[8685] | 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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[8731] | 20 | #include "state.h" |
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[8685] | 21 | |
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| 22 | #include "src/lib/util/loading/factory.h" |
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| 23 | |
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[8776] | 24 | #include "weapons/weapon_manager.h" |
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| 25 | #include "weapons/test_gun.h" |
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| 26 | #include "weapons/turret.h" |
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| 27 | #include "weapons/cannon.h" |
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[8894] | 28 | #include "weapons/fps_sniper_rifle.h" |
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[8776] | 29 | |
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[8685] | 30 | #include "key_mapper.h" |
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| 31 | |
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[8687] | 32 | #include "debug.h" |
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[8685] | 33 | |
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| 34 | |
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[8687] | 35 | |
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[8731] | 36 | |
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[8685] | 37 | CREATE_FACTORY(FPSPlayer, CL_FPS_PLAYER); |
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| 38 | |
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[8894] | 39 | #include "script_class.h" |
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| 40 | CREATE_SCRIPTABLE_CLASS(FPSPlayer, CL_FPS_PLAYER, |
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| 41 | addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor)) |
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| 42 | ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX)) |
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| 43 | ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY)) |
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| 44 | ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ)) |
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| 45 | ); |
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[8685] | 46 | |
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[8894] | 47 | |
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[8685] | 48 | /** |
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| 49 | * destructs the FPSPlayer, deletes alocated memory |
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| 50 | */ |
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| 51 | FPSPlayer::~FPSPlayer () |
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| 52 | { |
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| 53 | this->setPlayer(NULL); |
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| 54 | } |
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| 55 | |
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| 56 | |
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| 57 | /** |
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| 58 | * creates a new FPSPlayer from Xml Data |
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| 59 | * @param root the xml element containing FPSPlayer data |
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| 60 | * |
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| 61 | */ |
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| 62 | FPSPlayer::FPSPlayer(const TiXmlElement* root) |
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| 63 | { |
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| 64 | this->init(); |
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| 65 | |
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| 66 | if (root != NULL) |
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| 67 | this->loadParams(root); |
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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 | /** |
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| 73 | * initializes a FPSPlayer |
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| 74 | */ |
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| 75 | void FPSPlayer::init() |
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| 76 | { |
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| 77 | this->setClassID(CL_FPS_PLAYER, "FPSPlayer"); |
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| 78 | |
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| 79 | |
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| 80 | this->bLeft = false; |
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| 81 | this->bRight = false; |
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| 82 | this->bForward = false; |
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| 83 | this->bBackward = false; |
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| 84 | this->bJump = false; |
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[8731] | 85 | |
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[8685] | 86 | this->xMouse = 0.0f; |
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| 87 | this->yMouse = 0.0f; |
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| 88 | |
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| 89 | this->setHealthMax(100); |
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| 90 | this->setHealth(80); |
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| 91 | |
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[8939] | 92 | this->fallVelocity = 0.0f; |
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[8685] | 93 | |
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[8731] | 94 | this->cameraNode.setParent(this); |
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| 95 | |
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| 96 | this->attitude = this->getAbsDir().getAttitude(); |
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| 97 | this->heading = this->getAbsDir().getHeading(); |
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| 98 | |
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[8685] | 99 | //add events to the eventlist |
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| 100 | registerEvent(KeyMapper::PEV_FORWARD); |
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| 101 | registerEvent(KeyMapper::PEV_BACKWARD); |
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| 102 | registerEvent(KeyMapper::PEV_LEFT); |
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| 103 | registerEvent(KeyMapper::PEV_RIGHT); |
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| 104 | registerEvent(KeyMapper::PEV_FIRE1); |
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[8687] | 105 | registerEvent(KeyMapper::PEV_JUMP); |
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[8685] | 106 | registerEvent(EV_MOUSE_MOTION); |
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| 107 | |
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| 108 | |
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| 109 | |
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[8776] | 110 | // weapon manager for the fps |
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[8685] | 111 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 112 | |
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[8894] | 113 | Weapon* wpRight = new FPSSniperRifle(0); |
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[8776] | 114 | wpRight->setName("testGun Right"); |
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[8894] | 115 | /* Weapon* wpLeft = new TestGun(1);*/ |
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[8776] | 116 | // Weapon* wpLeft = new Turret(); |
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[8894] | 117 | // wpLeft->setName("testGun Left"); |
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[8776] | 118 | |
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[8894] | 119 | // this->addWeapon(wpLeft, 1, 0); |
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| 120 | this->addWeapon(wpRight,1, 0); |
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[8776] | 121 | this->getWeaponManager().changeWeaponConfig(1); |
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| 122 | |
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| 123 | this->getWeaponManager().setSlotCount(2); |
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[8898] | 124 | this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1)); |
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[8900] | 125 | // this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_2, Vector(0,1,0))); |
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[8776] | 126 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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[8897] | 127 | this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0)); |
