Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/presentation/src/world_entities/creatures/fps_player.cc @ 9210

Last change on this file since 9210 was 9209, checked in by patrick, 18 years ago

correct camera

File size: 11.5 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: 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#include "weapons/aiming_system.h"
32
33#include "aabb.h"
34
35
36#include "key_mapper.h"
37
38#include "debug.h"
39
40#include "shared_network_data.h"
41
42
43
44CREATE_FACTORY(FPSPlayer, CL_FPS_PLAYER);
45
46#include "script_class.h"
47CREATE_SCRIPTABLE_CLASS(FPSPlayer, CL_FPS_PLAYER,
48                        addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor))
49                            ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX))
50                            ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY))
51                            ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ))
52                       );
53
54
55/**
56 *  destructs the FPSPlayer, deletes alocated memory
57 */
58FPSPlayer::~FPSPlayer ()
59{
60  this->setPlayer(NULL);
61
62  if( this->aimingSystem)
63    delete this->aimingSystem;
64}
65
66
67/**
68 *  creates a new FPSPlayer from Xml Data
69 * @param root the xml element containing FPSPlayer data
70 *
71 */
72FPSPlayer::FPSPlayer(const TiXmlElement* root)
73{
74  this->init();
75
76  if (root != NULL)
77    this->loadParams(root);
78
79}
80
81
82/**
83 * initializes a FPSPlayer
84 */
85void FPSPlayer::init()
86{
87  this->setClassID(CL_FPS_PLAYER, "FPSPlayer");
88
89
90  this->bLeft = false;
91  this->bRight = false;
92  this->bForward = false;
93  this->bBackward = false;
94  this->bJump = false;
95  this->bPosBut = false;
96  this->bFire = false;
97
98  this->xMouse = 0.0f;
99  this->yMouse = 0.0f;
100
101  this->setHealthMax(100);
102  this->setHealth(80);
103
104  this->fallVelocity = 0.0f;
105  this->jumpForce = 0.0f;
106
107  this->cameraNode.setParent(this);
108
109  this->attitude = this->getAbsDir().getAttitude();
110  this->heading = this->getAbsDir().getHeading();
111
112  //add events to the eventlist
113  registerEvent(KeyMapper::PEV_FORWARD);
114  registerEvent(KeyMapper::PEV_BACKWARD);
115  registerEvent(KeyMapper::PEV_LEFT);
116  registerEvent(KeyMapper::PEV_RIGHT);
117  registerEvent(KeyMapper::PEV_FIRE1);
118  registerEvent(KeyMapper::PEV_JUMP);
119  registerEvent(EV_MOUSE_MOTION);
120
121
122
123  // weapon manager for the fps
124  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
125
126  Weapon* wpRight = new FPSSniperRifle(0);
127  wpRight->setName("testGun Right");
128/*  Weapon* wpLeft = new TestGun(1);*/
129//   Weapon* wpLeft = new Turret();
130//   wpLeft->setName("testGun Left");
131
132//   this->addWeapon(wpLeft, 1, 0);
133  this->addWeapon(wpRight,1, 0);
134  this->getWeaponManager().changeWeaponConfig(1);
135
136  this->getWeaponManager().setSlotCount(2);
137  this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_4*-0.55f, Vector(0,0,1)));
138  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
139  this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0)));
140  this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1));
141  this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0));
142
143//   this->getWeaponManager().getFixedTarget()->setRelDir(Quaternion(M_PI_4*-0.6f, Vector(0,0,1)));
144
145
146  this->getWeaponManager().setParentNode(&this->cameraNode);
147  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
148
149  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
150  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
151
152  this->aimingSystem = new AimingSystem(this);
153  //this->addChild(this->aimingSystem);
154  wpRight->addChild(this->aimingSystem);
155//   this->getWeaponManager().sl
156
157
158  // network registration
159  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
160  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
161  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
162  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
163  registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) );
164  registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) );
165  registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) );
166
167    //subscribe to collision reaction
168  this->subscribeReaction(CREngine::CR_PHYSICS_FULL_WALK, CL_BSP_ENTITY);
169
170  this->initWeapon = false;
171}
172
173
174/**
175 * loads the Settings of a FPSPlayer from an XML-element.
176 * @param root the XML-element to load the Spaceship's properties from
177 */
178void FPSPlayer::loadParams(const TiXmlElement* root)
179{
180  Playable::loadParams(root);
181}
182
183void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed)
184{
185  this->attitude = this->getAbsDir().getAttitude();
186  this->heading = this->getAbsDir().getHeading();
187}
188
189
190void FPSPlayer::reset()
191{
192  this->bLeft = false;
193  this->bRight = false;
194  this->bForward = false;
195  this->bBackward = false;
196  this->xMouse = 0.0f;
197  this->yMouse = 0.0f;
198
199  this->setHealth(80);
200}
201
202
203void FPSPlayer::enter()
204{
205  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true );
206
207  State::getCameraNode()->setParentSoft(&this->cameraNode);
208  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
209
210  this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode());
211  this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0);
212
213  if ( !State::isOnline() )
214  {
215    this->respawn();
216  }
217}
218
219void FPSPlayer::leave()
220{
221  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
222  this->detachCamera();
223}
224
225
226
227/**
228 *  the function called for each passing timeSnap
229 * @param time The timespan passed since last update
230 */
231void FPSPlayer::tick (float time)
232{
233
234  if ( !this->initWeapon )
235  {
