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source: code/branches/menue/src/orxonox/worldentities/pawns/FpsPlayer.h @ 9215

Last change on this file since 9215 was 8975, checked in by baermatt, 13 years ago

Made jumping work again in FPS mode.

  • Property svn:eol-style set to native
File size: 3.3 KB
Line 
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 *      Cyrill Frei
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _FpsPlayer_H__
30#define _FpsPlayer_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <string>
35#include <LinearMath/btVector3.h>
36#include "util/Math.h"
37#include "tools/Mesh.h"
38#include "Pawn.h"
39
40namespace orxonox
41{
42    class _OrxonoxExport FpsPlayer : public Pawn
43    {
44        public:
45            FpsPlayer(BaseObject* creator);
46            virtual ~FpsPlayer();
47
48            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
49            virtual void tick(float dt);
50            void registerVariables();
51            void setConfigValues();
52
53            virtual void moveFrontBack(const Vector2& value);
54            virtual void moveRightLeft(const Vector2& value);
55            virtual void moveUpDown(const Vector2& value);
56
57            virtual void rotateYaw(const Vector2& value);
58            virtual void rotatePitch(const Vector2& value);
59            virtual void rotateRoll(const Vector2& value);
60
61
62            inline void setMeshSource(const std::string& meshname)
63                { this->meshSrc_ = meshname; this->changedMesh(); }
64            inline const std::string& getMeshSource() const
65                { return this->meshSrc_; }
66
67            void boost(bool bBoost); //acctually jump
68
69            virtual void fire();
70
71            bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint);
72
73            virtual void addedWeaponPack(WeaponPack* wPack);
74
75        protected:
76            virtual void setPlayer(PlayerInfo* player);
77            virtual void startLocalHumanControl();
78            bool bInvertYAxis_;
79
80            bool bBoost_;
81            bool bPermanentBoost_;
82            Vector3 steering_;
83            float primaryThrust_;
84            float auxilaryThrust_;
85            float rotationThrust_;
86            std::string weaponMashName_;
87            btVector3 localLinearAcceleration_;
88            btVector3 localAngularAcceleration_;
89
90        private:
91            virtual bool isCollisionTypeLegal(WorldEntity::CollisionType type) const;
92            float speed_;
93
94            void changedMesh();
95            Mesh mesh_;
96            std::string meshSrc_;
97            float yaw_;
98            float pitch_;
99            float roll_;
100            Vector3 localVelocity_;
101            bool isFloor_;
102            bool thisTickBoost_;
103            Quaternion savedOrientation_;
104            Ogre::SceneNode* weaponNode_;
105    };
106}
107
108#endif /* _FpsPlayer_H__ */
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