/usr/src/castle-game-engine-5.2.0/game/castleplayer.pas is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2006-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Player (TPlayer). }
unit CastlePlayer;
{$I castleconf.inc}
interface
uses CastleBoxes, CastleCameras, CastleItems, CastleVectors, CastleInputs,
CastleKeysMouse, X3DTriangles, CastleMaterialProperties, CastleSoundEngine,
Classes, Castle3D, CastleGLUtils, CastleColors, CastleFrustum, CastleTriangles,
CastleTimeUtils;
type
TPlayerSwimming = (psNo,
{ Player is floating on the water.
Not falling down, but also not drowning.
This means that player head is above the water surface
but his feet are in the water. In some sense he/she is swimming,
in some not. }
psAboveWater,
psUnderWater);
{ Player, 3D object controlling the camera, main enemy of hostile creatures,
carries a backpack, may cause fadeout effects on screen and such.
Note that you can operate on player even before level is loaded,
before TCastleSceneManager and such are initialized.
This allows to create player before level is started
(create it from scratch, or by loading from save game),
and "carry" the same player instance across various loaded levels.
@link(Dead) or @link(Blocked) player behaves much like alive and normal player.
For example, it still has an associated Camera that can animate by code
(e.g. to apply physics to the dead player body,
because player was killed when he was flying, or it's
corpse lays on some moving object of the level --- like elevator).
However, Camera input shortcuts will be cleared, to prevent user from
directly moving the camera and player.
Do not do some stuff when player is dead:
@unorderedList(
@item No calling PickItem, DropItem, UseItem.
@item(No increasing Life (further decreasing Life is OK).
This implies that once Player is Dead, (s)he cannot be alive again.)
@item No changing EquippedWeapon, no calling Attack.
)
Note that every player, just like every T3DOrient actually,
has an associated and magically synchronized T3DOrient.Camera instance.
Ancestor T3DOrient only takes care about synchronizing the view vectors
(position, direciton, up) and doesn't care about camera otherwise.
We synchronize more in TPlayer class:
@unorderedList(
@item(@link(Flying) is synchronized with TWalkCamera.Gravity.)
@item(Various camera inputs are automatically adjusted based on current
player state (@link(Dead), @link(Blocked)) and global PlayerInput_Xxx
values, like PlayerInput_Forward.)
)
The outside code may still directly access and change many camera
properties. Camera view vectors (position, direciton, up),
TWalkCamera.PreferredHeight,
TWalkCamera.RotationHorizontalSpeed
TWalkCamera.RotationVerticalSpeed. In fact, it's Ok to call
TWalkCamera.Init, and it's Ok to assign this Camera to TCastleSceneManager.Camera,
and TGameSceneManager.LoadLevel does this automatically.
So scene manager will update Camera.ProjectionMatrix,
call camera events like TCamera.Press, TCamera.Update and such.)
}
TPlayer = class(T3DAliveWithInventory)
private
FEquippedWeapon: TItemWeapon;
{ If Swimming = psUnderWater, then this is the time (from LifeTime)
of setting Swimming to psUnderWater. }
SwimBeginTime: Single;
{ If Swimming = psUnderWater, this is the time of last
drowning (or 0.0 if there was no drowning yet in this swimming session). }
SwimLastDrownTime: Single;
{ If Swimming = psUnderWater, this is the time of last stPlayerSwimming sound
(or 0.0 if there was no stPlayerSwimming played yet in this
swimming session). }
SwimLastSoundTime: Single;
FSwimming: TPlayerSwimming;
{ Did last @link(Update) detected that we're on toxic ground? }
IsToxic: boolean;
{ Relevant if IsToxic, this is LifeTime when
last time toxic damage was done. When player steps on toxic for the
first time, he immediately gets damage, so ToxicLastDamageTime is
always valid when IsToxic. }
ToxicLastDamageTime: Single;
SwimmingChangeSound: TSound;
SwimmingSound: TSound;
{ Did last @link(Update) detected that we are on the ground. }
IsOnTheGround: boolean;
{ <> @nil if IsOnTheGround and last ground had some TMaterialProperty. }
GroundProperty: TMaterialProperty;
ReallyIsOnTheGroundTime: Single;
{ There always must be satisfied:
FootstepsSound <> nil
if and only if
FootstepsSoundPlaying <> stNone. }
FootstepsSound: TSound;
FootstepsSoundPlaying: TSoundType;
ReallyWalkingOnTheGroundTime: Single;
FInventoryCurrentItem: Integer;
FInventoryVisible: boolean;
FSickProjectionSpeed: Single;
FBlocked: boolean;
FRenderOnTop: boolean;
FFlying: boolean;
FFlyingTimeOut: TFloatTime;
{ FadeOut settings. }
FFadeOutIntensity: Single;
FFadeOutColor: TCastleColor;
FFallMinHeightToSound: Single;
FFallMinHeightToDamage: Single;
FFallDamageScaleMin: Single;
FFallDamageScaleMax: Single;
FFallSound: TSoundType;
FHeadBobbing: Single;
FSwimBreath: Single;
FDrownPause: Single;
FDrownDamageConst: Single;
FDrownDamageRandom: Single;
FSwimSoundPause: Single;
FEnableCameraDragging: boolean;
procedure SetEquippedWeapon(Value: TItemWeapon);
{ Update Camera properties, including inputs.
