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source: orxonox.OLD/branches/presentation/src/world_entities/creatures/fps_player.cc @ 9153

Last change on this file since 9153 was 9151, checked in by patrick, 19 years ago

fps works again

File size: 10.0 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
221  if ( !this->initWeapon )
222  {
223    this->initWeapon = true;
224
225    AABB* box = this->getModelAABB();
226    if( box != NULL)
227    {
228      float f = 1.3f;
229      State::getCameraNode()->setRelCoor(0, box->halfLength[1] * f, 0);
230      State::getCameraTargetNode()->setRelCoor(10, box->halfLength[1] * f, 0);
231
232      this->getWeaponManager().setSlotPosition(0, Vector(1.5, box->halfLength[1] * f - 0.7, 1.1));
233      this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * f, 0.0));
234    }
235  }
236
237  if( this->bJump)
238  {
239    printf("mechanic2:walkTo( %f, mtheight, %f)\n",this->getAbsCoorX(),this->getAbsCoorZ());
240  }
241
242
243
244
245  Playable::tick( time );
246
247  if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) )
248  {
249    xMouse *= time ;
250    yMouse *= time ;
251
252    heading -= xMouse;
253    attitude-= yMouse;
254
255    if ( attitude > 2.05 )
256      attitude = 2.05;
257
258    else if ( attitude < -1.15 )
259      attitude = -1.15;
260
261    xMouse = yMouse = 0;
262  }
263
264  this->setAbsDir(Quaternion(heading, Vector(0,1,0)));
265  this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) ));
266
267  Vector velocity;
268
269  if ( this->bForward )
270  {
271    velocity += this->getAbsDirX();
272  }
273
274  if ( this->bBackward )
275  {
276    velocity -= this->getAbsDirX();
277  }
278
279  if ( this->bRight )
280  {
281    velocity += this->getAbsDirZ();
282  }
283
284  if ( this->bLeft )
285  {
286    velocity -= this->getAbsDirZ();
287  }
288
289
290  velocity *= 100;
291
292  if( this->bJump && likely(this->getModel(0) != NULL))
293  {
294    if( this->jumpForce < 1.0f)
295    {
296      this->jumpForce = 300.0f;
297
298      if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP)
299        ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP);
300    }
301  }
302  else if(velocity.len() != 0.0f)
303  {
304    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN)
305      ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
306  }
307  else
308  {
309    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
310      ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
311  }
312
313
314  velocity.y += this->jumpForce;
315  if( this->jumpForce > 1.0f)
316    this->jumpForce *= 0.9f;
317
318
319  // physical falling of the player
320  if( !this->isOnGround())
321  {
322    this->fallVelocity += 300.0f * time;
323    velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity;
324  }
325  else
326  {
327    this->fallVelocity = 0.0f;
328  }
329
330  this->shiftCoor( velocity*time );
331
332
333
334
335
336
337
338  if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL))
339  {
340    ((InteractiveModel*)this->getModel(0))->tick(time);
341
342    // handle animations differently
343
344
345
346
347
348//     else if( this->bFire && likely(this->getModel(0) != NULL))
349//     {
350//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != ATTACK)
351//         ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK);
352//     }
353//     else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL))
354//     {
355//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != RUN)
356//         ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
357//     }
358//     else if (likely(this->getModel(0) != NULL))
359//     {
360//       if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
361//         ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
362//     }
363  }
364
365  this->setOnGround(false);
366
367}
368
369
370
371/**
372 *  draws the MD2Creature after transforming it.
373 */
374void FPSPlayer::draw () const
375{
376  // only draw if this entity is not the player since the player nevers sees himself
377  if( this->getCurrentPlayer() == NULL)
378    WorldEntity::draw();
379}
380
381
382
383/**
384 * process
385 */
386void FPSPlayer::process(const Event &event)
387{
388  Playable::process(event);
389
390  if( event.type == KeyMapper::PEV_LEFT)
391    this->bLeft = event.bPressed;
392  else if( event.type == KeyMapper::PEV_RIGHT)
393    this->bRight = event.bPressed;
394  else if( event.type == KeyMapper::PEV_FORWARD)
395    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
396  else if( event.type == KeyMapper::PEV_BACKWARD)
397    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
398  else if( event.type == EV_MOUSE_MOTION)
399  {
400    this->xMouse += event.xRel;
401    this->yMouse += event.yRel;
402  }
403  else if( event.type == KeyMapper::PEV_JUMP)
404    this->bJump = event.bPressed;
405}
406
407void FPSPlayer::respawn( )
408{
409  if( State::isOnline())
410    toList( OM_PLAYERS );
411}
412
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