| 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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| 20 | #include "state.h" | 
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| 21 |  | 
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| 22 | #include "src/lib/util/loading/factory.h" | 
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| 23 |  | 
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| 24 | #include "md2/md2Model.h" | 
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| 25 |  | 
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| 26 | #include "weapons/weapon_manager.h" | 
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| 27 | #include "weapons/test_gun.h" | 
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| 28 | #include "weapons/turret.h" | 
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| 29 | #include "weapons/cannon.h" | 
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| 30 | #include "weapons/fps_sniper_rifle.h" | 
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| 31 | #include "weapons/aiming_system.h" | 
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| 32 |  | 
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| 33 | #include "aabb.h" | 
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| 34 |  | 
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| 35 |  | 
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| 36 | #include "key_mapper.h" | 
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| 37 |  | 
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| 38 | #include "debug.h" | 
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| 39 |  | 
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| 40 | #include "shared_network_data.h" | 
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| 41 |  | 
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| 42 |  | 
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| 43 |  | 
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| 44 | CREATE_FACTORY(FPSPlayer, CL_FPS_PLAYER); | 
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| 45 |  | 
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| 46 | #include "script_class.h" | 
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| 47 | CREATE_SCRIPTABLE_CLASS(FPSPlayer, CL_FPS_PLAYER, | 
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| 48 |                         addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor)) | 
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| 49 |                             ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX)) | 
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| 50 |                             ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY)) | 
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| 51 |                             ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ)) | 
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| 52 |                        ); | 
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| 53 |  | 
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| 54 |  | 
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| 55 | /** | 
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| 56 |  *  destructs the FPSPlayer, deletes alocated memory | 
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| 57 |  */ | 
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| 58 | FPSPlayer::~FPSPlayer () | 
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| 59 | { | 
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| 60 |   this->setPlayer(NULL); | 
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| 61 |  | 
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| 62 |   if( this->aimingSystem) | 
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| 63 |     delete this->aimingSystem; | 
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| 64 | } | 
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| 65 |  | 
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| 66 |  | 
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| 67 | /** | 
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| 68 |  *  creates a new FPSPlayer from Xml Data | 
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| 69 |  * @param root the xml element containing FPSPlayer data | 
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| 70 |  * | 
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| 71 |  */ | 
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| 72 | FPSPlayer::FPSPlayer(const TiXmlElement* root) | 
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| 73 | { | 
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| 74 |   this->init(); | 
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| 75 |  | 
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| 76 |   if (root != NULL) | 
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| 77 |     this->loadParams(root); | 
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| 78 |  | 
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| 79 | } | 
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| 80 |  | 
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| 81 |  | 
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| 82 | /** | 
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| 83 |  * initializes a FPSPlayer | 
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| 84 |  */ | 
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| 85 | void FPSPlayer::init() | 
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| 86 | { | 
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| 87 |   this->setClassID(CL_FPS_PLAYER, "FPSPlayer"); | 
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| 88 |  | 
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| 89 |   this->bLeft = false; | 
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| 90 |   this->bRight = false; | 
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| 91 |   this->bForward = false; | 
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| 92 |   this->bBackward = false; | 
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| 93 |   this->bJump = false; | 
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| 94 |   this->bPosBut = false; | 
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| 95 |   this->bFire = false; | 
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| 96 |  | 
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| 97 |   this->xMouse = 0.0f; | 
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| 98 |   this->yMouse = 0.0f; | 
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| 99 |  | 
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| 100 |   this->setHealthMax(100); | 
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| 101 |   this->setHealth(80); | 
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| 102 |  | 
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| 103 |   this->fallVelocity = 0.0f; | 
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| 104 |   this->jumpForce = 0.0f; | 
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| 105 |  | 
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| 106 |   this->cameraNode.setParent(this); | 
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| 107 |  | 
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| 108 |   this->attitude = this->getAbsDir().getAttitude(); | 
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| 109 |   this->heading = this->getAbsDir().getHeading(); | 
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| 110 |  | 
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| 111 |   //add events to the eventlist | 
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| 112 |   registerEvent(KeyMapper::PEV_FORWARD); | 
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| 113 |   registerEvent(KeyMapper::PEV_BACKWARD); | 
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| 114 |   registerEvent(KeyMapper::PEV_LEFT); | 
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| 115 |   registerEvent(KeyMapper::PEV_RIGHT); | 
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| 116 |   registerEvent(KeyMapper::PEV_FIRE1); | 
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| 117 |   registerEvent(KeyMapper::PEV_JUMP); | 