Call this always when @link(Flying) or @link(Dead) or some key values
or @link(Swimming) or @link(Blocked) change. }
procedure UpdateCamera;
procedure CameraFall(ACamera: TWalkCamera; const FallHeight: Single);
{ This sets life, just like SetLife.
But in case of life loss, the fadeout is done with specified
Color (while SetLife always uses red color).
Color's alpha doesn't matter for now. }
procedure SetLifeCustomFadeOut(const Value: Single;
const Color: TCastleColor);
procedure SwimmingChangeSoundRelease(Sender: TSound);
procedure SwimmingSoundRelease(Sender: TSound);
procedure SetSwimming(const Value: TPlayerSwimming);
procedure FootstepsSoundRelease(Sender: TSound);
procedure SetFlying(const AValue: boolean);
procedure SetFlyingTimeOut(const AValue: TFloatTime);
procedure SetEnableCameraDragging(const AValue: boolean);
protected
procedure SetLife(const Value: Single); override;
function GetChild: T3D; override;
procedure Notification(AComponent: TComponent; Operation: TOperation); override;
function HeightCollision(const APosition, GravityUp: TVector3Single;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc;
out AboveHeight: Single; out AboveGround: P3DTriangle): boolean; override;
procedure Fall(const FallHeight: Single); override;
public
{ Various navigation properties that may depend on loaded level. }
DefaultMoveHorizontalSpeed: Single;
DefaultMoveVerticalSpeed: Single;
DefaultPreferredHeight: Single;
const
DefaultLife = 100;
DefaultSickProjectionSpeed = 2.0;
DefaultRenderOnTop = true;
DefaultPlayerKnockBackSpeed = 20.0;
DefaultSwimBreath = 30.0;
DefaultDrownPause = 5.0;
DefaultDrownDamageConst = 5.0;
DefaultDrownDamageRandom = 10.0;
DefaultSwimSoundPause = 3.11111111;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ Flying.
How it interacts with FlyingTimeout: Setting this property
to any value removes any timeout set by FlyingTimeout.
That is, setting this to @true makes player fly indefinitely,
and setting this to @false makes player stop flying (regardless
if flying was initialized by @code(Flying := true) or @code(FlyingTimeout)). }
property Flying: boolean read FFlying write SetFlying;
{ Set this to something > 0 to start flying for a given number of seconds.
The @link(Flying) property will also change to @true for this time.
It will automatically change back to @false after given number of seconds
(you can also always just manually switch @link(Flying) back to @false).
Set this only with value > 0.
When this is > 0 it means flying with a timeout
(always @link(Flying) = @true then),
otherwise it's = 0 (which means were not flying, or flying indefinitely
long, depending on @link(Flying)).}
property FlyingTimeOut: TFloatTime read FFlyingTimeOut write SetFlyingTimeOut;
{ Add Item to inventory, updating player InventoryCurrentItem,
making suitable notification and sound. }
function PickItemUpdate(var Item: TInventoryItem): Integer; override;
{ Drop item from inventory, updating player InventoryCurrentItem,
making suitable notification and sound.
@groupBegin }
function DropItem(const Index: Integer): TItemOnWorld; override;
function DropCurrentItem: TItemOnWorld;
{ @groupEnd }
{ Use an item from inventory.
