1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | co-programmer: ... |
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14 | |
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15 | */ |
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16 | |
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17 | #include "fps_player.h" |
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18 | |
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19 | #include "interactive_model.h" |
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20 | #include "state.h" |
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21 | |
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22 | #include "src/lib/util/loading/factory.h" |
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23 | |
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24 | #include "md2/md2Model.h" |
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25 | |
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26 | #include "weapons/weapon_manager.h" |
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27 | #include "weapons/test_gun.h" |
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28 | #include "weapons/turret.h" |
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29 | #include "weapons/cannon.h" |
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30 | #include "weapons/fps_sniper_rifle.h" |
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31 | #include "weapons/aiming_system.h" |
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32 | |
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33 | #include "aabb.h" |
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34 | #include "environments/bsp_entity.h" |
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35 | |
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36 | #include "key_mapper.h" |
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37 | |
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38 | #include "debug.h" |
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39 | |
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40 | #include "shared_network_data.h" |
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41 | |
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42 | |
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43 | |
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44 | ObjectListDefinition(FPSPlayer); |
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45 | CREATE_FACTORY(FPSPlayer); |
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46 | |
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47 | #include "script_class.h" |
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48 | CREATE_SCRIPTABLE_CLASS(FPSPlayer, |
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49 | addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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50 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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51 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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52 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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53 | ); |
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54 | |
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55 | |
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56 | /** |
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57 | * destructs the FPSPlayer, deletes alocated memory |
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58 | */ |
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59 | FPSPlayer::~FPSPlayer () |
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60 | { |
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61 | this->setPlayer(NULL); |
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62 | |
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63 | if( this->aimingSystem) |
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64 | delete this->aimingSystem; |
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65 | } |
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66 | |
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67 | |
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68 | /** |
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69 | * creates a new FPSPlayer from Xml Data |
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70 | * @param root the xml element containing FPSPlayer data |
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71 | * |
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72 | */ |
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73 | FPSPlayer::FPSPlayer(const TiXmlElement* root) |
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74 | { |
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75 | if (root != NULL) |
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76 | this->loadParams(root); |
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77 | |
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78 | this->updateNode(0.001); |
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79 | this->init(); |
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80 | } |
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81 | |
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82 | |
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83 | /** |
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84 | * initializes a FPSPlayer |
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85 | */ |
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86 | void FPSPlayer::init() |
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87 | { |
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88 | this->registerObject(this, FPSPlayer::_objectList); |
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89 | |
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90 | this->bLeft = false; |
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91 | this->bRight = false; |
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92 | this->bForward = false; |
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93 | this->bBackward = false; |
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94 | this->bJump = false; |
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95 | this->bPosBut = false; |
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96 | this->bFire = false; |
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97 | |
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98 | this->xMouse = 0.0f; |
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99 | this->yMouse = 0.0f; |
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100 | |
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101 | this->setHealthMax(100); |
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102 | this->setHealth(80); |
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103 | |
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104 | this->fallVelocity = 0.0f; |
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105 | this->jumpAcceleration = 0.0f; |
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106 | |
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107 | this->cameraNode.setParent(this); |
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108 | |
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109 | this->attitude = this->getAbsDir().getAttitude(); |
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110 | this->heading = this->getAbsDir().getHeading(); |
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111 | |
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112 | //add events to the eventlist |
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113 | registerEvent(KeyMapper::PEV_FORWARD); |
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114 | registerEvent(KeyMapper::PEV_BACKWARD); |
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115 | registerEvent(KeyMapper::PEV_LEFT); |
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116 | registerEvent(KeyMapper::PEV_RIGHT); |
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117 | registerEvent(KeyMapper::PEV_FIRE1); |
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118 | registerEvent(KeyMapper::PEV_JUMP); |
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119 | registerEvent(EV_MOUSE_MOTION); |
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120 | |
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121 | this->aimingSystem = NULL; |
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122 | |
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123 | // weapon manager for the fps |
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124 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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125 | |
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126 | if( State::isOnline()) |
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127 | { |
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128 | Weapon* wpRight = new FPSSniperRifle(0); |
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129 | wpRight->setName("testGun Right"); |
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130 | this->addWeapon(wpRight,1, 0); |
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131 | wpRight->addChild(this->aimingSystem); |
