1 | #pragma once
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2 |
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3 | #include "Ogre.h"
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4 | #include "OgreBillboardParticleRenderer.h"
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5 | #include "OgreIlluminationManager.h"
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6 | #include "NXOgre.h"
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7 |
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8 | using namespace Ogre;
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9 | using namespace NxOgre;
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10 |
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11 | enum PlayerAnimState
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12 | {
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13 | PLAYERANIMSTATE_STAND,
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14 | PLAYERANIMSTATE_IDLE,
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15 | PLAYERANIMSTATE_ATTACK,
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16 | PLAYERANIMSTATE_BLOCK,
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17 | PLAYERANIMSTATE_WALK,
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18 | PLAYERANIMSTATE_PAIN,
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19 | PLAYERANIMSTATE_DEATH,
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20 | PLAYERANIMSTATE_TURN
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21 | };
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22 |
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23 | class PlayerCharacter;
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24 | class MyCharMoveController;
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25 |
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26 | class CharacterManager
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27 | {
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28 | public:
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29 | static CharacterManager& getSingleton()
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30 | {
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31 | if(mSingleton == 0)
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32 | mSingleton = new CharacterManager();
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33 | return *mSingleton;
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34 | }
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35 | PlayerCharacter* getTrigger(NxOgre::Actor* a)
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36 | {
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37 | if(triggers.find(a)== triggers.end())
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38 | return 0;
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39 | return triggers[a];
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40 | }
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41 | PlayerCharacter* getTarget(NxOgre::Actor* a)
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42 | {
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43 | if(targets.find(a)== targets.end())
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44 | return 0;
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45 | return targets[a];
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46 | }
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47 |
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48 | void addTrigger(NxOgre::Actor* a, PlayerCharacter* c){triggers[a] = c;}
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49 | void addTarget(NxOgre::Actor* a, PlayerCharacter* c){targets[a] = c;}
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50 |
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51 | SceneManager* mSceneManager;
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52 | Scene* mScene;
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53 |
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54 | protected:
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55 | CharacterManager(){}
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56 | static CharacterManager* mSingleton;
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57 | std::map<NxOgre::Actor*, PlayerCharacter*> triggers;
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58 | std::map<NxOgre::Actor*, PlayerCharacter*> targets;
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59 |
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60 | };
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61 |
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62 |
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63 | class PlayerCharacter : public FrameListener
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64 | {
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65 | public:
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66 |
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67 | PlayerCharacter(String name, Scene* scene, SceneManager* sceneManager, Vector3 dimensions, Vector3 startPosition, bool debug = false);
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68 |
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69 | virtual void addPlayerMesh(String meshname, float meshscale, bool rotateModel);
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70 | virtual bool frameStarted(const FrameEvent& evt);
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71 | virtual void doAction(float dt){}
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72 | virtual float getHit(){return 0;}
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73 | virtual void addHit(float hit){mHealth -= hit; if(mHealth < 0) mHealth = 0;}
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74 |
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75 | static unsigned int frameListenerPriority;
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76 |
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77 | Entity* getMeshEntity(){return mCharacterMeshEntity;}
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78 |
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79 | protected:
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80 |
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81 | String mName;
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82 | Entity* mCharacterMeshEntity;
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83 | SceneNode* mPlayerBoundDebugNode;
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84 | Scene* mScene;
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85 | Character* mPlayerCharacter;
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86 | SceneNode* mPlayerNode;
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87 | float mMeshScale;
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88 | AnimationState* mCharacterMesh_AnimState;
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89 | SceneManager* mSceneManager;
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90 | PlayerAnimState mCurrentAnimState;
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91 | int mWeapon;
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92 | bool mMoving;
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93 | bool mForceAnimChange;
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94 | MyCharMoveController* mCharacterController;
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95 | Vector3 mPlayerDimensions;
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96 | bool mRunning;
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97 | bool isAlive;
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98 |
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99 | bool mDebug;
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100 |
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101 | float mHealth;
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102 |
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103 | float getAnimSpeed(){return 1.2;}
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104 | virtual String getAnimStateName(PlayerAnimState as, int option = 0){return "stand";}
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105 | virtual void setAnimState(PlayerAnimState as){}
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106 |
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107 | };
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108 |
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109 | class AlienCharacter : public PlayerCharacter
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110 | {
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111 | public:
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112 | AlienCharacter(String name, Scene* scene, SceneManager* sceneManager, Vector3 dimensions, Vector3 startPosition, bool debug = false);
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113 | ~AlienCharacter(){}
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114 |
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115 | void doAction(float dt);
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116 |
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117 | bool frameStarted(const FrameEvent& evt)
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118 | {
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119 | return PlayerCharacter::frameStarted(evt);
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120 | }
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121 | protected:
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122 | String getAnimStateName(PlayerAnimState as, int option = 0);
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123 | void setAnimState(PlayerAnimState as);
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124 |
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125 | static float MaxHealth;
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126 | };
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127 |
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128 | class FPSPlayer : public PlayerCharacter
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129 | {
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130 | public:
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131 | FPSPlayer(Scene* scene, SceneManager* sceneManager, Vector3 dimensions, Vector3 startPosition, float cameraHeight, Camera* cam, bool debug = false);
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132 | ~FPSPlayer(void);
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133 |
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134 | void addPlayerMesh(String meshname, float meshscale, bool rotateModel);
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135 | virtual void processKeyInputs(InputReader* inputDevice);
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136 | bool frameStarted(const FrameEvent& evt);
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137 | virtual void processMouseInputs(InputReader* inputDevice);
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138 | Vector3 getPosition(){return mPlayerNode->getWorldPosition();
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139 | return mPlayerCharacter->getGlobalPosition();}
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140 | Vector3 getDirection()
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141 | {
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142 | Vector3 dir = mCamera->getDerivedDirection();
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143 | dir.normalise();
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144 | return dir;
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145 | }
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146 | // Vector3 getOrienation(){return mPlayerCharacter->getGlobalOrientation();}
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147 |
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148 | static FPSPlayer* thePlayer;
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149 | static FPSPlayer* getPlayer(){return thePlayer;}
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150 |
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151 | protected:
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152 |
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153 | Camera* mCamera;
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154 | float mCameraHeight;
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155 | Light* mFlashLight;
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156 |
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157 | String getAnimStateName(PlayerAnimState as, int option = 0);
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158 | void setAnimState(PlayerAnimState as);
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159 | };
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