You can pass Index that is out of range (or call UseCurrentItem
when InventoryCurrentItem = -1), it will then show
a notification (by CastleGameNotifications unit) that nothing is selected.
@groupBegin }
procedure UseItem(const Index: Integer); override;
procedure UseCurrentItem;
{ @groupEnd }
{ Change InventoryCurrentItem, cycling, and automatically showing
the inventory afterwards (if it's not empty).
Note that you can also always directly change InventoryCurrentItem property. }
procedure ChangeInventoryCurrentItem(Change: Integer);
{ Weapon the player is using right now, or nil if none.
You can set this property only to some item existing on Inventory.
When you drop the current weapon,
DeleteItem will automatically set this to @nil.
When setting this property (to nil or non-nil) player may get
GameMessage about using/not using a weapon. }
property EquippedWeapon: TItemWeapon read FEquippedWeapon write SetEquippedWeapon;
procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;
function Middle: TVector3Single; override;
{ Cause a fade-out effect on the screen, tinting the screen to the given Color.
The TPlayer class doesn't do the actual drawing of the fade-out effect
on the screen, we merely store and animate the FadeOutColor and FadeOutIntensity
properties. To draw the effect, use a procedure like GLFadeRectangle
inside your 2D controls drawing code, see engine tutorial for example. }
procedure FadeOut(const Color: TCastleColor);
property FadeOutColor: TCastleColor read FFadeOutColor;
property FadeOutIntensity: Single read FFadeOutIntensity;
{ @noAutoLinkHere }
procedure Attack; virtual;
{ You should set this property as appropriate.
This object will just use this property (changing it's Camera
properties etc.). }
property Swimming: TPlayerSwimming read FSwimming write SetSwimming;
{ Load various player properties from an XML file.
Properties not specified in the indicated file will
be reset to their default values.
This is handy to use in a game to allow to configure player behavior
by simply editing an XML file (instead of hacking code).
Overloaded parameterless version reads from file
@code(ApplicationData('player.xml')).
Note that the indicated file may not exist, and it will not cause errors.
Not existing file is equivalent to a file with everything set at default
values.
It is Ok to call this multiple times, at any moment.
This way you can make some debug command to reload player.xml file,
very useful to test various player properties without restarting the game.
@groupBegin }
procedure LoadFromFile;
procedure LoadFromFile(const URL: string);
{ @groupEnd }
function Ground: PTriangle;
procedure LevelChanged;
{ Currently selected inventory item.
Note: while we try to always sensibly update InventoryCurrentItem,
to keep the assumptions that
@orderedList(
@item(Inventory.Count = 0 => InventoryCurrentItem = -1)
@item(Inventory.Count > 0 =>
InventoryCurrentItem between 0 and Inventory.Count - 1))
but you should @italic(nowhere) depend on these assuptions.
That's because I want to allow myself freedom to modify Inventory
in various situations, so InventoryCurrentItem can become
invalid in many situations.
So every code should check that
@unorderedList(
@item(If InventoryCurrentItem between 0 and Inventory.Count - 1
then InventoryCurrentItem is selected)
@item(Else no item is selected (possibly Inventory.Count = 0,
possibly not)))
}
property InventoryCurrentItem: Integer
read FInventoryCurrentItem write FInventoryCurrentItem
default -1;
property InventoryVisible: boolean
read FInventoryVisible write FInventoryVisible default false;
property SickProjectionSpeed: Single
read FSickProjectionSpeed write FSickProjectionSpeed
default DefaultSickProjectionSpeed;
property CollidesWithMoving default true;
function SegmentCollision(const Pos1, Pos2: TVector3Single;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc;
const ALineOfSight: boolean): boolean; override;
function Sphere(out Radius: Single): boolean; override;
procedure Render(const Frustum: TFrustum; const Params: TRenderParams); override;
{ Disables changing the camera by user.
