/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Michael Wirth * Co-authors: * ... * */ #include "NewHumanController.h" #include #include #include #include #include #include #include "core/CoreIncludes.h" #include "core/command/ConsoleCommand.h" #include "core/input/KeyBinder.h" #include "core/input/KeyBinderManager.h" #include "worldentities/ControllableEntity.h" #include "worldentities/pawns/Pawn.h" #include "infos/PlayerInfo.h" #include "overlays/OrxonoxOverlay.h" #include "graphics/Camera.h" #include "sound/SoundManager.h" #include "tools/BulletConversions.h" #include "Scene.h" namespace orxonox { SetConsoleCommand("NewHumanController", "changeMode", &NewHumanController::changeMode).keybindMode(KeybindMode::OnPress); //disabled SetConsoleCommand("NewHumanController", "accelerate", &NewHumanController::accelerate).keybindMode(KeybindMode::OnPress); SetConsoleCommand("NewHumanController", "decelerate", &NewHumanController::decelerate).keybindMode(KeybindMode::OnPress); SetConsoleCommand("NewHumanController", "unfire", &NewHumanController::unfire ).keybindMode(KeybindMode::OnRelease).addShortcut(); CreateUnloadableFactory(NewHumanController); NewHumanController* NewHumanController::localController_s = 0; NewHumanController::NewHumanController(BaseObject* creator) : HumanController(creator) , crossHairOverlay_(NULL) , centerOverlay_(NULL) , damageOverlayTop_(NULL) , damageOverlayRight_(NULL) , damageOverlayBottom_(NULL) , damageOverlayLeft_(NULL) , damageOverlayTT_(0) , damageOverlayTR_(0) , damageOverlayTB_(0) , damageOverlayTL_(0) , arrowsOverlay1_(NULL) , arrowsOverlay2_(NULL) , arrowsOverlay3_(NULL) , arrowsOverlay4_(NULL) { RegisterObject(NewHumanController); overlaySize_ = 0.08f; arrowsSize_ = 0.4f; damageOverlayTime_ = 0.6f; controlMode_ = 0; acceleration_ = 0; accelerating_ = false; firemode_ = -1; showArrows_ = true; showOverlays_ = false; showDamageOverlay_ = true; //currentPitch_ = 1; //currentYaw_ = 1; if (GameMode::showsGraphics()) { crossHairOverlay_ = new OrxonoxOverlay(this); crossHairOverlay_->setBackgroundMaterial("Orxonox/Crosshair3"); crossHairOverlay_->setSize(Vector2(overlaySize_, overlaySize_)); crossHairOverlay_->hide(); //crossHairOverlay_->setAspectCorrection(true); not working centerOverlay_ = new OrxonoxOverlay(this); centerOverlay_->setBackgroundMaterial("Orxonox/CenterOverlay"); centerOverlay_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f)); centerOverlay_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f)); centerOverlay_->hide(); if (showDamageOverlay_) { damageOverlayTop_ = new OrxonoxOverlay(this); damageOverlayTop_->setBackgroundMaterial("Orxonox/DamageOverlayTop"); damageOverlayTop_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f)); damageOverlayTop_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f)); damageOverlayTop_->hide(); damageOverlayRight_ = new OrxonoxOverlay(this); damageOverlayRight_->setBackgroundMaterial("Orxonox/DamageOverlayRight"); damageOverlayRight_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f)); damageOverlayRight_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f)); damageOverlayRight_->hide(); damageOverlayBottom_ = new OrxonoxOverlay(this); damageOverlayBottom_->setBackgroundMaterial("Orxonox/DamageOverlayBottom"); damageOverlayBottom_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f)); damageOverlayBottom_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f)); damageOverlayBottom_->hide(); damageOverlayLeft_ = new OrxonoxOverlay(this); damageOverlayLeft_->setBackgroundMaterial("Orxonox/DamageOverlayLeft"); damageOverlayLeft_->setSize(Vector2(overlaySize_ * 2.5f, overlaySize_ * 2.5f)); damageOverlayLeft_->setPosition(Vector2(0.5f - overlaySize_*2.5f/2.0f, 0.5f - overlaySize_*2.5f/2.0f)); damageOverlayLeft_->hide(); } if (showArrows_) { arrowsOverlay1_ = new OrxonoxOverlay(this); arrowsOverlay1_->setBackgroundMaterial("Orxonox/DirectionArrows1"); arrowsOverlay1_->setSize(Vector2(0.02727f, 0.36f * arrowsSize_)); arrowsOverlay1_->setPickPoint(Vector2(0.5f, 0.5f)); arrowsOverlay1_->setPosition(Vector2(0.5f, 0.5f)); arrowsOverlay1_->hide(); arrowsOverlay2_ = new OrxonoxOverlay(this); arrowsOverlay2_->setBackgroundMaterial("Orxonox/DirectionArrows2"); arrowsOverlay2_->setSize(Vector2(0.02727f, 0.59f * arrowsSize_)); arrowsOverlay2_->setPickPoint(Vector2(0.5f, 0.5f)); arrowsOverlay2_->setPosition(Vector2(0.5f, 0.5f)); arrowsOverlay2_->hide(); arrowsOverlay3_ = new OrxonoxOverlay(this); arrowsOverlay3_->setBackgroundMaterial("Orxonox/DirectionArrows3"); arrowsOverlay3_->setSize(Vector2(0.02727f, 0.77f * arrowsSize_)); arrowsOverlay3_->setPickPoint(Vector2(0.5f, 0.5f)); arrowsOverlay3_->setPosition(Vector2(0.5f, 0.5f)); arrowsOverlay3_->hide(); arrowsOverlay4_ = new OrxonoxOverlay(this); arrowsOverlay4_->setBackgroundMaterial("Orxonox/DirectionArrows4"); arrowsOverlay4_->setSize(Vector2(0.02727f, arrowsSize_)); arrowsOverlay4_->setPickPoint(Vector2(0.5f, 0.5f)); arrowsOverlay4_->setPosition(Vector2(0.5f, 0.5f)); arrowsOverlay4_->hide(); } } // HACK: Define which objects are targetable when considering the creator of an orxonox::Model this->targetMask_.exclude(ClassByString("BaseObject")); this->targetMask_.include(ClassByString("WorldEntity")); this->targetMask_.exclude(ClassByString("Projectile")); NewHumanController::localController_s = this; controlPaused_ = false; //HumanController::localController_s->getControllableEntity()->getCamera()->setDrag(true); } NewHumanController::~NewHumanController() { if (this->isInitialized()) { if (this->crossHairOverlay_) this->crossHairOverlay_->destroy(); if (this->centerOverlay_) this->centerOverlay_->destroy(); if (this->arrowsOverlay1_) this->arrowsOverlay1_->destroy(); if (this->arrowsOverlay2_) this->arrowsOverlay2_->destroy(); if (this->arrowsOverlay3_) this->arrowsOverlay3_->destroy(); if (this->arrowsOverlay4_) this->arrowsOverlay4_->destroy(); if (this->damageOverlayTop_) this->damageOverlayTop_->destroy(); if (this->damageOverlayLeft_) this->damageOverlayLeft_->destroy(); if (this->damageOverlayRight_) this->damageOverlayRight_->destroy(); if (this->damageOverlayBottom_) this->damageOverlayBottom_->destroy(); } } void NewHumanController::tick(float dt) { if (GameMode::showsGraphics()) { if (this->controllableEntity_ && !this->controllableEntity_->isInMouseLook()) { this->updateTarget(); if (!controlPaused_ ) { if (this->getControllableEntity() && (this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket")))) this->showOverlays(); else if (this->getControllableEntity() && this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer"))) { this->showOverlays(); this->hideArrows(); } this->crossHairOverlay_->setPosition(Vector2(static_cast(this->currentYaw_)/2*-1+.5f-overlaySize_/2, static_cast(this->currentPitch_)/2*-1+.5f-overlaySize_/2)); if (this->controlMode_ == 0 || (this->controlMode_ == 1 && this->firemode_ == 1)) { if (this->showOverlays_ && this->showArrows_) alignArrows(); } else