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source: orxonox.OLD/trunk/src/world_entities/creatures/fps_player.cc @ 10316

Last change on this file since 10316 was 10316, checked in by patrick, 17 years ago

fixed the fps loading problem. shaking still on

File size: 11.0 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 "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#include "bsp_entity.h"
35
36#include "key_mapper.h"
37
38#include "debug.h"
39
40#include "shared_network_data.h"
41
42
43
44ObjectListDefinition(FPSPlayer);
45CREATE_FACTORY(FPSPlayer);
46
47#include "script_class.h"
48CREATE_SCRIPTABLE_CLASS(FPSPlayer,
49                        addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
50                            ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
51                            ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
52                            ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
53                       );
54
55
56/**
57 *  destructs the FPSPlayer, deletes alocated memory
58 */
59FPSPlayer::~FPSPlayer ()
60{
61  this->setPlayer(NULL);
62
63  if( this->aimingSystem)
64    delete this->aimingSystem;
65}
66
67
68/**
69 *  creates a new FPSPlayer from Xml Data
70 * @param root the xml element containing FPSPlayer data
71 *
72 */
73FPSPlayer::FPSPlayer(const TiXmlElement* root)
74{
75  this->init();
76
77  if (root != NULL)
78    this->loadParams(root);
79
80}
81
82
83/**
84 * initializes a FPSPlayer
85 */
86void FPSPlayer::init()
87{
88  this->registerObject(this, FPSPlayer::_objectList);
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  if( State::isOnline())
127  {
128    Weapon* wpRight = new FPSSniperRifle(0);
129    wpRight->setName("testGun Right");
130    this->addWeapon(wpRight,1, 0);
131
132    this->aimingSystem = new AimingSystem(this);
133    wpRight->addChild(this->aimingSystem);
134
135    this->toList( OM_PLAYERS );
136  }
137
138
139  this->getWeaponManager().changeWeaponConfig(1);
140  this->getWeaponManager().setSlotCount(2);
141  this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_4*-0.55f, Vector(0,0,1)));
142  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
143  this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0)));
144  this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1));
145  this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0));
146
147  this->getWeaponManager().setParentNode(&this->cameraNode);
148  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
149
150  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
151  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
152
153
154  // network registration
155  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
156  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
157  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
158  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
159  registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) );
160  registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) );
161  registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) );
162
163    //subscribe to collision reaction
164  this->subscribeReaction(CoRe::CREngine::CR_PHYSICS_FULL_WALK, BspEntity::staticClassID());
165
166  this->initWeapon = false;
167  this->damageTicker = 0.0f;
168}
169
170
171/**
172 * loads the Settings of a FPSPlayer from an XML-element.
173 * @param root the XML-element to load the Spaceship's properties from
174 */
175void FPSPlayer::loadParams(const TiXmlElement* root)
176{
177  Playable::loadParams(root);
178}
179
180
181void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed)
182{
183  this->attitude = this->getAbsDir().getAttitude();
184  this->heading = this->getAbsDir().getHeading();
185}
186
187
188void FPSPlayer::reset()
189{
190  this->bLeft = false;
191  this->bRight = false;
192  this->bForward = false;
193  this->bBackward = false;
194  this->xMouse = 0.0f;
195  this->yMouse = 0.0f;
196
197  this->setHealth(80);
198}
199
200
201void FPSPlayer::enter()
202{
203  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true );
204
205  State::getCameraNode()->setParentSoft(&this->cameraNode);
206  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
207
208  this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode());
209  this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0);
210
211  if ( !State::isOnline() )
212  {
213    this->respawn();
214  }
215}
216
217void FPSPlayer::leave()
218{
219  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
220  this->detachCamera();
221}
222
223
224
225/**
226 *  the function called for each passing timeSnap
227 * @param time The timespan passed since last update
228 */
229void FPSPlayer::tick (float time)
230{
231
232  if ( !this->initWeapon )
233  {
234    this->initWeapon = true;
235
236    this->cameraNode.setParentMode(PNODE_ROTATE_AND_MOVE);
237
238    this->getWeaponManager().getParentNode()->setParentMode(PNODE_ROTATE_AND_MOVE);
239    this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
240    this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ROTATE_AND_MOVE);
241
242
243    this->aimingSystem->toList(OM_GROUP_01);
