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 "weapons/weapon_manager.h" |
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25 | #include "weapons/test_gun.h" |
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26 | #include "weapons/turret.h" |
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27 | #include "weapons/cannon.h" |
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28 | #include "weapons/fps_sniper_rifle.h" |
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29 | |
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30 | #include "key_mapper.h" |
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31 | |
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32 | #include "debug.h" |
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33 | |
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34 | |
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35 | |
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36 | |
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37 | CREATE_FACTORY(FPSPlayer, CL_FPS_PLAYER); |
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38 | |
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39 | #include "script_class.h" |
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40 | CREATE_SCRIPTABLE_CLASS(FPSPlayer, CL_FPS_PLAYER, |
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41 | addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor)) |
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42 | ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX)) |
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43 | ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY)) |
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44 | ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ)) |
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45 | ); |
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46 | |
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47 | |
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48 | /** |
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49 | * destructs the FPSPlayer, deletes alocated memory |
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50 | */ |
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51 | FPSPlayer::~FPSPlayer () |
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52 | { |
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53 | this->setPlayer(NULL); |
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54 | } |
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55 | |
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56 | |
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57 | /** |
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58 | * creates a new FPSPlayer from Xml Data |
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59 | * @param root the xml element containing FPSPlayer data |
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60 | * |
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61 | */ |
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62 | FPSPlayer::FPSPlayer(const TiXmlElement* root) |
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63 | { |
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64 | this->init(); |
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65 | |
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66 | if (root != NULL) |
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67 | this->loadParams(root); |
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68 | |
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69 | } |
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70 | |
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71 | |
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72 | /** |
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73 | * initializes a FPSPlayer |
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74 | */ |
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75 | void FPSPlayer::init() |
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76 | { |
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77 | this->setClassID(CL_FPS_PLAYER, "FPSPlayer"); |
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78 | |
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79 | |
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80 | this->bLeft = false; |
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81 | this->bRight = false; |
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82 | this->bForward = false; |
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83 | this->bBackward = false; |
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84 | this->bJump = false; |
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85 | |
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86 | this->xMouse = 0.0f; |
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87 | this->yMouse = 0.0f; |
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88 | |
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89 | this->setHealthMax(100); |
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90 | this->setHealth(80); |
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91 | |
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92 | |
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93 | this->cameraNode.setParent(this); |
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94 | |
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95 | this->attitude = this->getAbsDir().getAttitude(); |
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96 | this->heading = this->getAbsDir().getHeading(); |
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97 | |
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98 | //add events to the eventlist |
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99 | registerEvent(KeyMapper::PEV_FORWARD); |
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100 | registerEvent(KeyMapper::PEV_BACKWARD); |
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101 | registerEvent(KeyMapper::PEV_LEFT); |
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102 | registerEvent(KeyMapper::PEV_RIGHT); |
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103 | registerEvent(KeyMapper::PEV_FIRE1); |
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104 | registerEvent(KeyMapper::PEV_JUMP); |
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105 | registerEvent(EV_MOUSE_MOTION); |
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106 | |
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107 | |
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108 | |
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109 | // weapon manager for the fps |
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110 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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111 | |
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112 | Weapon* wpRight = new FPSSniperRifle(0); |
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113 | wpRight->setName("testGun Right"); |
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114 | /* Weapon* wpLeft = new TestGun(1);*/ |
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115 | // Weapon* wpLeft = new Turret(); |
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116 | // wpLeft->setName("testGun Left"); |
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117 | |
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118 | // this->addWeapon(wpLeft, 1, 0); |
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119 | this->addWeapon(wpRight,1, 0); |
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120 | this->getWeaponManager().changeWeaponConfig(1); |
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121 | |
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122 | this->getWeaponManager().setSlotCount(2); |
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123 | this->getWeaponManager().setSlotPosition(0, Vector(0.0, 5.0, 0.0)); |
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124 | this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(0,1,0))); |
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125 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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126 | this->getWeaponManager().setSlotPosition(1, Vector(-0.5, .2, 1.9)); |
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127 | this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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128 | |
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129 | this->getWeaponManager().setParentNode(&this->cameraNode); |
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130 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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131 | |
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132 | this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); |
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133 | this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0); |
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134 | |
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135 | |
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136 | // network registration |
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137 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
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138 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
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139 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
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140 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
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141 | // registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mouseDir", PERMISSION_OWNER ) ); |
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142 | |
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143 | |
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144 | // collision reaction registration |
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145 | this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); |
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146 | } |
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147 | |
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148 | |
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149 | /** |
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150 | * loads the Settings of a FPSPlayer from an XML-element. |
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151 | * @param root the XML-element to load the Spaceship's properties from |
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152 | */ |
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153 | void FPSPlayer::loadParams(const TiXmlElement* root) |
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154 | { |
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155 | Playable::loadParams(root); |
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156 | } |
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157 | |
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158 | void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed) |
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159 | { |
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160 | this->attitude = this->getAbsDir().getAttitude(); |
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161 | this->heading = this->getAbsDir().getHeading(); |
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162 | } |
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163 | |
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164 | |
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165 | void FPSPlayer::reset() |
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166 | { |
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167 | this->bLeft = false; |
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168 | this->bRight = false; |
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169 | this->bForward = false; |
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170 | this->bBackward = false; |
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171 | this->xMouse = 0.0f; |
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172 | this->yMouse = 0.0f; |
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173 | |
