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source: code/archive/Presentation_FS16/src/orxonox/worldentities/ControllableEntity.cc @ 12373

Last change on this file since 12373 was 11208, checked in by fvultier, 9 years ago

merged discharger, thats the last one

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      Reto Grieder
26 *
27 */
28
29#include "ControllableEntity.h"
30
31#include <OgreSceneManager.h>
32#include <OgreSceneNode.h>
33
34#include "core/CoreIncludes.h"
35#include "core/config/ConfigValueIncludes.h"
36#include "core/GameMode.h"
37#include "core/XMLPort.h"
38#include "network/NetworkFunctionIncludes.h"
39
40#include "Scene.h"
41#include "infos/PlayerInfo.h"
42#include "controllers/NewHumanController.h"
43#include "graphics/Camera.h"
44#include "worldentities/CameraPosition.h"
45#include "overlays/OverlayGroup.h"
46
47namespace orxonox
48{
49    RegisterClass(ControllableEntity);
50
51    registerMemberNetworkFunction( ControllableEntity, push );
52    registerMemberNetworkFunction( ControllableEntity, setTargetInternal );
53
54    ControllableEntity::ControllableEntity(Context* context) : MobileEntity(context)
55    {
56        RegisterObject(ControllableEntity);
57
58        this->bHasLocalController_ = false;
59        this->bHasHumanController_ = false;
60
61        this->server_overwrite_ = 0;
62        this->client_overwrite_ = 0;
63        this->player_ = nullptr;
64        this->formerPlayer_ = nullptr;
65        this->playerID_ = OBJECTID_UNKNOWN;
66        this->hud_ = nullptr;
67        this->camera_ = nullptr;
68        this->xmlcontroller_ = nullptr;
69        //this->controller_ = nullptr;
70        this->reverseCamera_ = nullptr;
71        this->bDestroyWhenPlayerLeft_ = false;
72        this->cameraPositionRootNode_ = this->node_->createChildSceneNode();
73        this->currentCameraPosition_ = nullptr;
74        this->bMouseLook_ = false;
75        this->mouseLookSpeed_ = 200;
76
77        this->server_position_         = Vector3::ZERO;
78        this->client_position_         = Vector3::ZERO;
79        this->server_linear_velocity_  = Vector3::ZERO;
80        this->client_linear_velocity_  = Vector3::ZERO;
81        this->server_orientation_      = Quaternion::IDENTITY;
82        this->client_orientation_      = Quaternion::IDENTITY;
83        this->server_angular_velocity_ = Vector3::ZERO;
84        this->client_angular_velocity_ = Vector3::ZERO;
85
86        this->setConfigValues();
87        this->setPriority( Priority::VeryHigh );
88        this->registerVariables();
89        this->team_ = -1;
90    }
91
92    ControllableEntity::~ControllableEntity()
93    {
94        if (this->isInitialized())
95        {
96            this->bDestroyWhenPlayerLeft_ = false;
97
98            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
99                this->getPlayer()->stopControl();
100
101            if (this->xmlcontroller_)
102                this->xmlcontroller_->destroy();
103
104            if (this->hud_)
105                this->hud_->destroy();
106
107            if (this->camera_)
108                this->camera_->destroy();
109
110            for (CameraPosition* cameraPosition : this->cameraPositions_)
111                cameraPosition->destroy();
112
113            if (this->getScene()->getSceneManager())
114                this->getScene()->getSceneManager()->destroySceneNode(this->cameraPositionRootNode_->getName());
115        }
116    }
117
118    void ControllableEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
119    {
120        SUPER(ControllableEntity, XMLPort, xmlelement, mode);
121
122        XMLPortParam(ControllableEntity, "team", setTeam, getTeam, xmlelement, mode).defaultValues(-1);
123        XMLPortParam(ControllableEntity, "hudtemplate", setHudTemplate, getHudTemplate, xmlelement, mode);
124        XMLPortParam(ControllableEntity, "camerapositiontemplate", setCameraPositionTemplate, getCameraPositionTemplate, xmlelement, mode);
125
126        XMLPortObject(ControllableEntity, CameraPosition, "camerapositions", addCameraPosition, getCameraPosition, xmlelement, mode);
127        XMLPortObject(ControllableEntity, Controller,     "controller",      setXMLController,  getXMLController,  xmlelement, mode);
128    }
129
130    void ControllableEntity::setConfigValues()