244    this->aimingSystem->setParent(&this->cameraNode);
245//     this->aimingSystem->setParentMode(PNODE_ROTATE_AND_MOVE);
246    this->aimingSystem->setRelDir(Quaternion(M_PI_4*-0.58f, Vector(0,0,1)));
247    this->aimingSystem->setRelCoor(0, -1, -1);
248
249
250    AABB* box = this->getModelAABB();
251    if( box != NULL)
252    {
253      float f = 1.0;
254      this->cameraNode.setRelCoor(0, box->halfLength[1] * f, 0);
255//       this->cameraNode.setRelCoor(10, box->halfLength[1] * f, 0);
256
257      float v = 0.1f;
258      this->getWeaponManager().setSlotPosition(0, Vector(-8.0, box->halfLength[1] * v, 1.1));
259      this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * v, 0.0));
260    }
261  }
262
263
264  this->getWeaponManager().tick(time);
265  if( this->bFire)
266  {
267    this->getWeaponManager().fire();
268  }
269
270
271  //dealing damage
272  if ( State::isOnline() && (SharedNetworkData::getInstance()->isMasterServer() /*|| SharedNetworkData::getInstance()->isProxyServerActive()*/))
273  {
274    this->damageTicker -= time;
275
276    if ( this->damageTicker <= 0.0f && this->beFire() )
277    {
278      this->damageTicker = 0.25;
279
280      WorldEntity * victim = aimingSystem->getNearestTarget();
281
282      if ( victim )
283      {
284        PRINTF(0)("FIRE: hit %s\n", victim->getClassCName());
285        victim->hit( 20, this );
286      }
287      else
288      {
289        PRINTF(0)("FIRE: nothing hit\n");
290      }
291    }
292  }
293
294
295  if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) )
296  {
297    xMouse *= time ;
298    yMouse *= time ;
299
300    heading -= xMouse;
301    attitude-= yMouse;
302
303
304    if ( attitude > 1.95 )
305      attitude = 1.95;
306    else if ( attitude < -1.07 )
307      attitude = -1.07;
308
309    xMouse = yMouse = 0;
310  }
311
312  this->setAbsDir(Quaternion(heading, Vector(0,1,0)));
313  this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) ));
314
315  Vector velocity;
316
317  if ( this->bForward )
318  {
319    velocity += this->getAbsDirX();
320  }
321
322  if ( this->bBackward )
323  {
324    velocity -= this->getAbsDirX();
325  }
326
327  if ( this->bRight )
328  {
329    velocity += this->getAbsDirZ();
330  }
331
332  if ( this->bLeft )
333  {
334    velocity -= this->getAbsDirZ();
335  }
336
337
338  velocity *= 100;
339
340  if( this->bJump && likely(this->getModel(0) != NULL))
341  {
342    if( this->jumpForce < 1.0f)
343    {
344      this->jumpForce = 300.0f;
345
346      if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP)
347        ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP);
348    }
349  }
350  else if(velocity.len() != 0.0f)
351  {
352    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN)
353      ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
354  }
355  else
356  {
357    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
358      ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
359  }
360
361
362  velocity.y += this->jumpForce;
363  if( this->jumpForce > 1.0f)
364    this->jumpForce *= 0.9f;
365
366
367  // physical falling of the player
368  if( /*FIXME for testing*/ false && !this->isOnGround())
369  {
370    this->fallVelocity += 300.0f * time;
371    velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity;
372
373//     PRINTF(0)("vel %f\n", this->fallVelocity);
374  }
375  else
376  {
377    this->fallVelocity = 0.0f;
378  }
379
380  this->shiftCoor( velocity*time );
381
382
383
384
385
386
387
388  if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(InteractiveModel::staticClassID()))
389  {
390    ((InteractiveModel*)this->getModel(0))->tick(time);
391  }
392
393  this->setOnGround(false);
394  this->aimingSystem->flushList();
395}
396
397
398
399/**
400 *  draws the MD2Creature after transforming it.
401 */
402void FPSPlayer::draw () const
403{
404  // only draw if this entity is not the player since the player nevers sees himself
405  if( this->getCurrentPlayer() == NULL)
406    WorldEntity::draw();
407}
408
409
410
411/**
412 * process
413 */
414void FPSPlayer::process(const Event &event)
415{
416  Playable::process(event);
417
418  if( event.type == KeyMapper::PEV_LEFT)
419    this->bLeft = event.bPressed;
420  else if( event.type == KeyMapper::PEV_RIGHT)
421    this->bRight = event.bPressed;
422  else if( event.type == KeyMapper::PEV_FORWARD)
423    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
424  else if( event.type == KeyMapper::PEV_BACKWARD)
425    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
426  else if( event.type == EV_MOUSE_MOTION)
427  {
428    this->xMouse += event.xRel;
429    this->yMouse += event.yRel;
430  }
431  else if( event.type == KeyMapper::PEV_JUMP)
432  {
433    this->bJump = event.bPressed;
434  }
435  else if( event.type == KeyMapper::PEV_FIRE1)
436  {
437    this->bFire = event.bPressed;
438  }
439}
440
441
442void FPSPlayer::respawn( )
443{
444  if( State::isOnline())
445    toList( OM_PLAYERS );
446
447  this->damageTicker = 0.0f;
448
449  Playable::respawn();
450}
451
452
453void FPSPlayer::destroy( WorldEntity* killer )
454{
455  Playable::destroy( killer );
456
457  toList( OM_DEAD );
458}
459
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