hideArrows(); if (this->showDamageOverlay_ && (this->damageOverlayTT_ > 0 || this->damageOverlayTR_ > 0 || this->damageOverlayTB_ > 0 || this->damageOverlayTL_ > 0)) { this->damageOverlayTT_ -= dt; this->damageOverlayTR_ -= dt; this->damageOverlayTB_ -= dt; this->damageOverlayTL_ -= dt; if (this->damageOverlayTT_ <= 0) this->damageOverlayTop_->hide(); if (this->damageOverlayTR_ <= 0) this->damageOverlayRight_->hide(); if (this->damageOverlayTB_ <= 0) this->damageOverlayBottom_->hide(); if (this->damageOverlayTL_ <= 0) this->damageOverlayLeft_->hide(); } } } else this->hideOverlays(); if (this->acceleration_ > 0) { if (this->accelerating_) HumanController::moveFrontBack(Vector2(1, 0)); else HumanController::moveFrontBack(Vector2(this->acceleration_, 0)); this->accelerating_ = false; //HumanController::moveFrontBack(Vector2(clamp(this->acceleration_ + this->currentAcceleration_, 0.0f, 1.0f), 0)); } } // Reset pitch and yaw rates // TODO: Reactivate this to fix the game pad problem with 0 input //this->currentPitch_ = 0; //this->currentYaw_ = 0; HumanController::tick(dt); } void NewHumanController::doFire(unsigned int firemode) { if (!this->controllableEntity_) return; this->firemode_ = firemode; if (firemode == 1 && this->controlMode_ == 1) { //unlocked steering, steer on right mouse click HumanController::yaw(Vector2(this->currentYaw_, 0)); HumanController::pitch(Vector2(this->currentPitch_, 0)); } else HumanController::doFire(firemode); //call for formationflight } void NewHumanController::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage) { //Used in HumanController for formationFlight HumanController::hit(originator,contactpoint,damage); if (this->showDamageOverlay_ && !this->controlPaused_ && this->controllableEntity_ && !this->controllableEntity_->isInMouseLook()) { Vector3 posA; if (originator) posA = originator->getWorldPosition(); else posA = multi_cast(contactpoint.getPositionWorldOnA()); //Vector3 posB = multi_cast(contactpoint.getPositionWorldOnB()); //posA and posB are almost identical Vector3 relativeHit = this->getControllableEntity()->getWorldOrientation().UnitInverse() * (this->getControllableEntity()->getWorldPosition() - posA); //back is z positive //x is left positive //y is down positive relativeHit.normalise(); float threshold = 0.3f; if (relativeHit.x > threshold) // Left { this->damageOverlayLeft_->show(); this->damageOverlayTL_ = this->damageOverlayTime_; //this->damageOverlayLeft_->setBackgroundAlpha(0.3); } if (relativeHit.x < -threshold) //Right { this->damageOverlayRight_->show(); this->damageOverlayTR_ = this->damageOverlayTime_; //this->damageOverlayRight_->setBackgroundAlpha(0.3); } if (relativeHit.y > threshold) //Top { this->damageOverlayBottom_->show(); this->damageOverlayTB_ = this->damageOverlayTime_; //this->damageOverlayTop_->setBackgroundAlpha(0.3); } if (relativeHit.y < -threshold) //Bottom { this->damageOverlayTop_->show(); this->damageOverlayTT_ = this->damageOverlayTime_; //this->damageOverlayBottom_->setBackgroundAlpha(0.3); } } } void NewHumanController::unfire() { if (NewHumanController::localController_s) NewHumanController::localController_s->doUnfire(); } void NewHumanController::doUnfire() { this->firemode_ = -1; hideArrows(); } void NewHumanController::centerCursor() { this->currentYaw_ = 0; this->currentPitch_ = 0; if( KeyBinderManager::exists() ) KeyBinderManager::getInstance().getCurrent()->resetMouseAxes(); } void