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| 118 |   registerEvent(EV_MOUSE_MOTION); | 
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| 119 |  | 
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| 120 |  | 
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| 121 |  | 
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| 122 |   // weapon manager for the fps | 
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| 123 |   dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); | 
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| 124 |  | 
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| 125 |   Weapon* wpRight = new FPSSniperRifle(0); | 
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| 126 |   wpRight->setName("testGun Right"); | 
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| 127 | /*  Weapon* wpLeft = new TestGun(1);*/ | 
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| 128 | //   Weapon* wpLeft = new Turret(); | 
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| 129 | //   wpLeft->setName("testGun Left"); | 
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| 130 |  | 
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| 131 | //   this->addWeapon(wpLeft, 1, 0); | 
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| 132 |   if( State::isOnline()) | 
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| 133 |     this->addWeapon(wpRight,1, 0); | 
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| 134 |   this->getWeaponManager().changeWeaponConfig(1); | 
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| 135 |  | 
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| 136 |   this->getWeaponManager().setSlotCount(2); | 
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| 137 |   this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_4*-0.55f, Vector(0,0,1))); | 
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| 138 |   this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); | 
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| 139 |   this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0))); | 
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| 140 |   this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1)); | 
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| 141 |   this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0)); | 
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| 142 |  | 
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| 143 | //   this->getWeaponManager().getFixedTarget()->setRelDir(Quaternion(M_PI_4*-0.6f, Vector(0,0,1))); | 
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| 144 |  | 
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| 145 |  | 
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| 146 |   this->getWeaponManager().setParentNode(&this->cameraNode); | 
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| 147 |   this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); | 
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| 148 |  | 
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| 149 |   this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); | 
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| 150 |   this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0); | 
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| 151 |  | 
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| 152 |   this->aimingSystem = new AimingSystem(this); | 
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| 153 |   //this->addChild(this->aimingSystem); | 
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| 154 |   wpRight->addChild(this->aimingSystem); | 
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| 155 | //   this->getWeaponManager().sl | 
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| 156 |  | 
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| 157 |  | 
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| 158 |   // network registration | 
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| 159 |   registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); | 
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| 160 |   registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); | 
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| 161 |   registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); | 
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| 162 |   registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); | 
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| 163 |   registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) ); | 
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| 164 |   registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) ); | 
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| 165 |   registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) ); | 
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| 166 |  | 
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| 167 |     //subscribe to collision reaction | 
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| 168 |   this->subscribeReaction(CREngine::CR_PHYSICS_FULL_WALK, CL_BSP_ENTITY); | 
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| 169 |  | 
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| 170 |   this->initWeapon = false; | 
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| 171 |   this->damageTicker = 0.0f; | 
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| 172 |  | 
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| 173 |   if( State::isOnline()) | 
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| 174 |     toList( OM_PLAYERS ); | 
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| 175 | } | 
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| 176 |  | 
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| 177 |  | 
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| 178 | /** | 
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| 179 |  * loads the Settings of a FPSPlayer from an XML-element. | 
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| 180 |  * @param root the XML-element to load the Spaceship's properties from | 
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| 181 |  */ | 
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| 182 | void FPSPlayer::loadParams(const TiXmlElement* root) | 
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| 183 | { | 
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| 184 |   Playable::loadParams(root); | 
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| 185 | } | 
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| 186 |  | 
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| 187 | void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed) | 
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| 188 | { | 
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| 189 |   this->attitude = this->getAbsDir().getAttitude(); | 
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| 190 |   this->heading = this->getAbsDir().getHeading(); | 
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| 191 | } | 
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| 192 |  | 
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| 193 |  | 
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| 194 | void FPSPlayer::reset() | 
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| 195 | { | 
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| 196 |   this->bLeft = false; | 
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| 197 |   this->bRight = false; | 
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| 198 |   this->bForward = false; | 
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| 199 |   this->bBackward = false; | 
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| 200 |   this->xMouse = 0.0f; | 
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| 201 |   this->yMouse = 0.0f; | 
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| 202 |  | 
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| 203 |   this->setHealth(80); | 
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| 204 | } | 
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| 205 |  | 
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| 206 |  | 
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| 207 | void FPSPlayer::enter() | 
