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source: orxonox.OLD/branches/presentation/src/world_entities/creatures/fps_player.cc @ 9221

Last change on this file since 9221 was 9221, checked in by snellen, 19 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  this->bLeft = false;
90  this->bRight = false;
91  this->bForward = false;
92  this->bBackward = false;
93  this->bJump = false;
94  this->bPosBut = false;
95  this->bFire = false;
96
97  this->xMouse = 0.0f;
98  this->yMouse = 0.0f;
99
100  this->setHealthMax(100);
101  this->setHealth(80);
102
103  this->fallVelocity = 0.0f;
104  this->jumpForce = 0.0f;
105
106  this->cameraNode.setParent(this);
107
108  this->attitude = this->getAbsDir().getAttitude();
109  this->heading = this->getAbsDir().getHeading();
110
111  //add events to the eventlist
112  registerEvent(KeyMapper::PEV_FORWARD);
113  registerEvent(KeyMapper::PEV_BACKWARD);
114  registerEvent(KeyMapper::PEV_LEFT);
115  registerEvent(KeyMapper::PEV_RIGHT);
116  registerEvent(KeyMapper::PEV_FIRE1);
117  registerEvent(KeyMapper::PEV_JUMP);
118  registerEvent(EV_MOUSE_MOTION);
119
120
121
122  // weapon manager for the fps
123  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
124
125  Weapon* wpRight = new FPSSniperRifle(0);
126  wpRight->setName("testGun Right");
127/*  Weapon* wpLeft = new TestGun(1);*/
128//   Weapon* wpLeft = new Turret();
129//   wpLeft->setName("testGun Left");
130
131//   this->addWeapon(wpLeft, 1, 0);
132  this->addWeapon(wpRight,1, 0);
133  this->getWeaponManager().changeWeaponConfig(1);
134
135  this->getWeaponManager().setSlotCount(2);
136  this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_4*-0.55f, Vector(0,0,1)));
137  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
138  this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0)));
139  this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1));
140  this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0));
141
142//   this->getWeaponManager().getFixedTarget()->setRelDir(Quaternion(M_PI_4*-0.6f, Vector(0,0,1)));
143
144
145  this->getWeaponManager().setParentNode(&this->cameraNode);
146  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
147
148  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
149  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
150
151  this->aimingSystem = new AimingSystem(this);
152  //this->addChild(this->aimingSystem);
153  wpRight->addChild(this->aimingSystem);
154//   this->getWeaponManager().sl
155
156
157  // network registration
158  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
159  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
160  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
161  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
162  registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) );
163  registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) );
164  registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) );
165
166    //subscribe to collision reaction
167  this->subscribeReaction(CREngine::CR_PHYSICS_FULL_WALK, CL_BSP_ENTITY);
168
169  this->initWeapon = false;
170  this->damageTicker = 0.0f;
171
172  toList( OM_PLAYERS );
173}
174
175
176/**
177 * loads the Settings of a FPSPlayer from an XML-element.
178 * @param root the XML-element to load the Spaceship's properties from
179 */
180void FPSPlayer::loadParams(const TiXmlElement* root)
181{
182  Playable::loadParams(root);
183}
184
185void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed)
186{
187  this->attitude = this->getAbsDir().getAttitude();
188  this->heading = this->getAbsDir().getHeading();
189}
190
191
192void FPSPlayer::reset()
193{
194  this->bLeft = false;
195  this->bRight = false;
196  this->bForward = false;
197  this->bBackward = false;
198  this->xMouse = 0.0f;
199  this->yMouse = 0.0f;
200
201  this->setHealth(80);
202}
203
204
205void FPSPlayer::enter()
206{
207  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true );
208
209  State::getCameraNode()->setParentSoft(&this->cameraNode);
210  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
211
212  this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode());
213  this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0);
214
215  if ( !State::isOnline() )
216  {
217    this->respawn();
218  }
219}
220
221void FPSPlayer::leave()
222{
223  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
224  this->detachCamera();
225}
226
227
228
229/**
230 *  the function called for each passing timeSnap
231 * @param time The timespan passed since last update
232 */
233void FPSPlayer::tick (float time)
234{
235
236  if ( !this->initWeapon )
237  {
238    this->initWeapon = true;
239
240    this->cameraNode.setParentMode(PNODE_ROTATE_AND_MOVE);
241
242    this->getWeaponManager().getParentNode()->setParentMode(PNODE_ROTATE_AND_MOVE);
243    this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
244    this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ROTATE_AND_MOVE);
245
246
247    this->aimingSystem->toList(OM_GROUP_01);
248    this->aimingSystem->setParent(&this->cameraNode);
249//     this->aimingSystem->setParentMode(PNODE_ROTATE_AND_MOVE);
250    this->aimingSystem->setRelDir(Quaternion(M_PI_4*-0.58f, Vector(0,0,1)));
251    this->aimingSystem->setRelCoor(0, -1, -1);
252
253
254    AABB* box = this->getModelAABB();
255    if( box != NULL)
256    {
257      float f = 1.0;
258      this->cameraNode.setRelCoor(0, box->halfLength[1] * f, 0);
259//       this->cameraNode.setRelCoor(10, box->halfLength[1] * f, 0);
260
261      float v = 0.1f;
262      this->getWeaponManager().setSlotPosition(0, Vector(-8.0, box->halfLength[1] * v, 1.1));