131    {
132        SetConfigValue(mouseLookSpeed_, 3.0f);
133    }
134
135    void ControllableEntity::preDestroy()
136    {
137        // HACK - solve this clean and without preDestroy hook for multiplayer where removePlayer() isn't called
138        if (this->isInitialized() && this->bHasLocalController_ && this->bHasHumanController_)
139            this->stopLocalHumanControl();
140    }
141
142    void ControllableEntity::addCameraPosition(CameraPosition* position)
143    {
144        if (!position->getIsAbsolute())
145        {
146            if (position->getAllowMouseLook())
147                position->attachToNode(this->cameraPositionRootNode_);
148            else
149                this->attach(position);
150        }
151        else
152        {
153            WorldEntity* parent = this->getParent();
154            if (parent)
155                parent->attach(position);
156        }
157
158        if (!position->getRenderCamera())
159            this->cameraPositions_.push_back(position);
160        else
161            this->setReverseCamera(position);
162    }
163
164    CameraPosition* ControllableEntity::getCameraPosition(unsigned int index) const
165    {
166        unsigned int i = 0;
167        for (CameraPosition* cameraPosition : this->cameraPositions_)
168        {
169            if (i == index)
170                return cameraPosition;
171            ++i;
172        }
173        return nullptr;
174    }
175
176    unsigned int ControllableEntity::getCurrentCameraIndex() const
177    {
178        if (this->cameraPositions_.size() <= 0)
179            return 0;
180
181        unsigned int counter = 0;
182        for (CameraPosition* cameraPosition : this->cameraPositions_)
183        {
184            if (cameraPosition == this->currentCameraPosition_)
185                break;
186            counter++;
187        }
188        if (counter >= this->cameraPositions_.size())
189            return 0;
190
191        return counter;
192    }
193
194    bool ControllableEntity::setCameraPosition(unsigned int index)
195    {
196        if(this->camera_ != nullptr && this->cameraPositions_.size() > 0)
197        {
198            if(index >= this->cameraPositions_.size())
199                index = 0;
200
201            CameraPosition* position = this->getCameraPosition(index);
202            position->attachCamera(this->camera_);
203            this->currentCameraPosition_ = position;
204            return true;
205        }
206
207        return false;
208    }
209
210    void ControllableEntity::switchCamera()
211    {
212        if (this->camera_)
213        {
214            if (this->camera_->getParent() == this && this->cameraPositions_.size() > 0)
215            {
216                this->cameraPositions_.front()->attachCamera(this->camera_);
217                this->currentCameraPosition_ = this->cameraPositions_.front();
218            }
219            else if (this->cameraPositions_.size() > 0)
220            {
221                for (std::list<StrongPtr<CameraPosition>>::const_iterator it = this->cameraPositions_.begin(); it != this->cameraPositions_.end(); ++it)
222                {
223                    if ((*it) == this->camera_->getParent())
224                    {
225                        ++it;
226                        if (it != this->cameraPositions_.end())
227                        {
228                            (*it)->attachCamera(this->camera_);
229                            this->currentCameraPosition_ = *it;
230                        }
231                        else
232                        {
233                            (*this->cameraPositions_.begin())->attachCamera(this->camera_);
234                            this->currentCameraPosition_ = *this->cameraPositions_.begin();
235                        }
236                        break;
237                    }
238                }
239            }
240            else
241            {
242                this->camera_->attachToNode(this->cameraPositionRootNode_);
243                this->currentCameraPosition_ = nullptr;
244            }
245
246            // disable mouse look if the new camera position doesn't allow it
247            if (this->currentCameraPosition_ && !this->currentCameraPosition_->getAllowMouseLook() && this->bMouseLook_)
