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source: orxonox.OLD/branches/ODE/src/world_entities/creatures/fps_player.cc @ 10293

Last change on this file since 10293 was 9919, checked in by bottac, 18 years ago

CrPhysicsFullWalk on Static Models and BSP Patches almost working. libODE≥0.7 required.
Screenshot: http://people.ee.ethz.ch/~bottac/Collision_ODE/

File size: 12.3 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: ...
14
15*/
16
17#include "fps_player.h"
18
19#include "interactive_model.h"
20#include "state.h"
21
22#include "src/lib/util/loading/factory.h"
23
24#include "md2/md2Model.h"
25
26#include "weapons/weapon_manager.h"
27#include "weapons/test_gun.h"
28#include "weapons/turret.h"
29#include "weapons/cannon.h"
30#include "weapons/fps_sniper_rifle.h"
31#include "weapons/aiming_system.h"
32
33#include "aabb.h"
34#include "bsp_entity.h"
35
36#include "key_mapper.h"
37
38#include "debug.h"
39
40#include "shared_network_data.h"
41#include "terrain.h"
42
43
44#include "class_id_DEPRECATED.h"
45ObjectListDefinitionID(FPSPlayer, CL_FPS_PLAYER);
46CREATE_FACTORY(FPSPlayer);
47
48#include "script_class.h"
49CREATE_SCRIPTABLE_CLASS(FPSPlayer,
50                        addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
51                            ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
52                            ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
53                            ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
54                       );
55
56
57/**
58 *  destructs the FPSPlayer, deletes alocated memory
59 */
60FPSPlayer::~FPSPlayer ()
61{
62  this->setPlayer(NULL);
63
64  if( this->aimingSystem)
65    delete this->aimingSystem;
66}
67
68
69/**
70 *  creates a new FPSPlayer from Xml Data
71 * @param root the xml element containing FPSPlayer data
72 *
73 */
74FPSPlayer::FPSPlayer(const TiXmlElement* root)
75{
76  this->init();
77
78  if (root != NULL)
79    this->loadParams(root);
80
81}
82
83
84/**
85 * initializes a FPSPlayer
86 */
87void FPSPlayer::init()
88{
89  this->registerObject(this, FPSPlayer::_objectList);
90
91  this->bLeft = false;
92  this->bRight = false;
93  this->bForward = false;
94  this->bBackward = false;
95  this->bJump = false;
96  this->bPosBut = false;
97  this->bFire = false;
98
99  this->xMouse = 0.0f;
100  this->yMouse = 0.0f;
101
102  this->setHealthMax(100);
103  this->setHealth(80);
104
105  this->fallVelocity = 0.0f;
106  this->jumpForce = 0.0f;
107
108  this->cameraNode.setParent(this);
109
110  this->attitude = this->getAbsDir().getAttitude();
111  this->heading = this->getAbsDir().getHeading();
112
113  //add events to the eventlist
114  registerEvent(KeyMapper::PEV_FORWARD);
115  registerEvent(KeyMapper::PEV_BACKWARD);
116  registerEvent(KeyMapper::PEV_LEFT);
117  registerEvent(KeyMapper::PEV_RIGHT);
118  registerEvent(KeyMapper::PEV_FIRE1);
119  registerEvent(KeyMapper::PEV_JUMP);
120  registerEvent(EV_MOUSE_MOTION);
121
122
123
124  // weapon manager for the fps
125  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
126
127  Weapon* wpRight = new FPSSniperRifle(0);
128  wpRight->setName("testGun Right");
129/*  Weapon* wpLeft = new TestGun(1);*/
130//   Weapon* wpLeft = new Turret();
131//   wpLeft->setName("testGun Left");
132
133//   this->addWeapon(wpLeft, 1, 0);
134  if( State::isOnline())
135    this->addWeapon(wpRight,1, 0);
136  this->getWeaponManager().changeWeaponConfig(1);
137
138  this->getWeaponManager().setSlotCount(2);
139  this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_4*-0.55f, Vector(0,0,1)));
140  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
141  this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0)));
142  this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1));
143  this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0));
144
145//   this->getWeaponManager().getFixedTarget()->setRelDir(Quaternion(M_PI_4*-0.6f, Vector(0,0,1)));
146
147
148  this->getWeaponManager().setParentNode(&this->cameraNode);
149  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
150
151  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
152  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
153
154  this->aimingSystem = new AimingSystem(this);
155  //this->addChild(this->aimingSystem);
156  wpRight->addChild(this->aimingSystem);
157//   this->getWeaponManager().sl
158
159
160  // network registration
161  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
162  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
163  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
164  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
165  registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) );
166  registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) );
167  registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) );
168
169    //subscribe to collision reaction
170  //this->subscribeReaction(CREngine::CR_PHYSICS_FULL_WALK, BspEntity::staticClassID());
171this->subscribeReaction(CREngine::CR_PHYSICS_FULL_WALK, Terrain::staticClassID());
172
173  this->initWeapon = false;
174  this->damageTicker = 0.0f;
175
176  if( State::isOnline())
177    toList( OM_PLAYERS );
178}
179
180
181/**
182 * loads the Settings of a FPSPlayer from an XML-element.
