Danbias/Code/Game/GameLogic/Player.cpp

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#include "Player.h"
#include "Weapon.h"
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#include "CollisionManager.h"
#include "Game.h"
using namespace GameLogic;
using namespace Oyster::Physics;
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using namespace Oyster::Math;
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const float MOVE_FORCE = 30;
const float KEY_TIMER = 0.03f;
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const float AFFECTED_TIMER = 1.0f;
Player::Player()
:DynamicObject()
{
Player::initPlayerData();
this->weapon = NULL;
this->teamID = -1;
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
}
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Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
{
this->weapon = new Weapon(2,this);
Player::initPlayerData();
this->teamID = teamID;
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
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}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
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{
this->weapon = new Weapon(2,this);
Player::initPlayerData();
this->teamID = teamID;
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
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}
Player::~Player(void)
{
if(this->weapon)
{
delete this->weapon;
this->weapon = NULL;
}
}
void Player::initPlayerData()
{
this->playerStats.hp = MAX_HP;
this->playerStats.movementSpeed = BASIC_SPEED;
this->playerState = PLAYER_STATE_IDLE;
<<<<<<< HEAD
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this->lookDir = Float3( 0.0f, 0.0f, -1.0f );
=======
this->lookDir = Oyster::Math::Float3(0,0,-1);
>>>>>>> origin/New-inputsystem
this->key_forward = 0;
this->key_backward = 0;
this->key_strafeRight = 0;
this->key_strafeLeft = 0;
this->key_jump = 0;
<<<<<<< HEAD
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this->RecentlyAffected = 0;
this->deathTimer = 0;
this->rotationUp = 0;
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ICustomBody::State state = this->rigidBody->GetState();
state.staticFrictionCoeff = 0.0f;
state.dynamicFrictionCoeff = 0.0f;
this->rigidBody->SetState( state );
=======
this->deathTimer = 0;
this->rotationUp = 0;
>>>>>>> origin/New-inputsystem
}
void Player::BeginFrame()
{
<<<<<<< HEAD
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if( this->playerState != PLAYER_STATE_DEAD && this->playerState != PLAYER_STATE_DIED )
=======
if( this->playerState != PLAYER_STATE_DEAD && PLAYER_STATE_DIED)
>>>>>>> origin/New-inputsystem
{
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static const Float maxSpeed = 30.0f;
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weapon->Update( 0.002f );
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// Rotate player accordingly
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this->rigidBody->AddRotationAroundY(this->rotationUp);
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
<<<<<<< HEAD
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this->rotationUp = 0;
=======
>>>>>>> origin/New-inputsystem
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// Direction data
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Oyster::Math::Float4x4 orientation;
orientation = this->rigidBody->GetState().GetOrientation();
Float3 &forwardDir = orientation.v[2].xyz;
Float3 &upDir = orientation.v[1].xyz;
Float3 &rightDir = orientation.v[0].xyz;
// Pre-update velocities data
Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
Float3 forwardVelocity = linearVelocity * Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z) );
Float forwardSpeed = (linearVelocity * forwardDir).GetLength();
Float3 rightVelocity = linearVelocity * Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z) );
Float rightSpeed = (linearVelocity * rightDir).GetLength();
Float3 upVelocity = linearVelocity * Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z) );
// Walking data
<<<<<<< HEAD
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Float3 walkDirection = Float3( 0.0f );
Float &walkSpeed = this->playerStats.movementSpeed;
Float frameTime = gameInstance->GetFrameTime();
=======
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
Oyster::Math::Float walkSpeed = this->playerStats.movementSpeed*0.2f;
>>>>>>> origin/New-inputsystem
// Check for input
if(key_forward > 0.001)
{
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key_forward -= frameTime;
walkDirection += forwardDir;
}
if(key_backward > 0.001)
{
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key_backward -= frameTime;
walkDirection -= forwardDir;
}
if(key_strafeRight > 0.001)
{
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key_strafeRight -= frameTime;
walkDirection += rightDir;
}
if(key_strafeLeft > 0.001)
{
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key_strafeLeft -= frameTime;
walkDirection -= rightDir;
}
// Dampen velocity if certain keys are not pressed
<<<<<<< HEAD
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if( key_jump <= 0.001 && IsWalking() )
=======
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if(key_jump <= 0.001 && IsWalking())
>>>>>>> origin/New-inputsystem
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{
if(key_forward <= 0.001 && key_backward <= 0.001)
{
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forwardVelocity *= Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
}
if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
{
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rightVelocity *= Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
}
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}
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<<<<<<< HEAD
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if( walkDirection == Float3::null )
=======
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if(walkDirection == Oyster::Math::Float3::null)
{
if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
{
if(this->playerState != PLAYER_STATE::PLAYER_STATE_IDLE)
this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Idle);
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
}
}
// Walk if walkdirection is something
if(walkDirection != Oyster::Math::Float3::null)
>>>>>>> origin/New-inputsystem
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{
if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
{
if(this->playerState != PLAYER_STATE::PLAYER_STATE_IDLE)
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this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Idle);
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
}
}
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else
{ // Walk if walkdirection is something
walkDirection.Normalize();
// If on the ground, accelerate normally
