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source: orxonox.OLD/trunk/src/world_entities/creatures/fps_player.cc @ 8921

Last change on this file since 8921 was 8894, checked in by patrick, 18 years ago

merged the branche single_player_map with the trunk

File size: 8.2 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: ...
14
15*/
16
17#include "fps_player.h"
18
19#include "interactive_model.h"
20#include "state.h"
21
22#include "src/lib/util/loading/factory.h"
23
24#include "weapons/weapon_manager.h"
25#include "weapons/test_gun.h"
26#include "weapons/turret.h"
27#include "weapons/cannon.h"
28#include "weapons/fps_sniper_rifle.h"
29
30#include "key_mapper.h"
31
32#include "debug.h"
33
34
35
36
37CREATE_FACTORY(FPSPlayer, CL_FPS_PLAYER);
38
39#include "script_class.h"
40CREATE_SCRIPTABLE_CLASS(FPSPlayer, CL_FPS_PLAYER,
41                        addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor))
42                            ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX))
43                            ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY))
44                            ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ))
45                       );
46
47
48/**
49 *  destructs the FPSPlayer, deletes alocated memory
50 */
51FPSPlayer::~FPSPlayer ()
52{
53  this->setPlayer(NULL);
54}
55
56
57/**
58 *  creates a new FPSPlayer from Xml Data
59 * @param root the xml element containing FPSPlayer data
60 *
61 */
62FPSPlayer::FPSPlayer(const TiXmlElement* root)
63{
64  this->init();
65
66  if (root != NULL)
67    this->loadParams(root);
68
69}
70
71
72/**
73 * initializes a FPSPlayer
74 */
75void FPSPlayer::init()
76{
77  this->setClassID(CL_FPS_PLAYER, "FPSPlayer");
78
79
80  this->bLeft = false;
81  this->bRight = false;
82  this->bForward = false;
83  this->bBackward = false;
84  this->bJump = false;
85
86  this->xMouse = 0.0f;
87  this->yMouse = 0.0f;
88
89  this->setHealthMax(100);
90  this->setHealth(80);
91
92
93  this->cameraNode.setParent(this);
94
95  this->attitude = this->getAbsDir().getAttitude();
96  this->heading = this->getAbsDir().getHeading();
97
98  //add events to the eventlist
99  registerEvent(KeyMapper::PEV_FORWARD);
100  registerEvent(KeyMapper::PEV_BACKWARD);
101  registerEvent(KeyMapper::PEV_LEFT);
102  registerEvent(KeyMapper::PEV_RIGHT);
103  registerEvent(KeyMapper::PEV_FIRE1);
104  registerEvent(KeyMapper::PEV_JUMP);
105  registerEvent(EV_MOUSE_MOTION);
106
107
108
109  // weapon manager for the fps
110  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
111
112  Weapon* wpRight = new FPSSniperRifle(0);
113  wpRight->setName("testGun Right");
114/*  Weapon* wpLeft = new TestGun(1);*/
115//   Weapon* wpLeft = new Turret();
116//   wpLeft->setName("testGun Left");
117
118//   this->addWeapon(wpLeft, 1, 0);
119  this->addWeapon(wpRight,1, 0);
120  this->getWeaponManager().changeWeaponConfig(1);
121
122  this->getWeaponManager().setSlotCount(2);
123  this->getWeaponManager().setSlotPosition(0, Vector(0.0, 5.0, 0.0));
124  this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(0,1,0)));
125  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
126  this->getWeaponManager().setSlotPosition(1, Vector(-0.5, .2, 1.9));
127  this->getWeaponManager().setSlotDirection(1, Quaternion(M_PI_4*.5, Vector(1,0,0)));
128
129  this->getWeaponManager().setParentNode(&this->cameraNode);
130  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
131
132  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
133  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
134
135
136  // network registration
137  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
138  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
139  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
140  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
141//  registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mouseDir", PERMISSION_OWNER ) );
142
143
144  // collision reaction registration
145  this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY);
146}
147
148
149/**
150 * loads the Settings of a FPSPlayer from an XML-element.
151 * @param root the XML-element to load the Spaceship's properties from
152 */
153void FPSPlayer::loadParams(const TiXmlElement* root)
154{
155  Playable::loadParams(root);
156}
157
158void FPSPlayer::setPlayDirection(const Quaternion& quat, float speed)
