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source: orxonox.OLD/branches/single_player_map/src/world_entities/creatures/fps_player.cc @ 8807

Last change on this file since 8807 was 8776, checked in by patrick, 18 years ago

trunk: added weapons to the fps character

File size: 7.5 KB
Line 
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 "weapons/weapon_manager.h"
25#include "weapons/test_gun.h"
26#include "weapons/turret.h"
27#include "weapons/cannon.h"
28
29#include "key_mapper.h"
30
31#include "debug.h"
32
33
34
35
36CREATE_FACTORY(FPSPlayer, CL_FPS_PLAYER);
37
38
39/**
40 *  destructs the FPSPlayer, deletes alocated memory
41 */
42FPSPlayer::~FPSPlayer ()
43{
44  this->setPlayer(NULL);
45}
46
47
48/**
49 *  creates a new FPSPlayer from Xml Data
50 * @param root the xml element containing FPSPlayer data
51 *
52 */
53FPSPlayer::FPSPlayer(const TiXmlElement* root)
54{
55  this->init();
56
57  if (root != NULL)
58    this->loadParams(root);
59
60}
61
62
63/**
64 * initializes a FPSPlayer
65 */
66void FPSPlayer::init()
67{
68  this->setClassID(CL_FPS_PLAYER, "FPSPlayer");
69
70
71  this->bLeft = false;
72  this->bRight = false;
73  this->bForward = false;
74  this->bBackward = false;
75  this->bJump = false;
76
77  this->xMouse = 0.0f;
78  this->yMouse = 0.0f;
79
80  this->setHealthMax(100);
81  this->setHealth(80);
82
83
84  this->cameraNode.setParent(this);
85
86  this->attitude = this->getAbsDir().getAttitude();
87  this->heading = this->getAbsDir().getHeading();
88
89  //add events to the eventlist
90  registerEvent(KeyMapper::PEV_FORWARD);
91  registerEvent(KeyMapper::PEV_BACKWARD);
92  registerEvent(KeyMapper::PEV_LEFT);
93  registerEvent(KeyMapper::PEV_RIGHT);
94  registerEvent(KeyMapper::PEV_FIRE1);
95  registerEvent(KeyMapper::PEV_JUMP);
96  registerEvent(EV_MOUSE_MOTION);
97
98
99
100  // weapon manager for the fps
101  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
102
103  Weapon* wpRight = new TestGun(0);
104  wpRight->setName("testGun Right");
105  Weapon* wpLeft = new TestGun(1);
106//   Weapon* wpLeft = new Turret();
107  wpLeft->setName("testGun Left");
108
109  this->addWeapon(wpLeft, 1, 0);
110  this->addWeapon(wpRight,1 ,1);
111  this->getWeaponManager().changeWeaponConfig(1);
112
113  this->getWeaponManager().setSlotCount(2);
114  this->getWeaponManager().setSlotPosition(0, Vector(-0.5, .2, -1.9));
115  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
116  this->getWeaponManager().setSlotPosition(1, Vector(-0.5, .2, 1.9));
117  this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0)));
118
119  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
120  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
121
122
123  // network registration
124  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
125  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
126  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
127  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
128//  registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mouseDir", PERMISSION_OWNER ) );
129
130
131  // collision reaction registration
132  this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY);
133}
134
135
136/**
137 * loads the Settings of a FPSPlayer from an XML-element.
138 * @param root the XML-element to load the Spaceship's properties from
139 */
140void FPSPlayer::loadParams(const TiXmlElement* root)
141{
142  Playable::loadParams(root);
143}
144
145void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed)
146{
147  this->attitude = this->getAbsDir().getAttitude();
148  this->heading = this->getAbsDir().getHeading();
149}
150
151
152void FPSPlayer::reset()
153{
154  this->bLeft = false;
155  this->bRight = false;
156  this->bForward = false;
157  this->bBackward = false;
158  this->xMouse = 0.0f;
159  this->yMouse = 0.0f;
160
161  this->setHealth(80);
162}
163
164
165void FPSPlayer::enter()
166{
167  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true );
168
169  State::getCameraNode()->setParentSoft(&this->cameraNode);
170  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
171
172  this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode());
173  this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0);
174
175
176  State::getCameraNode()->setRelCoor(0,0,0);
177  State::getCameraTargetNode()->setRelCoor(10,0,0);
178}
179
180void FPSPlayer::leave()
181{
182  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
183  this->detachCamera();
184}
185
186
187
188/**
189 *  the function called for each passing timeSnap
190 * @param time The timespan passed since last update
191 */
192void FPSPlayer::tick (float time)
193{
194  Playable::tick( time );
195
196  if( ( xMouse != 0 || yMouse != 0 ) /*&& this->getOwner() == this->getHostID() */)
197  {
198    xMouse *= time ;
199    yMouse *= time ;
200
201    heading -= xMouse;
202    attitude-= yMouse;
203
204    if ( attitude > 2.05 )
205      attitude = 2.05;
206
207    else if ( attitude < -1.15 )
208      attitude = -1.15;
209
210    this->setAbsDir(Quaternion(heading, Vector(0,1,0)));
211    this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) ));
212
213    xMouse = yMouse = 0;
214  }
215
216 // this->setAbsDir( this->mouseDir );
217
218  Vector velocity;
219
220  if ( this->bForward )
221  {
222    velocity += this->getAbsDirX();
223  }
224
225  if ( this->bBackward )
226  {
227    velocity -= this->getAbsDirX();
228  }
229
230  if ( this->bRight )
231  {
232    velocity += this->getAbsDirZ();
233  }
234
235  if ( this->bLeft )
236  {
237    velocity -= this->getAbsDirZ();
238  }
239
240  velocity *= 100;
241
242  this->shiftCoor( velocity*time );
243
244
245
246
247  if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL))
248  {
249    ((InteractiveModel*)this->getModel(0))->tick(time);
250//
251//     // handle animations differently
252//     if( this->bJump && likely(this->getModel(0) != NULL))
253//     {
254//       ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP);
255//     }
256//     else if( this->bFire && likely(this->getModel(0) != NULL))
257//     {
258//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != ATTACK)
259//         ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK);
260//     }
261//     else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL))
262//     {
263//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != RUN)
264//         ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
265//     }
266//     else if (likely(this->getModel(0) != NULL))
267//     {
268//       if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
269//         ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
270//     }
271  }
272
273}
274
275
276
277/**
278 *  draws the MD2Creature after transforming it.
279 */
280void FPSPlayer::draw () const
281{
282  // only draw if this entity is not the player since the player nevers sees himself
283  if( this->getCurrentPlayer() == NULL)
284    WorldEntity::draw();
285}
286
287
288
289/**
290 * process
291 */
292void FPSPlayer::process(const Event &event)
293{
294  Playable::process(event);
295
296  if( event.type == KeyMapper::PEV_LEFT)
297    this->bLeft = event.bPressed;
298  else if( event.type == KeyMapper::PEV_RIGHT)
299    this->bRight = event.bPressed;
300  else if( event.type == KeyMapper::PEV_FORWARD)
301    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
302  else if( event.type == KeyMapper::PEV_BACKWARD)
303    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
304  else if( event.type == EV_MOUSE_MOTION)
305  {
306    this->xMouse += event.xRel;
307    this->yMouse += event.yRel;
308  }
309  else if( event.type == KeyMapper::PEV_JUMP)
310    this->getAbsCoor().debug();
311}
312
313
314
315
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