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[8776] | 128 | this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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| 129 | |
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[8844] | 130 | this->getWeaponManager().setParentNode(&this->cameraNode); |
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[8846] | 131 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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| 132 | |
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[8776] | 133 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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| 134 | this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0); |
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| 135 | |
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| 136 | |
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[8686] | 137 | // network registration |
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[8685] | 138 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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| 139 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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| 140 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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| 141 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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[8731] | 142 | // registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mouseDir", PERMISSION_OWNER ) ); |
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[8686] | 143 | |
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[8776] | 144 | |
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[8686] | 145 | // collision reaction registration |
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[8693] | 146 | this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); |
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[8685] | 147 | } |
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| 148 | |
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| 149 | |
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| 150 | /** |
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| 151 | * loads the Settings of a FPSPlayer from an XML-element. |
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| 152 | * @param root the XML-element to load the Spaceship's properties from |
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| 153 | */ |
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| 154 | void FPSPlayer::loadParams(const TiXmlElement* root) |
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| 155 | { |
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| 156 | Playable::loadParams(root); |
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| 157 | } |
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| 158 | |
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| 159 | void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed) |
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| 160 | { |
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[8731] | 161 | this->attitude = this->getAbsDir().getAttitude(); |
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| 162 | this->heading = this->getAbsDir().getHeading(); |
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[8685] | 163 | } |
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| 164 | |
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| 165 | |
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| 166 | void FPSPlayer::reset() |
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| 167 | { |
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| 168 | this->bLeft = false; |
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| 169 | this->bRight = false; |
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| 170 | this->bForward = false; |
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| 171 | this->bBackward = false; |
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| 172 | this->xMouse = 0.0f; |
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| 173 | this->yMouse = 0.0f; |
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| 174 | |
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| 175 | this->setHealth(80); |
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| 176 | } |
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| 177 | |
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| 178 | |
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| 179 | void FPSPlayer::enter() |
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| 180 | { |
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[8731] | 181 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true ); |
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| 182 | |
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| 183 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
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| 184 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
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| 185 | |
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| 186 | this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode()); |
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| 187 | this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0); |
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| 188 | |
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| 189 | |
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| 190 | State::getCameraNode()->setRelCoor(0,0,0); |
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| 191 | State::getCameraTargetNode()->setRelCoor(10,0,0); |
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[8685] | 192 | } |
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| 193 | |
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| 194 | void FPSPlayer::leave() |
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| 195 | { |
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| 196 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 197 | this->detachCamera(); |
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| 198 | } |
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| 199 | |
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| 200 | |
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| 201 | |
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| 202 | /** |
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| 203 | * the function called for each passing timeSnap |
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| 204 | * @param time The timespan passed since last update |
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| 205 | */ |
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| 206 | void FPSPlayer::tick (float time) |
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| 207 | { |
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| 208 | Playable::tick( time ); |
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| 209 | |
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[8699] | 210 | if( ( xMouse != 0 || yMouse != 0 ) /*&& this->getOwner() == this->getHostID() */) |
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[8685] | 211 | { |
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[8687] | 212 | xMouse *= time ; |
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| 213 | yMouse *= time ; |
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[8685] | 214 | |
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[8731] | 215 | heading -= xMouse; |
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| 216 | attitude-= yMouse; |
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[8685] | 217 | |
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[8731] | 218 | if ( attitude > 2.05 ) |
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| 219 | attitude = 2.05; |
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[8685] | 220 | |
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[8731] | 221 | else if ( attitude < -1.15 ) |
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| 222 | attitude = -1.15; |
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[8685] | 223 | |
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[8731] | 224 | this->setAbsDir(Quaternion(heading, Vector(0,1,0))); |
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| 225 | this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) )); |
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[8685] | 226 | |
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| 227 | xMouse = yMouse = 0; |
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| 228 | } |
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| 229 | |
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[8731] | 230 | // this->setAbsDir( this->mouseDir ); |
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[8685] | 231 | |
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| 232 | Vector velocity; |
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| 233 | |
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| 234 | if ( this->bForward ) |
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| 235 | { |