NewHumanController::updateTarget() { Ogre::RaySceneQuery * rsq = HumanController::localController_s->getControllableEntity()->getScene()->getSceneManager()->createRayQuery(Ogre::Ray()); Ogre::Ray mouseRay = HumanController::localController_s->getControllableEntity()->getCamera()->getOgreCamera()->getCameraToViewportRay(static_cast(this->currentYaw_)/2*-1+.5f, static_cast(this->currentPitch_)/2*-1+.5f); rsq->setRay(mouseRay); rsq->setSortByDistance(true); /* Distance of objects: ignore everything under 200 maybe even take 1000 as min distance to shoot at shots are regularly traced and are entities!!!!!!!!! this is the biggest problem they vanish only after a distance of 10'000 */ Ogre::RaySceneQueryResult& result = rsq->execute(); Pawn* pawn = orxonox_cast(this->getControllableEntity()); WorldEntity* myWe = static_cast(this->getControllableEntity()); Ogre::RaySceneQueryResult::iterator itr; for (itr = result.begin(); itr != result.end(); ++itr) { // orxout() << "testing object as target" << endl; if (itr->movable->isInScene() && itr->movable->getMovableType() == "Entity" && itr->distance > 200) { // Try to cast the user pointer WorldEntity* wePtr; try { wePtr = orxonox_cast(Ogre::any_cast(itr->movable->getUserAny())); } catch (...) { continue; } // make sure we don't shoot ourselves if( wePtr==myWe ) continue; if (wePtr) { // go through all parents of object and look whether they are sightable or not bool isSightable = false; WorldEntity* parent = wePtr->getParent(); while (parent) { if (this->targetMask_.isExcluded(parent->getIdentifier()) || parent==myWe) { parent = parent->getParent(); continue; } else { isSightable = true; break; } } if (!isSightable) continue; } if (this->getControllableEntity() && this->getControllableEntity()->getTarget() != wePtr) this->getControllableEntity()->setTarget(wePtr); if (pawn) pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance ); //itr->movable->getParentSceneNode()->showBoundingBox(true); //return mouseRay.getOrigin() + mouseRay.getDirection() * itr->distance; //or itr->movable->getParentSceneNode()->_getDerivedPosition() return; } } if (pawn) pawn->setAimPosition( mouseRay.getOrigin() + mouseRay.getDirection() * 1200 ); if( this->getControllableEntity() && this->getControllableEntity()->getTarget() != 0 ) this->getControllableEntity()->setTarget( 0 ); //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getWorldOrientation() * Vector3::NEGATIVE_UNIT_Z * 2000); //return this->controllableEntity_->getWorldPosition() + (this->controllableEntity_->getCamera()->getOgreCamera()->getOrientation() * Vector3::NEGATIVE_UNIT_Z); } void NewHumanController::frontback(const Vector2& value) { this->accelerating_ = true; //if (this->acceleration_ == 0) HumanController::frontback(value); } void NewHumanController::yaw(const Vector2& value) { //SUPER(NewHumanController, yaw, value); if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook())) HumanController::yaw(value); if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer"))) this->currentYaw_ = value.x; } void NewHumanController::pitch(const Vector2& value) { //SUPER(NewHumanController, pitch, value); if (this->controlMode_ == 0 || (this->controllableEntity_ && this->controllableEntity_->isInMouseLook())) HumanController::pitch(value); if (this->getControllableEntity() && !this->getControllableEntity()->isExactlyA(ClassByString("FpsPlayer"))) this->currentPitch_ = value.x; } void NewHumanController::changeMode() { /*if (NewHumanController::localController_s) { if (NewHumanController::localController_s->controlMode_ == 0) { NewHumanController::localController_s->controlMode_ = 1; NewHumanController::localController_s->hideArrows(); } else NewHumanController::localController_s->controlMode_ = 0; }*/ //BRUTE FORCE: Turn off free aiming } void NewHumanController::changedControllableEntity() { this->controlMode_ = 0; this->centerCursor(); if (this->getControllableEntity() && (this->getControllableEntity()->isExactlyA(ClassByString("SpaceShip")) || this->getControllableEntity()->isExactlyA(ClassByString("Rocket")))) { this->showOverlays_ = true; if (!this->controlPaused_) { this->showOverlays(); this->alignArrows(); } } else { this->showOverlays_ = false; this->hideOverlays(); } } void NewHumanController::accelerate() { if (NewHumanController::localController_s) NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ + 0.2f, 0.00f, 1.0f); } void NewHumanController::decelerate() { if (NewHumanController::localController_s) NewHumanController::localController_s->acceleration_ = clamp(NewHumanController::localController_s->acceleration_ - 0.1f, 0.0f, 1.0f); } void NewHumanController::doResumeControl() { this->controlPaused_ = false; if (this->showOverlays_) this->showOverlays(); } void NewHumanController::doPauseControl() { this->controlPaused_ = true; this->hideOverlays(); } void NewHumanController::alignArrows() { if (showArrows_) { hideArrows(); float distance = sqrt(pow(static_cast(this->currentYaw_)/2*-1,2) + pow(static_cast(this->currentPitch_)/2*-1,2)); if (distance > 0.04f && distance <= 0.59f * arrowsSize_ / 2.0f ) { this->arrowsOverlay1_->setRotation(Degree(-90 + -1.0f * atan2(static_cast(this->currentPitch_)/2*-1, static_cast(this->currentYaw_)/2*-1) / math::twoPi * 360.0f)); this->arrowsOverlay1_->show(); } else if (distance > 0.59f * arrowsSize_ / 2.0f && distance <= 0.77f * arrowsSize_ / 2.0f ) { this->arrowsOverlay2_->setRotation(Degree(-90 + -1.0f * atan2(static_cast(this->currentPitch_)/2*-1, static_cast(this->currentYaw_)/2*-1) / math::twoPi * 360.0f)); this->arrowsOverlay2_->show(); } else if (distance > 0.77f * arrowsSize_ / 2.0f && distance <= arrowsSize_ / 2.0f) { this->arrowsOverlay3_->setRotation(Degree(-90 + -1.0f * atan2(static_cast(this->currentPitch_)/2*-1, static_cast(this->currentYaw_)/2*-1) / math::twoPi * 360.0f)); this->arrowsOverlay3_->show(); } else if (distance > arrowsSize_ / 2.0f) { this->arrowsOverlay4_->setRotation(Degree(-90 + -1.0f * atan2(static_cast(this->currentPitch_)/2*-1, static_cast(this->currentYaw_)/2*-1) / math::twoPi * 360.0f)); this->arrowsOverlay4_->show(); } } } void NewHumanController::showOverlays() { if (!GameMode::showsGraphics()) return; this->crossHairOverlay_->show(); this->centerOverlay_->show(); if (showArrows_) { this->arrowsOverlay1_->show(); this->arrowsOverlay2_->show(); this->arrowsOverlay3_->show(); this->arrowsOverlay4_->show(); } } void NewHumanController::hideOverlays() { if (!GameMode::showsGraphics()) return; this->crossHairOverlay_->hide(); this->centerOverlay_->hide(); if (showDamageOverlay_) { this->damageOverlayTop_->hide(); this->damageOverlayRight_->hide(); this->damageOverlayBottom_->hide(); this->damageOverlayLeft_->hide(); } this->hideArrows(); } void NewHumanController::hideArrows() { if(!GameMode::showsGraphics()) return; if (showArrows_) { this->arrowsOverlay1_->hide(); this->arrowsOverlay2_->hide(); this->arrowsOverlay3_->hide(); this->arrowsOverlay4_->hide(); } } }