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| 1 | /*! |
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| 2 | * @file fps_player.h |
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| 3 | * Implements a playable for fps games |
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| 4 | */ |
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| 5 | |
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| 6 | #ifndef _FPS_PLAYER_H |
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| 7 | #define _FPS_PLAYER_H |
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| 8 | |
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| 9 | |
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| 10 | #include "playable.h" |
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| 11 | |
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| 12 | |
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| 13 | class AimingSystem; |
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| 14 | |
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| 15 | |
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| 16 | class FPSPlayer : public Playable |
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| 17 | { |
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| 18 | ObjectListDeclaration(FPSPlayer); |
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| 19 | |
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| 20 | public: |
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| 21 | FPSPlayer(const TiXmlElement* root = NULL); |
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| 22 | virtual ~FPSPlayer(); |
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| 23 | |
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| 24 | virtual void loadParams(const TiXmlElement* root); |
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| 25 | |
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| 26 | virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f); |
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| 27 | |
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| 28 | virtual void enter(); |
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| 29 | virtual void leave(); |
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| 30 | |
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| 31 | virtual void reset(); |
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| 32 | |
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| 33 | virtual void destroy(WorldEntity* killer); |
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| 34 | virtual void respawn(); |
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| 35 | |
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| 36 | virtual void tick(float time); |
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| 37 | virtual void draw() const; |
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| 38 | |
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| 39 | |
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| 40 | virtual void process(const Event &event); |
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| 41 | |
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| 42 | private: |
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| 43 | void init(); |
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| 44 | |
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| 45 | bool bLeft; |
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| 46 | bool bRight; |
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| 47 | bool bForward; |
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| 48 | bool bBackward; |
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| 49 | bool bJump; //!< jumping |
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| 50 | bool bPosBut; //!< position button |
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| 51 | bool bFire; //!< fire button |
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| 52 | |
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| 53 | float xMouse; //!< mouse moved in x-Direction |
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| 54 | float yMouse; //!< mouse moved in y-Direction |
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| 55 | |
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| 56 | |
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| 57 | float heading; |
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| 58 | float attitude; |
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| 59 | |
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| 60 | PNode cameraNode; |
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| 61 | |
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| 62 | float fallVelocity; //!< velocity for falling down |
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| 63 | float jumpForce; //!< the jump force |
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| 64 | |
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| 65 | bool initWeapon; |
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| 66 | |
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| 67 | AimingSystem* aimingSystem; //!< aiming system of the player |
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| 68 | |
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| 69 | float damageTicker; //!< ticker for dealing damage |
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| 70 | }; |
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| 71 | |
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| 72 | #endif |
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