1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | co-programmer: ... |
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14 | |
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15 | */ |
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16 | |
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17 | #include "fps_player.h" |
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18 | |
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19 | #include "interactive_model.h" |
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20 | #include "state.h" |
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21 | #include "tools/camera.h" |
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22 | |
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23 | #include "src/lib/util/loading/factory.h" |
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24 | |
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25 | #include "md2/md2Model.h" |
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26 | |
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27 | #include "weapons/weapon_manager.h" |
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28 | #include "weapons/test_gun.h" |
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29 | #include "weapons/turret.h" |
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30 | #include "weapons/cannon.h" |
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31 | #include "weapons/fps_sniper_rifle.h" |
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32 | #include "weapons/aiming_system.h" |
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33 | |
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34 | #include "aabb.h" |
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35 | #include "environments/bsp_entity.h" |
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36 | |
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37 | #include "key_mapper.h" |
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38 | |
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39 | #include "debug.h" |
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40 | |
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41 | #include "shared_network_data.h" |
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42 | |
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43 | |
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44 | |
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45 | ObjectListDefinition(FPSPlayer); |
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46 | CREATE_FACTORY(FPSPlayer); |
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47 | |
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48 | #include "script_class.h" |
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49 | CREATE_SCRIPTABLE_CLASS(FPSPlayer, |
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50 | addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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51 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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52 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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53 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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54 | ); |
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55 | |
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56 | |
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57 | /** |
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58 | * destructs the FPSPlayer, deletes alocated memory |
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59 | */ |
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60 | FPSPlayer::~FPSPlayer () |
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61 | { |
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62 | this->setPlayer(NULL); |
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63 | |
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64 | if( this->aimingSystem) |
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65 | delete this->aimingSystem; |
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66 | } |
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67 | |
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68 | |
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69 | /** |
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70 | * creates a new FPSPlayer from Xml Data |
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71 | * @param root the xml element containing FPSPlayer data |
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72 | * |
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73 | */ |
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74 | FPSPlayer::FPSPlayer(const TiXmlElement* root) |
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75 | { |
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76 | if (root != NULL) |
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77 | this->loadParams(root); |
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78 | |
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79 | this->updateNode(0.001); |
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80 | this->init(); |
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81 | } |
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82 | |
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83 | |
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84 | /** |
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85 | * initializes a FPSPlayer |
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86 | */ |
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87 | void FPSPlayer::init() |
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88 | { |
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89 | this->registerObject(this, FPSPlayer::_objectList); |
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90 | |
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91 | this->bLeft = false; |
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92 | this->bRight = false; |
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93 | this->bForward = false; |
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94 | this->bBackward = false; |
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95 | this->bJump = false; |
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96 | this->bPosBut = false; |
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97 | this->bFire = false; |
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98 | this->bFire2 = false; |
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99 | this->changeZoom = true; |
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100 | this->inZoomMode = false; |
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101 | this->changingZoom = false; |
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102 | |
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103 | this->xMouse = 0.0f; |
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104 | this->yMouse = 0.0f; |
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105 | |
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106 | this->setHealthMax(100); |
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107 | this->setHealth(80); |
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108 | |
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109 | this->fallVelocity = 0.0f; |
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110 | this->jumpAcceleration = 0.0f; |
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111 | |
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112 | this->cameraNode.setParent(this); |
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113 | |
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114 | this->attitude = this->getAbsDir().getAttitude(); |
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115 | this->heading = this->getAbsDir().getHeading(); |
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116 | |
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117 | //add events to the eventlist |
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118 | registerEvent(KeyMapper::PEV_FORWARD); |
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119 | registerEvent(KeyMapper::PEV_BACKWARD); |
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120 | registerEvent(KeyMapper::PEV_LEFT); |
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121 | registerEvent(KeyMapper::PEV_RIGHT); |
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122 | registerEvent(KeyMapper::PEV_FIRE1); |
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123 | registerEvent(KeyMapper::PEV_FIRE2); |
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124 | registerEvent(KeyMapper::PEV_JUMP); |
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125 | registerEvent(KeyMapper::PEV_CROUCH); |
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126 | registerEvent(EV_MOUSE_MOTION); |
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127 | |
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128 | this->aimingSystem = NULL; |
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129 | |