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174 | this->setHealth(80); |
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175 | } |
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176 | |
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177 | |
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178 | void FPSPlayer::enter() |
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179 | { |
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180 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true ); |
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181 | |
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182 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
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183 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
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184 | |
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185 | this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode()); |
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186 | this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0); |
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187 | |
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188 | |
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189 | State::getCameraNode()->setRelCoor(0,0,0); |
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190 | State::getCameraTargetNode()->setRelCoor(10,0,0); |
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191 | } |
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192 | |
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193 | void FPSPlayer::leave() |
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194 | { |
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195 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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196 | this->detachCamera(); |
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197 | } |
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198 | |
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199 | |
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200 | |
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201 | /** |
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202 | * the function called for each passing timeSnap |
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203 | * @param time The timespan passed since last update |
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204 | */ |
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205 | void FPSPlayer::tick (float time) |
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206 | { |
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207 | Playable::tick( time ); |
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208 | |
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209 | if( ( xMouse != 0 || yMouse != 0 ) /*&& this->getOwner() == this->getHostID() */) |
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210 | { |
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211 | xMouse *= time ; |
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212 | yMouse *= time ; |
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213 | |
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214 | heading -= xMouse; |
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215 | attitude-= yMouse; |
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216 | |
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217 | if ( attitude > 2.05 ) |
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218 | attitude = 2.05; |
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219 | |
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220 | else if ( attitude < -1.15 ) |
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221 | attitude = -1.15; |
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222 | |
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223 | this->setAbsDir(Quaternion(heading, Vector(0,1,0))); |
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224 | this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) )); |
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225 | |
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226 | xMouse = yMouse = 0; |
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227 | } |
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228 | |
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229 | // this->setAbsDir( this->mouseDir ); |
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230 | |
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231 | Vector velocity; |
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232 | |
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233 | if ( this->bForward ) |
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234 | { |
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235 | velocity += this->getAbsDirX(); |
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236 | } |
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237 | |
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238 | if ( this->bBackward ) |
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239 | { |
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240 | velocity -= this->getAbsDirX(); |
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241 | } |
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242 | |
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243 | if ( this->bRight ) |
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244 | { |
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245 | velocity += this->getAbsDirZ(); |
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246 | } |
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247 | |
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248 | if ( this->bLeft ) |
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249 | { |
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250 | velocity -= this->getAbsDirZ(); |
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251 | } |
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252 | |
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253 | velocity *= 100; |
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254 | |
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255 | this->shiftCoor( velocity*time ); |
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256 | |
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257 | |
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258 | |
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259 | |
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260 | if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL)) |
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261 | { |
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262 | ((InteractiveModel*)this->getModel(0))->tick(time); |
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263 | // |
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264 | // // handle animations differently |
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265 | // if( this->bJump && likely(this->getModel(0) != NULL)) |
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266 | // { |
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267 | // ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP); |
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268 | // } |
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269 | // else if( this->bFire && likely(this->getModel(0) != NULL)) |
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270 | // { |
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271 | // if( ((InteractiveModel*)this->getModel(0))->getAnim() != ATTACK) |
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272 | // ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK); |
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273 | // } |
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274 | // else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL)) |
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275 | // { |
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276 | // if( ((InteractiveModel*)this->getModel(0))->getAnim() != RUN) |
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277 | // ((InteractiveModel*)this->getModel(0))->setAnimation(RUN); |
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278 | // } |
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279 | // else if (likely(this->getModel(0) != NULL)) |
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280 | // { |
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281 | // if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND) |
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282 | // ((InteractiveModel*)this->getModel(0))->setAnimation(STAND); |
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283 | // } |
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284 | } |
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285 | |
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286 | } |
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287 | |
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288 | |
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289 | |
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290 | /** |
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291 | * draws the MD2Creature after transforming it. |
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292 | */ |
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293 | void FPSPlayer::draw () const |
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294 | { |
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295 | // only draw if this entity is not the player since the player nevers sees himself |
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296 | if( this->getCurrentPlayer() == NULL) |
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297 | WorldEntity::draw(); |
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298 | } |
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299 | |
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300 | |
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301 | |
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302 | /** |
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303 | * process |
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304 | */ |
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305 | void FPSPlayer::process(const Event &event) |
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306 | { |
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307 | Playable::process(event); |
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308 | |
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309 | if( event.type == KeyMapper::PEV_LEFT) |
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310 | this->bLeft = event.bPressed; |
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311 | else if( event.type == KeyMapper::PEV_RIGHT) |
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312 | this->bRight = event.bPressed; |
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313 | else if( event.type == KeyMapper::PEV_FORWARD) |
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314 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
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315 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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316 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
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317 | else if( event.type == EV_MOUSE_MOTION) |
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318 | { |
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319 | this->xMouse += event.xRel; |
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320 | this->yMouse += event.yRel; |
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321 | } |
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322 | else if( event.type == KeyMapper::PEV_JUMP) |
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323 | this->getAbsCoor().debug(); |
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324 | } |
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325 | |
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326 | |
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327 | |
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328 | |
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