248                this->mouseLook();
249
250            // disable drag if in mouse look
251            if (this->bMouseLook_)
252                this->getCamera()->setDrag(false);
253        }
254    }
255
256    void ControllableEntity::mouseLook()
257    {
258        // enable mouse look only if allowed - disabling it works always
259        if (this->currentCameraPosition_ && (this->currentCameraPosition_->getAllowMouseLook() || this->bMouseLook_))
260        {
261            this->bMouseLook_ = !this->bMouseLook_;
262
263            if (!this->bMouseLook_)
264            {
265                this->cameraPositionRootNode_->setOrientation(Quaternion::IDENTITY);
266                this->cameraPositionRootNode_->_update(true, false); // update the camera node because otherwise the camera will drag back in position which looks strange
267
268                NewHumanController* controller = orxonox_cast<NewHumanController*>(this->getController());
269                if (controller)
270                    controller->centerCursor();
271            }
272
273            if (this->getCamera())
274            {
275                if (!this->bMouseLook_ && this->currentCameraPosition_->getDrag())
276                    this->getCamera()->setDrag(true);
277                else
278                    this->getCamera()->setDrag(false);
279            }
280        }
281    }
282
283    void ControllableEntity::rotateYaw(const Vector2& value)
284    {
285        if (this->bMouseLook_)
286            this->cameraPositionRootNode_->yaw(Radian(value.y * this->mouseLookSpeed_), Ogre::Node::TS_LOCAL);
287    }
288
289    void ControllableEntity::rotatePitch(const Vector2& value)
290    {
291        if (this->bMouseLook_)
292            this->cameraPositionRootNode_->pitch(Radian(value.y * this->mouseLookSpeed_), Ogre::Node::TS_LOCAL);
293    }
294
295    void ControllableEntity::rotateRoll(const Vector2& value)
296    {
297        if (this->bMouseLook_)
298            this->cameraPositionRootNode_->roll(Radian(value.y * this->mouseLookSpeed_), Ogre::Node::TS_LOCAL);
299    }
300
301    void ControllableEntity::push(unsigned int firemode)
302    {
303        if(GameMode::isMaster())
304        {
305            this->pushed(firemode);
306        }
307        else
308        {
309            callMemberNetworkFunction(&ControllableEntity::push, this->getObjectID(), 0, firemode);
310        }
311    }
312
313    void ControllableEntity::release(unsigned int firemode)
314    {
315        if(GameMode::isMaster())
316        {
317            this->released(firemode);
318        }
319        else
320        {
321            callMemberNetworkFunction(&ControllableEntity::release, this->getObjectID(), 0, firemode);
322        }
323    }
324
325    void ControllableEntity::setController(Controller* val)
326    {
327        this->controller_ = val;
328    }
329
330    void ControllableEntity::setTarget( WorldEntity* target )
331    {
332        this->target_ = target;
333        if ( !GameMode::isMaster() )
334        {
335            if ( target != nullptr )
336            {
337                callMemberNetworkFunction(&ControllableEntity::setTargetInternal, this->getObjectID(), 0, target->getObjectID() );
338            }
339           else
340           {
341                callMemberNetworkFunction(&ControllableEntity::setTargetInternal, this->getObjectID(), 0, OBJECTID_UNKNOWN );
342           }
343        }
344    }
345
346    void ControllableEntity::setTargetInternal( uint32_t targetID )
347    {
348        this->setTarget( orxonox_cast<WorldEntity*>(Synchronisable::getSynchronisable(targetID)) );
349    }
350
351    void ControllableEntity::setPlayer(PlayerInfo* player)
352    {
353        if (!player)
354        {
355            this->removePlayer();
356            return;
357        }
358
359        this->player_ = player;
360        this->formerPlayer_ = player;
361        this->playerID_ = player->getObjectID();
362        this->bHasLocalController_ = player->isLocalPlayer();
363        this->bHasHumanController_ = player->isHumanPlayer();
364        if(controller_ != nullptr)
365            this->team_ = controller_->getTeam(); // forward controller team number
366
367        if (this->bHasLocalController_ && this->bHasHumanController_)
368        {