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130 | // weapon manager for the fps |
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131 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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132 | |
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133 | if( State::isOnline()) |
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134 | { |
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135 | Weapon* wpRight = new FPSSniperRifle(0); |
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136 | wpRight->setName("testGun Right"); |
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137 | this->addWeapon(wpRight,1, 0); |
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138 | wpRight->addChild(this->aimingSystem); |
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139 | |
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140 | this->toList( OM_PLAYERS ); |
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141 | } |
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142 | |
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143 | this->aimingSystem = new AimingSystem(this); |
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144 | |
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145 | |
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146 | this->getWeaponManager().changeWeaponConfig(1); |
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147 | this->getWeaponManager().setSlotCount(2); |
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148 | this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_4*-0.55f, Vector(0,0,1))); |
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149 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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150 | this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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151 | this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1)); |
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152 | this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0)); |
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153 | |
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154 | this->getWeaponManager().setParentNode(&this->cameraNode); |
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155 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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156 | |
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157 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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158 | this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ALL); |
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159 | this->getWeaponManager().getFixedTarget()->setRelCoor(10,0,0); |
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160 | |
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161 | |
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162 | // network registration |
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163 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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164 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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165 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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166 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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167 | registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) ); |
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168 | registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) ); |
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169 | registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) ); |
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170 | |
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171 | //subscribe to collision reaction |
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172 | this->subscribeReaction(CoRe::CREngine::CR_PHYSICS_FULL_WALK, BspEntity::staticClassID()); |
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173 | |
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174 | this->initWeapon = false; |
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175 | this->damageTicker = 0.0f; |
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176 | |
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177 | } |
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178 | |
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179 | |
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180 | /** |
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181 | * loads the Settings of a FPSPlayer from an XML-element. |
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182 | * @param root the XML-element to load the Spaceship's properties from |
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183 | */ |
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184 | void FPSPlayer::loadParams(const TiXmlElement* root) |
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185 | { |
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186 | Playable::loadParams(root); |
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187 | } |
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188 | |
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189 | /** |
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190 | * was probabably designed for setting direction of FPSPlayer |
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191 | * but hey, this connot work like this, can it? |
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192 | */ |
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193 | void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed) |
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194 | { |
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195 | this->attitude = this->getAbsDir().getAttitude(); |
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196 | this->heading = this->getAbsDir().getHeading(); |
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197 | } |
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198 | |
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199 | /** |
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200 | * Resets FPSPlayer stats and freezes its moving directions |
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201 | * |
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202 | */ |
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203 | void FPSPlayer::reset() |
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204 | { |
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205 | this->bLeft = false; |
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206 | this->bRight = false; |
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207 | this->bForward = false; |
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208 | this->bBackward = false; |
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209 | this->xMouse = 0.0f; |
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210 | this->yMouse = 0.0f; |
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211 | this->inZoomMode = false; |
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212 | |
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213 | this->setHealth(80); |
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214 | } |
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215 | |
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216 | /** |
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217 | * Defines what happens to camera and other important elements when changing |
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218 | * into FPS-view |
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219 | */ |
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220 | void FPSPlayer::enter() |
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221 | { |
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222 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true ); |
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223 | |
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224 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
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225 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
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226 | |
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227 | State::getCamera()->setViewMode(Camera::ViewFPS); |
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228 | |
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229 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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230 | //this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ALL); |
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231 | //this->getWeaponManager().getFixedTarget()->setRelCoor(100,0,0); |
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232 | |
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233 | if ( !State::isOnline() ) |
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234 | { |
