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 | * Fabian 'x3n' Landau |
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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 "OrxonoxStableHeaders.h" |
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30 | #include "Spectator.h" |
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31 | |
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32 | #include "core/CoreIncludes.h" |
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33 | #include "core/Core.h" |
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34 | #include "objects/worldentities/Model.h" |
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35 | #include "objects/Scene.h" |
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36 | #include "objects/infos/PlayerInfo.h" |
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37 | #include "objects/gametypes/Gametype.h" |
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38 | #include "tools/BillboardSet.h" |
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39 | #include "overlays/OverlayText.h" |
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40 | #include "overlays/OverlayGroup.h" |
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41 | #include "util/Convert.h" |
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42 | |
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43 | namespace orxonox |
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44 | { |
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45 | CreateFactory(Spectator); |
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46 | |
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47 | Spectator::Spectator(BaseObject* creator) : ControllableEntity(creator) |
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48 | { |
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49 | RegisterObject(Spectator); |
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50 | |
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51 | this->speed_ = 100; |
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52 | this->rotationSpeed_ = 3; |
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53 | |
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54 | this->yaw_ = 0; |
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55 | this->pitch_ = 0; |
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56 | this->roll_ = 0; |
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57 | this->setHudTemplate("spectatorhud"); |
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58 | this->hudmode_ = 0; |
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59 | |
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60 | this->setDestroyWhenPlayerLeft(true); |
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61 | |
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62 | this->greetingFlare_ = new BillboardSet(); |
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63 | this->greetingFlare_->setBillboardSet(this->getScene()->getSceneManager(), "Examples/Flare", ColourValue(1.0, 1.0, 0.8), Vector3(0, 20, 0), 1); |
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64 | if (this->greetingFlare_->getBillboardSet()) |
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65 | this->getNode()->attachObject(this->greetingFlare_->getBillboardSet()); |
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66 | this->greetingFlare_->setVisible(false); |
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67 | this->bGreetingFlareVisible_ = false; |
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68 | this->bGreeting_ = false; |
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69 | |
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70 | this->registerVariables(); |
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71 | } |
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72 | |
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73 | Spectator::~Spectator() |
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74 | { |
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75 | if (this->isInitialized()) |
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76 | { |
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77 | if (this->greetingFlare_) |
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78 | { |
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79 | if (this->greetingFlare_->getBillboardSet()) |
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80 | this->getNode()->detachObject(this->greetingFlare_->getBillboardSet()); |
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81 | delete this->greetingFlare_; |
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82 | } |
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83 | } |
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84 | } |
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85 | |
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86 | void Spectator::registerVariables() |
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87 | { |
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88 | REGISTERDATA(this->bGreetingFlareVisible_, direction::toclient, new NetworkCallback<Spectator>(this, &Spectator::changedFlareVisibility)); |
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89 | REGISTERDATA(this->bGreeting_, direction::toserver, new NetworkCallback<Spectator>(this, &Spectator::changedGreeting)); |
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90 | REGISTERDATA(this->hudmode_, direction::toclient); |
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91 | } |
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92 | |
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93 | void Spectator::changedGreeting() |
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94 | { |
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95 | this->bGreetingFlareVisible_ = this->bGreeting_; |
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96 | this->changedFlareVisibility(); |
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97 | } |
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98 | |
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99 | void Spectator::changedFlareVisibility() |
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100 | { |
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101 | this->greetingFlare_->setVisible(this->bGreetingFlareVisible_); |
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102 | } |
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103 | |
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104 | void Spectator::tick(float dt) |
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105 | { |
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106 | this->updateHUD(); |
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107 | |
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108 | if (this->isLocallyControlled()) |
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109 | { |
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110 | Vector3 velocity = this->getVelocity(); |
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111 | velocity.normalise(); |
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112 | this->setVelocity(velocity * this->speed_); |
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113 | |
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114 | this->yaw(Radian(this->yaw_ * this->rotationSpeed_)); |
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115 | this->pitch(Radian(this->pitch_ * this->rotationSpeed_)); |
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116 | this->roll(Radian(this->roll_ * this->rotationSpeed_)); |
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117 | |
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118 | this->yaw_ = this->pitch_ = this->roll_ = 0; |
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119 | } |
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120 | |
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121 | SUPER(Spectator, tick, dt); |
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122 | |
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123 | if (this->isLocallyControlled()) |
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124 | { |
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125 | this->setVelocity(Vector3::ZERO); |
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126 | } |
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127 | } |
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128 | |
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129 | void Spectator::setPlayer(PlayerInfo* player) |
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130 | { |
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131 | ControllableEntity::setPlayer(player); |
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132 | |
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133 | // this->setObjectMode(direction::toclient); |
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134 | } |
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135 | |
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136 | void Spectator::startLocalControl() |
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137 | { |
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138 | ControllableEntity::startLocalControl(); |
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139 | // if (this->isLocallyControlled()) |
