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source: orxonox.OLD/branches/presentation/src/world_entities/creatures/fps_player.cc @ 9139

Last change on this file since 9139 was 9139, checked in by rennerc, 18 years ago

fpsplayer weapon position, jump sync

File size: 10.4 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
32#include "aabb.h"
33
34#include "key_mapper.h"
35
36#include "debug.h"
37
38#include "shared_network_data.h"
39
40
41
42CREATE_FACTORY(FPSPlayer, CL_FPS_PLAYER);
43
44#include "script_class.h"
45CREATE_SCRIPTABLE_CLASS(FPSPlayer, CL_FPS_PLAYER,
46                        addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor))
47                            ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX))
48                            ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY))
49                            ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ))
50                       );
51
52
53/**
54 *  destructs the FPSPlayer, deletes alocated memory
55 */
56FPSPlayer::~FPSPlayer ()
57{
58  this->setPlayer(NULL);
59}
60
61
62/**
63 *  creates a new FPSPlayer from Xml Data
64 * @param root the xml element containing FPSPlayer data
65 *
66 */
67FPSPlayer::FPSPlayer(const TiXmlElement* root)
68{
69  this->init();
70
71  if (root != NULL)
72    this->loadParams(root);
73
74}
75
76
77/**
78 * initializes a FPSPlayer
79 */
80void FPSPlayer::init()
81{
82  this->setClassID(CL_FPS_PLAYER, "FPSPlayer");
83
84
85  this->bLeft = false;
86  this->bRight = false;
87  this->bForward = false;
88  this->bBackward = false;
89  this->bJump = false;
90  this->bPosBut = false;
91
92  this->xMouse = 0.0f;
93  this->yMouse = 0.0f;
94
95  this->setHealthMax(100);
96  this->setHealth(80);
97
98  this->fallVelocity = 0.0f;
99  this->jumpForce = 0.0f;
100
101  this->cameraNode.setParent(this);
102
103  this->attitude = this->getAbsDir().getAttitude();
104  this->heading = this->getAbsDir().getHeading();
105
106  //add events to the eventlist
107  registerEvent(KeyMapper::PEV_FORWARD);
108  registerEvent(KeyMapper::PEV_BACKWARD);
109  registerEvent(KeyMapper::PEV_LEFT);
110  registerEvent(KeyMapper::PEV_RIGHT);
111  registerEvent(KeyMapper::PEV_FIRE1);
112  registerEvent(KeyMapper::PEV_JUMP);
113  registerEvent(EV_MOUSE_MOTION);
114
115
116
117  // weapon manager for the fps
118  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
119
120  Weapon* wpRight = new FPSSniperRifle(0);
121  wpRight->setName("testGun Right");
122/*  Weapon* wpLeft = new TestGun(1);*/
123//   Weapon* wpLeft = new Turret();
124//   wpLeft->setName("testGun Left");
125
126//   this->addWeapon(wpLeft, 1, 0);
127  this->addWeapon(wpRight,1, 0);
128  this->getWeaponManager().changeWeaponConfig(1);
129
130  this->getWeaponManager().setSlotCount(2);
131//   this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_2, Vector(0,1,0)));
132  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
133  this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0)));
134  this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1));
135  this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0));
136
137
138  this->getWeaponManager().setParentNode(&this->cameraNode);
139  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
140
141  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
142  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
143
144
145  // network registration
146  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
147  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
148  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
149  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
150  registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) );
151  registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) );
152  registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) );
153
154    //subscribe to collision reaction
155  this->subscribeReaction(CREngine::CR_PHYSICS_FULL_WALK, CL_BSP_ENTITY);
156 
157  this->initWeapon = false;
158}
159
160
161/**
162 * loads the Settings of a FPSPlayer from an XML-element.
163 * @param root the XML-element to load the Spaceship's properties from
164 */
165void FPSPlayer::loadParams(const TiXmlElement* root)
166{
167  Playable::loadParams(root);
168}
169
170void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed)
171{
172  this->attitude = this->getAbsDir().getAttitude();
173  this->heading = this->getAbsDir().getHeading();
174}
175
176
177void FPSPlayer::reset()
178{
179  this->bLeft = false;
180  this->bRight = false;
181  this->bForward = false;
182  this->bBackward = false;
183  this->xMouse = 0.0f;
184  this->yMouse = 0.0f;
185
186  this->setHealth(80);
187}
188
189
190void FPSPlayer::enter()
191{
192  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true );
193
194  State::getCameraNode()->setParentSoft(&this->cameraNode);
195  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
196
197  this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode());
198  this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0);
199
200  if ( !State::isOnline() )
201  {
202    this->respawn();
203  }
204}
205
206void FPSPlayer::leave()
207{
208  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
209  this->detachCamera();
210}