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132 | |
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133 | this->toList( OM_PLAYERS ); |
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134 | } |
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135 | |
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136 | this->aimingSystem = new AimingSystem(this); |
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137 | |
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138 | |
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139 | this->getWeaponManager().changeWeaponConfig(1); |
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140 | this->getWeaponManager().setSlotCount(2); |
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141 | this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_4*-0.55f, Vector(0,0,1))); |
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142 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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143 | this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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144 | this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1)); |
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145 | this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0)); |
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146 | |
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147 | this->getWeaponManager().setParentNode(&this->cameraNode); |
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148 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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149 | |
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150 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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151 | this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0); |
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152 | |
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153 | |
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154 | // network registration |
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155 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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156 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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157 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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158 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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159 | registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) ); |
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160 | registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) ); |
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161 | registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) ); |
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162 | |
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163 | //subscribe to collision reaction |
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164 | this->subscribeReaction(CoRe::CREngine::CR_PHYSICS_FULL_WALK, BspEntity::staticClassID()); |
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165 | |
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166 | this->initWeapon = false; |
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167 | this->damageTicker = 0.0f; |
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168 | |
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169 | } |
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170 | |
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171 | |
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172 | /** |
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173 | * loads the Settings of a FPSPlayer from an XML-element. |
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174 | * @param root the XML-element to load the Spaceship's properties from |
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175 | */ |
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176 | void FPSPlayer::loadParams(const TiXmlElement* root) |
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177 | { |
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178 | Playable::loadParams(root); |
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179 | } |
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180 | |
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181 | |
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182 | void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed) |
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183 | { |
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184 | this->attitude = this->getAbsDir().getAttitude(); |
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185 | this->heading = this->getAbsDir().getHeading(); |
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186 | } |
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187 | |
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188 | |
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189 | void FPSPlayer::reset() |
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190 | { |
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191 | this->bLeft = false; |
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192 | this->bRight = false; |
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193 | this->bForward = false; |
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194 | this->bBackward = false; |
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195 | this->xMouse = 0.0f; |
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196 | this->yMouse = 0.0f; |
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197 | |
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198 | this->setHealth(80); |
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199 | } |
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200 | |
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201 | |
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202 | void FPSPlayer::enter() |
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203 | { |
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204 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true ); |
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205 | |
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206 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
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207 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
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208 | |
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209 | this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode()); |
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210 | this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0); |
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211 | |
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212 | if ( !State::isOnline() ) |
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213 | { |
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214 | this->respawn(); |
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215 | } |
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216 | } |
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217 | |
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218 | void FPSPlayer::leave() |
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219 | { |
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220 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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221 | this->detachCamera(); |
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222 | } |
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223 | |
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224 | |
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225 | |
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226 | /** |
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227 | * the function called for each passing timeSnap |
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228 | * @param time The timespan passed since last update |
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229 | */ |
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230 | void FPSPlayer::tick (float time) |
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231 | { |
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232 | |
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233 | if ( !this->initWeapon ) |
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234 | { |
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235 | this->initWeapon = true; |
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236 | |
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237 | this->cameraNode.setParentMode(PNODE_ROTATE_AND_MOVE); |
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238 | |
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239 | this->getWeaponManager().getParentNode()->setParentMode(PNODE_ROTATE_AND_MOVE); |
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240 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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241 | this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ROTATE_AND_MOVE); |