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| 208 | { | 
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| 209 |   dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true ); | 
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| 210 |  | 
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| 211 |   State::getCameraNode()->setParentSoft(&this->cameraNode); | 
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| 212 |   State::getCameraTargetNode()->setParentSoft(&this->cameraNode); | 
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| 213 |  | 
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| 214 |   this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode()); | 
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| 215 |   this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0); | 
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| 216 |  | 
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| 217 |   if ( !State::isOnline() ) | 
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| 218 |   { | 
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| 219 |     this->respawn(); | 
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| 220 |   } | 
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| 221 | } | 
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| 222 |  | 
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| 223 | void FPSPlayer::leave() | 
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| 224 | { | 
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| 225 |   dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); | 
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| 226 |   this->detachCamera(); | 
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| 227 | } | 
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| 228 |  | 
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| 229 |  | 
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| 230 |  | 
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| 231 | /** | 
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| 232 |  *  the function called for each passing timeSnap | 
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| 233 |  * @param time The timespan passed since last update | 
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| 234 |  */ | 
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| 235 | void FPSPlayer::tick (float time) | 
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| 236 | { | 
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| 237 |  | 
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| 238 |   if ( !this->initWeapon ) | 
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| 239 |   { | 
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| 240 |     this->initWeapon = true; | 
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| 241 |  | 
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| 242 |     this->cameraNode.setParentMode(PNODE_ROTATE_AND_MOVE); | 
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| 243 |  | 
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| 244 |     this->getWeaponManager().getParentNode()->setParentMode(PNODE_ROTATE_AND_MOVE); | 
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| 245 |     this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); | 
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| 246 |     this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ROTATE_AND_MOVE); | 
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| 247 |  | 
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| 248 |  | 
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| 249 |     this->aimingSystem->toList(OM_GROUP_01); | 
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| 250 |     this->aimingSystem->setParent(&this->cameraNode); | 
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| 251 | //     this->aimingSystem->setParentMode(PNODE_ROTATE_AND_MOVE); | 
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| 252 |     this->aimingSystem->setRelDir(Quaternion(M_PI_4*-0.58f, Vector(0,0,1))); | 
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| 253 |     this->aimingSystem->setRelCoor(0, -1, -1); | 
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| 254 |  | 
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| 255 |  | 
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| 256 |     AABB* box = this->getModelAABB(); | 
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| 257 |     if( box != NULL) | 
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| 258 |     { | 
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| 259 |       float f = 1.0; | 
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| 260 |       this->cameraNode.setRelCoor(0, box->halfLength[1] * f, 0); | 
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| 261 | //       this->cameraNode.setRelCoor(10, box->halfLength[1] * f, 0); | 
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| 262 |  | 
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| 263 |       float v = 0.1f; | 
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| 264 |       this->getWeaponManager().setSlotPosition(0, Vector(-8.0, box->halfLength[1] * v, 1.1)); | 
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| 265 |       this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * v, 0.0)); | 
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| 266 |     } | 
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| 267 |   } | 
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| 268 |  | 
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| 269 |  | 
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| 270 |   this->getWeaponManager().tick(time); | 
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| 271 |   if( this->bFire) | 
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| 272 |   { | 
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| 273 |     this->getWeaponManager().fire(); | 
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| 274 |  | 
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| 275 | //     WorldEntity* target = this->aimingSystem->getNearestTarget(); | 
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| 276 | //     if( target != NULL) | 
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| 277 | //     { | 
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| 278 | //       PRINTF(0)("hit hit hit, got: %s\n", target->getClassCName()); | 
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| 279 | //     } | 
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| 280 | //     else | 
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| 281 | //     { | 
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| 282 | //       PRINTF(0)("nothing hit\n"); | 
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| 283 | //     } | 
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| 284 |   } | 
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| 285 |  | 
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| 286 |  | 
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| 287 |   //dealing damage | 
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| 288 |  | 
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| 289 |   if ( State::isOnline() && (SharedNetworkData::getInstance()->isMasterServer() /*|| SharedNetworkData::getInstance()->isProxyServerActive()*/)) | 
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| 290 |   { | 
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| 291 |     this->damageTicker -= time; | 
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| 292 |  | 
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| 293 |     if ( this->damageTicker <= 0.0f && this->beFire() ) | 
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| 294 |     { | 
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| 295 |       this->damageTicker = 0.25; | 
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| 296 |  | 
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| 297 |       WorldEntity * victim = aimingSystem->getNearestTarget(); | 
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| 298 |  | 
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| 299 |       if ( victim ) | 
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| 300 |       { | 