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235 | this->respawn(); |
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236 | } |
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237 | } |
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238 | |
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239 | /** |
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240 | * Defines what happens if active player leaves FPSPlayer |
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241 | * (basicly hides crosshair and frees camera) |
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242 | */ |
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243 | void FPSPlayer::leave() |
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244 | { |
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245 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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246 | this->detachCamera(); |
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247 | } |
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248 | |
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249 | |
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250 | |
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251 | /** |
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252 | * the function called for each passing timeSnap |
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253 | * @param time The timespan passed since last update |
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254 | */ |
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255 | void FPSPlayer::tick (float time) |
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256 | { |
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257 | // Second init-step |
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258 | if ( !this->initWeapon ) |
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259 | { |
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260 | this->initWeapon = true; |
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261 | |
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262 | this->cameraNode.setParentMode(PNODE_ROTATE_AND_MOVE); |
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263 | |
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264 | this->getWeaponManager().getParentNode()->setParentMode(PNODE_ROTATE_AND_MOVE); |
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265 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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266 | //this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ROTATE_AND_MOVE); |
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267 | State::getCamera()->setViewMode(Camera::ViewFPS); |
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268 | |
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269 | |
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270 | if( this->aimingSystem != NULL) |
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271 | { |
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272 | this->aimingSystem->toList(OM_GROUP_01); |
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273 | this->aimingSystem->setParent(&this->cameraNode); |
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274 | // this->aimingSystem->setParentMode(PNODE_ROTATE_AND_MOVE); |
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275 | this->aimingSystem->setRelDir(Quaternion(M_PI_4*-0.58f, Vector(0,0,1))); |
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276 | this->aimingSystem->setRelCoor(0, -1, -1); |
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277 | } |
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278 | |
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279 | } |
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280 | // end of second init-step |
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281 | |
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282 | // This box represents the dimension of the used model |
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283 | AABB* box = this->getModelAABB(); |
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284 | |
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285 | if( box != NULL) |
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286 | { |
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287 | float f = 1.0; |
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288 | if( this->bCrouch ) |
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289 | f = 0.3*f; |
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290 | |
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291 | this->cameraNode.setRelCoor(0, box->halfLength[1] * f, 0); |
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292 | // this->cameraNode.setRelCoor(10, box->halfLength[1] * f, 0); |
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293 | float v = 0.1f; |
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294 | this->getWeaponManager().setSlotPosition(0, Vector(-8.0, box->halfLength[1] * v, 1.1)); |
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295 | this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * v, 0.0)); |
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296 | } |
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297 | |
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298 | /* |
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299 | if( this->bFire2 ) |
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300 | { |
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301 | |
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302 | // to change Zoom on click |
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303 | if( this->changeZoom ) |
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304 | { |
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305 | this->changeZoom = false; |
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306 | if( this->inZoomMode ) |
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307 | { |
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308 | State::getCamera()->setViewMode(Camera::ViewFPS); |
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309 | this->inZoomMode = false; |
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310 | } |
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311 | else |
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312 | { |
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313 | State::getCamera()->setViewMode(Camera::ViewFPSZoom); |
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314 | this->inZoomMode = true; |
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315 | } |
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316 | |
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317 | } |
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318 | |
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319 | } |
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320 | else |
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321 | { |
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322 | this->changeZoom = true; |
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323 | }*/ |
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324 | if( this->bFire2 ) |
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325 | { |
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326 | if( this->changeZoom ) |
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327 | { |
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328 | if( !this->inZoomMode || this->changingZoom ) |
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329 | { |
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330 | this->inZoomMode = true; |
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331 | this->changingZoom = true; |
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332 | float fovy = State::getCamera()->getFovy(); |
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333 | if( fovy > 30 ) |
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334 | State::getCamera()->setFovy( fovy - 10*time ); |
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335 | } |
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336 | else |
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337 | { |
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338 | State::getCamera()->setViewMode(Camera::ViewFPS); |
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339 | this->inZoomMode = false; |
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340 | this->changeZoom = false; |
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341 | } |
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342 | } |
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343 | } |
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344 | else |
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345 | { |
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346 | this->changeZoom = true; |
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347 | this->changingZoom = false; |
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348 | } |
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349 | |
