1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Cyrill Frei |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "FpsPlayer.h" |
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30 | |
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31 | #include <OgreSceneNode.h> |
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32 | #include <BulletDynamics/Dynamics/btRigidBody.h> |
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33 | #include <LinearMath/btVector3.h> |
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34 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> |
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35 | #include <OgreSceneManager.h> |
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36 | #include <OgreSceneNode.h> |
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37 | #include <OgreEntity.h> |
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38 | |
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39 | #include "core/CoreIncludes.h" |
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40 | #include "core/config/ConfigValueIncludes.h" |
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41 | #include "core/Template.h" |
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42 | #include "core/XMLPort.h" |
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43 | #include "items/Engine.h" |
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44 | #include "Scene.h" |
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45 | #include "weaponsystem/WeaponPack.h" |
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46 | #include "weaponsystem/WeaponSlot.h" |
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47 | #include "weaponsystem/Weapon.h" |
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48 | |
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49 | #include <cmath> |
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50 | |
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51 | namespace orxonox |
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52 | { |
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53 | const float orientationGain_ = 100; |
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54 | const float jumpValue_ = 300; |
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55 | RegisterClass(FpsPlayer); |
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56 | |
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57 | FpsPlayer::FpsPlayer(Context* context) : Pawn(context) |
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58 | { |
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59 | RegisterObject(FpsPlayer); |
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60 | this->speed_ = 200; |
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61 | this->localVelocity_ = Vector3::ZERO; |
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62 | /* |
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63 | * this->primaryThrust_ = 100; |
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64 | * this->auxilaryThrust_ = 30; |
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65 | * this->rotationThrust_ = 10; |
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66 | * |
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67 | * this->localLinearAcceleration_.setValue(0, 0, 0); |
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68 | * this->localAngularAcceleration_.setValue(0, 0, 0); |
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69 | * this->bBoost_ = false; |
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70 | * this->bPermanentBoost_ = false; |
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71 | * this->steering_ = Vector3::ZERO; |
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72 | */ |
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73 | |
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74 | |
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75 | this->bInvertYAxis_ = false; |
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76 | |
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77 | this->setDestroyWhenPlayerLeft(true); |
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78 | |
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79 | // FpsPlayer is always a physical object per default |
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80 | // Be aware of this call: The collision type legality check will not reach derived classes! |
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81 | this->setCollisionType(WorldEntity::Dynamic); |
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82 | // Get notification about collisions |
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83 | this->enableCollisionCallback(); |
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84 | |
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85 | this->setConfigValues(); |
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86 | this->registerVariables(); |
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87 | |
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88 | //this->weaponNode = this->cameraPositionRootNode_; |
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89 | this->weaponNode_ = this->getScene()->getRootSceneNode()->createChildSceneNode(); |
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90 | this->attachNode(this->weaponNode_); |
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91 | } |
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92 | |
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93 | FpsPlayer::~FpsPlayer() |
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94 | { |
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95 | if (this->isInitialized()) |
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96 | { |
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97 | if (this->mesh_.getEntity()) |
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98 | this->detachOgreObject(this->mesh_.getEntity()); |
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99 | |
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100 | if (this->weaponNode_ && this->getScene()->getSceneManager()) |
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101 | this->getScene()->getSceneManager()->destroySceneNode(this->weaponNode_->getName()); |
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102 | } |
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103 | } |
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104 | |
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105 | void FpsPlayer::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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106 | { |
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107 | SUPER(FpsPlayer, XMLPort, xmlelement, mode); |
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108 | |
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109 | XMLPortParamVariable(FpsPlayer, "primaryThrust", primaryThrust_, xmlelement, mode); |
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110 | XMLPortParamVariable(FpsPlayer, "auxilaryThrust", auxilaryThrust_, xmlelement, mode); |
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111 | XMLPortParamVariable(FpsPlayer, "rotationThrust", rotationThrust_, xmlelement, mode); |
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112 | XMLPortParam(FpsPlayer, "weapon", setMeshSource, getMeshSource, xmlelement, mode); |
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113 | } |
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114 | |
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115 | void FpsPlayer::registerVariables() |
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116 | { |
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117 | registerVariable(this->primaryThrust_, VariableDirection::ToClient); |
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118 | registerVariable(this->auxilaryThrust_, VariableDirection::ToClient); |