183 * @param root the XML-element to load the Spaceship's properties from
184 */
185void FPSPlayer::loadParams(const TiXmlElement* root)
186{
187  Playable::loadParams(root);
188}
189
190void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed)
191{
192  this->attitude = this->getAbsDir().getAttitude();
193  this->heading = this->getAbsDir().getHeading();
194}
195
196
197void FPSPlayer::reset()
198{
199  this->bLeft = false;
200  this->bRight = false;
201  this->bForward = false;
202  this->bBackward = false;
203  this->xMouse = 0.0f;
204  this->yMouse = 0.0f;
205
206  this->setHealth(80);
207}
208
209
210void FPSPlayer::enter()
211{
212  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true );
213
214  State::getCameraNode()->setParentSoft(&this->cameraNode);
215  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
216
217  this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode());
218  this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0);
219
220  if ( !State::isOnline() )
221  {
222    this->respawn();
223  }
224}
225
226void FPSPlayer::leave()
227{
228  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
229  this->detachCamera();
230}
231
232
233
234/**
235 *  the function called for each passing timeSnap
236 * @param time The timespan passed since last update
237 */
238void FPSPlayer::tick (float time)
239{
240
241  if ( !this->initWeapon )
242  {
243    this->initWeapon = true;
244
245    this->cameraNode.setParentMode(PNODE_ROTATE_AND_MOVE);
246
247    this->getWeaponManager().getParentNode()->setParentMode(PNODE_ROTATE_AND_MOVE);
248    this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
249    this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ROTATE_AND_MOVE);
250
251
252    this->aimingSystem->toList(OM_GROUP_01);
253    this->aimingSystem->setParent(&this->cameraNode);
254//     this->aimingSystem->setParentMode(PNODE_ROTATE_AND_MOVE);
255    this->aimingSystem->setRelDir(Quaternion(M_PI_4*-0.58f, Vector(0,0,1)));
256    this->aimingSystem->setRelCoor(0, -1, -1);
257
258
259    AABB* box = this->getModelAABB();
260    if( box != NULL)
261    {
262      float f = 1.0;
263      this->cameraNode.setRelCoor(0, box->halfLength[1] * f, 0);
264//       this->cameraNode.setRelCoor(10, box->halfLength[1] * f, 0);
265
266      float v = 0.1f;
267      this->getWeaponManager().setSlotPosition(0, Vector(-8.0, box->halfLength[1] * v, 1.1));
268      this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * v, 0.0));
269    }
270  }
271
272
273  this->getWeaponManager().tick(time);
274  if( this->bFire)
275  {
276    this->getWeaponManager().fire();
277
278//     WorldEntity* target = this->aimingSystem->getNearestTarget();
279//     if( target != NULL)
280//     {
281//       PRINTF(0)("hit hit hit, got: %s\n", target->getClassCName());
282//     }
283//     else
284//     {
285//       PRINTF(0)("nothing hit\n");
286//     }
287  }
288
289
290  //dealing damage
291
292  if ( State::isOnline() && (SharedNetworkData::getInstance()->isMasterServer() /*|| SharedNetworkData::getInstance()->isProxyServerActive()*/))
293  {
294    this->damageTicker -= time;
295
296    if ( this->damageTicker <= 0.0f && this->beFire() )
297    {
298      this->damageTicker = 0.25;
299
300      WorldEntity * victim = aimingSystem->getNearestTarget();
301
302      if ( victim )
303      {
304        PRINTF(0)("FIRE: hit %s\n", victim->getClassCName());
305        victim->hit( 20, this );
306      }
307      else
308      {
309        PRINTF(0)("FIRE: nothing hit\n");
310      }
311    }
312  }
313
314
315  if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) )
316  {
317    xMouse *= time ;
318    yMouse *= time ;
319
320    heading -= xMouse;
321    attitude-= yMouse;
322
323
324    if ( attitude > 1.95 )
325      attitude = 1.95;
326    else if ( attitude < -1.07 )
327      attitude = -1.07;
328
329    xMouse = yMouse = 0;
330  }
331
332  this->setAbsDir(Quaternion(heading, Vector(0,1,0)));