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350 | this->getWeaponManager().tick(time); |
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351 | if( this->bFire) |
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352 | { |
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353 | this->getWeaponManager().fire(); |
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354 | PRINTF(0)("Crosshair at position: %f, %f, %f\n", this->getWeaponManager().getFixedTarget()->getAbsCoor().x, this->getWeaponManager().getFixedTarget()->getAbsCoor().y, this->getWeaponManager().getFixedTarget()->getAbsCoor().z); |
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355 | } |
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356 | |
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357 | |
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358 | //dealing damage |
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359 | if ( State::isOnline() && (SharedNetworkData::getInstance()->isMasterServer() /*|| SharedNetworkData::getInstance()->isProxyServerActive()*/)) |
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360 | { |
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361 | this->damageTicker -= time; |
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362 | |
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363 | if ( this->damageTicker <= 0.0f && this->beFire() ) |
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364 | { |
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365 | this->damageTicker = 0.25; |
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366 | |
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367 | WorldEntity * victim = aimingSystem->getNearestTarget(); |
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368 | |
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369 | if ( victim ) |
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370 | { |
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371 | PRINTF(0)("FIRE: hit %s\n", victim->getClassCName()); |
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372 | victim->hit( 20, this ); |
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373 | } |
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374 | else |
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375 | { |
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376 | PRINTF(0)("FIRE: nothing hit\n"); |
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377 | } |
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378 | } |
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379 | } |
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380 | |
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381 | |
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382 | if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) ) |
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383 | { |
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384 | xMouse *= time ; |
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385 | yMouse *= time ; |
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386 | |
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387 | float amount; |
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388 | |
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389 | if( this->inZoomMode ) |
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390 | amount = 2.; |
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391 | else |
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392 | amount = 5.; |
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393 | |
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394 | heading -= xMouse/amount; |
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395 | attitude-= yMouse/amount; |
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396 | |
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397 | |
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398 | if ( attitude > 1.95 ) |
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399 | attitude = 1.95; |
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400 | else if ( attitude < -1.07 ) |
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401 | attitude = -1.07; |
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402 | |
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403 | xMouse = yMouse = 0; |
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404 | } |
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405 | |
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406 | this->setAbsDir(Quaternion(heading, Vector(0,1,0))); |
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407 | this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) )); |
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408 | |
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409 | Vector velocity; |
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410 | |
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411 | if ( this->bForward ) |
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412 | { |
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413 | velocity += this->getAbsDirX(); |
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414 | } |
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415 | |
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416 | if ( this->bBackward ) |
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417 | { |
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418 | velocity -= this->getAbsDirX(); |
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419 | } |
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420 | |
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421 | if ( this->bRight ) |
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422 | { |
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423 | velocity += this->getAbsDirZ(); |
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424 | } |
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425 | |
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426 | if ( this->bLeft ) |
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427 | { |
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428 | velocity -= this->getAbsDirZ(); |
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429 | } |
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430 | |
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431 | // Uncomment this if you want your current position to be prined to the console when you press the jump button |
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432 | /* if( this->bJump) |
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433 | { |
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434 | printf("panicGuy:runTo( %f, %f, %f ) \n", this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ() ); |
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435 | this->bJump = false; |
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436 | }*/ |
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437 | |
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438 | int speed; |
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439 | if( this->bCrouch ) |
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440 | speed = 50; |
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441 | else |
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442 | speed = 100; |
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443 | velocity *= speed; |
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444 | |
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445 | if( this->getModel( 0) != NULL && this->getModel(0)->isA(InteractiveModel::staticClassID())) |
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446 | { |
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447 | if( this->bJump) |
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448 | { |
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449 | if( this->jumpAcceleration < 1.0f) |
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450 | { |
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451 | this->jumpAcceleration = 300.0f; |
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452 | |
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453 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP) |
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454 | ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP); |
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455 | } |
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456 | } |
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457 | else if(velocity.len() != 0.0f) |
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458 | { |
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459 | if( this->bCrouch ) |
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460 | { |
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461 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != CROUCH_WALK) |
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462 | ((InteractiveModel*)this->getModel(0))->setAnimation(CROUCH_WALK); |
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463 | } |
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464 | else |