211
212
213
214/**
215 *  the function called for each passing timeSnap
216 * @param time The timespan passed since last update
217 */
218void FPSPlayer::tick (float time)
219{
220  if ( !this->initWeapon )
221  {
222    this->initWeapon = true;
223   
224    AABB* box = this->getModelAABB();
225    if( box != NULL)
226    {
227      float f = 1.3f;
228      State::getCameraNode()->setRelCoor(0, box->halfLength[1] * f, 0);
229      State::getCameraTargetNode()->setRelCoor(10, box->halfLength[1] * f, 0);
230
231      this->getWeaponManager().setSlotPosition(0, Vector(1.5, box->halfLength[1] * f - 0.7, 1.1));
232      this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * f, 0.0));
233    }
234  }
235
236  if( this->bJump)
237  {
238    printf("mechanic2:walkTo( %f, mtheight, %f)\n",this->getAbsCoorX(),this->getAbsCoorZ());
239  }
240
241  Playable::tick( time );
242
243  if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) )
244  {
245    xMouse *= time ;
246    yMouse *= time ;
247
248    heading -= xMouse;
249    attitude-= yMouse;
250
251    if ( attitude > 2.05 )
252      attitude = 2.05;
253
254    else if ( attitude < -1.15 )
255      attitude = -1.15;
256
257    xMouse = yMouse = 0;
258  }
259
260  this->setAbsDir(Quaternion(heading, Vector(0,1,0)));
261  this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) ));
262
263  Vector velocity;
264
265  if ( this->bForward )
266  {
267    velocity += this->getAbsDirX();
268  }
269
270  if ( this->bBackward )
271  {
272    velocity -= this->getAbsDirX();
273  }
274
275  if ( this->bRight )
276  {
277    velocity += this->getAbsDirZ();
278  }
279
280  if ( this->bLeft )
281  {
282    velocity -= this->getAbsDirZ();
283  }
284
285
286  velocity *= 100;
287
288  if( this->bJump && likely(this->getModel(0) != NULL))
289  {
290    if( this->jumpForce < 1.0f)
291    {
292      this->jumpForce = 300.0f;
293
294      if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP)
295        ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP);
296    }
297  }
298  else if(velocity.len() != 0.0f)
299  {
300    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN)
301      ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
302  }
303  else
304  {
305    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
306      ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
307  }
308
309
310  velocity.y += this->jumpForce;
311  if( this->jumpForce > 1.0f)
312    this->jumpForce *= 0.9f;
313
314
315  // physical falling of the player
316  if( !this->isOnGround())
317  {
318    this->fallVelocity += 300.0f * time;
319    velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity;
320  }
321  else
322  {
323    this->fallVelocity = 0.0f;
324  }
325
326
327  this->shiftCoor( velocity*time );
328
329
330
331
332
333
334
335  if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL))
336  {
337    ((InteractiveModel*)this->getModel(0))->tick(time);
338
339    // handle animations differently
340
341
342
343
344
345//     else if( this->bFire && likely(this->getModel(0) != NULL))
346//     {
347//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != ATTACK)
348//         ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK);
349//     }
350//     else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL))
351//     {
352//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != RUN)
353//         ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
354//     }
355//     else if (likely(this->getModel(0) != NULL))
356//     {
357//       if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
358//         ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
359//     }
360  }
361
362}
363
364
365
366/**
367 *  draws the MD2Creature after transforming it.
368 */
369void FPSPlayer::draw () const
370{
371  // only draw if this entity is not the player since the player nevers sees himself
372  if( this->getCurrentPlayer() == NULL)
373    WorldEntity::draw();
374}
375
376
377
378/**
379 * process
380 */
381void FPSPlayer::process(const Event &event)
382{
383  Playable::process(event);
384
385  if( event.type == KeyMapper::PEV_LEFT)
386    this->bLeft = event.bPressed;
387  else if( event.type == KeyMapper::PEV_RIGHT)
388    this->bRight = event.bPressed;
389  else if( event.type == KeyMapper::PEV_FORWARD)
390    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
391  else if( event.type == KeyMapper::PEV_BACKWARD)
392    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
393  else if( event.type == EV_MOUSE_MOTION)
394  {
395    this->xMouse += event.xRel;
396    this->yMouse += event.yRel;
397  }
398  else if( event.type == KeyMapper::PEV_JUMP)
399    this->bJump = event.bPressed;
400}
401
402/*
403void FPSPlayer::respawn( )
404{
405  Playable::respawn();
406
407  AABB* box = this->getModelAABB();
408  if( box != NULL)
409  {
410    float f = 1.3f;
411    State::getCameraNode()->setRelCoor(0, box->halfLength[1] * f, 0);
412    State::getCameraTargetNode()->setRelCoor(10, box->halfLength[1] * f, 0);
413
414    this->getWeaponManager().setSlotPosition(0, Vector(1.5, box->halfLength[1] * f - 0.7, 1.1));
415    this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * f, 0.0));
416  }
417}
418*/
419
420
421
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