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source: orxonox.OLD/trunk/src/world_entities/spectator.cc @ 10164

Last change on this file since 10164 was 10114, checked in by patrick, 17 years ago

merged network back to trunk

File size: 6.0 KB
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[8067]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: Christoph Renner
13   co-programmer: ...
14
15*/
16
17#include "spectator.h"
18
19#include "src/lib/util/loading/factory.h"
20#include "key_mapper.h"
21
[8708]22#include "shared_network_data.h"
[8067]23
[10114]24#include "src/world_entities/creatures/fps_player.h"
25#include "src/world_entities/npcs/generic_npc.h"
26
27
28ObjectListDefinition(Spectator);
[9869]29CREATE_FACTORY(Spectator);
[8067]30
31
[10108]32
33#include "state.h"
34
35
[8067]36/**
[8228]37 *  destructs the Spectator, deletes alocated memory
[8067]38 */
[8228]39Spectator::~Spectator ()
[8067]40{
[8228]41  this->setPlayer(NULL);
42}
43
44
45/**
46 *  creates a new Spectator from Xml Data
47 * @param root the xml element containing Spectator data
48
49   @todo add more parameters to load
50 */
51Spectator::Spectator(const TiXmlElement* root)
52{
53  this->init();
54  if (root != NULL)
55    this->loadParams(root);
56
57}
58
59
60/**
61 * initializes a Spectator
62 */
63void Spectator::init()
64{
65//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
[9869]66  this->registerObject(this, Spectator::_objectList);
[8067]67
[8228]68  this->getWeaponManager().changeWeaponConfig(1);
69
[8067]70  this->bLeft = false;
71  this->bRight = false;
72  this->bForward = false;
73  this->bBackward = false;
74  this->xMouse = 0.0f;
75  this->yMouse = 0.0f;
[8228]76
77  this->setHealthMax(100);
78  this->setHealth(80);
79
80  this->mouseDir = this->getAbsDir();
81
82  //add events to the eventlist
[8067]83  registerEvent(KeyMapper::PEV_FORWARD);
84  registerEvent(KeyMapper::PEV_BACKWARD);
85  registerEvent(KeyMapper::PEV_LEFT);
86  registerEvent(KeyMapper::PEV_RIGHT);
87  registerEvent(KeyMapper::PEV_FIRE1);
[10114]88  registerEvent(KeyMapper::PEV_JUMP);
[8067]89  registerEvent(EV_MOUSE_MOTION);
[8228]90
91  this->getWeaponManager().setSlotCount(0);
92
93  this->getWeaponManager().getFixedTarget()->setParent(this);
94  this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0);
95
96  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
97
[9869]98
[8067]99  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
100  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
101  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
102  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
103  registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mouseDir", PERMISSION_OWNER ) );
104}
105
[8228]106
[8067]107/**
[8228]108 * loads the Settings of a Spectator from an XML-element.
109 * @param root the XML-element to load the Spaceship's properties from
[8067]110 */
[8228]111void Spectator::loadParams(const TiXmlElement* root)
[8067]112{
[8228]113  Playable::loadParams(root);
[8067]114}
115
[8228]116void Spectator::setPlayDirection(const Quaternion& quat, float speed)
[8067]117{
[8228]118  this->mouseDir = quat;
119  this->angleY = quat.getHeading();
120  this->angleX = quat.getAttitude();
[8067]121}
122
[8228]123
124void Spectator::reset()
[8067]125{
[8228]126  this->bLeft = false;
127  this->bRight = false;
128  this->bForward = false;
129  this->bBackward = false;
130  this->xMouse = 0.0f;
131  this->yMouse = 0.0f;
132
133  this->setHealth(80);
134}
135
136
137void Spectator::enter()
138{
139  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false );
[8067]140  this->attachCamera();
141}
142
[8228]143void Spectator::leave()
[8067]144{
[8228]145  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
[8067]146  this->detachCamera();
147}
148
[8228]149
[8067]150/**
[8228]151 *  this function is called, when two entities collide
152 * @param entity: the world entity with whom it collides
153 *
154 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
155 * @todo dont let Spectator fly through walls
[8067]156 */
[8228]157void Spectator::collidesWith(WorldEntity* entity, const Vector& location)
[8067]158{
159}
160
[8228]161
162
163/**
164 *  the function called for each passing timeSnap
165 * @param time The timespan passed since last update
166 */
167void Spectator::tick (float time)
[8067]168{
169  Playable::tick( time );
[9869]170
[10108]171  if( ( xMouse != 0 || yMouse != 0 ) && ( !State::isOnline() || this->getOwner() == SharedNetworkData::getInstance()->getHostID() ) )
[8067]172  {
173    xMouse *= time / 10;
174    yMouse *= time / 10;
[9869]175
[8147]176    angleX -= xMouse;
177    angleY -= yMouse;
[9869]178
[8147]179    if ( angleY > 2.05 )
180      angleY = 2.05;
[9869]181
[8147]182    if ( angleY < -1.15 )
183      angleY = -1.15;
[9869]184
[8147]185    this->mouseDir = Quaternion( angleX, Vector( 0, 1, 0 ) ) * Quaternion( angleY, Vector( 0, 0, 1 ) );
[9869]186
[8067]187    xMouse = yMouse = 0;
188  }
[9869]189
[8067]190  this->setAbsDir( this->mouseDir );
[9869]191
[8147]192  Vector velocity;
[9869]193
[8147]194  if ( this->bForward )
195  {
196    velocity += this->getAbsDirX();
197  }
[9869]198
[8147]199  if ( this->bBackward )
200  {
201    velocity -= this->getAbsDirX();
202  }
[9869]203
[8147]204  if ( this->bRight )
205  {
206    velocity += this->getAbsDirZ();
207  }
[9869]208
[8147]209  if ( this->bLeft )
210  {
211    velocity -= this->getAbsDirZ();
212  }
[9869]213
[8147]214  velocity *= 100;
[9869]215
[8147]216  this->shiftCoor( velocity*time );
[8067]217}
218
[8228]219/**
220 * @todo switch statement ??
221 */
222void Spectator::process(const Event &event)
[8067]223{
224  Playable::process(event);
225
226  if( event.type == KeyMapper::PEV_LEFT)
227    this->bLeft = event.bPressed;
228  else if( event.type == KeyMapper::PEV_RIGHT)
229    this->bRight = event.bPressed;
230  else if( event.type == KeyMapper::PEV_FORWARD)
231    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
232  else if( event.type == KeyMapper::PEV_BACKWARD)
233    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
234  else if( event.type == EV_MOUSE_MOTION)
235  {
236    this->xMouse += event.xRel;
237    this->yMouse += event.yRel;
238  }
[10114]239  else if( event.type == KeyMapper::PEV_JUMP)
240  {
241//     FPSPlayer * fps = new FPSPlayer();
242    //GenericNPC* fps = new GenericNPC();
243    WorldEntity* fps = new WorldEntity();
244    //WorldEntity * fps = new WorldEntity();
245
246    fps->setAbsCoor( this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ() );
247    fps->setAbsDir( this->getAbsDir() );
248    fps->loadMD2Texture( "doom_guy.png" );
249    fps->loadModel( "models/creatures/doom_guy.md2", 10.0f );
250    fps->toList( OM_GROUP_00);
251    //fps->loadModel( "models/ships/terran_cruizer.obj" );
252
253    //((Playable*)fps)->setPlayDirection(  0, 0, 1, 0 );
254  }
[8067]255}
[8228]256
257
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259
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