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242 | |
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243 | |
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244 | if( this->aimingSystem != NULL) |
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245 | { |
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246 | this->aimingSystem->toList(OM_GROUP_01); |
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247 | this->aimingSystem->setParent(&this->cameraNode); |
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248 | // this->aimingSystem->setParentMode(PNODE_ROTATE_AND_MOVE); |
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249 | this->aimingSystem->setRelDir(Quaternion(M_PI_4*-0.58f, Vector(0,0,1))); |
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250 | this->aimingSystem->setRelCoor(0, -1, -1); |
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251 | } |
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252 | |
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253 | |
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254 | AABB* box = this->getModelAABB(); |
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255 | if( box != NULL) |
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256 | { |
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257 | float f = 1.0; |
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258 | this->cameraNode.setRelCoor(0, box->halfLength[1] * f, 0); |
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259 | // this->cameraNode.setRelCoor(10, box->halfLength[1] * f, 0); |
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260 | |
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261 | float v = 0.1f; |
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262 | this->getWeaponManager().setSlotPosition(0, Vector(-8.0, box->halfLength[1] * v, 1.1)); |
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263 | this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * v, 0.0)); |
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264 | } |
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265 | } |
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266 | |
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267 | |
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268 | this->getWeaponManager().tick(time); |
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269 | if( this->bFire) |
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270 | { |
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271 | this->getWeaponManager().fire(); |
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272 | } |
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273 | |
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274 | |
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275 | //dealing damage |
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276 | if ( State::isOnline() && (SharedNetworkData::getInstance()->isMasterServer() /*|| SharedNetworkData::getInstance()->isProxyServerActive()*/)) |
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277 | { |
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278 | this->damageTicker -= time; |
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279 | |
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280 | if ( this->damageTicker <= 0.0f && this->beFire() ) |
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281 | { |
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282 | this->damageTicker = 0.25; |
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283 | |
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284 | WorldEntity * victim = aimingSystem->getNearestTarget(); |
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285 | |
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286 | if ( victim ) |
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287 | { |
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288 | PRINTF(0)("FIRE: hit %s\n", victim->getClassCName()); |
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289 | victim->hit( 20, this ); |
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290 | } |
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291 | else |
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292 | { |
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293 | PRINTF(0)("FIRE: nothing hit\n"); |
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294 | } |
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295 | } |
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296 | } |
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297 | |
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298 | |
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299 | if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) ) |
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300 | { |
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301 | xMouse *= time ; |
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302 | yMouse *= time ; |
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303 | |
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304 | heading -= xMouse/5.; |
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305 | attitude-= yMouse/5.; |
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306 | |
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307 | |
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308 | if ( attitude > 1.95 ) |
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309 | attitude = 1.95; |
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310 | else if ( attitude < -1.07 ) |
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311 | attitude = -1.07; |
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312 | |
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313 | xMouse = yMouse = 0; |
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314 | } |
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315 | |
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316 | this->setAbsDir(Quaternion(heading, Vector(0,1,0))); |
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317 | this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) )); |
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318 | |
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319 | Vector velocity; |
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320 | |
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321 | if ( this->bForward ) |
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322 | { |
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323 | velocity += this->getAbsDirX(); |
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324 | } |
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325 | |
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326 | if ( this->bBackward ) |
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327 | { |
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328 | velocity -= this->getAbsDirX(); |
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329 | } |
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330 | |
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331 | if ( this->bRight ) |
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332 | { |
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333 | velocity += this->getAbsDirZ(); |
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334 | } |
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335 | |
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336 | if ( this->bLeft ) |
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337 | { |
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338 | velocity -= this->getAbsDirZ(); |
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339 | } |
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340 | |
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341 | // Uncomment this if you want your current position to be prined to the console when you press the jump button |
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342 | /* if( this->bJump) |
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343 | { |
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344 | printf("panicGuy:runTo( %f, %f, %f ) \n", this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ() ); |
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345 | this->bJump = false; |
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346 | }*/ |
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347 | |
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348 | velocity *= 100; |
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349 | |
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350 | if( this->getModel( 0) != NULL && this->getModel(0)->isA(InteractiveModel::staticClassID())) |
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351 | { |
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352 | if( this->bJump) |
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353 | { |
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354 | if( this->jumpAcceleration < 1.0f) |
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355 | { |
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356 | this->jumpAcceleration = 300.0f; |
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357 | |
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358 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP) |