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| 236 | velocity += this->getAbsDirX(); |
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| 237 | } |
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| 238 | |
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| 239 | if ( this->bBackward ) |
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| 240 | { |
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| 241 | velocity -= this->getAbsDirX(); |
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| 242 | } |
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| 243 | |
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| 244 | if ( this->bRight ) |
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| 245 | { |
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| 246 | velocity += this->getAbsDirZ(); |
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| 247 | } |
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| 248 | |
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| 249 | if ( this->bLeft ) |
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| 250 | { |
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| 251 | velocity -= this->getAbsDirZ(); |
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| 252 | } |
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| 253 | |
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[8939] | 254 | |
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[8940] | 255 | velocity *= 100; |
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[8939] | 256 | |
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| 257 | |
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[8940] | 258 | // physical falling of the player |
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| 259 | if( !this->isOnGround()) |
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| 260 | { |
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| 261 | this->fallVelocity += 10.0f * time; |
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| 262 | velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
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| 263 | } |
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| 264 | else |
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| 265 | { |
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| 266 | this->fallVelocity = 0.0f; |
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| 267 | } |
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[8939] | 268 | |
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[8685] | 269 | |
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| 270 | this->shiftCoor( velocity*time ); |
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| 271 | |
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| 272 | |
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| 273 | |
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| 274 | |
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[8939] | 275 | |
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| 276 | |
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| 277 | |
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[8693] | 278 | if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL)) |
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| 279 | { |
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| 280 | ((InteractiveModel*)this->getModel(0))->tick(time); |
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[8687] | 281 | // |
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| 282 | // // handle animations differently |
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| 283 | // if( this->bJump && likely(this->getModel(0) != NULL)) |
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| 284 | // { |
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| 285 | // ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP); |
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| 286 | // } |
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[8685] | 287 | // else if( this->bFire && likely(this->getModel(0) != NULL)) |
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| 288 | // { |
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| 289 | // if( ((InteractiveModel*)this->getModel(0))->getAnim() != ATTACK) |
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| 290 | // ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK); |
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| 291 | // } |
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| 292 | // else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL)) |
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| 293 | // { |
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| 294 | // if( ((InteractiveModel*)this->getModel(0))->getAnim() != RUN) |
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| 295 | // ((InteractiveModel*)this->getModel(0))->setAnimation(RUN); |
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| 296 | // } |
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[8687] | 297 | // else if (likely(this->getModel(0) != NULL)) |
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| 298 | // { |
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| 299 | // if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND) |
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| 300 | // ((InteractiveModel*)this->getModel(0))->setAnimation(STAND); |
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| 301 | // } |
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[8693] | 302 | } |
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[8685] | 303 | |
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| 304 | } |
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| 305 | |
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| 306 | |
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| 307 | |
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[8686] | 308 | /** |
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| 309 | * draws the MD2Creature after transforming it. |
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| 310 | */ |
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| 311 | void FPSPlayer::draw () const |
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| 312 | { |
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| 313 | // only draw if this entity is not the player since the player nevers sees himself |
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[8699] | 314 | if( this->getCurrentPlayer() == NULL) |
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[8686] | 315 | WorldEntity::draw(); |
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| 316 | } |
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[8685] | 317 | |
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| 318 | |
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| 319 | |
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| 320 | /** |
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[8686] | 321 | * process |
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[8685] | 322 | */ |
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| 323 | void FPSPlayer::process(const Event &event) |
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| 324 | { |
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| 325 | Playable::process(event); |
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| 326 | |
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| 327 | if( event.type == KeyMapper::PEV_LEFT) |
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| 328 | this->bLeft = event.bPressed; |
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| 329 | else if( event.type == KeyMapper::PEV_RIGHT) |
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| 330 | this->bRight = event.bPressed; |
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| 331 | else if( event.type == KeyMapper::PEV_FORWARD) |
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| 332 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 333 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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| 334 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 335 | else if( event.type == EV_MOUSE_MOTION) |
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| 336 | { |
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| 337 | this->xMouse += event.xRel; |
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| 338 | this->yMouse += event.yRel; |
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| 339 | } |
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[8705] | 340 | else if( event.type == KeyMapper::PEV_JUMP) |
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| 341 | this->getAbsCoor().debug(); |
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[8685] | 342 | } |
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| 343 | |
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| 344 | |
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| 345 | |
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| 346 | |
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