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140 | // this->testmesh_->setVisible(false); |
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141 | } |
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142 | |
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143 | void Spectator::moveFrontBack(const Vector2& value) |
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144 | { |
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145 | this->setVelocity(this->getVelocity() + value.y * this->speed_ * WorldEntity::FRONT); |
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146 | } |
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147 | |
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148 | void Spectator::moveRightLeft(const Vector2& value) |
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149 | { |
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150 | this->setVelocity(this->getVelocity() + value.y * this->speed_ * WorldEntity::RIGHT); |
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151 | } |
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152 | |
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153 | void Spectator::moveUpDown(const Vector2& value) |
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154 | { |
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155 | this->setVelocity(this->getVelocity() + value.y * this->speed_ * WorldEntity::UP); |
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156 | } |
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157 | |
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158 | void Spectator::rotateYaw(const Vector2& value) |
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159 | { |
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160 | this->yaw_ = value.y; |
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161 | } |
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162 | |
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163 | void Spectator::rotatePitch(const Vector2& value) |
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164 | { |
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165 | this->pitch_ = value.y; |
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166 | } |
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167 | |
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168 | void Spectator::rotateRoll(const Vector2& value) |
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169 | { |
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170 | this->roll_ = value.y; |
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171 | } |
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172 | |
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173 | void Spectator::fire() |
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174 | { |
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175 | if (this->getPlayer()) |
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176 | this->getPlayer()->setReadyToSpawn(true); |
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177 | } |
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178 | |
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179 | void Spectator::greet() |
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180 | { |
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181 | this->bGreeting_ = !this->bGreeting_; |
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182 | |
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183 | if (Core::isMaster()) |
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184 | { |
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185 | this->bGreetingFlareVisible_ = this->bGreeting_; |
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186 | this->changedFlareVisibility(); |
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187 | } |
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188 | } |
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189 | |
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190 | void Spectator::updateHUD() |
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191 | { |
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192 | // <hack> |
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193 | if (Core::isMaster()) |
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194 | { |
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195 | if (this->getPlayer() && this->getGametype()) |
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196 | { |
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197 | if (!this->getGametype()->hasStarted() && !this->getGametype()->isStartCountdownRunning()) |
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198 | { |
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199 | if (!this->getPlayer()->isReadyToSpawn()) |
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200 | this->hudmode_ = 0; |
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201 | else |
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202 | this->hudmode_ = 1; |
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203 | } |
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204 | else if (!this->getGametype()->hasEnded()) |
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205 | { |
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206 | if (this->getGametype()->isStartCountdownRunning()) |
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207 | this->hudmode_ = 2 + 10*(int)ceil(this->getGametype()->getStartCountdown()); |
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208 | else |
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209 | this->hudmode_ = 3; |
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210 | } |
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211 | else |
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212 | this->hudmode_ = 4; |
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213 | } |
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214 | else |
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215 | return; |
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216 | } |
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217 | |
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218 | if (this->getHUD()) |
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219 | { |
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220 | std::string text; |
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221 | int hudmode = this->hudmode_ % 10; |
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222 | |
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223 | switch (hudmode) |
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224 | { |
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225 | case 0: |
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226 | text = "Press [Fire] to start the match"; |
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227 | break; |
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228 | case 1: |
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229 | text = "Waiting for other players"; |
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230 | break; |
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231 | case 2: |
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232 | text = convertToString((this->hudmode_ - 2) / 10); |
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233 | break; |
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234 | case 3: |
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235 | text = "Press [Fire] to respawn"; |
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236 | break; |
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237 | case 4: |
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238 | text = "Game has ended"; |
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239 | break; |
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240 | default:; |
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241 | } |
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242 | |
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243 | std::map<std::string, OrxonoxOverlay*>::const_iterator it = this->getHUD()->getOverlays().begin(); |
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244 | for (; it != this->getHUD()->getOverlays().end(); ++it) |
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245 | { |
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246 | if (it->second->isA(Class(OverlayText)) && it->second->getName() == "state") |
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247 | { |
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248 | OverlayText* overlay = dynamic_cast<OverlayText*>(it->second); |
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249 | if (overlay) |
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250 | overlay->setCaption(text); |
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251 | break; |
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252 | } |
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253 | } |
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254 | } |
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255 | // </hack> |
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256 | } |
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257 | } |
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