385 lines
10 KiB
C++
385 lines
10 KiB
C++
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#include "Player.h"
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#include "Weapon.h"
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#include "CollisionManager.h"
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#include "Game.h"
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using namespace GameLogic;
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using namespace Oyster::Physics;
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using namespace Oyster::Math;
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const float MOVE_FORCE = 30;
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const float KEY_TIMER = 0.03f;
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const float AFFECTED_TIMER = 1.0f;
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Player::Player()
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:DynamicObject()
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{
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Player::initPlayerData();
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this->weapon = NULL;
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this->teamID = -1;
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this->playerScore.killScore = 0;
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this->playerScore.deathScore = 0;
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}
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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)
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:DynamicObject(rigidBody, EventOnCollision, type, objectID)
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{
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this->weapon = new Weapon(2,this);
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Player::initPlayerData();
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this->teamID = teamID;
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this->playerScore.killScore = 0;
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this->playerScore.deathScore = 0;
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}
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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)
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:DynamicObject(rigidBody, EventOnCollision, type, objectID)
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{
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this->weapon = new Weapon(2,this);
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Player::initPlayerData();
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this->teamID = teamID;
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this->playerScore.killScore = 0;
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this->playerScore.deathScore = 0;
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}
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Player::~Player(void)
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{
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if(this->weapon)
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{
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delete this->weapon;
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this->weapon = NULL;
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}
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}
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void Player::initPlayerData()
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{
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this->playerStats.hp = MAX_HP;
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this->playerStats.movementSpeed = BASIC_SPEED;
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this->playerState = PLAYER_STATE_IDLE;
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this->lookDir = Oyster::Math::Float3(0,0,-1);
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this->key_forward = 0;
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this->key_backward = 0;
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this->key_strafeRight = 0;
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this->key_strafeLeft = 0;
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this->key_jump = 0;
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this->RecentlyAffected = 0;
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this->deathTimer = 0;
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this->rotationUp = 0;
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ICustomBody::State state;
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this->rigidBody->GetState( state );
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state.staticFrictionCoeff = 0.0f;
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state.dynamicFrictionCoeff = 0.0f;
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this->rigidBody->SetState( state );
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}
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void Player::BeginFrame()
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{
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if( !(this->playerState & (PLAYER_STATE_DEAD || PLAYER_STATE_DIED)) )
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{
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static const Float maxSpeed = 30;
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weapon->Update(0.002f);
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// Rotate player accordingly
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this->rigidBody->AddRotationAroundY(this->rotationUp);
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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this->rotationUp = 0;
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// Direction data
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();
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Oyster::Math::Float3 &forwardDir = xform.v[2].xyz;
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Oyster::Math::Float3 &upDir = xform.v[1].xyz;
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Oyster::Math::Float3 &rightDir = xform.v[0].xyz;
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forwardDir.Normalize();
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upDir.Normalize();
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rightDir.Normalize();
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// Previous velocities data
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
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Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
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Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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// Walking data
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float &walkSpeed = this->playerStats.movementSpeed;
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// Check for input
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if(key_forward > 0.001)
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{
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key_forward -= gameInstance->GetFrameTime();
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walkDirection += forwardDir;
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}
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if(key_backward > 0.001)
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{
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key_backward -= gameInstance->GetFrameTime();
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walkDirection -= forwardDir;
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}
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if(key_strafeRight > 0.001)
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{
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key_strafeRight -= gameInstance->GetFrameTime();
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walkDirection += rightDir;
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}
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if(key_strafeLeft > 0.001)
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{
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key_strafeLeft -= gameInstance->GetFrameTime();
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walkDirection -= rightDir;
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}
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// Dampen velocity if certain keys are not pressed
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if(key_jump <= 0.001 && IsWalking())
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{
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if(key_forward <= 0.001 && key_backward <= 0.001)
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{
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forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
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}
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if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
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{
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rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
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}
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}
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if(IsIdle())
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{
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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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}
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// Walk if walkdirection is something
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if(walkDirection != Oyster::Math::Float3::null)
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{
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walkDirection.Normalize();
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// If on the ground, accelerate normally
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if(IsWalking())
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{
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if(forwardSpeed < maxSpeed)
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{
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
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}
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if(rightSpeed < maxSpeed)
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{
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
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}
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}
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// If in the air, accelerate slower
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if(IsJumping())
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{
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if(forwardSpeed < maxSpeed)
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{
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forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
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}
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if(rightSpeed < maxSpeed)
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{
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rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
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}
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}
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// TODO not suer if we want to keep jump animation while jumping
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//if(this->playerState != PLAYER_STATE::PLAYER_STATE_JUMPING)
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//{
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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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}
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// Adjust velocities so no squaring occurs
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forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