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| 301 |         PRINTF(0)("FIRE: hit %s\n", victim->getClassCName()); | 
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| 302 |         victim->hit( 20, this ); | 
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| 303 |       } | 
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| 304 |       else | 
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| 305 |       { | 
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| 306 |         PRINTF(0)("FIRE: nothing hit\n"); | 
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| 307 |       } | 
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| 308 |     } | 
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| 309 |   } | 
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| 310 |  | 
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| 311 |  | 
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| 312 |   if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) ) | 
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| 313 |   { | 
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| 314 |     xMouse *= time ; | 
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| 315 |     yMouse *= time ; | 
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| 316 |  | 
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| 317 |     heading -= xMouse; | 
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| 318 |     attitude-= yMouse; | 
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| 319 |  | 
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| 320 |  | 
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| 321 |     if ( attitude > 1.95 ) | 
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| 322 |       attitude = 1.95; | 
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| 323 |     else if ( attitude < -1.07 ) | 
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| 324 |       attitude = -1.07; | 
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| 325 |  | 
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| 326 |     xMouse = yMouse = 0; | 
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| 327 |   } | 
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| 328 |  | 
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| 329 |   this->setAbsDir(Quaternion(heading, Vector(0,1,0))); | 
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| 330 |   this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) )); | 
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| 331 |  | 
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| 332 |   Vector velocity; | 
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| 333 |  | 
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| 334 |   if ( this->bForward ) | 
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| 335 |   { | 
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| 336 |     velocity += this->getAbsDirX(); | 
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| 337 |   } | 
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| 338 |  | 
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| 339 |   if ( this->bBackward ) | 
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| 340 |   { | 
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| 341 |     velocity -= this->getAbsDirX(); | 
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| 342 |   } | 
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| 343 |  | 
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| 344 |   if ( this->bRight ) | 
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| 345 |   { | 
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| 346 |     velocity += this->getAbsDirZ(); | 
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| 347 |   } | 
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| 348 |  | 
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| 349 |   if ( this->bLeft ) | 
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| 350 |   { | 
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| 351 |     velocity -= this->getAbsDirZ(); | 
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| 352 |   } | 
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| 353 |  | 
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| 354 |  | 
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| 355 |   velocity *= 100; | 
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| 356 |  | 
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| 357 |   if( this->bJump && likely(this->getModel(0) != NULL)) | 
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| 358 |   { | 
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| 359 |     if( this->jumpForce < 1.0f) | 
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| 360 |     { | 
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| 361 |       this->jumpForce = 300.0f; | 
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| 362 |  | 
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| 363 |       if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP) | 
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| 364 |         ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP); | 
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| 365 |     } | 
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| 366 |   } | 
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| 367 |   else if(velocity.len() != 0.0f) | 
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| 368 |   { | 
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| 369 |     if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN) | 
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| 370 |       ((InteractiveModel*)this->getModel(0))->setAnimation(RUN); | 
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| 371 |   } | 
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| 372 |   else | 
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| 373 |   { | 
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| 374 |     if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND) | 
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| 375 |       ((InteractiveModel*)this->getModel(0))->setAnimation(STAND); | 
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| 376 |   } | 
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| 377 |  | 
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| 378 |  | 
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| 379 |   velocity.y += this->jumpForce; | 
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| 380 |   if( this->jumpForce > 1.0f) | 
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| 381 |     this->jumpForce *= 0.9f; | 
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| 382 |  | 
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| 383 |  | 
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| 384 |   // physical falling of the player | 
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| 385 |   if( !this->isOnGround()) | 
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| 386 |   { | 
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| 387 |     this->fallVelocity += 300.0f * time; | 
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| 388 |     velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; | 
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| 389 |  | 
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| 390 | //     PRINTF(0)("vel %f\n", this->fallVelocity); | 
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| 391 |   } | 
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| 392 |   else | 
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| 393 |   { | 
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| 394 |     this->fallVelocity = 0.0f; | 
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| 395 |   } | 
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| 396 |  | 
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| 397 |   this->shiftCoor( velocity*time ); | 
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| 398 |  | 
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| 399 |  | 
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| 400 |  | 
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| 401 |  | 
