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source: orxonox.OLD/branches/terrain.older/src/world_entities/creatures/fps_player.cc @ 10765

Last change on this file since 10765 was 9110, checked in by bensch, 18 years ago

orxonox/trunk: merged the Presentation back

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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 SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) );
151  registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) );
152}
153
154
155/**
156 * loads the Settings of a FPSPlayer from an XML-element.
157 * @param root the XML-element to load the Spaceship's properties from
158 */
159void FPSPlayer::loadParams(const TiXmlElement* root)
160{
161  Playable::loadParams(root);
162}
163
164void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed)
165{
166  this->attitude = this->getAbsDir().getAttitude();
167  this->heading = this->getAbsDir().getHeading();
168}
169
170
171void FPSPlayer::reset()
172{
173  this->bLeft = false;
174  this->bRight = false;
175  this->bForward = false;
176  this->bBackward = false;
177  this->xMouse = 0.0f;
178  this->yMouse = 0.0f;
179
180  this->setHealth(80);
181}
182
183
184void FPSPlayer::enter()
185{
186  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true );
187
188  State::getCameraNode()->setParentSoft(&this->cameraNode);
189  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
190
191  this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode());
192  this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0);
193
194
195  AABB* box = this->getModelAABB();
196  if( box != NULL)
197  {
198    State::getCameraNode()->setRelCoor(0, box->halfLength[1] * 2.0f, 0);
199    State::getCameraTargetNode()->setRelCoor(10, box->halfLength[1] * 2.0f, 0);
200
201    this->getWeaponManager().setSlotPosition(0, Vector(1.5, box->halfLength[1] * 2.0f - 0.7, 1.1));
202    this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * 2.0f, 0.0));
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->bPosBut)
222  {
223    this->bPosBut = false;
224    printf("mechanic2:walkTo( %f, mtheight, %f)\n",this->getAbsCoorX(),this->getAbsCoorZ());
225  }
226
227  Playable::tick( time );
228
229  if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) )
230  {
231    xMouse *= time ;
232    yMouse *= time ;
233
234    heading -= xMouse;
235    attitude-= yMouse;
236
237    if ( attitude > 2.05 )
238      attitude = 2.05;
239
240    else if ( attitude < -1.15 )
241      attitude = -1.15;
242
243    xMouse = yMouse = 0;
244  }
245
246  this->setAbsDir(Quaternion(heading, Vector(0,1,0)));
247  this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) ));
248
249  Vector velocity;
250
251  if ( this->bForward )
252  {
253    velocity += this->getAbsDirX();
254  }
255
256  if ( this->bBackward )
257  {
258    velocity -= this->getAbsDirX();
259  }
260
261  if ( this->bRight )
262  {
263    velocity += this->getAbsDirZ();
264  }
265
266  if ( this->bLeft )
267  {
268    velocity -= this->getAbsDirZ();
269  }
270
271
272  velocity *= 100;
273
274  if( this->bJump && likely(this->getModel(0) != NULL))
275  {
276    if( this->jumpForce < 1.0f)
277    {
278      this->jumpForce = 300.0f;
279
280      if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP)
281        ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP);
282    }
283  }
284  else if(velocity.len() != 0.0f)
285  {
286    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN)
287      ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
288  }
289  else
290  {
291    if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
292      ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
293  }
294
295
296  velocity.y += this->jumpForce;
297  if( this->jumpForce > 1.0f)
298    this->jumpForce *= 0.9f;
299
300
301  // physical falling of the player
302  if( !this->isOnGround())
303  {
304    this->fallVelocity += 300.0f * time;
305    velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity;
306  }
307  else
308  {
309    this->fallVelocity = 0.0f;
310  }
311
312
313  this->shiftCoor( velocity*time );
314
315
316
317
318
319
320
321  if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL))
322  {
323    ((InteractiveModel*)this->getModel(0))->tick(time);
324
325    // handle animations differently
326
327
328
329
330
331//     else if( this->bFire && likely(this->getModel(0) != NULL))
332//     {
333//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != ATTACK)
334//         ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK);
335//     }
336//     else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL))
337//     {
338//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != RUN)
339//         ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
340//     }
341//     else if (likely(this->getModel(0) != NULL))
342//     {
343//       if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
344//         ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
345//     }
346  }
347
348}
349
350
351
352/**
353 *  draws the MD2Creature after transforming it.
354 */
355void FPSPlayer::draw () const
356{
357  // only draw if this entity is not the player since the player nevers sees himself
358  if( this->getCurrentPlayer() == NULL)
359    WorldEntity::draw();
360}
361
362
363
364/**
365 * process
366 */
367void FPSPlayer::process(const Event &event)
368{
369  Playable::process(event);
370
371  if( event.type == KeyMapper::PEV_LEFT)
372    this->bLeft = event.bPressed;
373  else if( event.type == KeyMapper::PEV_RIGHT)
374    this->bRight = event.bPressed;
375  else if( event.type == KeyMapper::PEV_FORWARD)
376    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
377  else if( event.type == KeyMapper::PEV_BACKWARD)
378    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
379  else if( event.type == EV_MOUSE_MOTION)
380  {
381    this->xMouse += event.xRel;
382    this->yMouse += event.yRel;
383  }
384  else if( event.type == KeyMapper::PEV_JUMP)
385    this->bJump = event.bPressed;
386    this->bPosBut = event.bPressed;
387}
388
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