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source: orxonox.OLD/trunk/src/world_entities/spectator.cc @ 10684

Last change on this file since 10684 was 10682, checked in by snellen, 18 years ago

chrigis ghost fix

File size: 7.6 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: 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#include "src/lib/util/loading/load_param.h"
28
29#include "player.h"
30
31
32ObjectListDefinition(Spectator);
33CREATE_FACTORY(Spectator);
34
35Spectator* Spectator::ghost = NULL;
36Playable* Spectator::regularPlayable = NULL;
37
38#include "state.h"
39#include "shell_command.h"
40             
41SHELL_COMMAND( enableGhost, Spectator, enableGhost )
42             ->describe("fly around")
43             ->setAlias("ghost");
44
45
46/**
47 *  destructs the Spectator, deletes alocated memory
48 */
49Spectator::~Spectator ()
50{
51  this->setPlayer(NULL);
52  if ( this == ghost )
53    ghost = NULL; 
54}
55
56
57/**
58 *  creates a new Spectator from Xml Data
59 * @param root the xml element containing Spectator data
60
61   @todo add more parameters to load
62 */
63Spectator::Spectator(const TiXmlElement* root)
64{
65  this->init();
66  if (root != NULL)
67    this->loadParams(root);
68
69}
70
71
72/**
73 * initializes a Spectator
74 */
75void Spectator::init()
76{
77//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
78  this->registerObject(this, Spectator::_objectList);
79
80  this->getWeaponManager().changeWeaponConfig(1);
81
82  this->bLeft = false;
83  this->bRight = false;
84  this->bForward = false;
85  this->bBackward = false;
86  this->xMouse = 0.0f;
87  this->yMouse = 0.0f;
88
89  this->setHealthMax(100);
90  this->setHealth(80);
91
92  this->mouseDir = this->getAbsDir();
93
94  //add events to the eventlist
95  registerEvent(KeyMapper::PEV_FORWARD);
96  registerEvent(KeyMapper::PEV_BACKWARD);
97  registerEvent(KeyMapper::PEV_LEFT);
98  registerEvent(KeyMapper::PEV_RIGHT);
99  registerEvent(KeyMapper::PEV_FIRE1);
100  registerEvent(KeyMapper::PEV_JUMP);
101  registerEvent(EV_MOUSE_MOTION);
102
103  this->getWeaponManager().setSlotCount(0);
104
105  this->getWeaponManager().getFixedTarget()->setParent(this);
106  this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0);
107
108  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
109
110
111  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
112  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
113  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
114  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
115  registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mouseDir", PERMISSION_OWNER ) );
116
117  this->setPlayDirection(Quaternion(0,Vector(0,1,0)), 0.);
118}
119
120
121/**
122 * loads the Settings of a Spectator from an XML-element.
123 * @param root the XML-element to load the Spectator's properties from
124 */
125void Spectator::loadParams(const TiXmlElement* root)
126{
127  Playable::loadParams(root);
128 
129  LoadParam(root, "allowGhost", this, Spectator, allowGhost)
130    .describe("Allows the Player to fly around");
131}
132
133
134
135void Spectator::allowGhost( bool flag )
136{
137  PRINTF(0)( "SPECTATOR ALLOWGHOST: %d\n", flag );
138  if ( flag )
139  {
140    assert( ghost == NULL && "only one flySpectator allowed" );
141   
142    ghost = this;
143  }
144  else
145  {
146    ghost = NULL;
147  }
148}
149
150
151void Spectator::enableGhost( )
152{
153  if ( !ghost )
154  {
155    Spectator* spec = new Spectator();
156    spec->allowGhost( true );
157  }
158 
159  if ( !regularPlayable )
160  {
161    if ( !State::getPlayer() || !State::getPlayer()->getPlayable() )
162      return;
163   
164    regularPlayable = State::getPlayer()->getPlayable();
165   
166    ghost->setAbsCoor( regularPlayable->getAbsCoor() );
167    ghost->setAbsDir( regularPlayable->getAbsDir() );
168   
169    State::getPlayer()->setPlayable( ghost );
170  }
171  else
172  {