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465 | { |
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466 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN) |
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467 | ((InteractiveModel*)this->getModel(0))->setAnimation(RUN); |
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468 | } |
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469 | |
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470 | } |
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471 | else |
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472 | { |
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473 | if( this->bCrouch ) |
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474 | { |
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475 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != CROUCH_STAND) |
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476 | ((InteractiveModel*)this->getModel(0))->setAnimation(CROUCH_STAND); |
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477 | } |
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478 | else |
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479 | { |
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480 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND) |
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481 | ((InteractiveModel*)this->getModel(0))->setAnimation(STAND); |
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482 | } |
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483 | } |
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484 | |
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485 | if( this->bFire ) |
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486 | { |
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487 | if( this->bCrouch ) |
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488 | { |
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489 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != CROUCH_ATTACK) |
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490 | ((InteractiveModel*)this->getModel(0))->setAnimation(CROUCH_ATTACK); |
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491 | } |
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492 | else |
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493 | { |
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494 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != ATTACK) |
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495 | ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK); |
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496 | } |
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497 | } |
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498 | } |
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499 | |
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500 | |
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501 | velocity.y += this->jumpAcceleration; |
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502 | if( this->jumpAcceleration > 1.0f) |
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503 | this->jumpAcceleration *= pow(0.9f,time*100); |
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504 | |
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505 | |
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506 | // physical falling of the player |
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507 | if( !this->isOnGround()) |
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508 | { |
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509 | if(this->fallVelocity + 300.0F*time < 10000.0f)this->fallVelocity += 300.0f * time; |
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510 | velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
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511 | |
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512 | // PRINTF(0)("vel %f\n", this->fallVelocity); |
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513 | } |
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514 | else |
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515 | { |
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516 | this->fallVelocity = 0.0f; |
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517 | } |
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518 | if((velocity * time).len() < 10.0f) this->shiftCoor( velocity*time ); |
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519 | else |
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520 | { |
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521 | velocity.normalize(); |
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522 | velocity *= 10.0f; |
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523 | this->shiftCoor( velocity ); |
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524 | } |
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525 | |
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526 | |
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527 | |
---|
528 | if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(InteractiveModel::staticClassID())) |
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529 | { |
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530 | ((InteractiveModel*)this->getModel(0))->tick(time); |
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531 | } |
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532 | |
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533 | this->setOnGround(false); |
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534 | if( this->aimingSystem != NULL) |
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535 | this->aimingSystem->flushList(); |
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536 | |
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537 | } |
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538 | |
---|
539 | |
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540 | |
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541 | /** |
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542 | * draws the MD2Creature after transforming it. |
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543 | */ |
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544 | void FPSPlayer::draw () const |
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545 | { |
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546 | // only draw if this entity is not the player since the player nevers sees himself |
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547 | if( this->getCurrentPlayer() == NULL) |
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548 | WorldEntity::draw(); |
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549 | } |
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550 | |
---|
551 | |
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552 | |
---|
553 | /** |
---|
554 | * checks events |
---|
555 | */ |
---|
556 | void FPSPlayer::process(const Event &event) |
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557 | { |
---|
558 | Playable::process(event); |
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559 | |
---|
560 | if( event.type == KeyMapper::PEV_LEFT) |
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561 | this->bLeft = event.bPressed; |
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562 | else if( event.type == KeyMapper::PEV_RIGHT) |
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563 | this->bRight = event.bPressed; |
---|
564 | else if( event.type == KeyMapper::PEV_FORWARD) |
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565 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
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566 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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567 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
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568 | else if( event.type == KeyMapper::PEV_JUMP) |
---|
569 | this->bJump = event.bPressed; |
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570 | else if( event.type == KeyMapper::PEV_FIRE1) |
---|
571 | this->bFire = event.bPressed; |
---|
572 | else if( event.type == KeyMapper::PEV_FIRE2) |
---|
573 | this->bFire2 = event.bPressed; |
---|
574 | else if( event.type == KeyMapper::PEV_CROUCH) |
---|
575 | this->bCrouch = event.bPressed; |
---|
576 | else if( event.type == EV_MOUSE_MOTION) |
---|
577 | { |
---|
578 | this->xMouse += event.xRel; |
---|
579 | this->yMouse += event.yRel; |
---|
580 | } |
---|
581 | } |
---|
582 | |
---|
583 | /** |
---|
584 | * respawns FPSplayer |
---|
585 | */ |
---|
586 | void FPSPlayer::respawn( ) |
---|
587 | { |
---|
588 | if( State::isOnline()) |
---|
589 | toList( OM_PLAYERS ); |
---|
590 | |
---|
591 | this->damageTicker = 0.0f; |
---|
592 | |
---|
593 | Playable::respawn(); |
---|
594 | } |
---|
595 | |
---|
596 | /** |
---|
597 | * Kills the FPSplayer defining its killer |
---|
598 | */ |
---|
599 | void FPSPlayer::destroy( WorldEntity* killer ) |
---|
600 | { |
---|
601 | Playable::destroy( killer ); |
---|
602 | |
---|
603 | toList( OM_DEAD ); |
---|
604 | } |
---|
605 | |
---|