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source: orxonox.OLD/branches/hud/src/world_entities/spectator.cc @ 10657

Last change on this file since 10657 was 10618, checked in by bknecht, 18 years ago

merged cleanup into trunk (only improvements)

File size: 7.6 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: 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 ( !ghost )
152  {
153    Spectator* spec = new Spectator();
154    spec->allowGhost( true );
155  }
156 
157  if ( !regularPlayable )
158  {
159    if ( !State::getPlayer() || !State::getPlayer()->getPlayable() )
160      return;
161   
162    regularPlayable = State::getPlayer()->getPlayable();
163   
164    ghost->setAbsCoor( regularPlayable->getAbsCoor() );
165    ghost->setAbsDir( regularPlayable->getAbsDir() );
166   
167    State::getPlayer()->setPlayable( ghost );
168  }
169  else
170  {
171    if ( !State::getPlayer() || !State::getPlayer()->getPlayable() )
172      return;
173   
174    State::getPlayer()->setPlayable( regularPlayable );
175    regularPlayable = NULL;
176  }
177}
178
179void Spectator::setPlayDirection(const Quaternion& quat, float speed)
180{
181  this->mouseDir = quat;
182  this->angleY = quat.getHeading();
183  this->angleX = quat.getAttitude();
184}
185
186
187void Spectator::reset()
188{
189  this->bLeft = false;
190  this->bRight = false;
191  this->bForward = false;
192  this->bBackward = false;
193  this->xMouse = 0.0f;
194  this->yMouse = 0.0f;
195
196  this->setHealth(80);
197}
198
199
200void Spectator::enter()
201{
202  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false );
203  this->attachCamera();
204}
205
206void Spectator::leave()
207{
208  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
209  this->detachCamera();
210}
211
212
213/**
214 *  this function is called, when two entities collide
215 * @param entity: the world entity with whom it collides
216 *
217 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
218 * @todo dont let Spectator fly through walls
219 */
220void Spectator::collidesWith(WorldEntity* entity, const Vector& location)
221{
222}
223
224
225
226/**
227 *  the function called for each passing timeSnap
228 * @param time The timespan passed since last update
229 */
230void Spectator::tick (float time)
231{
232//   Playable::tick( time );
233
234  if( ( xMouse != 0 || yMouse != 0 ) && ( !State::isOnline() || this->getOwner() == SharedNetworkData::getInstance()->getHostID() ) )
235  {
236    xMouse *= time / 10;
237    yMouse *= time / 10;
238
239    angleX -= xMouse;
240    angleY -= yMouse;
241
242//     if ( angleY > 1.90 )
243//       angleY = 1.95;
244//
245//     if ( angleY < -1.07 )
246//       angleY = -1.07;
247   
248    xMouse = yMouse = 0;
249
250    this->mouseDir = Quaternion( angleX, Vector( 0, 1, 0 ) ) * Quaternion( angleY, Vector( 0, 0, 1 ) );
251
252   
253   
254  }
255
256  this->setAbsDir( this->mouseDir );
257
258  Vector velocity;
259
260  if ( this->bForward )
261  {
262    velocity += this->getAbsDirX();
263  }
264
265  if ( this->bBackward )
266  {
267    velocity -= this->getAbsDirX();
268  }
269
270  if ( this->bRight )
271  {
272    velocity += this->getAbsDirZ();
273  }
274
275  if ( this->bLeft )
276  {
277    velocity -= this->getAbsDirZ();
278  }
279
280  velocity *= 100;
281
282  this->shiftCoor( velocity*time );
283}
284
285/**
286 * @todo switch statement ??
287 */
288void Spectator::process(const Event &event)
289{
290  Playable::process(event);
291
292  if( event.type == KeyMapper::PEV_LEFT)
293    this->bLeft = event.bPressed;
294  else if( event.type == KeyMapper::PEV_RIGHT)
295    this->bRight = event.bPressed;
296  else if( event.type == KeyMapper::PEV_FORWARD)
297    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
298  else if( event.type == KeyMapper::PEV_BACKWARD)
299    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
300  else if( event.type == EV_MOUSE_MOTION)
301  {
302    this->xMouse += event.xRel;
303    this->yMouse += event.yRel;
304  }
305  else if( event.type == KeyMapper::PEV_FIRE1 )
306  {
307    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 );
308//     FPSPlayer * fps = new FPSPlayer();
309//     //GenericNPC* fps = new GenericNPC();
310//     WorldEntity* fps = new WorldEntity();
311//     //WorldEntity * fps = new WorldEntity();
312//
313//     fps->setAbsCoor( this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ() );
314//     fps->setAbsDir( this->getAbsDir() );
315//     fps->loadMD2Texture( "doom_guy.png" );
316//     fps->loadModel( "models/creatures/doom_guy.md2", 10.0f );
317//     fps->toList( OM_GROUP_00);
318//     //fps->loadModel( "models/ships/terran_cruizer.obj" );
319
320//     ((Playable*)fps)->setPlayDirection(  0, 0, 1, 0 );
321  }
322}
323
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