369            this->startLocalHumanControl();
370
371            if (!GameMode::isMaster())
372            {
373                this->client_overwrite_ = this->server_overwrite_;
374                this->setSyncMode(ObjectDirection::Bidirectional);
375            }
376        }
377
378        this->changedPlayer();
379    }
380
381    void ControllableEntity::removePlayer()
382    {
383        if (this->bHasLocalController_ && this->bHasHumanController_)
384            this->stopLocalHumanControl();
385
386        this->player_ = nullptr;
387        this->playerID_ = OBJECTID_UNKNOWN;
388        this->bHasLocalController_ = false;
389        this->bHasHumanController_ = false;
390        this->setSyncMode(ObjectDirection::ToClient);
391
392        this->changedPlayer();
393
394        if (this->bDestroyWhenPlayerLeft_)
395            this->destroy();
396    }
397
398    void ControllableEntity::networkcallback_changedplayerID()
399    {
400        // just do this in case the entity wasn't yet synchronized when the corresponding PlayerInfo got our objectID
401        if (this->playerID_ != OBJECTID_UNKNOWN)
402        {
403            this->player_ = orxonox_cast<PlayerInfo*>(Synchronisable::getSynchronisable(this->playerID_));
404            if (this->player_ && (this->player_->getControllableEntity() != this))
405                this->player_->startControl(this);
406        }
407    }
408
409    void ControllableEntity::startLocalHumanControl()
410    {
411        if (!this->camera_ && GameMode::showsGraphics())
412        {
413            this->camera_ = new Camera(this->getContext());
414            this->camera_->requestFocus();
415            if (!this->cameraPositionTemplate_.empty())
416                this->addTemplate(this->cameraPositionTemplate_);
417            if (this->cameraPositions_.size() > 0)
418            {
419                this->cameraPositions_.front()->attachCamera(this->camera_);
420                this->currentCameraPosition_ = this->cameraPositions_.front();
421            }
422            else
423            {
424                this->camera_->attachToNode(this->cameraPositionRootNode_);
425                this->currentCameraPosition_ = nullptr;
426            }
427        }
428
429        this->createHud();
430    }
431
432    // HACK-ish
433    void ControllableEntity::createHud(void)
434    {
435        if (!this->hud_ && GameMode::showsGraphics())
436        {
437            if (!this->hudtemplate_.empty())
438            {
439                this->hud_ = new OverlayGroup(this->getContext());
440                this->hud_->addTemplate(this->hudtemplate_);
441                this->hud_->setOwner(this);
442            }
443        }
444    }
445
446    void ControllableEntity::destroyHud(void)
447    {
448        if (this->hud_ != nullptr)
449        {
450            this->hud_->destroy();
451            this->hud_ = nullptr;
452        }
453    }
454
455    void ControllableEntity::stopLocalHumanControl()
456    {
457        if (this->camera_)
458        {
459            this->camera_->detachFromParent();
460            this->camera_->destroy();
461            this->camera_ = nullptr;
462        }
463
464        if (this->hud_)
465        {
466            this->hud_->destroy();
467            this->hud_ = nullptr;
468        }
469    }
470
471    void ControllableEntity::setXMLController(Controller* controller)
472    {
473        if (!this->xmlcontroller_)
474        {
475            this->xmlcontroller_ = controller;
476            this->bHasLocalController_ = true;
477            this->xmlcontroller_->setControllableEntity(this);
478            this->team_ = this->xmlcontroller_->getTeam(); //forward the team number
479        }
480        else
481            orxout(internal_warning) << "ControllableEntity \"" << this->getName() << "\" already has a Controller." << endl;
482    }
483
484    void ControllableEntity::parentChanged()
485    {
486        WorldEntity::parentChanged();
487
488        WorldEntity* parent = this->getParent();
489        if (parent)
490        {
491            for (CameraPosition* cameraPosition : this->cameraPositions_)
492                if (cameraPosition->getIsAbsolute())
493                    parent->attach(cameraPosition);
494        }
495    }
496
497    void ControllableEntity::tick(float dt)
