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source: orxonox.OLD/trunk/src/world_entities/creatures/fps_player.cc @ 10625

Last change on this file since 10625 was 10618, checked in by bknecht, 18 years ago

merged cleanup into trunk (only improvements)

File size: 12.2 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#include "weapons/aiming_system.h"
32
33#include "aabb.h"
34#include "environments/bsp_entity.h"
35
36#include "key_mapper.h"
37
38#include "debug.h"
39
40#include "shared_network_data.h"
41
42
43
44ObjectListDefinition(FPSPlayer);
45CREATE_FACTORY(FPSPlayer);
46
47#include "script_class.h"
48CREATE_SCRIPTABLE_CLASS(FPSPlayer,
49                        addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
50                            ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
51                            ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
52                            ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
53                       );
54
55
56/**
57 *  destructs the FPSPlayer, deletes alocated memory
58 */
59FPSPlayer::~FPSPlayer ()
60{
61  this->setPlayer(NULL);
62
63  if( this->aimingSystem)
64    delete this->aimingSystem;
65}
66
67
68/**
69 *  creates a new FPSPlayer from Xml Data
70 * @param root the xml element containing FPSPlayer data
71 *
72 */
73FPSPlayer::FPSPlayer(const TiXmlElement* root)
74{
75  if (root != NULL)
76    this->loadParams(root);
77
78    this->updateNode(0.001);
79    this->init();
80}
81
82
83/**
84 * initializes a FPSPlayer
85 */
86void FPSPlayer::init()
87{
88  this->registerObject(this, FPSPlayer::_objectList);
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->jumpAcceleration = 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  this->aimingSystem = NULL;
122
123  // weapon manager for the fps
124  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
125
126  if( State::isOnline())
127  {
128    Weapon* wpRight = new FPSSniperRifle(0);
129    wpRight->setName("testGun Right");
130    this->addWeapon(wpRight,1, 0);
131    wpRight->addChild(this->aimingSystem);
132
133    this->toList( OM_PLAYERS );
134  }
135
136  this->aimingSystem = new AimingSystem(this);
137
138
139  this->getWeaponManager().changeWeaponConfig(1);
140  this->getWeaponManager().setSlotCount(2);
141  this->getWeaponManager().setSlotDirection(0, Quaternion(M_PI_4*-0.55f, Vector(0,0,1)));
142  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
143  this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0)));
144  this->getWeaponManager().setSlotPosition(0, Vector(1.5, -0.7, 1.1));
145  this->getWeaponManager().setSlotPosition(1, Vector(5.0, 0.0, 0.0));
146
147  this->getWeaponManager().setParentNode(&this->cameraNode);
148  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
149
150  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
151  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
152
153
154  // network registration
155  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
156  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
157  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
158  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
159  registerVar( new SynchronizeableBool( &bJump, &bJump, "bJump", PERMISSION_OWNER ) );
160  registerVar( new SynchronizeableFloat( &heading, &heading, "heading", PERMISSION_OWNER ) );
161  registerVar( new SynchronizeableFloat( &attitude, &attitude, "attitude", PERMISSION_OWNER ) );
162
163    //subscribe to collision reaction
164  this->subscribeReaction(CoRe::CREngine::CR_PHYSICS_FULL_WALK, BspEntity::staticClassID());
165
166  this->initWeapon = false;
167  this->damageTicker = 0.0f;
168
169}
170
171
172/**
173 * loads the Settings of a FPSPlayer from an XML-element.