159{
160  this->attitude = this->getAbsDir().getAttitude();
161  this->heading = this->getAbsDir().getHeading();
162}
163
164
165void FPSPlayer::reset()
166{
167  this->bLeft = false;
168  this->bRight = false;
169  this->bForward = false;
170  this->bBackward = false;
171  this->xMouse = 0.0f;
172  this->yMouse = 0.0f;
173
174  this->setHealth(80);
175}
176
177
178void FPSPlayer::enter()
179{
180  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true );
181
182  State::getCameraNode()->setParentSoft(&this->cameraNode);
183  State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
184
185  this->getWeaponManager().getFixedTarget()->setParent(State::getCameraTargetNode());
186  this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0);
187
188
189  State::getCameraNode()->setRelCoor(0,0,0);
190  State::getCameraTargetNode()->setRelCoor(10,0,0);
191}
192
193void FPSPlayer::leave()
194{
195  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
196  this->detachCamera();
197}
198
199
200
201/**
202 *  the function called for each passing timeSnap
203 * @param time The timespan passed since last update
204 */
205void FPSPlayer::tick (float time)
206{
207  Playable::tick( time );
208
209  if( ( xMouse != 0 || yMouse != 0 ) /*&& this->getOwner() == this->getHostID() */)
210  {
211    xMouse *= time ;
212    yMouse *= time ;
213
214    heading -= xMouse;
215    attitude-= yMouse;
216
217    if ( attitude > 2.05 )
218      attitude = 2.05;
219
220    else if ( attitude < -1.15 )
221      attitude = -1.15;
222
223    this->setAbsDir(Quaternion(heading, Vector(0,1,0)));
224    this->cameraNode.setRelDir(Quaternion( attitude, Vector( 0, 0, 1 ) ));
225
226    xMouse = yMouse = 0;
227  }
228
229 // this->setAbsDir( this->mouseDir );
230
231  Vector velocity;
232
233  if ( this->bForward )
234  {
235    velocity += this->getAbsDirX();
236  }
237
238  if ( this->bBackward )
239  {
240    velocity -= this->getAbsDirX();
241  }
242
243  if ( this->bRight )
244  {
245    velocity += this->getAbsDirZ();
246  }
247
248  if ( this->bLeft )
249  {
250    velocity -= this->getAbsDirZ();
251  }
252
253  velocity *= 100;
254
255  this->shiftCoor( velocity*time );
256
257
258
259
260  if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(CL_INTERACTIVE_MODEL))
261  {
262    ((InteractiveModel*)this->getModel(0))->tick(time);
263//
264//     // handle animations differently
265//     if( this->bJump && likely(this->getModel(0) != NULL))
266//     {
267//       ((InteractiveModel*)this->getModel(0))->setAnimation(JUMP);
268//     }
269//     else if( this->bFire && likely(this->getModel(0) != NULL))
270//     {
271//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != ATTACK)
272//         ((InteractiveModel*)this->getModel(0))->setAnimation(ATTACK);
273//     }
274//     else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL))
275//     {
276//       if( ((InteractiveModel*)this->getModel(0))->getAnim() != RUN)
277//         ((InteractiveModel*)this->getModel(0))->setAnimation(RUN);
278//     }
279//     else if (likely(this->getModel(0) != NULL))
280//     {
281//       if( ((InteractiveModel*)this->getModel(0))->getAnimation() != STAND)
282//         ((InteractiveModel*)this->getModel(0))->setAnimation(STAND);
283//     }
284  }
285
286}
287
288
289
290/**
291 *  draws the MD2Creature after transforming it.
292 */
293void FPSPlayer::draw () const
294{
295  // only draw if this entity is not the player since the player nevers sees himself
296  if( this->getCurrentPlayer() == NULL)
297    WorldEntity::draw();
298}
299
300
301
302/**
303 * process
304 */
305void FPSPlayer::process(const Event &event)
306{
307  Playable::process(event);
308
309  if( event.type == KeyMapper::PEV_LEFT)
310    this->bLeft = event.bPressed;
311  else if( event.type == KeyMapper::PEV_RIGHT)
312    this->bRight = event.bPressed;
313  else if( event.type == KeyMapper::PEV_FORWARD)
314    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
315  else if( event.type == KeyMapper::PEV_BACKWARD)
316    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
317  else if( event.type == EV_MOUSE_MOTION)
318  {
319    this->xMouse += event.xRel;
320    this->yMouse += event.yRel;
321  }
322  else if( event.type == KeyMapper::PEV_JUMP)
323    this->getAbsCoor().debug();
324}
325
326
327
328
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