236    this->initWeapon = true;
237
238    this->cameraNode.setParentMode(PNODE_ROTATE_AND_MOVE);
239
240    this->getWeaponManager().getParentNode()->setParentMode(PNODE_ROTATE_AND_MOVE);
241    this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
242    this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ROTATE_AND_MOVE);
243
244
245    this->aimingSystem->toList(OM_GROUP_01);
246    this->aimingSystem->setParent(&this->cameraNode);
247//     this->aimingSystem->setParentMode(PNODE_ROTATE_AND_MOVE);
248    this->aimingSystem->setRelDir(Quaternion(M_PI_4*-0.55f, Vector(0,0,1)));
249    this->aimingSystem->setRelCoor(0, -1, -1);
250
251
252    AABB* box = this->getModelAABB();
253    if( box != NULL)
254    {
255      float f = 1.0;
256      this->cameraNode.setRelCoor(0, box->halfLength[1] * f, 0);
257      this->cameraNode.setRelCoor(10, box->halfLength[1] * f, 0);
258
259      this->getWeaponManager().setSlotPosition(0, Vector(-8.0, box->halfLength[1] * f - 1.5, 1.1));
260      this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * f, 0.0));
261    }
262  }
263
264  if( this->bJump)
265  {
266    printf("mechanic2:walkTo( %f, mtheight, %f)\n",this->getAbsCoorX(),this->getAbsCoorZ());
267  }
268
269
270  this->getWeaponManager().tick(time);
271  if( this->bFire)
272  {
273    this->getWeaponManager().fire();
274
275    WorldEntity* target = this->aimingSystem->getNearestTarget();
276    if( target != NULL)
277    {
278      PRINTF(0)("hit hit hit, got: %s\n", target->getClassName());
279    }
280    else
281    {
282      PRINTF(0)("nothing hit\n");
283    }
284  }
285
286
287
288
289  if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) )
290  {
291    xMouse *= time ;
292    yMouse *= time ;
293
294    heading -= xMouse;
295    attitude-= yMouse;
296
297
298    if ( attitude > 1.95 )
299      attitude = 1.95;
300    else if ( attitude < -1.07 )
301      attitude = -1.07;
302
303    xMouse = yMouse = 0;
304  }
305
306  this->setAbsDir(Quaternion(heading, Vector(0,1,0)));
307  this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) ));
308
309  Vector velocity;
310
311  if ( this->bForward )
312  {
313    velocity += this->getAbsDirX();
314  }
315
316  if ( this->bBackward )
317  {
318    velocity -= this->getAbsDirX();
319  }
320
321  if ( this->bRight )
322  {
323    velocity += this->getAbsDirZ();
324  }
325
326  if ( this->bLeft )
327  {
328    velocity -= this->getAbsDirZ();
329  }
330
331
332  velocity *= 100;
333
334  if( this->bJump && likely(this->getModel(0) != NULL))
335  {
336    if( this->jumpForce < 1.0f)
337    {
338      this->jumpForce = 300.0f;
339
340      if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP)
341        ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP);
342    }
343  }
344  else if(velocity.len() != 0.0f)
345  {
346    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN)
347      ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
348  }
349  else
350  {
351    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
352      ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
353  }
354
355
356  velocity.y += this->jumpForce;
357  if( this->jumpForce > 1.0f)
358    this->jumpForce *= 0.9f;
359
360
361  // physical falling of the player
362  if( !this->isOnGround())
363  {
364    this->fallVelocity += 300.0f * time;
365    velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity;
366  }
367  else
368  {
369    this->fallVelocity = 0.0f;
370  }
371
372  this->shiftCoor( velocity*time );
373
374
375
376
377
378
379
380  if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL))
381  {
382    ((InteractiveModel*)this->getModel(0))->tick(time);
383
384    // handle animations differently
385
386
387
388
389
390//     else if( this->bFire && likely(this->getModel(0) != NULL))
391//     {
392//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != ATTACK)
393//         ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK);
394//     }
395//     else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL))
396//     {
397//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != RUN)
398//         ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
399//     }
400//     else if (likely(this->getModel(0) != NULL))
401//     {
402//       if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
403//         ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
404//     }
405  }
406
407  this->setOnGround(false);
408  this->aimingSystem->flushList();
409}
410
411
412
413/**
414 *  draws the MD2Creature after transforming it.
415 */
416void FPSPlayer::draw () const
417{
418  // only draw if this entity is not the player since the player nevers sees himself
419  if( this->getCurrentPlayer() == NULL)
420    WorldEntity::draw();
421}
422
423
424
425/**
426 * process
427 */
428void FPSPlayer::process(const Event &event)
429{
430  Playable::process(event);
431
432  if( event.type == KeyMapper::PEV_LEFT)
433    this->bLeft = event.bPressed;
434  else if( event.type == KeyMapper::PEV_RIGHT)
435    this->bRight = event.bPressed;
436  else if( event.type == KeyMapper::PEV_FORWARD)
437    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
438  else if( event.type == KeyMapper::PEV_BACKWARD)
439    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
440  else if( event.type == EV_MOUSE_MOTION)
441  {
442    this->xMouse += event.xRel;
443    this->yMouse += event.yRel;
444  }
445  else if( event.type == KeyMapper::PEV_JUMP)
446  {
447    this->bJump = event.bPressed;
448  }
449  else if( event.type == KeyMapper::PEV_FIRE1)
450  {
451    this->bFire = event.bPressed;
452  }
453}
454
455
456void FPSPlayer::respawn( )
457{
458  if( State::isOnline())
459    toList( OM_PLAYERS );
460}
461
462void FPSPlayer::destroy( WorldEntity* killer )
463{
464  Playable::destroy( killer );
465
466  toList( OM_DEAD );
467}
468
Note: See TracBrowser for help on using the repository browser.