174 * @param root the XML-element to load the Spaceship's properties from
175 */
176void FPSPlayer::loadParams(const TiXmlElement* root)
177{
178  Playable::loadParams(root);
179}
180
181
182void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed)
183{
184  this->attitude = this->getAbsDir().getAttitude();
185  this->heading = this->getAbsDir().getHeading();
186}
187
188
189void FPSPlayer::reset()
190{
191  this->bLeft = false;
192  this->bRight = false;
193  this->bForward = false;
194  this->bBackward = false;
195  this->xMouse = 0.0f;
196  this->yMouse = 0.0f;
197
198  this->setHealth(80);
199}
200
201
202void FPSPlayer::enter()
203{
204  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true );
205
206  State::getCameraNode()->setParentSoft(&this->cameraNode);
207  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
208
209  this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode());
210  this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0);
211
212  if ( !State::isOnline() )
213  {
214    this->respawn();
215  }
216}
217
218void FPSPlayer::leave()
219{
220  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
221  this->detachCamera();
222}
223
224
225
226/**
227 *  the function called for each passing timeSnap
228 * @param time The timespan passed since last update
229 */
230void FPSPlayer::tick (float time)
231{
232
233  if ( !this->initWeapon )
234  {
235    this->initWeapon = true;
236
237    this->cameraNode.setParentMode(PNODE_ROTATE_AND_MOVE);
238
239    this->getWeaponManager().getParentNode()->setParentMode(PNODE_ROTATE_AND_MOVE);
240    this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
241    this->getWeaponManager().getFixedTarget()->setParentMode(PNODE_ROTATE_AND_MOVE);
242
243
244    if( this->aimingSystem != NULL)
245    {
246      this->aimingSystem->toList(OM_GROUP_01);
247      this->aimingSystem->setParent(&this->cameraNode);
248  //     this->aimingSystem->setParentMode(PNODE_ROTATE_AND_MOVE);
249      this->aimingSystem->setRelDir(Quaternion(M_PI_4*-0.58f, Vector(0,0,1)));
250      this->aimingSystem->setRelCoor(0, -1, -1);
251    }
252
253
254    AABB* box = this->getModelAABB();
255    if( box != NULL)
256    {
257      float f = 1.0;
258      this->cameraNode.setRelCoor(0, box->halfLength[1] * f, 0);
259//       this->cameraNode.setRelCoor(10, box->halfLength[1] * f, 0);
260
261      float v = 0.1f;
262      this->getWeaponManager().setSlotPosition(0, Vector(-8.0, box->halfLength[1] * v, 1.1));
263      this->getWeaponManager().setSlotPosition(1, Vector(5.0, box->halfLength[1] * v, 0.0));
264    }
265  }
266
267
268  this->getWeaponManager().tick(time);
269  if( this->bFire)
270  {
271    this->getWeaponManager().fire();
272  }
273
274
275  //dealing damage
276  if ( State::isOnline() && (SharedNetworkData::getInstance()->isMasterServer() /*|| SharedNetworkData::getInstance()->isProxyServerActive()*/))
277  {
278    this->damageTicker -= time;
279
280    if ( this->damageTicker <= 0.0f && this->beFire() )
281    {
282      this->damageTicker = 0.25;
283
284      WorldEntity * victim = aimingSystem->getNearestTarget();
285
286      if ( victim )
287      {
288        PRINTF(0)("FIRE: hit %s\n", victim->getClassCName());
289        victim->hit( 20, this );
290      }
291      else
292      {
293        PRINTF(0)("FIRE: nothing hit\n");
294      }
295    }
296  }
297
298
299  if( ( xMouse != 0 || yMouse != 0 ) && (this->getOwner() == SharedNetworkData::getInstance()->getHostID() || !State::isOnline() ) )
300  {
301    xMouse *= time ;
302    yMouse *= time ;
303
304    heading -= xMouse/5.;
305    attitude-= yMouse/5.;
306
307
308    if ( attitude > 1.95 )
309      attitude = 1.95;
310    else if ( attitude < -1.07 )
311      attitude = -1.07;
312
313    xMouse = yMouse = 0;
314  }
315
316  this->setAbsDir(Quaternion(heading, Vector(0,1,0)));
317  this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) ));
318
319  Vector velocity;