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| 402 |  | 
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| 403 |  | 
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| 404 |  | 
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| 405 |   if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL)) | 
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| 406 |   { | 
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| 407 |     ((InteractiveModel*)this->getModel(0))->tick(time); | 
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| 408 |  | 
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| 409 |     // handle animations differently | 
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| 410 |  | 
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| 411 |  | 
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| 412 |  | 
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| 413 |  | 
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| 414 |  | 
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| 415 | //     else if( this->bFire && likely(this->getModel(0) != NULL)) | 
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| 416 | //     { | 
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| 417 | //       if( ((InteractiveModel*)this->getModel(0))->getAnim() != ATTACK) | 
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| 418 | //         ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK); | 
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| 419 | //     } | 
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| 420 | //     else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL)) | 
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| 421 | //     { | 
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| 422 | //       if( ((InteractiveModel*)this->getModel(0))->getAnim() != RUN) | 
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| 423 | //         ((InteractiveModel*)this->getModel(0))->setAnimation(RUN); | 
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| 424 | //     } | 
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| 425 | //     else if (likely(this->getModel(0) != NULL)) | 
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| 426 | //     { | 
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| 427 | //       if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND) | 
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| 428 | //         ((InteractiveModel*)this->getModel(0))->setAnimation(STAND); | 
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| 429 | //     } | 
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| 430 |   } | 
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| 431 |  | 
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| 432 |   this->setOnGround(false); | 
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| 433 |   this->aimingSystem->flushList(); | 
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| 434 | } | 
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| 435 |  | 
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| 436 |  | 
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| 437 |  | 
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| 438 | /** | 
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| 439 |  *  draws the MD2Creature after transforming it. | 
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| 440 |  */ | 
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| 441 | void FPSPlayer::draw () const | 
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| 442 | { | 
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| 443 |   // only draw if this entity is not the player since the player nevers sees himself | 
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| 444 |   if( this->getCurrentPlayer() == NULL) | 
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| 445 |     WorldEntity::draw(); | 
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| 446 | } | 
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| 447 |  | 
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| 448 |  | 
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| 449 |  | 
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| 450 | /** | 
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| 451 |  * process | 
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| 452 |  */ | 
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| 453 | void FPSPlayer::process(const Event &event) | 
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| 454 | { | 
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| 455 |   Playable::process(event); | 
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| 456 |  | 
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| 457 |   if( event.type == KeyMapper::PEV_LEFT) | 
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| 458 |     this->bLeft = event.bPressed; | 
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| 459 |   else if( event.type == KeyMapper::PEV_RIGHT) | 
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| 460 |     this->bRight = event.bPressed; | 
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| 461 |   else if( event.type == KeyMapper::PEV_FORWARD) | 
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| 462 |     this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); | 
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| 463 |   else if( event.type == KeyMapper::PEV_BACKWARD) | 
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| 464 |     this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); | 
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| 465 |   else if( event.type == EV_MOUSE_MOTION) | 
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| 466 |   { | 
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| 467 |     this->xMouse += event.xRel; | 
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| 468 |     this->yMouse += event.yRel; | 
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| 469 |   } | 
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| 470 |   else if( event.type == KeyMapper::PEV_JUMP) | 
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| 471 |   { | 
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| 472 |     this->bJump = event.bPressed; | 
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| 473 |   } | 
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| 474 |   else if( event.type == KeyMapper::PEV_FIRE1) | 
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| 475 |   { | 
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| 476 |     this->bFire = event.bPressed; | 
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| 477 |   } | 
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| 478 | } | 
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| 479 |  | 
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| 480 |  | 
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| 481 | void FPSPlayer::respawn( ) | 
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| 482 | { | 
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| 483 |   if( State::isOnline()) | 
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| 484 |     toList( OM_PLAYERS ); | 
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| 485 |  | 
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| 486 |   this->damageTicker = 0.0f; | 
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| 487 |  | 
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| 488 |   Playable::respawn(); | 
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| 489 | } | 
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| 490 |  | 
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| 491 |  | 
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| 492 | void FPSPlayer::destroy( WorldEntity* killer ) | 
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| 493 | { | 
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| 494 |   Playable::destroy( killer ); | 
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| 495 |  | 
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| 496 |   toList( OM_DEAD ); | 
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| 497 | } | 
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| 498 |  | 
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