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119 | registerVariable(this->rotationThrust_, VariableDirection::ToClient); |
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120 | registerVariable(this->weaponMashName_, VariableDirection::ToClient); |
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121 | } |
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122 | |
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123 | |
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124 | |
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125 | void FpsPlayer::setConfigValues() |
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126 | { |
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127 | SetConfigValue(bInvertYAxis_, false).description("Set this to true for joystick-like mouse behaviour (mouse up = targetting down)."); |
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128 | } |
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129 | |
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130 | bool FpsPlayer::isCollisionTypeLegal(WorldEntity::CollisionType type) const |
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131 | { |
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132 | if (type != WorldEntity::Dynamic) |
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133 | { |
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134 | orxout(internal_warning) << "Cannot tell a FpsPlayer not to be dynamic! Ignoring." << endl; |
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135 | assert(false); // Only in debug mode |
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136 | return false; |
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137 | } |
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138 | else |
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139 | return true; |
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140 | } |
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141 | |
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142 | void FpsPlayer::tick(float dt) |
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143 | { |
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144 | if (this->hasLocalController()) |
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145 | { |
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146 | this->setOrientation(savedOrientation_); |
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147 | |
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148 | this->thisTickBoost_ = false; |
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149 | |
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150 | float localSpeedSquared = this->localVelocity_.squaredLength(); |
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151 | float localSpeed; |
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152 | if (localSpeedSquared > 1.0) |
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153 | localSpeed = this->speed_ / sqrtf(localSpeedSquared); |
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154 | else |
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155 | localSpeed = this->speed_; |
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156 | |
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157 | this->localVelocity_.x *= localSpeed; |
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158 | this->localVelocity_.z *= localSpeed; |
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159 | Vector3 temp = this->getOrientation() * this->localVelocity_; |
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160 | if (localVelocity_.y == jumpValue_) |
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161 | this->setVelocity(Vector3(temp.x, temp.y + this->getVelocity().y, temp.z)); |
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162 | else |
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163 | this->setVelocity(Vector3(temp.x, this->getVelocity().y, temp.z)); |
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164 | this->localVelocity_.x = 0; |
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165 | this->localVelocity_.y = 0; |
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166 | this->localVelocity_.z = 0; |
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167 | |
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168 | if (!this->isInMouseLook()) |
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169 | { |
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170 | this->yaw(Radian(this->yaw_ * this->getMouseLookSpeed()), WorldEntity::Parent); |
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171 | |
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172 | Radian pitch = this->cameraPositionRootNode_->getOrientation().getPitch(); |
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173 | if (pitch < Radian(math::pi_2) && pitch > Radian(-math::pi_2)) |
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174 | { |
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175 | this->cameraPositionRootNode_->pitch(Radian(this->pitch_ * this->getMouseLookSpeed())); |
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176 | } |
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177 | else if (pitch < Radian(-math::pi_2)) |
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178 | { |
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179 | if (this->pitch_ > 0.0f) |
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180 | this->cameraPositionRootNode_->pitch(Radian(this->pitch_ * this->getMouseLookSpeed())); |
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181 | else if (pitch < Radian(-math::pi_2)) |
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182 | this->cameraPositionRootNode_->pitch(-pitch + Radian(-math::pi_2)); |
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183 | } |
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184 | else if (pitch > Radian(math::pi_2)) |
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185 | { |
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186 | if (this->pitch_ < 0.0f) |
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187 | this->cameraPositionRootNode_->pitch(Radian(this->pitch_ * this->getMouseLookSpeed())); |
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188 | else if (pitch > Radian(math::pi_2)) |
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189 | this->cameraPositionRootNode_->pitch(-pitch + Radian(math::pi_2)); |
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190 | } |
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191 | this->weaponNode_->setOrientation(this->cameraPositionRootNode_->getOrientation()); |
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192 | } |
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193 | |
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194 | this->yaw_ = this->pitch_ = this->roll_ = 0; |
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195 | |
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196 | this->setAngularVelocity(0.0, 0.0, 0.0); |
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197 | this->savedOrientation_ = this->getOrientation(); |
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198 | } |
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199 | |
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200 | SUPER(FpsPlayer, tick, dt); |
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201 | } |
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202 | |
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203 | void FpsPlayer::changedMesh() |
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204 | { |
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205 | if (GameMode::showsGraphics()) |
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206 | { |
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207 | if (this->mesh_.getEntity()) |
