394 lines
10 KiB
C++
394 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;
|
|
this->playerScore.killScore = 0;
|
|
this->playerScore.deathScore = 0;
|
|
}
|
|
|
|
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;
|
|
this->playerScore.killScore = 0;
|
|
this->playerScore.deathScore = 0;
|
|
}
|
|
|
|
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;
|
|
this->playerScore.killScore = 0;
|
|
this->playerScore.deathScore = 0;
|
|
}
|
|
|
|
Player::~Player(void)
|
|
{
|
|
if(weapon)
|
|
{
|
|
delete weapon;
|
|
weapon = NULL;
|
|
}
|
|
}
|
|
void Player::initPlayerData()
|
|
{
|
|
this->playerStats.hp = MAX_HP;
|
|
this->playerStats.movementSpeed = BASIC_SPEED;
|
|
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 && 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());
|
|
|
|
// 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->onPlayerActionEventFnc( 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->onPlayerActionEventFnc( 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->onPlayerActionEventFnc( this, PlayerAction::PlayerAction_Jump);
|
|
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(this->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING)
|
|
{
|
|
this->gameInstance->onPlayerActionEventFnc( 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->GetLambdaUp() < 0.99f);
|
|
}
|
|
bool Player::IsJumping()
|
|
{
|
|
return (this->rigidBody->GetLambdaUp() == 1.0f);
|
|
}
|
|
bool Player::IsIdle()
|
|
{
|
|
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
|
|
{
|
|
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)
|
|
{
|
|
this->playerStats.hp -= damage;
|
|
// 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;
|
|
}
|