320
321  if ( this->bForward )
322  {
323    velocity += this->getAbsDirX();
324  }
325
326  if ( this->bBackward )
327  {
328    velocity -= this->getAbsDirX();
329  }
330
331  if ( this->bRight )
332  {
333    velocity += this->getAbsDirZ();
334  }
335
336  if ( this->bLeft )
337  {
338    velocity -= this->getAbsDirZ();
339  }
340
341  // Uncomment this if you want your current position to be prined to the console when you press the jump button
342  /* if( this->bJump)
343    {
344      printf("panicGuy:runTo( %f, %f, %f ) \n", this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ() );
345      this->bJump = false;
346    }*/
347
348  velocity *= 100;
349
350  if( this->getModel( 0) != NULL && this->getModel(0)->isA(InteractiveModel::staticClassID()))
351  {
352    if( this->bJump)
353    {
354      if( this->jumpAcceleration < 1.0f)
355      {
356        this->jumpAcceleration = 300.0f;
357
358        if( ((InteractiveModel*)this->getModel(0))->getAnimation() != JUMP)
359          ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP);
360      }
361    }
362    else if(velocity.len() != 0.0f)
363    {
364      if( ((InteractiveModel*)this->getModel(0))->getAnimation() != RUN)
365        ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
366    }
367    else
368    {
369      if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
370        ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
371    }
372  }
373
374
375  velocity.y += this->jumpAcceleration;
376  if( this->jumpAcceleration > 1.0f)
377    this->jumpAcceleration *= pow(0.9f,time*100);
378
379
380  // physical falling of the player
381  if( !this->isOnGround())
382  {
383    if(this->fallVelocity + 300.0F*time < 10000.0f)this->fallVelocity += 300.0f * time;
384    velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity;
385
386//     PRINTF(0)("vel %f\n", this->fallVelocity);
387  }
388  else
389  {
390    this->fallVelocity = 0.0f;
391  }
392  if((velocity *time).len() < 10.0f) this->shiftCoor( velocity*time );
393  else{ 
394         velocity.normalize();
395         velocity *= 10.0f;
396         this->shiftCoor( velocity );
397       }
398
399
400
401
402
403  if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(InteractiveModel::staticClassID()))
404  {
405    ((InteractiveModel*)this->getModel(0))->tick(time);
406  }
407
408  this->setOnGround(false);
409  if( this->aimingSystem != NULL)
410    this->aimingSystem->flushList();
411}
412
413
414
415/**
416 *  draws the MD2Creature after transforming it.
417 */
418void FPSPlayer::draw () const
419{
420  // only draw if this entity is not the player since the player nevers sees himself
421  if( this->getCurrentPlayer() == NULL)
422    WorldEntity::draw();
423}
424
425
426
427/**
428 * process
429 */
430void FPSPlayer::process(const Event &event)
431{
432  Playable::process(event);
433
434  if( event.type == KeyMapper::PEV_LEFT)
435    this->bLeft = event.bPressed;
436  else if( event.type == KeyMapper::PEV_RIGHT)
437    this->bRight = event.bPressed;
438  else if( event.type == KeyMapper::PEV_FORWARD)
439    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
440  else if( event.type == KeyMapper::PEV_BACKWARD)
441    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
442  else if( event.type == EV_MOUSE_MOTION)
443  {
444    this->xMouse += event.xRel;
445    this->yMouse += event.yRel;
446  }
447  else if( event.type == KeyMapper::PEV_JUMP)
448  {
449    this->bJump = event.bPressed;
450  }
451  else if( event.type == KeyMapper::PEV_FIRE1)
452  {
453    this->bFire = event.bPressed;
454  }
455}
456
457
458void FPSPlayer::respawn( )
459{
460  if( State::isOnline())
461    toList( OM_PLAYERS );
462
463  this->damageTicker = 0.0f;
464
465  Playable::respawn();
466}
467
468
469void FPSPlayer::destroy( WorldEntity* killer )
470{
471  Playable::destroy( killer );
472
473  toList( OM_DEAD );
474}
475
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