Danbias/Code/Game/GameLogic/Player.cpp

391 lines
10 KiB
C++

#include "Player.h"
#include "Weapon.h"
#include "CollisionManager.h"
#include "Game.h"
using namespace GameLogic;
using namespace Oyster::Physics;
const float MOVE_FORCE = 30;
const float KEY_TIMER = 0.03f;
Player::Player()
:DynamicObject()
{
Player::initPlayerData();
AffectedObjects.Reserve(15);
this->weapon = NULL;
this->teamID = -1;
}
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();
AffectedObjects.Reserve(15);
this->teamID = teamID;
}
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)
{
this->weapon = new Weapon(2,this);
Player::initPlayerData();
AffectedObjects.Reserve(15);
this->teamID = teamID;
}
Player::~Player(void)
{
if(weapon)
{
delete weapon;
weapon = NULL;
}
}
void Player::initPlayerData()
{
this->playerStats.hp = MAX_HP;
this->playerStats.movementSpeed = BASIC_SPEED;
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
this->key_forward = 0;
this->key_backward = 0;
this->key_strafeRight = 0;
this->key_strafeLeft = 0;
this->key_jump = 0;
this->invincibleCooldown = 0;
this->deathTimer = 0;
this->rotationUp = 0;
}
void Player::BeginFrame()
{
if( this->playerState != PLAYER_STATE_DEAD && this->playerState != PLAYER_STATE_DIED)
{
weapon->Update(0.002f);
Oyster::Math::Float maxSpeed = 30;
// Rotate player accordingly
this->rigidBody->AddRotationAroundY(this->rotationUp);
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
this->rotationUp = 0;
// Direction data
Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation();
Oyster::Math::Float3 forwardDir = xform.v[2];
Oyster::Math::Float3 upDir = xform.v[1];
Oyster::Math::Float3 rightDir = xform.v[0];
forwardDir.Normalize();
upDir.Normalize();
rightDir.Normalize();
// Previous velocities data
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
// Walking data
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
Oyster::Math::Float walkSpeed = this->playerStats.movementSpeed*0.2f;
// Check for input
if(key_forward > 0.001)
{
key_forward -= gameInstance->GetFrameTime();
walkDirection += forwardDir;
}
if(key_backward > 0.001)
{
key_backward -= gameInstance->GetFrameTime();
walkDirection -= forwardDir;
}
if(key_strafeRight > 0.001)
{
key_strafeRight -= gameInstance->GetFrameTime();
walkDirection += rightDir;
}
if(key_strafeLeft > 0.001)
{
key_strafeLeft -= gameInstance->GetFrameTime();
walkDirection -= rightDir;
}
// Dampen velocity if certain keys are not pressed
if(key_jump <= 0.001 && IsWalking())
{
if(key_forward <= 0.001 && key_backward <= 0.001)
{
forwardVelocity *= Oyster::Math::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)
{
rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
}
}
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);
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
}
}
// Walk if walkdirection is something
if(walkDirection != Oyster::Math::Float3::null)
{
walkDirection.Normalize();
// If on the ground, accelerate normally
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;
}
}
// If in the air, accelerate slower
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;
}
}
if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
{
if(this->playerState != PLAYER_STATE::PLAYER_STATE_WALKING)
this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Walk);
this->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
}
}
// 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)
{
this->key_jump -= this->gameInstance->GetFrameTime();
if(IsWalking())
{
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass * 20);
if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Jump);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
}
}
else
{
if(this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING)
{
this->gameInstance->onActionEventFnc( this, PlayerAction::PlayerAction_Idle);
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
}
}
}
}
void Player::EndFrame()
{
//check if there are any objects that can be removed from the AffectedObjects list
for(int i = 0; i < this->AffectedObjects.Size(); i++)
{
if(this->AffectedObjects[i] && (this->AffectedObjects[i]->GetRigidBody()->GetState().previousVelocity).GetMagnitude() <= 0.1f)
{
this->AffectedObjects[i]->RemoveAffectedBy();
this->AffectedObjects.Remove(i);
}
}
}
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;
}
void Player::UseWeapon(const WEAPON_FIRE &usage)
{
this->weapon->Use(usage,gameInstance->GetFrameTime());
}
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{
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)
{
// this is the camera right vector
this->lookDir = -lookDir;
}
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
{
this->rotationUp += deltaRadians;
}
void Player::Jump()
{
this->key_jump = KEY_TIMER;
}
bool Player::IsWalking()
{
return (this->rigidBody->GetLambda() < 0.99f);
}
bool Player::IsJumping()
{
return (this->rigidBody->GetLambda() == 1.0f);
}
bool Player::IsIdle()
{
return (this->rigidBody->GetLambda() == 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.0001f);
}
void Player::Inactivate()
{
//this->
}
Oyster::Math::Float3 Player::GetPosition() const
{
return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;
}
Oyster::Math::Float4x4 Player::GetOrientation() const
{
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)
{
if(damage != 0)
{
this->playerStats.hp -= damage;
if(this->playerStats.hp > 100)
this->playerStats.hp = 100;
// send hp to client
this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
if(this->playerStats.hp <= 0)
{
this->playerStats.hp = 0;
this->playerState = PLAYER_STATE_DIED;
}
}
}
void Player::AddAffectedObject(DynamicObject &AffectedObject)
{
//check if object already exists in the list, if so then do not add
for(int i = 0; i < AffectedObjects.Size(); i++)
{
if(AffectedObjects[i]->GetID() == AffectedObject.GetID())
{
//object already exists, exit function
return;
}
}
//else you add the object to the stack
AffectedObjects.Push(&AffectedObject);
}
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;
}