model.h"
25
26#include "weapons/weapon_manager.h"
27#include "weapons/test_gun.h"
28#include "weapons/turret.h"
29#include "weapons/cannon.h"
30#include "weapons/fps_sniper_rifle.h"
31#include "weapons/aiming_system.h"
32
33#include "aabb.h"
34
35
36#include "key_mapper.h"
37
38#include "debug.h"
39
40#include "shared_network_data.h"
41
42
43
44CREATE_FACTORY(FPSPlayer, CL_FPS_PLAYER);
45
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                       );
53
54
55/**
56 *  destructs the FPSPlayer, deletes alocated memory
57 */
58FPSPlayer::~FPSPlayer ()
59{
60  this->setPlayer(NULL);
61
62  if( this->aimingSystem)
63    delete this->aimingSystem;
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;
95  this->bPosBut = false;
96  this->bFire = false;
97
98  this->xMouse = 0.0f;
99  this->yMouse = 0.0f;
100
101  this->setHealthMax(100);
102  this->setHealth(80);
103
104  this->fallVelocity = 0.0f;
105  this->jumpForce = 0.0f;
106
107  this->cameraNode.setParent(this);
108
109  this->attitude = this->getAbsDir().getAttitude();
110  this->heading = this->getAbsDir().getHeading();
111
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);
118  registerEvent(KeyMapper::PEV_JUMP);
119  registerEvent(EV_MOUSE_MOTION);
120
121
122
123  // weapon manager for the fps
124  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
125
126  Weapon* wpRight = new FPSSniperRifle(0);
127  wpRight->setName("testGun Right");
128/*  Weapon* wpLeft = new TestGun(1);*/
129//   Weapon* wpLeft = new Turret();
130//   wpLeft->setName("testGun Left");
131
132//   this->addWeapon(wpLeft, 1, 0);
133  this->addWeapon(wpRight,1, 0);
134  this->getWeaponManager().changeWeaponConfig(1);
135
136  this->getWeaponManager().setSlotCount(2);
137  this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_4*-0.55f, Vector(0,0,1)));
138  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
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));
141  this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0));
142
143//   this->getWeaponManager().getFixedTarget()->setRelDir(Quaternion(M_PI_4*-0.6f, Vector(0,0,1)));
144
145
146  this->getWeaponManager().setParentNode(&this->cameraNode);
147  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
148
149  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
150  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
151
152  this->aimingSystem = new AimingSystem(this);
153  //this->addChild(this->aimingSystem);
154  wpRight->addChild(this->aimingSystem);
155//   this->getWeaponManager().sl
156
157
158  // network registration
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 ) );
163  registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) );
164  registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) );
165  registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) );
166
167    //subscribe to collision reaction
168  this->subscribeReaction(CREngine::CR_PHYSICS_FULL_WALK, CL_BSP_ENTITY);
169
170  this->initWeapon = false;
171  this->damageTicker = 0.0f;
172
173  toList( OM_PLAYERS );
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{
188  this->attitude = this->getAbsDir().getAttitude();
189  this->heading = this->getAbsDir().getHeading();
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{
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);
215
216  if ( !State::isOnline() )
217  {
218    this->respawn();
219  }
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{
236
237  if ( !this->initWeapon )
238  {
239    this->initWeapon = true;
240
241    this->cameraNode.setParentMode(PNODE_ROTATE_AND_MOVE);
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);
250//     this->aimingSystem->setParentMode(PNODE_ROTATE_AND_MOVE);
251    this->aimingSystem->setRelDir(Quaternion(M_PI_4*-0.58f, Vector(0,0,1)));
252    this->aimingSystem->setRelCoor(0, -1, -1);
253
254
255    AABB* box = this->getModelAABB();
256    if( box != NULL)
257    {
258      float f = 1.0;
259      this->cameraNode.setRelCoor(0, box->halfLength[1] * f, 0);
260//       this->cameraNode.setRelCoor(10, box->halfLength[1] * f, 0);
261
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));
265    }
266  }
267
268  if( this->bJump)
269  {
270    printf("mechanic2:walkTo( %f, mtheight, %f)\n",this->getAbsCoorX(),this->getAbsCoorZ());
271  }
272
273
274  this->getWeaponManager().tick(time);
275  if( this->bFire)
276  {
277    this->getWeaponManager().fire();
278
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() )
298    {
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      }
312    }
313  }
314
315
316  if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) )
317  {
318    xMouse *= time ;
319    yMouse *= time ;
320
321    heading -= xMouse;
322    attitude-= yMouse;
323
324
325    if ( attitude > 1.95 )
326      attitude = 1.95;
327    else if ( attitude < -1.07 )
328      attitude = -1.07;
329
330    xMouse = yMouse = 0;
331  }
332
333  this->setAbsDir(Quaternion(heading, Vector(0,1,0)));
334  this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) ));
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
358
359  velocity *= 100;
360
361  if( this->bJump && likely(this->getModel(0) != NULL))
362  {
363    if( this->jumpForce < 1.0f)
364    {
365      this->jumpForce = 300.0f;
366
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
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;
393
394//     PRINTF(0)("vel %f\n", this->fallVelocity);
395  }
396  else
397  {
398    this->fallVelocity = 0.0f;
399  }
400
401  this->shiftCoor( velocity*time );
402
403
404
405
406
407
408
409  if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL))
410  {
411    ((InteractiveModel*)this->getModel(0))->tick(time);
412
413    // handle animations differently
414
415
416
417
418
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//     }
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//     }
434  }
435
436  this->setOnGround(false);
437  this->aimingSystem->flushList();
438}
439
440
441
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
448  if( this->getCurrentPlayer() == NULL)
449    WorldEntity::draw();
450}
451
452
453
454/**
455 * process
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  }
474  else if( event.type == KeyMapper::PEV_JUMP)
475  {
476    this->bJump = event.bPressed;
477  }
478  else if( event.type == KeyMapper::PEV_FIRE1)
479  {
480    this->bFire = event.bPressed;
481  }
482}
483
484
485void FPSPlayer::respawn( )
486{
487  if( State::isOnline())
488    toList( OM_PLAYERS );
489 
490  this->damageTicker = 0.0f;
491 
492  Playable::respawn();
493}
494
495
496void FPSPlayer::destroy( WorldEntity* killer )
497{
498  Playable::destroy( killer );
499
500  toList( OM_DEAD );
501}
502
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