/* * 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: * Fabian 'x3n' Landau * Co-authors: * Reto Grieder * */ #include "ControllableEntity.h" #include #include #include "core/CoreIncludes.h" #include "core/ConfigValueIncludes.h" #include "core/GameMode.h" #include "core/XMLPort.h" #include "network/NetworkFunction.h" #include "Scene.h" #include "infos/PlayerInfo.h" #include "controllers/NewHumanController.h" #include "graphics/Camera.h" #include "worldentities/CameraPosition.h" #include "overlays/OverlayGroup.h" namespace orxonox { CreateFactory(ControllableEntity); registerMemberNetworkFunction( ControllableEntity, fire ); registerMemberNetworkFunction( ControllableEntity, setTargetInternal ); ControllableEntity::ControllableEntity(BaseObject* creator) : MobileEntity(creator) { RegisterObject(ControllableEntity); this->bHasLocalController_ = false; this->bHasHumanController_ = false; this->server_overwrite_ = 0; this->client_overwrite_ = 0; this->player_ = 0; this->formerPlayer_ = NULL; this->playerID_ = OBJECTID_UNKNOWN; this->hud_ = 0; this->camera_ = 0; this->xmlcontroller_ = 0; this->controller_ = 0; this->reverseCamera_ = 0; this->bDestroyWhenPlayerLeft_ = false; this->cameraPositionRootNode_ = this->node_->createChildSceneNode(); this->currentCameraPosition_ = 0; this->bMouseLook_ = false; this->mouseLookSpeed_ = 200; this->server_position_ = Vector3::ZERO; this->client_position_ = Vector3::ZERO; this->server_linear_velocity_ = Vector3::ZERO; this->client_linear_velocity_ = Vector3::ZERO; this->server_orientation_ = Quaternion::IDENTITY; this->client_orientation_ = Quaternion::IDENTITY; this->server_angular_velocity_ = Vector3::ZERO; this->client_angular_velocity_ = Vector3::ZERO; this->setConfigValues(); this->setPriority( Priority::VeryHigh ); this->registerVariables(); } ControllableEntity::~ControllableEntity() { if (this->isInitialized()) { this->bDestroyWhenPlayerLeft_ = false; if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this) this->getPlayer()->stopControl(); if (this->xmlcontroller_) this->xmlcontroller_->destroy(); if (this->hud_) this->hud_->destroy(); if (this->camera_) this->camera_->destroy(); for (std::list >::const_iterator it = this->cameraPositions_.begin(); it != this->cameraPositions_.end(); ++it) (*it)->destroy(); if (this->getScene()->getSceneManager()) this->getScene()->getSceneManager()->destroySceneNode(this->cameraPositionRootNode_->getName()); } } void ControllableEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(ControllableEntity, XMLPort, xmlelement, mode); XMLPortParam(ControllableEntity, "hudtemplate", setHudTemplate, getHudTemplate, xmlelement, mode); XMLPortParam(ControllableEntity, "camerapositiontemplate", setCameraPositionTemplate, getCameraPositionTemplate, xmlelement, mode); XMLPortObject(ControllableEntity, CameraPosition, "camerapositions", addCameraPosition, getCameraPosition, xmlelement, mode); XMLPortObject(ControllableEntity, Controller, "controller", setXMLController, getXMLController, xmlelement, mode); } void ControllableEntity::setConfigValues() { SetConfigValue(mouseLookSpeed_, 3.0f); } void ControllableEntity::preDestroy() { // HACK - solve this clean and without preDestroy hook for multiplayer where removePlayer() isn't called if (this->isInitialized() && this->bHasLocalController_ && this->bHasHumanController_) this->stopLocalHumanControl(); } void ControllableEntity::addCameraPosition(CameraPosition* position) { if (!position->getIsAbsolute()) { if (position->getAllowMouseLook()) position->attachToNode(this->cameraPositionRootNode_); else this->attach(position); } else { WorldEntity* parent = this->getParent(); if (parent) parent->attach(position); } if (!position->getRenderCamera()) this->cameraPositions_.push_back(position); else this->setReverseCamera(position); } CameraPosition* ControllableEntity::getCameraPosition(unsigned int index) const { unsigned int i = 0; for (std::list >::const_iterator it = this->cameraPositions_.begin(); it != this->cameraPositions_.end(); ++it) { if (i == index) return (*it); ++i; } return 0; } unsigned int ControllableEntity::getCurrentCameraIndex() const { if (this->cameraPositions_.size() <= 0) return 0; unsigned int counter = 0; for (std::list >::const_iterator it = this->cameraPositions_.begin(); it != this->cameraPositions_.end(); ++it) { if ((*it) == this->currentCameraPosition_) break; counter++; } if (counter >= this->cameraPositions_.size()) return 0; return counter; } bool ControllableEntity::setCameraPosition(unsigned int index) { if(this->camera_ != NULL && this->cameraPositions_.size() > 0) { if(index >= this->cameraPositions_.size()) index = 0; CameraPosition* position = this->getCameraPosition(index); position->attachCamera(this->camera_); this->currentCameraPosition_ = position; return true; } return false; } void ControllableEntity::switchCamera() { if (this->camera_) { if (this->camera_->getParent() == this && this->cameraPositions_.size() > 0) { this->cameraPositions_.front()->attachCamera(this->camera_); this->currentCameraPosition_ = this->cameraPositions_.front().get(); } else if (this->cameraPositions_.size() > 0) { for (std::list >::const_iterator it = this->cameraPositions_.begin(); it != this->cameraPositions_.end(); ++it) { if ((*it) == this->camera_->getParent()) { ++it; if (it != this->cameraPositions_.end()) { (*it)->attachCamera(this->camera_); this->currentCameraPosition_ = *it; } else { (*this->cameraPositions_.begin())->attachCamera(this->camera_); this->currentCameraPosition_ = *this->cameraPositions_.begin(); } break; } } } else { this->camera_->attachToNode(this->cameraPositionRootNode_); this->currentCameraPosition_ = 0; } // disable mouse look if the new camera position doesn't allow it if (this->currentCameraPosition_ && !this->currentCameraPosition_->getAllowMouseLook() && this->bMouseLook_) this->mouseLook(); // disable drag if in mouse look if (this->bMouseLook_) this->getCamera()->setDrag(false); } } void ControllableEntity::mouseLook() { // enable mouse look only if allowed - disabling it works always if (this->currentCameraPosition_ && (this->currentCameraPosition_->getAllowMouseLook() || this->bMouseLook_)) { this->bMouseLook_ = !this->bMouseLook_; if (!this->bMouseLook_) { this->cameraPositionRootNode_->setOrientation(Quaternion::IDENTITY); this->cameraPositionRootNode_->_update(true, false); // update the camera node because otherwise the camera will drag back in position which looks strange NewHumanController* controller = dynamic_cast(this->getController()); if (controller) controller->centerCursor(); } if (this->getCamera()) { if (!this->bMouseLook_ && this->currentCameraPosition_->getDrag()) this->getCamera()->setDrag(true); else this->getCamera()->setDrag(false); } } } void ControllableEntity::rotateYaw(const Vector2& value) { if (this->bMouseLook_) this->cameraPositionRootNode_->yaw(Radian(value.y * this->mouseLookSpeed_), Ogre::Node::TS_LOCAL); } void ControllableEntity::rotatePitch(const Vector2& value) { if (this->bMouseLook_) this->cameraPositionRootNode_->pitch(Radian(value.y * this->mouseLookSpeed_), Ogre::Node::TS_LOCAL); } void ControllableEntity::rotateRoll(const Vector2& value) { if (this->bMouseLook_) this->cameraPositionRootNode_->roll(Radian(value.y * this->mouseLookSpeed_), Ogre::Node::TS_LOCAL); } void ControllableEntity::fire(unsigned int firemode) { if(GameMode::isMaster()) { this->fired(firemode); } else { callMemberNetworkFunction(ControllableEntity, fire, this->getObjectID(), 0, firemode); } } void ControllableEntity::setTarget( WorldEntity* target ) { this->target_ = target; if ( !GameMode::isMaster() ) { if ( target != 0 ) { callMemberNetworkFunction(ControllableEntity, setTargetInternal, this->getObjectID(), 0, target->getObjectID() ); } else { callMemberNetworkFunction(ControllableEntity, setTargetInternal, this->getObjectID(), 0, OBJECTID_UNKNOWN ); } } } void ControllableEntity::setTargetInternal( uint32_t targetID ) { this->setTarget( orxonox_cast(Synchronisable::getSynchronisable(targetID)) ); } void ControllableEntity::setPlayer(PlayerInfo* player) { if (!player) { this->removePlayer(); return; } this->player_ = player; this->formerPlayer_ = player; this->playerID_ = player->getObjectID(); this->bHasLocalController_ = player->isLocalPlayer(); this->bHasHumanController_ = player->isHumanPlayer(); if (this->bHasLocalController_ && this->bHasHumanController_) { this->startLocalHumanControl(); if (!GameMode::isMaster()) { this->client_overwrite_ = this->server_overwrite_; this->setSyncMode(ObjectDirection::Bidirectional); } } this->changedPlayer(); } void ControllableEntity::removePlayer() { if (this->bHasLocalController_ && this->bHasHumanController_) this->stopLocalHumanControl(); this->player_ = 0; this->playerID_ = OBJECTID_UNKNOWN; this->bHasLocalController_ = false; this->bHasHumanController_ = false; this->setSyncMode(ObjectDirection::ToClient); this->changedPlayer(); if (this->bDestroyWhenPlayerLeft_) this->destroy(); } void ControllableEntity::networkcallback_changedplayerID() { // just do this in case the entity wasn't yet synchronized when the corresponding PlayerInfo got our objectID if (this->playerID_ != OBJECTID_UNKNOWN) { this->player_ = orxonox_cast(Synchronisable::getSynchronisable(this->playerID_)); if (this->player_ && (this->player_->getControllableEntity() != this)) this->player_->startControl(this); } } void ControllableEntity::startLocalHumanControl() { if (!this->camera_ && GameMode::showsGraphics()) { this->camera_ = new Camera(this); this->camera_->requestFocus(); if (!this->cameraPositionTemplate_.empty()) this->addTemplate(this->cameraPositionTemplate_); if (this->cameraPositions_.size() > 0) { this->cameraPositions_.front()->attachCamera(this->camera_); this->currentCameraPosition_ = this->cameraPositions_.front(); } else { this->camera_->attachToNode(this->cameraPositionRootNode_); this->currentCameraPosition_ = 0; } } this->createHud(); } // HACK-ish void ControllableEntity::createHud(void) { if (!this->hud_ && GameMode::showsGraphics()) { if (!this->hudtemplate_.empty()) { this->hud_ = new OverlayGroup(this); this->hud_->addTemplate(this->hudtemplate_); this->hud_->setOwner(this); } } } void ControllableEntity::destroyHud(void) { if (this->hud_ != NULL) { this->hud_->destroy(); this->hud_ = NULL; } } void ControllableEntity::stopLocalHumanControl() { if (this->camera_) { this->camera_->detachFromParent(); this->camera_->destroy(); this->camera_ = 0; } if (this->hud_) { this->hud_->destroy(); this->hud_ = 0; } } void ControllableEntity::setXMLController(Controller* controller) { if (!this->xmlcontroller_) { this->xmlcontroller_ = controller; this->bHasLocalController_ = true; this->xmlcontroller_->setControllableEntity(this); } else COUT(2) << "Warning: ControllableEntity \"" << this->getName() << "\" already has a Controller." << std::endl; } void ControllableEntity::parentChanged() { WorldEntity::parentChanged(); WorldEntity* parent = this->getParent(); if (parent) { for (std::list >::iterator it = this->cameraPositions_.begin(); it != this->cameraPositions_.end(); ++it) if ((*it)->getIsAbsolute()) parent->attach((*it)); } } void ControllableEntity::tick(float dt) { MobileEntity::tick(dt); if (this->isActive()) { // Check whether Bullet doesn't do the physics for us if (!this->isDynamic()) { if (GameMode::isMaster()) { this->server_position_ = this->getPosition(); this->server_orientation_ = this->getOrientation(); this->server_linear_velocity_ = this->getVelocity(); this->server_angular_velocity_ = this->getAngularVelocity(); } else if (this->bHasLocalController_) { this->client_position_ = this->getPosition(); this->client_orientation_ = this->getOrientation(); this->client_linear_velocity_ = this->getVelocity(); this->client_angular_velocity_ = this->getAngularVelocity(); } } } } void ControllableEntity::registerVariables() { registerVariable(this->cameraPositionTemplate_, VariableDirection::ToClient); registerVariable(this->hudtemplate_, VariableDirection::ToClient); registerVariable(this->server_position_, VariableDirection::ToClient, new NetworkCallback(this, &ControllableEntity::processServerPosition)); registerVariable(this->server_linear_velocity_, VariableDirection::ToClient, new NetworkCallback(this, &ControllableEntity::processServerLinearVelocity)); registerVariable(this->server_orientation_, VariableDirection::ToClient, new NetworkCallback(this, &ControllableEntity::processServerOrientation)); registerVariable(this->server_angular_velocity_, VariableDirection::ToClient, new NetworkCallback(this, &ControllableEntity::processServerAngularVelocity)); registerVariable(this->server_overwrite_, VariableDirection::ToClient, new NetworkCallback(this, &ControllableEntity::processOverwrite)); registerVariable(this->client_overwrite_, VariableDirection::ToServer); registerVariable(this->client_position_, VariableDirection::ToServer, new NetworkCallback(this, &ControllableEntity::processClientPosition)); registerVariable(this->client_linear_velocity_, VariableDirection::ToServer, new