333  this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) ));
334
335  Vector velocity;
336
337  if ( this->bForward )
338  {
339    velocity += this->getAbsDirX();
340  }
341
342  if ( this->bBackward )
343  {
344    velocity -= this->getAbsDirX();
345  }
346
347  if ( this->bRight )
348  {
349    velocity += this->getAbsDirZ();
350  }
351
352  if ( this->bLeft )
353  {
354    velocity -= this->getAbsDirZ();
355  }
356
357
358  velocity *= 100;
359
360  if( this->bJump && likely(this->getModel(0) != NULL))
361  {
362    if( this->jumpForce < 1.0f)
363    {
364      this->jumpForce = 300.0f;
365
366      if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP)
367        ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP);
368    }
369  }
370  else if(velocity.len() != 0.0f)
371  {
372    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN)
373      ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
374  }
375  else
376  {
377    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
378      ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
379  }
380
381
382  velocity.y += this->jumpForce;
383  if( this->jumpForce > 1.0f)
384    this->jumpForce *= 0.9f;
385
386
387  // physical falling of the player
388  if( !this->isOnGround())
389  {
390    this->fallVelocity += 300.0f * time;
391    velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity;
392
393//     PRINTF(0)("vel %f\n", this->fallVelocity);
394  }
395  else
396  {
397    this->fallVelocity = 0.0f;
398  }
399
400  this->shiftCoor( velocity*time );
401
402
403
404
405
406
407
408  if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL))
409  {
410    ((InteractiveModel*)this->getModel(0))->tick(time);
411
412    // handle animations differently
413
414
415
416
417
418//     else if( this->bFire && likely(this->getModel(0) != NULL))
419//     {
420//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != ATTACK)
421//         ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK);
422//     }
423//     else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL))
424//     {
425//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != RUN)
426//         ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
427//     }
428//     else if (likely(this->getModel(0) != NULL))
429//     {
430//       if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
431//         ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
432//     }
433  }
434
435  this->setOnGround(false);
436  this->aimingSystem->flushList();
437}
438
439
440
441/**
442 *  draws the MD2Creature after transforming it.
443 */
444void FPSPlayer::draw () const
445{
446  // only draw if this entity is not the player since the player nevers sees himself
447  if( this->getCurrentPlayer() == NULL)
448    WorldEntity::draw();
449}
450
451
452
453/**
454 * process
455 */
456void FPSPlayer::process(const Event &event)
457{
458  Playable::process(event);
459
460  if( event.type == KeyMapper::PEV_LEFT)
461    this->bLeft = event.bPressed;
462  else if( event.type == KeyMapper::PEV_RIGHT)
463    this->bRight = event.bPressed;
464  else if( event.type == KeyMapper::PEV_FORWARD)
465    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
466  else if( event.type == KeyMapper::PEV_BACKWARD)
467    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
468  else if( event.type == EV_MOUSE_MOTION)
469  {
470    this->xMouse += event.xRel;
471    this->yMouse += event.yRel;
472  }
473  else if( event.type == KeyMapper::PEV_JUMP)
474  {
475    this->bJump = event.bPressed;
476  }
477  else if( event.type == KeyMapper::PEV_FIRE1)
478  {
479    this->bFire = event.bPressed;
480  }
481}
482
483
484void FPSPlayer::respawn( )
485{
486  if( State::isOnline())
487    toList( OM_PLAYERS );
488
489  this->damageTicker = 0.0f;
490
491  Playable::respawn();
492}
493
494
495void FPSPlayer::destroy( WorldEntity* killer )
496{
497  Playable::destroy( killer );
498
499  toList( OM_DEAD );
500}
501
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