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rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
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upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
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this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
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//Jump
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if(key_jump > 0.001)
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{
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this->key_jump -= this->gameInstance->GetFrameTime();
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if(IsWalking())
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{
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Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
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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);
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this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
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}
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}
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}
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}
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void Player::EndFrame()
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{
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}
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void Player::Move(const PLAYER_MOVEMENT &movement)
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{
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switch(movement)
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{
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_FORWARD:
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MoveForward();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_BACKWARD:
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MoveBackwards();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_LEFT:
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MoveLeft();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_RIGHT:
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MoveRight();
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break;
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case PLAYER_MOVEMENT::PLAYER_MOVEMENT_JUMP:
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Jump();
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break;
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}
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}
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void Player::MoveForward()
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{
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key_forward = KEY_TIMER;
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}
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void Player::MoveBackwards()
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{
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key_backward = KEY_TIMER;
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}
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void Player::MoveRight()
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{
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key_strafeRight = KEY_TIMER;
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}
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void Player::MoveLeft()
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{
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key_strafeLeft = KEY_TIMER;
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}
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void Player::UseWeapon(const WEAPON_FIRE &usage)
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{
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this->weapon->Use(usage,gameInstance->GetFrameTime());
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}
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void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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{
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if( this->playerState == PLAYER_STATE_DEAD)
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{
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Player::initPlayerData();
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this->rigidBody->SetPosition(spawnPoint);
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this->gameInstance->onRespawnFnc( this, spawnPoint);
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this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
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}
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}
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void Player::SetLookDir(const Oyster::Math3D::Float3& lookDir)
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{
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// this is the camera right vector
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this->lookDir = -lookDir;
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}
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void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
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{
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this->rotationUp += deltaRadians;
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}
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void Player::Jump()
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{
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this->key_jump = KEY_TIMER;
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}
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bool Player::IsWalking()
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{
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return (this->rigidBody->GetLambdaUp() < 0.99f);
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}
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bool Player::IsJumping()
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{
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return (this->rigidBody->GetLambdaUp() == 1.0f);
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}
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bool Player::IsIdle()
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{
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return (this->rigidBody->GetLambdaUp() < 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.1f);
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}
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void Player::Inactivate()
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{
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//this->
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}
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void Player::ResetPlayer( Oyster::Math::Float3 spawnPos)
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{
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Player::initPlayerData();
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this->rigidBody->SetPosition(spawnPos);
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this->playerScore.killScore = 0;
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this->playerScore.deathScore = 0;
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}
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Oyster::Math::Float3 Player::GetPosition() const
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{
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return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;
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}
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Oyster::Math::Float4x4 Player::GetOrientation() const
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{
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return this->rigidBody->GetState().GetOrientation();
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}
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Oyster::Math::Float3 Player::GetLookDir() const
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{
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return this->lookDir;
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}
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int Player::GetTeamID() const
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{
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return this->teamID;
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}
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PLAYER_STATE Player::GetState() const
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{
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return this->playerState;
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}
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void Player::AddKill()
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{
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this->playerScore.killScore++;
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}
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void Player::AddDeath()
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{
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this->playerScore.deathScore++;
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}
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int Player::GetKills() const
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{
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return this->playerScore.killScore;
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}
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int Player::GetDeath() const
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{
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return this->playerScore.deathScore;
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}
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void Player::DamageLife(int damage)
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{
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if(damage != 0)
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{
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this->playerStats.hp -= damage;
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if(this->playerStats.hp > 100)
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this->playerStats.hp = 100;
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// send hp to client
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this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
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if(this->playerStats.hp <= 0)
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{
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this->playerStats.hp = 0;
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this->playerState = PLAYER_STATE_DIED;
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}
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}
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}
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bool Player::deathTimerTick(float dt)
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{
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this->deathTimer -= dt;
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if( this->deathTimer <= 0)
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{
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return true;
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}
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return false;
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}
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void Player::setDeathTimer(float deathTimer)
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{
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this->deathTimer = deathTimer;
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this->playerState = PLAYER_STATE_DEAD;
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}
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