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359 | ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP); |
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360 | } |
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361 | } |
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362 | else if(velocity.len() != 0.0f) |
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363 | { |
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364 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN) |
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365 | ((InteractiveModel*)this->getModel(0))->setAnimation(RUN); |
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366 | } |
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367 | else |
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368 | { |
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369 | if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND) |
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370 | ((InteractiveModel*)this->getModel(0))->setAnimation(STAND); |
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371 | } |
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372 | } |
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373 | |
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374 | |
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375 | velocity.y += this->jumpAcceleration; |
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376 | if( this->jumpAcceleration > 1.0f) |
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377 | this->jumpAcceleration *= pow(0.9f,time*100); |
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378 | |
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379 | |
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380 | // physical falling of the player |
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381 | if( !this->isOnGround()) |
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382 | { |
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383 | if(this->fallVelocity + 300.0F*time < 10000.0f)this->fallVelocity += 300.0f * time; |
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384 | velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
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385 | |
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386 | // PRINTF(0)("vel %f\n", this->fallVelocity); |
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387 | } |
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388 | else |
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389 | { |
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390 | this->fallVelocity = 0.0f; |
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391 | } |
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392 | if((velocity *time).len() < 10.0f) this->shiftCoor( velocity*time ); |
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393 | else{ |
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394 | velocity.normalize(); |
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395 | velocity *= 10.0f; |
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396 | this->shiftCoor( velocity ); |
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397 | } |
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398 | |
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399 | |
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400 | |
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401 | |
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402 | |
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403 | if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(InteractiveModel::staticClassID())) |
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404 | { |
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405 | ((InteractiveModel*)this->getModel(0))->tick(time); |
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406 | } |
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407 | |
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408 | this->setOnGround(false); |
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409 | if( this->aimingSystem != NULL) |
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410 | this->aimingSystem->flushList(); |
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411 | } |
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412 | |
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413 | |
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414 | |
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415 | /** |
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416 | * draws the MD2Creature after transforming it. |
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417 | */ |
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418 | void FPSPlayer::draw () const |
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419 | { |
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420 | // only draw if this entity is not the player since the player nevers sees himself |
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421 | if( this->getCurrentPlayer() == NULL) |
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422 | WorldEntity::draw(); |
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423 | } |
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424 | |
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425 | |
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426 | |
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427 | /** |
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428 | * process |
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429 | */ |
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430 | void FPSPlayer::process(const Event &event) |
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431 | { |
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432 | Playable::process(event); |
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433 | |
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434 | if( event.type == KeyMapper::PEV_LEFT) |
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435 | this->bLeft = event.bPressed; |
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436 | else if( event.type == KeyMapper::PEV_RIGHT) |
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437 | this->bRight = event.bPressed; |
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438 | else if( event.type == KeyMapper::PEV_FORWARD) |
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439 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
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440 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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441 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
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442 | else if( event.type == EV_MOUSE_MOTION) |
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443 | { |
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444 | this->xMouse += event.xRel; |
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445 | this->yMouse += event.yRel; |
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446 | } |
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447 | else if( event.type == KeyMapper::PEV_JUMP) |
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448 | { |
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449 | this->bJump = event.bPressed; |
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450 | } |
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451 | else if( event.type == KeyMapper::PEV_FIRE1) |
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452 | { |
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453 | this->bFire = event.bPressed; |
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454 | } |
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455 | } |
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456 | |
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457 | |
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458 | void FPSPlayer::respawn( ) |
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459 | { |
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460 | if( State::isOnline()) |
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461 | toList( OM_PLAYERS ); |
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462 | |
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463 | this->damageTicker = 0.0f; |
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464 | |
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465 | Playable::respawn(); |
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466 | } |
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467 | |
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468 | |
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469 | void FPSPlayer::destroy( WorldEntity* killer ) |
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470 | { |
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471 | Playable::destroy( killer ); |
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472 | |
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473 | toList( OM_DEAD ); |
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474 | } |
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475 | |
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