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if(IsWalking())
{
if(forwardSpeed < maxSpeed)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
}
if(rightSpeed < maxSpeed)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
}
}
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// If in the air, accelerate slower
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if(IsJumping())
{
if(forwardSpeed < maxSpeed)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
}
if(rightSpeed < maxSpeed)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
}
}
<<<<<<< HEAD
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=======
>>>>>>> origin/New-inputsystem
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
{
if(this->playerState != PLAYER_STATE::PLAYER_STATE_WALKING)
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this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Walk);
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this->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
}
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}
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// Adjust velocities so no squaring occurs
forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
//Jump
if(key_jump > 0.001)
{
<<<<<<< HEAD
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this->key_jump -= this->gameInstance->GetFrameTime();
if(IsWalking())
=======
this->key_jump -= this->gameInstance->GetFrameTime();
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if(IsWalking())
>>>>>>> origin/New-inputsystem
{
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass * 20);
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if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
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this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Jump);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
}
}
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else
{
if(this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING)
{
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this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Idle);
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
}
}
}
}
<<<<<<< HEAD
void Player::EndFrame()
{
}
=======
void Player::EndFrame() { /* do nothing .. for now */ }
>>>>>>> origin/New-inputsystem
void Player::Move(const PLAYER_MOVEMENT &movement)
{
switch(movement)
{
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD:
MoveForward();
break;
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD:
MoveBackwards();
break;
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT:
MoveLeft();
break;
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT:
MoveRight();
break;
case PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP:
Jump();
break;
}
}
void Player::MoveForward()
{
key_forward = KEY_TIMER;
}
void Player::MoveBackwards()
{
key_backward = KEY_TIMER;
}
void Player::MoveRight()
{
key_strafeRight = KEY_TIMER;
}
void Player::MoveLeft()
{
key_strafeLeft = KEY_TIMER;
}
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void Player::UseWeapon(const WEAPON_FIRE &usage)
{
this->weapon->Use(usage,gameInstance->GetFrameTime());
}
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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{
if( this->playerState == PLAYER_STATE_DEAD)
{
Player::initPlayerData();
this->rigidBody->SetPosition(spawnPoint);
this->gameInstance->onRespawnFnc( this, spawnPoint);
this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
}
}
void Player::SetLookDir(const Oyster::Math3D::Float3& lookDir)
{
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// this is the camera right vector
this->lookDir = -lookDir;
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}
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
{
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this->rotationUp = deltaRadians;
}
void Player::Jump()
{
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this->key_jump = KEY_TIMER;
}
bool Player::IsWalking()
{
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return (this->rigidBody->GetLambdaUp() < 0.99f);
}
bool Player::IsJumping()
{
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return (this->rigidBody->GetLambdaUp() == 1.0f);
}
bool Player::IsIdle()
{
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return (this->rigidBody->GetLambdaUp() == 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.0001f);
}
void Player::Inactivate()
{
//this->
}
void Player::ResetPlayer( Oyster::Math::Float3 spawnPos)
{
Player::initPlayerData();
this->rigidBody->SetPosition(spawnPos);
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
}
Oyster::Math::Float3 Player::GetPosition() const
{
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return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;
}
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Oyster::Math::Float4x4 Player::GetOrientation() const
{
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return this->rigidBody->GetState().GetOrientation();
}
Oyster::Math::Float3 Player::GetLookDir() const
{
return this->lookDir;
}
int Player::GetTeamID() const
{
return this->teamID;
}
PLAYER_STATE Player::GetState() const
{
return this->playerState;
}
void Player::DamageLife(int damage)
{
<<<<<<< HEAD
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if(damage != 0)
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{
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this->playerStats.hp -= damage;
if(this->playerStats.hp > 100)
this->playerStats.hp = 100;
// send hp to client
this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
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if(this->playerStats.hp <= 0)
{
this->playerStats.hp = 0;
this->playerState = PLAYER_STATE_DIED;
}
=======
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this->playerStats.hp -= damage;
// send hp to client
this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
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if(this->playerStats.hp <= 0)
{
this->playerStats.hp = 0;
this->playerState = PLAYER_STATE_DIED;
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}
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}
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bool Player::deathTimerTick(float dt)
{
this->deathTimer -= dt;
if( this->deathTimer <= 0)
{
return true;
>>>>>>> origin/New-inputsystem
}
return false;
}
void Player::setDeathTimer(float deathTimer)
{
this->deathTimer = deathTimer;
this->playerState = PLAYER_STATE_DEAD;
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}
bool Player::deathTimerTick(float dt)
{
this->deathTimer -= dt;
if( this->deathTimer <= 0)
{
return true;
}
return false;
}
void Player::setDeathTimer(float deathTimer)
{
this->deathTimer = deathTimer;
this->playerState = PLAYER_STATE_DEAD;
}