1 | /*! |
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2 | * @file fps_player.h |
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3 | * Implements a playable for fps games |
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4 | */ |
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5 | |
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6 | #ifndef _FPS_PLAYER_H |
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7 | #define _FPS_PLAYER_H |
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8 | |
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9 | |
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10 | #include "playable.h" |
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11 | |
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12 | |
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13 | class AimingSystem; |
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14 | |
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15 | |
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16 | class FPSPlayer : public Playable |
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17 | { |
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18 | ObjectListDeclaration(FPSPlayer); |
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19 | |
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20 | public: |
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21 | FPSPlayer(const TiXmlElement* root = NULL); |
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22 | virtual ~FPSPlayer(); |
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23 | |
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24 | virtual void loadParams(const TiXmlElement* root); |
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25 | |
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26 | virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f); |
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27 | |
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28 | virtual void enter(); |
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29 | virtual void leave(); |
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30 | |
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31 | virtual void reset(); |
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32 | |
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33 | virtual void destroy(WorldEntity* killer); |
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34 | virtual void respawn(); |
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35 | |
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36 | virtual void tick(float time); |
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37 | virtual void draw() const; |
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38 | |
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39 | void displayHUDText( const std::string& message ); |
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40 | |
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41 | |
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42 | virtual void process(const Event &event); |
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43 | |
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44 | private: |
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45 | void init(); |
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46 | |
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47 | bool bLeft; //!< strafe left |
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48 | bool bRight; //!< strafe right |
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49 | bool bForward; //!< walk forward |
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50 | bool bBackward; //!< walk backward |
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51 | bool bJump; //!< jumping |
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52 | bool bPosBut; //!< position button |
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53 | bool bFire; //!< fire button |
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54 | bool bFire2; //!< alternate fire button |
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55 | bool bCrouch; //!< crouch button |
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56 | |
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57 | float xMouse; //!< mouse moved in x-Direction |
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58 | float yMouse; //!< mouse moved in y-Direction |
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59 | |
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60 | |
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61 | float heading; //!< the direction where the player heads to |
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62 | float attitude; //!< defines the camera angle to the x-z-plane |
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63 | |
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64 | PNode cameraNode; //!< the "eyes" of the player (or call it head if you want) |
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65 | |
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66 | float fallVelocity; //!< velocity for falling down |
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67 | float jumpAcceleration; //!< the jump acceleration |
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68 | |
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69 | bool initWeapon; |
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70 | bool changeZoom; //!< zoom sight of player |
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71 | bool inZoomMode; //!< zoomsight |
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72 | bool changingZoom; |
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73 | |
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74 | AimingSystem* aimingSystem; //!< aiming system of the player |
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75 | |
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76 | float damageTicker; //!< ticker for dealing damage |
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77 | |
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78 | }; |
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79 | |
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80 | #endif |
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