498    {
499        MobileEntity::tick(dt);
500
501        if (this->isActive())
502        {
503            // Check whether Bullet doesn't do the physics for us
504            if (!this->isDynamic())
505            {
506                if (GameMode::isMaster())
507                {
508                    this->server_position_ = this->getPosition();
509                    this->server_orientation_ = this->getOrientation();
510                    this->server_linear_velocity_ = this->getVelocity();
511                    this->server_angular_velocity_ = this->getAngularVelocity();
512                }
513                else if (this->bHasLocalController_)
514                {
515                    this->client_position_ = this->getPosition();
516                    this->client_orientation_ = this->getOrientation();
517                    this->client_linear_velocity_ = this->getVelocity();
518                    this->client_angular_velocity_ = this->getAngularVelocity();
519                }
520            }
521        }
522    }
523
524    void ControllableEntity::registerVariables()
525    {
526        registerVariable(this->cameraPositionTemplate_,  VariableDirection::ToClient);
527        registerVariable(this->hudtemplate_,             VariableDirection::ToClient);
528
529        registerVariable(this->server_position_,         VariableDirection::ToClient, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processServerPosition));
530        registerVariable(this->server_linear_velocity_,  VariableDirection::ToClient, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processServerLinearVelocity));
531        registerVariable(this->server_orientation_,      VariableDirection::ToClient, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processServerOrientation));
532        registerVariable(this->server_angular_velocity_, VariableDirection::ToClient, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processServerAngularVelocity));
533
534        registerVariable(this->server_overwrite_,        VariableDirection::ToClient, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processOverwrite));
535        registerVariable(this->client_overwrite_,        VariableDirection::ToServer);
536
537        registerVariable(this->client_position_,         VariableDirection::ToServer, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processClientPosition));
538        registerVariable(this->client_linear_velocity_,  VariableDirection::ToServer, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processClientLinearVelocity));
539        registerVariable(this->client_orientation_,      VariableDirection::ToServer, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processClientOrientation));
540        registerVariable(this->client_angular_velocity_, VariableDirection::ToServer, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::processClientAngularVelocity));
541
542
543        registerVariable(this->playerID_,                VariableDirection::ToClient, new NetworkCallback<ControllableEntity>(this, &ControllableEntity::networkcallback_changedplayerID));
544    }
545
546    void ControllableEntity::processServerPosition()
547    {
548        if (!this->bHasLocalController_)
549            MobileEntity::setPosition(this->server_position_);
550    }
551
552    void ControllableEntity::processServerLinearVelocity()
553    {
554        if (!this->bHasLocalController_)
555            MobileEntity::setVelocity(this->server_linear_velocity_);
556    }
557
558    void ControllableEntity::processServerOrientation()
559    {
560        if (!this->bHasLocalController_)
561            MobileEntity::setOrientation(this->server_orientation_);
562    }
563
564    void ControllableEntity::processServerAngularVelocity()
565    {
566        if (!this->bHasLocalController_)
567            MobileEntity::setAngularVelocity(this->server_angular_velocity_);
568    }
569
570    void ControllableEntity::processOverwrite()
571    {
572        if (this->bHasLocalController_)
573        {
574            this->setPosition(this->server_position_);
575            this->setOrientation(this->server_orientation_);
576            this->setVelocity(this->server_linear_velocity_);
577            this->setAngularVelocity(this->server_angular_velocity_);
578