NetworkCallback(this, &ControllableEntity::processClientLinearVelocity)); registerVariable(this->client_orientation_, VariableDirection::ToServer, new NetworkCallback(this, &ControllableEntity::processClientOrientation)); registerVariable(this->client_angular_velocity_, VariableDirection::ToServer, new NetworkCallback(this, &ControllableEntity::processClientAngularVelocity)); registerVariable(this->playerID_, VariableDirection::ToClient, new NetworkCallback(this, &ControllableEntity::networkcallback_changedplayerID)); } void ControllableEntity::processServerPosition() { if (!this->bHasLocalController_) MobileEntity::setPosition(this->server_position_); } void ControllableEntity::processServerLinearVelocity() { if (!this->bHasLocalController_) MobileEntity::setVelocity(this->server_linear_velocity_); } void ControllableEntity::processServerOrientation() { if (!this->bHasLocalController_) MobileEntity::setOrientation(this->server_orientation_); } void ControllableEntity::processServerAngularVelocity() { if (!this->bHasLocalController_) MobileEntity::setAngularVelocity(this->server_angular_velocity_); } void ControllableEntity::processOverwrite() { if (this->bHasLocalController_) { this->setPosition(this->server_position_); this->setOrientation(this->server_orientation_); this->setVelocity(this->server_linear_velocity_); this->setAngularVelocity(this->server_angular_velocity_); this->client_overwrite_ = this->server_overwrite_; } } void ControllableEntity::processClientPosition() { if (this->server_overwrite_ == this->client_overwrite_) { MobileEntity::setPosition(this->client_position_); this->server_position_ = this->getPosition(); } } void ControllableEntity::processClientLinearVelocity() { if (this->server_overwrite_ == this->client_overwrite_) { MobileEntity::setVelocity(this->client_linear_velocity_); this->server_linear_velocity_ = this->getVelocity(); } } void ControllableEntity::processClientOrientation() { if (this->server_overwrite_ == this->client_overwrite_) { MobileEntity::setOrientation(this->client_orientation_); this->server_orientation_ = this->getOrientation(); } } void ControllableEntity::processClientAngularVelocity() { if (this->server_overwrite_ == this->client_overwrite_) { MobileEntity::setAngularVelocity(this->client_angular_velocity_); this->server_angular_velocity_ = this->getAngularVelocity(); } } void ControllableEntity::setPosition(const Vector3& position) { if (GameMode::isMaster()) { MobileEntity::setPosition(position); this->server_position_ = this->getPosition(); ++this->server_overwrite_; } else if (this->bHasLocalController_) { MobileEntity::setPosition(position); this->client_position_ = this->getPosition(); } } void ControllableEntity::setOrientation(const Quaternion& orientation) { if (GameMode::isMaster()) { MobileEntity::setOrientation(orientation); this->server_orientation_ = this->getOrientation(); ++this->server_overwrite_; } else if (this->bHasLocalController_) { MobileEntity::setOrientation(orientation); this->client_orientation_ = this->getOrientation(); } } void ControllableEntity::setVelocity(const Vector3& velocity) { if (GameMode::isMaster()) { MobileEntity::setVelocity(velocity); this->server_linear_velocity_ = this->getVelocity(); ++this->server_overwrite_; } else if (this->bHasLocalController_) { MobileEntity::setVelocity(velocity); this->client_linear_velocity_ = this->getVelocity(); } } void ControllableEntity::setAngularVelocity(const Vector3& velocity) { if (GameMode::isMaster()) { MobileEntity::setAngularVelocity(velocity); this->server_angular_velocity_ = this->getAngularVelocity(); ++this->server_overwrite_; } else if (this->bHasLocalController_) { MobileEntity::setAngularVelocity(velocity); this->client_angular_velocity_ = this->getAngularVelocity(); } } void ControllableEntity::setWorldTransform(const btTransform& worldTrans) { MobileEntity::setWorldTransform(worldTrans); if (GameMode::isMaster()) { this->server_position_ = this->getPosition(); this->server_orientation_ = this->getOrientation(); this->server_linear_velocity_ = this->getVelocity(); this->server_angular_velocity_ = this->getAngularVelocity(); } else if (this->bHasLocalController_) { this->client_position_ = this->getPosition(); this->client_orientation_ = this->getOrientation(); this->client_linear_velocity_ = this->getVelocity(); this->client_angular_velocity_ = this->getAngularVelocity(); } } }