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source: orxonox.OLD/branches/cleanup/src/world_entities/spectator.cc @ 10603

Last change on this file since 10603 was 10602, checked in by rennerc, 18 years ago

added ghost feature, which lets player fly around and print coords
add this to level file to enable ghost
<Spectator>

<name>Ghost</name>
<allowGhost>1</allowGhost>

</Spectator>

File size: 7.5 KB
Line 
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: Christoph Renner
13   co-programmer: ...
14
15*/
16
17#include "spectator.h"
18
19#include "src/lib/util/loading/factory.h"
20#include "key_mapper.h"
21
22#include "shared_network_data.h"
23
24#include "src/world_entities/creatures/fps_player.h"
25#include "src/world_entities/npcs/generic_npc.h"
26
27#include "src/lib/util/loading/load_param.h"
28
29#include "player.h"
30
31
32ObjectListDefinition(Spectator);
33CREATE_FACTORY(Spectator);
34
35Spectator* Spectator::ghost = NULL;
36Playable* Spectator::regularPlayable = NULL;
37
38#include "state.h"
39#include "shell_command.h"
40             
41SHELL_COMMAND( enableGhost, Spectator, enableGhost )
42             ->describe("fly around")
43             ->setAlias("ghost");
44
45
46/**
47 *  destructs the Spectator, deletes alocated memory
48 */
49Spectator::~Spectator ()
50{
51  this->setPlayer(NULL);
52}
53
54
55/**
56 *  creates a new Spectator from Xml Data
57 * @param root the xml element containing Spectator data
58
59   @todo add more parameters to load
60 */
61Spectator::Spectator(const TiXmlElement* root)
62{
63  this->init();
64  if (root != NULL)
65    this->loadParams(root);
66
67}
68
69
70/**
71 * initializes a Spectator
72 */
73void Spectator::init()
74{
75//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
76  this->registerObject(this, Spectator::_objectList);
77
78  this->getWeaponManager().changeWeaponConfig(1);
79
80  this->bLeft = false;
81  this->bRight = false;
82  this->bForward = false;
83  this->bBackward = false;
84  this->xMouse = 0.0f;
85  this->yMouse = 0.0f;
86
87  this->setHealthMax(100);
88  this->setHealth(80);
89
90  this->mouseDir = this->getAbsDir();
91
92  //add events to the eventlist
93  registerEvent(KeyMapper::PEV_FORWARD);
94  registerEvent(KeyMapper::PEV_BACKWARD);
95  registerEvent(KeyMapper::PEV_LEFT);
96  registerEvent(KeyMapper::PEV_RIGHT);
97  registerEvent(KeyMapper::PEV_FIRE1);
98  registerEvent(KeyMapper::PEV_JUMP);
99  registerEvent(EV_MOUSE_MOTION);
100
101  this->getWeaponManager().setSlotCount(0);
102
103  this->getWeaponManager().getFixedTarget()->setParent(this);
104  this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0);
105
106  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
107
108
109  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
110  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
111  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
112  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
113  registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mouseDir", PERMISSION_OWNER ) );
114
115  this->setPlayDirection(Quaternion(0,Vector(0,1,0)), 0.);
116}
117
118
119/**
120 * loads the Settings of a Spectator from an XML-element.
121 * @param root the XML-element to load the Spectator's properties from
122 */
123void Spectator::loadParams(const TiXmlElement* root)
124{
125  Playable::loadParams(root);
126 
127  LoadParam(root, "allowGhost", this, Spectator, allowGhost)
128    .describe("Allows the Player to fly around");
129}
130
131
132
133void Spectator::allowGhost( bool flag )
134{
135  PRINTF(0)( "SPECTATOR ALLOWGHOST: %d\n", flag );
136  if ( flag )
137  {
138    assert( ghost == NULL && "only one flySpectator allowed" );
139   
140    ghost = this;
141  }
142  else
143  {
144    ghost = NULL;
145  }
146}
147
148
149void Spectator::enableGhost( )
150{
151  if ( !regularPlayable )
152  {
153    if ( !State::getPlayer() || !State::getPlayer()->getPlayable() )
154      return;
155   
156    regularPlayable = State::getPlayer()->getPlayable();
157   
158    ghost->setAbsCoor( regularPlayable->getAbsCoor() );
159    ghost->setAbsDir( regularPlayable->getAbsDir() );
160   