579            this->client_overwrite_ = this->server_overwrite_;
580        }
581    }
582
583    void ControllableEntity::processClientPosition()
584    {
585        if (this->server_overwrite_ == this->client_overwrite_)
586        {
587            MobileEntity::setPosition(this->client_position_);
588            this->server_position_ = this->getPosition();
589        }
590    }
591
592    void ControllableEntity::processClientLinearVelocity()
593    {
594        if (this->server_overwrite_ == this->client_overwrite_)
595        {
596            MobileEntity::setVelocity(this->client_linear_velocity_);
597            this->server_linear_velocity_ = this->getVelocity();
598        }
599    }
600
601    void ControllableEntity::processClientOrientation()
602    {
603        if (this->server_overwrite_ == this->client_overwrite_)
604        {
605            MobileEntity::setOrientation(this->client_orientation_);
606            this->server_orientation_ = this->getOrientation();
607        }
608    }
609
610    void ControllableEntity::processClientAngularVelocity()
611    {
612        if (this->server_overwrite_ == this->client_overwrite_)
613        {
614            MobileEntity::setAngularVelocity(this->client_angular_velocity_);
615            this->server_angular_velocity_ = this->getAngularVelocity();
616        }
617    }
618
619    void ControllableEntity::setPosition(const Vector3& position)
620    {
621        if (GameMode::isMaster())
622        {
623            MobileEntity::setPosition(position);
624            this->server_position_ = this->getPosition();
625            ++this->server_overwrite_;
626        }
627        else if (this->bHasLocalController_)
628        {
629            MobileEntity::setPosition(position);
630            this->client_position_ = this->getPosition();
631        }
632    }
633
634    void ControllableEntity::setOrientation(const Quaternion& orientation)
635    {
636        if (GameMode::isMaster())
637        {
638            MobileEntity::setOrientation(orientation);
639            this->server_orientation_ = this->getOrientation();
640            ++this->server_overwrite_;
641        }
642        else if (this->bHasLocalController_)
643        {
644            MobileEntity::setOrientation(orientation);
645            this->client_orientation_ = this->getOrientation();
646        }
647    }
648
649    void ControllableEntity::setVelocity(const Vector3& velocity)
650    {
651        if (GameMode::isMaster())
652        {
653            MobileEntity::setVelocity(velocity);
654            this->server_linear_velocity_ = this->getVelocity();
655            ++this->server_overwrite_;
656        }
657        else if (this->bHasLocalController_)
658        {
659            MobileEntity::setVelocity(velocity);
660            this->client_linear_velocity_ = this->getVelocity();
661        }
662    }
663
664    void ControllableEntity::setAngularVelocity(const Vector3& velocity)
665    {
666        if (GameMode::isMaster())
667        {
668            MobileEntity::setAngularVelocity(velocity);
669            this->server_angular_velocity_ = this->getAngularVelocity();
670            ++this->server_overwrite_;
671        }
672        else if (this->bHasLocalController_)
673        {
674            MobileEntity::setAngularVelocity(velocity);
675            this->client_angular_velocity_ = this->getAngularVelocity();
676        }
677    }
678
679    void ControllableEntity::setWorldTransform(const btTransform& worldTrans)
680    {
681        MobileEntity::setWorldTransform(worldTrans);
682        if (GameMode::isMaster())
683        {
684            this->server_position_ = this->getPosition();
685            this->server_orientation_ = this->getOrientation();
686            this->server_linear_velocity_ = this->getVelocity();
687            this->server_angular_velocity_ = this->getAngularVelocity();
688        }
689        else if (this->bHasLocalController_)
690        {
691            this->client_position_ = this->getPosition();
692            this->client_orientation_ = this->getOrientation();
693            this->client_linear_velocity_ = this->getVelocity();
694            this->client_angular_velocity_ = this->getAngularVelocity();
695        }
696    }
697}
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