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source: orxonox.OLD/trunk/src/world_entities/spectator.cc @ 10411

Last change on this file since 10411 was 10401, checked in by snellen, 18 years ago

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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: Christoph Renner
13   co-programmer: ...
14
15*/
16
17#include "spectator.h"
18
19#include "src/lib/util/loading/factory.h"
20#include "key_mapper.h"
21
22#include "shared_network_data.h"
23
24#include "src/world_entities/creatures/fps_player.h"
25#include "src/world_entities/npcs/generic_npc.h"
26
27
28ObjectListDefinition(Spectator);
29CREATE_FACTORY(Spectator);
30
31
32
33#include "state.h"
34
35
36/**
37 *  destructs the Spectator, deletes alocated memory
38 */
39Spectator::~Spectator ()
40{
41  this->setPlayer(NULL);
42}
43
44
45/**
46 *  creates a new Spectator from Xml Data
47 * @param root the xml element containing Spectator data
48
49   @todo add more parameters to load
50 */
51Spectator::Spectator(const TiXmlElement* root)
52{
53  this->init();
54  if (root != NULL)
55    this->loadParams(root);
56
57}
58
59
60/**
61 * initializes a Spectator
62 */
63void Spectator::init()
64{
65//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
66  this->registerObject(this, Spectator::_objectList);
67
68  this->getWeaponManager().changeWeaponConfig(1);
69
70  this->bLeft = false;
71  this->bRight = false;
72  this->bForward = false;
73  this->bBackward = false;
74  this->xMouse = 0.0f;
75  this->yMouse = 0.0f;
76
77  this->setHealthMax(100);
78  this->setHealth(80);
79
80  this->mouseDir = this->getAbsDir();
81
82  //add events to the eventlist
83  registerEvent(KeyMapper::PEV_FORWARD);
84  registerEvent(KeyMapper::PEV_BACKWARD);
85  registerEvent(KeyMapper::PEV_LEFT);
86  registerEvent(KeyMapper::PEV_RIGHT);
87  registerEvent(KeyMapper::PEV_FIRE1);
88  registerEvent(KeyMapper::PEV_JUMP);
89  registerEvent(EV_MOUSE_MOTION);
90
91  this->getWeaponManager().setSlotCount(0);
92
93  this->getWeaponManager().getFixedTarget()->setParent(this);
94  this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0);
95
96  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
97
98
99  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
100  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
101  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
102  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
103  registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mouseDir", PERMISSION_OWNER ) );
104
105  this->setPlayDirection(Quaternion(0,Vector(0,1,0)), 0.);
106}
107
108
109/**
110 * loads the Settings of a Spectator from an XML-element.
111 * @param root the XML-element to load the Spaceship's properties from
112 */
113void Spectator::loadParams(const TiXmlElement* root)
114{
115  Playable::loadParams(root);
116}
117
118void Spectator::setPlayDirection(const Quaternion& quat, float speed)
119{
120  this->mouseDir = quat;
121  this->angleY = quat.getHeading();
122  this->angleX = quat.getAttitude();
123}
124
125
126void Spectator::reset()
127{
128  this->bLeft = false;
129  this->bRight = false;
130  this->bForward = false;
131  this->bBackward = false;
132  this->xMouse = 0.0f;
133  this->yMouse = 0.0f;
134
135  this->setHealth(80);
136}
137
138
139void Spectator::enter()
140{
141  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false );
142  this->attachCamera();
143}
144
145void Spectator::leave()
146{
147  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
148  this->detachCamera();
149}
150
151
152/**
153 *  this function is called, when two entities collide
154 * @param entity: the world entity with whom it collides
155 *
156 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
157 * @todo dont let Spectator fly through walls
158 */
159void Spectator::collidesWith(WorldEntity* entity, const Vector& location)
160{
161}
162
163
164
165/**
166 *  the function called for each passing timeSnap
167 * @param time The timespan passed since last update
168 */
169void Spectator::tick (float time)
170{
171//   Playable::tick( time );
172
173  if( ( xMouse != 0 || yMouse != 0 ) && ( !State::isOnline() || this->getOwner() == SharedNetworkData::getInstance()->getHostID() ) )
174  {
175    xMouse *= time / 10;
176    yMouse *= time / 10;
177
178    angleX -= xMouse;
179    angleY -= yMouse;
180
181//     if ( angleY > 1.90 )
182//       angleY = 1.95;
183//
184//     if ( angleY < -1.07 )
185//       angleY = -1.07;
186   
187    xMouse = yMouse = 0;
188
189    this->mouseDir = Quaternion( angleX, Vector( 0, 1, 0 ) ) * Quaternion( angleY, Vector( 0, 0, 1 ) );
190
191   
192   
193  }
194
195  this->setAbsDir( this->mouseDir );
196
197  Vector velocity;
198
199  if ( this->bForward )
200  {
201    velocity += this->getAbsDirX();
202  }
203
204  if ( this->bBackward )
205  {
206    velocity -= this->getAbsDirX();
207  }
208
209  if ( this->bRight )
210  {
211    velocity += this->getAbsDirZ();
212  }
213
214  if ( this->bLeft )
215  {
216    velocity -= this->getAbsDirZ();
217  }
218
219  velocity *= 100;
220
221  this->shiftCoor( velocity*time );
222}
223
224/**
225 * @todo switch statement ??
226 */
227void Spectator::process(const Event &event)
228{
229  Playable::process(event);
230
231  if( event.type == KeyMapper::PEV_LEFT)
232    this->bLeft = event.bPressed;
233  else if( event.type == KeyMapper::PEV_RIGHT)
234    this->bRight = event.bPressed;
235  else if( event.type == KeyMapper::PEV_FORWARD)
236    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
237  else if( event.type == KeyMapper::PEV_BACKWARD)
238    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
239  else if( event.type == EV_MOUSE_MOTION)
240  {
241    this->xMouse += event.xRel;
242    this->yMouse += event.yRel;
243  }
244  else if( event.type == KeyMapper::PEV_JUMP)
245  {
246//     FPSPlayer * fps = new FPSPlayer();
247//     //GenericNPC* fps = new GenericNPC();
248//     WorldEntity* fps = new WorldEntity();
249//     //WorldEntity * fps = new WorldEntity();
250//
251//     fps->setAbsCoor( this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ() );
252//     fps->setAbsDir( this->getAbsDir() );
253//     fps->loadMD2Texture( "doom_guy.png" );
254//     fps->loadModel( "models/creatures/doom_guy.md2", 10.0f );
255//     fps->toList( OM_GROUP_00);
256//     //fps->loadModel( "models/ships/terran_cruizer.obj" );
257
258//     ((Playable*)fps)->setPlayDirection(  0, 0, 1, 0 );
259  }
260}
261
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