161    State::getPlayer()->setPlayable( ghost );
162  }
163  else
164  {
165    if ( !State::getPlayer() || !State::getPlayer()->getPlayable() )
166      return;
167   
168    State::getPlayer()->setPlayable( regularPlayable );
169    regularPlayable = NULL;
170  }
171}
172
173void Spectator::setPlayDirection(const Quaternion& quat, float speed)
174{
175  this->mouseDir = quat;
176  this->angleY = quat.getHeading();
177  this->angleX = quat.getAttitude();
178}
179
180
181void Spectator::reset()
182{
183  this->bLeft = false;
184  this->bRight = false;
185  this->bForward = false;
186  this->bBackward = false;
187  this->xMouse = 0.0f;
188  this->yMouse = 0.0f;
189
190  this->setHealth(80);
191}
192
193
194void Spectator::enter()
195{
196  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false );
197  this->attachCamera();
198}
199
200void Spectator::leave()
201{
202  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
203  this->detachCamera();
204}
205
206
207/**
208 *  this function is called, when two entities collide
209 * @param entity: the world entity with whom it collides
210 *
211 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
212 * @todo dont let Spectator fly through walls
213 */
214void Spectator::collidesWith(WorldEntity* entity, const Vector& location)
215{
216}
217
218
219
220/**
221 *  the function called for each passing timeSnap
222 * @param time The timespan passed since last update
223 */
224void Spectator::tick (float time)
225{
226//   Playable::tick( time );
227
228  if( ( xMouse != 0 || yMouse != 0 ) && ( !State::isOnline() || this->getOwner() == SharedNetworkData::getInstance()->getHostID() ) )
229  {
230    xMouse *= time / 10;
231    yMouse *= time / 10;
232
233    angleX -= xMouse;
234    angleY -= yMouse;
235
236//     if ( angleY > 1.90 )
237//       angleY = 1.95;
238//
239//     if ( angleY < -1.07 )
240//       angleY = -1.07;
241   
242    xMouse = yMouse = 0;
243
244    this->mouseDir = Quaternion( angleX, Vector( 0, 1, 0 ) ) * Quaternion( angleY, Vector( 0, 0, 1 ) );
245
246   
247   
248  }
249
250  this->setAbsDir( this->mouseDir );
251
252  Vector velocity;
253
254  if ( this->bForward )
255  {
256    velocity += this->getAbsDirX();
257  }
258
259  if ( this->bBackward )
260  {
261    velocity -= this->getAbsDirX();
262  }
263
264  if ( this->bRight )
265  {
266    velocity += this->getAbsDirZ();
267  }
268
269  if ( this->bLeft )
270  {
271    velocity -= this->getAbsDirZ();
272  }
273
274  velocity *= 100;
275
276  this->shiftCoor( velocity*time );
277}
278
279/**
280 * @todo switch statement ??
281 */
282void Spectator::process(const Event &event)
283{
284  Playable::process(event);
285
286  if( event.type == KeyMapper::PEV_LEFT)
287    this->bLeft = event.bPressed;
288  else if( event.type == KeyMapper::PEV_RIGHT)
289    this->bRight = event.bPressed;
290  else if( event.type == KeyMapper::PEV_FORWARD)
291    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
292  else if( event.type == KeyMapper::PEV_BACKWARD)
293    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
294  else if( event.type == EV_MOUSE_MOTION)
295  {
296    this->xMouse += event.xRel;
297    this->yMouse += event.yRel;
298  }
299  else if( event.type == KeyMapper::PEV_FIRE1 )
300  {
301    PRINTF(0)( "CURRENT POS: (%f, %f, %f) ROT (%f, (%f, %f, %f))\n", this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ(), this->getAbsDir().w, this->getAbsDir().v.x, this->getAbsDir().v.y, this->getAbsDir().v.z );
302//     FPSPlayer * fps = new FPSPlayer();
303//     //GenericNPC* fps = new GenericNPC();
304//     WorldEntity* fps = new WorldEntity();
305//     //WorldEntity * fps = new WorldEntity();
306//
307//     fps->setAbsCoor( this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ() );
308//     fps->setAbsDir( this->getAbsDir() );
309//     fps->loadMD2Texture( "doom_guy.png" );
310//     fps->loadModel( "models/creatures/doom_guy.md2", 10.0f );
311//     fps->toList( OM_GROUP_00);
312//     //fps->loadModel( "models/ships/terran_cruizer.obj" );
313
314//     ((Playable*)fps)->setPlayDirection(  0, 0, 1, 0 );
315  }
316}
317
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