173    if ( !State::getPlayer() || !State::getPlayer()->getPlayable() )
174      return;
175   
176    State::getPlayer()->setPlayable( regularPlayable );
177    regularPlayable = NULL;
178  }
179}
180
181void Spectator::setPlayDirection(const Quaternion& quat, float speed)
182{
183  this->mouseDir = quat;
184  this->angleY = quat.getHeading();
185  this->angleX = quat.getAttitude();
186}
187
188
189void Spectator::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 Spectator::enter()
203{
204  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false );
205  this->attachCamera();
206}
207
208void Spectator::leave()
209{
210  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
211  this->detachCamera();
212}
213
214
215/**
216 *  this function is called, when two entities collide
217 * @param entity: the world entity with whom it collides
218 *
219 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
220 * @todo dont let Spectator fly through walls
221 */
222void Spectator::collidesWith(WorldEntity* entity, const Vector& location)
223{
224}
225
226
227
228/**
229 *  the function called for each passing timeSnap
230 * @param time The timespan passed since last update
231 */
232void Spectator::tick (float time)
233{
234//   Playable::tick( time );
235
236  if( ( xMouse != 0 || yMouse != 0 ) && ( !State::isOnline() || this->getOwner() == SharedNetworkData::getInstance()->getHostID() ) )
237  {
238    xMouse *= time / 10;
239    yMouse *= time / 10;
240
241    angleX -= xMouse;
242    angleY -= yMouse;
243
244//     if ( angleY > 1.90 )
245//       angleY = 1.95;
246//
247//     if ( angleY < -1.07 )
248//       angleY = -1.07;
249   
250    xMouse = yMouse = 0;
251
252    this->mouseDir = Quaternion( angleX, Vector( 0, 1, 0 ) ) * Quaternion( angleY, Vector( 0, 0, 1 ) );
253
254   
255   
256  }
257
258  this->setAbsDir( this->mouseDir );
259
260  Vector velocity;
261
262  if ( this->bForward )
263  {
264    velocity += this->getAbsDirX();
265  }
266
267  if ( this->bBackward )
268  {
269    velocity -= this->getAbsDirX();
270  }
271
272  if ( this->bRight )
273  {
274    velocity += this->getAbsDirZ();
275  }
276
277  if ( this->bLeft )
278  {
279    velocity -= this->getAbsDirZ();
280  }
281
282  velocity *= 100;
283
284  this->shiftCoor( velocity*time );
285}
286
287/**
288 * @todo switch statement ??
289 */
290void Spectator::process(const Event &event)
291{
292  Playable::process(event);
293
294  if( event.type == KeyMapper::PEV_LEFT)
295    this->bLeft = event.bPressed;
296  else if( event.type == KeyMapper::PEV_RIGHT)
297    this->bRight = event.bPressed;
298  else if( event.type == KeyMapper::PEV_FORWARD)
299    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
300  else if( event.type == KeyMapper::PEV_BACKWARD)
301    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
302  else if( event.type == EV_MOUSE_MOTION)
303  {
304    this->xMouse += event.xRel;
305    this->yMouse += event.yRel;
306  }
307  else if( event.type == KeyMapper::PEV_FIRE1 )
308  {
309    PRINTF(0)( "CURRENT POS: (%f, %f, %f) ROT (%f, (%f, %f, %f))\n", this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ(), this->getAbsDir().w, this->getAbsDir().v.x, this->getAbsDir().v.y, this->getAbsDir().v.z );
310//     FPSPlayer * fps = new FPSPlayer();
311//     //GenericNPC* fps = new GenericNPC();
312//     WorldEntity* fps = new WorldEntity();
313//     //WorldEntity * fps = new WorldEntity();
314//
315//     fps->setAbsCoor( this->getAbsCoorX(), this->getAbsCoorY(), this->getAbsCoorZ() );
316//     fps->setAbsDir( this->getAbsDir() );
317//     fps->loadMD2Texture( "doom_guy.png" );
318//     fps->loadModel( "models/creatures/doom_guy.md2", 10.0f );
319//     fps->toList( OM_GROUP_00);
320//     //fps->loadModel( "models/ships/terran_cruizer.obj" );
321
322//     ((Playable*)fps)->setPlayDirection(  0, 0, 1, 0 );
323  }
324}
325
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329
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