263      this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * v, 0.0));
264    }
265  }
266
267  if( this->bJump)
268  {
269    printf("fleemechanic:runTo( %f, mtheight, %f)\n",this->getAbsCoorX(),this->getAbsCoorZ());
270  }
271
272
273  this->getWeaponManager().tick(time);
274  if( this->bFire)
275  {
276    this->getWeaponManager().fire();
277
278//     WorldEntity* target = this->aimingSystem->getNearestTarget();
279//     if( target != NULL)
280//     {
281//       PRINTF(0)("hit hit hit, got: %s\n", target->getClassName());
282//     }
283//     else
284//     {
285//       PRINTF(0)("nothing hit\n");
286//     }
287  }
288
289
290  //dealing damage
291 
292  if ( State::isOnline() && SharedNetworkData::getInstance()->isGameServer() )
293  {
294    this->damageTicker -= time;
295 
296    if ( this->damageTicker <= 0.0f && this->beFire() )
297    {
298      this->damageTicker = 0.25;
299   
300      WorldEntity * victim = aimingSystem->getNearestTarget();
301   
302      if ( victim )
303      {
304        PRINTF(0)("FIRE: hit %s\n", victim->getClassName());
305        victim->hit( 20, this );
306      }
307      else
308      {
309        PRINTF(0)("FIRE: nothing hit\n");
310      }
311    }
312  }
313
314
315  if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) )
316  {
317    xMouse *= time ;
318    yMouse *= time ;
319
320    heading -= xMouse;
321    attitude-= yMouse;
322
323
324    if ( attitude > 1.95 )
325      attitude = 1.95;
326    else if ( attitude < -1.07 )
327      attitude = -1.07;
328
329    xMouse = yMouse = 0;
330  }
331
332  this->setAbsDir(Quaternion(heading, Vector(0,1,0)));
333  this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) ));
334
335  Vector velocity;
336
337  if ( this->bForward )
338  {
339    velocity += this->getAbsDirX();
340  }
341
342  if ( this->bBackward )
343  {
344    velocity -= this->getAbsDirX();
345  }
346
347  if ( this->bRight )
348  {
349    velocity += this->getAbsDirZ();
350  }
351
352  if ( this->bLeft )
353  {
354    velocity -= this->getAbsDirZ();
355  }
356
357
358  velocity *= 100;
359
360  if( this->bJump && likely(this->getModel(0) != NULL))
361  {
362    if( this->jumpForce < 1.0f)
363    {
364      this->jumpForce = 300.0f;
365
366      if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP)
367        ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP);
368    }
369  }
370  else if(velocity.len() != 0.0f)
371  {
372    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN)
373      ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
374  }
375  else
376  {
377    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
378      ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
379  }
380
381
382  velocity.y += this->jumpForce;
383  if( this->jumpForce > 1.0f)
384    this->jumpForce *= 0.9f;
385
386
387  // physical falling of the player
388  if( !this->isOnGround())
389  {
390    this->fallVelocity += 300.0f * time;
391    velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity;
392
393//     PRINTF(0)("vel %f\n", this->fallVelocity);
394  }
395  else
396  {
397    this->fallVelocity = 0.0f;
398  }
399
400  this->shiftCoor( velocity*time );
401
402
403
404
405
406
407
408  if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL))
409  {
410    ((InteractiveModel*)this->getModel(0))->tick(time);
411
412    // handle animations differently
413
414
415
416
417
418//     else if( this->bFire && likely(this->getModel(0) != NULL))
419//     {
420//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != ATTACK)
421//         ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK);
422//     }
423//     else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL))
424//     {
425//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != RUN)
426//         ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
427//     }
428//     else if (likely(this->getModel(0) != NULL))
429//     {
430//       if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
431//         ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
432//     }
433  }
434
435  this->setOnGround(false);
436  this->aimingSystem->flushList();
437}
438
439
440
441/**
442 *  draws the MD2Creature after transforming it.
443 */
444void FPSPlayer::draw () const
445{
446  // only draw if this entity is not the player since the player nevers sees himself
447  if( this->getCurrentPlayer() == NULL)
448    WorldEntity::draw();
449}
450
451
452
453/**
454 * process
455 */
456void FPSPlayer::process(const Event &event)
457{
458  Playable::process(event);
459
460  if( event.type == KeyMapper::PEV_LEFT)
461    this->bLeft = event.bPressed;
462  else if( event.type == KeyMapper::PEV_RIGHT)
463    this->bRight = event.bPressed;
464  else if( event.type == KeyMapper::PEV_FORWARD)
465    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
466  else if( event.type == KeyMapper::PEV_BACKWARD)
467    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
468  else if( event.type == EV_MOUSE_MOTION)
469  {
470    this->xMouse += event.xRel;
471    this->yMouse += event.yRel;
472  }
473  else if( event.type == KeyMapper::PEV_JUMP)
474  {
475    this->bJump = event.bPressed;
476  }
477  else if( event.type == KeyMapper::PEV_FIRE1)
478  {
479    this->bFire = event.bPressed;
480  }
481}
482
483
484void FPSPlayer::respawn( )
485{
486  if( State::isOnline())
487    toList( OM_PLAYERS );
488 
489  this->damageTicker = 0.0f;
490 
491  Playable::respawn();
492}
493
494
495void FPSPlayer::destroy( WorldEntity* killer )
496{
497  Playable::destroy( killer );
498
499  toList( OM_DEAD );
500}
501
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