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208 | this->weaponNode_->detachObject(this->mesh_.getEntity()); |
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209 | |
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210 | this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_); |
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211 | |
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212 | if (this->mesh_.getEntity()) |
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213 | { |
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214 | this->weaponNode_->attachObject(this->mesh_.getEntity()); |
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215 | } |
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216 | } |
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217 | } |
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218 | |
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219 | void FpsPlayer::setPlayer(PlayerInfo* player) |
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220 | { |
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221 | ControllableEntity::setPlayer(player); |
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222 | |
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223 | // this->setSyncMode(ObjectDirection::ToClient); |
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224 | } |
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225 | |
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226 | void FpsPlayer::startLocalHumanControl() |
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227 | { |
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228 | ControllableEntity::startLocalHumanControl(); |
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229 | } |
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230 | |
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231 | void FpsPlayer::moveFrontBack(const Vector2& value) |
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232 | { |
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233 | this->localVelocity_.z -= value.x; |
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234 | } |
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235 | |
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236 | |
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237 | void FpsPlayer::moveRightLeft(const Vector2& value) |
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238 | { |
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239 | this->localVelocity_.x += value.x; |
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240 | } |
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241 | |
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242 | void FpsPlayer::moveUpDown(const Vector2& value) |
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243 | { |
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244 | //this->localVelocity_.y += value.x; |
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245 | } |
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246 | |
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247 | void FpsPlayer::rotateYaw(const Vector2& value) |
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248 | { |
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249 | this->yaw_ += value.y; |
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250 | |
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251 | ControllableEntity::rotateYaw(value); |
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252 | } |
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253 | |
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254 | void FpsPlayer::rotatePitch(const Vector2& value) |
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255 | { |
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256 | this->pitch_ += value.y; |
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257 | |
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258 | ControllableEntity::rotatePitch(value); |
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259 | } |
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260 | |
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261 | void FpsPlayer::rotateRoll(const Vector2& value) |
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262 | { |
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263 | this->roll_ += value.y; |
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264 | |
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265 | ControllableEntity::rotateRoll(value); |
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266 | } |
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267 | |
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268 | void FpsPlayer::fire() |
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269 | { |
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270 | } |
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271 | |
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272 | void FpsPlayer::boost(bool bBoost) //acctually jump |
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273 | { |
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274 | if (this->isFloor_) |
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275 | { |
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276 | if (!this->thisTickBoost_) |
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277 | this->localVelocity_.y = jumpValue_; |
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278 | //this->physicalBody_->applyCentralImpulse(btVector3(0, jumpvalue, 0)); |
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279 | this->thisTickBoost_ = true; |
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280 | this->isFloor_ = false; |
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281 | } |
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282 | } |
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283 | |
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284 | bool FpsPlayer::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) |
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285 | { |
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286 | if (contactPoint.m_normalWorldOnB.y() > 0.6) |
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287 | this->isFloor_ = true; |
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288 | else |
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289 | this->isFloor_ = false; |
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290 | |
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291 | return false; |
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292 | } |
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293 | |
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294 | void FpsPlayer::addedWeaponPack(WeaponPack* wPack) |
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295 | { |
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296 | for (size_t i = 0; i < wPack->getNumWeapons(); ++i) |
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297 | { |
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298 | Weapon* weapon = wPack->getWeapon(i); |
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299 | if (weapon->getWeaponSlot()) |
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300 | { |
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301 | weapon->getWeaponSlot()->removeWeapon(); |
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302 | weapon->detachFromParent(); |
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303 | weapon->attachToNode(this->weaponNode_); |
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304 | } |
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305 | } |
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306 | } |
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307 | } |
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