It's useful when you want to temporarily force camera to some specific
setting (you can even use handy Player.Camera.AnimateTo method
to do this easily, see TWalkCamera.AnimateTo). }
property Blocked: boolean read FBlocked write FBlocked;
{ Render 3D children (like EquippedWeapon) on top of everything else. }
property RenderOnTop: boolean read FRenderOnTop write FRenderOnTop
default DefaultRenderOnTop;
property FallMinHeightToSound: Single
read FFallMinHeightToSound write FFallMinHeightToSound default DefaultPlayerFallMinHeightToSound;
property FallMinHeightToDamage: Single
read FFallMinHeightToDamage write FFallMinHeightToDamage default DefaultFallMinHeightToDamage;
property FallDamageScaleMin: Single
read FFallDamageScaleMin write FFallDamageScaleMin default DefaultFallDamageScaleMin;
property FallDamageScaleMax: Single
read FFallDamageScaleMax write FFallDamageScaleMax default DefaultFallDamageScaleMax;
{ Sound when falling.
The default is the sound named 'player_fall'. }
property FallSound: TSoundType
read FFallSound write FFallSound;
{ Controls head bobbing, but only when player is walking.
See TWalkCamera.HeadBobbing for exact meaning of this.
TPlayer.Camera.HeadBobbing is automatically updated as necessary.
Note that when using CastleLevels, then the headBobbing defined
inside VRML/X3D file (see
http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_head_bobbing )
is ignored. Instead, Player properties control TWalkCamera.HeadBobbing
and TWalkCamera.HeadBobbingTime. }
property HeadBobbing: Single
read FHeadBobbing write FHeadBobbing default TWalkCamera.DefaultHeadBobbing;
{ How many seconds you can swin before you start to drown. }
property SwimBreath: Single read FSwimBreath write FSwimBreath default DefaultSwimBreath;
{ How many seconds between each drown event.
Drown event makes stPlayerDrowning sound and causes damage
DrownDamageConst + Random * DrownDamageRandom. }
property DrownPause: Single read FDrownPause write FDrownPause default DefaultDrownPause;
property DrownDamageConst: Single read FDrownDamageConst write FDrownDamageConst default DefaultDrownDamageConst;
property DrownDamageRandom: Single read FDrownDamageRandom write FDrownDamageRandom default DefaultDrownDamageRandom;
{ Pause, in seconds, between playing stPlayerSwimming sound.
This should be something that is not easily synchronized
with SwimDrownPause. }
property SwimSoundPause: Single read FSwimSoundPause write FSwimSoundPause default DefaultSwimSoundPause;
published
property KnockBackSpeed default DefaultPlayerKnockBackSpeed;
{ Enable camera navigation by dragging. This results in including
ciMouseDragging in TCamera.Input (when player is not
@link(Dead) or @link(Blocked)). }
property EnableCameraDragging: boolean
read FEnableCameraDragging write SetEnableCameraDragging default false;
end;
const
DefaultAutoOpenInventory = true;
var
{ Automatically open TCastlePlayer inventory when picking up an item.
Saved/loaded to config file in this unit. }
AutoOpenInventory: boolean = DefaultAutoOpenInventory;
PlayerInput_Forward: TInputShortcut;
PlayerInput_Backward: TInputShortcut;
PlayerInput_LeftRot: TInputShortcut;
PlayerInput_RightRot: TInputShortcut;
PlayerInput_LeftStrafe: TInputShortcut;
PlayerInput_RightStrafe: TInputShortcut;
PlayerInput_UpRotate: TInputShortcut;
PlayerInput_DownRotate: TInputShortcut;
PlayerInput_GravityUp: TInputShortcut;
PlayerInput_Jump: TInputShortcut;
PlayerInput_Crouch: TInputShortcut;
implementation
uses Math, SysUtils, CastleClassUtils, CastleUtils, X3DNodes, CastleControls,
CastleImages, CastleFilesUtils, CastleUIControls, CastlePrecalculatedAnimation,
CastleOpenAL, CastleGL,
CastleGameNotifications, CastleXMLConfig, CastleGLImages, CastleConfig,
CastleResources, CastleShapes, CastleRenderingCamera;
{ TPlayerBox ----------------------------------------------------------------- }
type
{ Invisible box, that is added to make TPlayer collidable thanks to default
T3DOrient (actually T3DList) methods. Owner must be TPlayer. }
TPlayerBox = class(T3D)
public
function BoundingBox: TBox3D; override;
procedure Render(const Frustum: TFrustum; const Params: TRenderParams); override;
end;
function TPlayerBox.BoundingBox: TBox3D;
var
Camera: TWalkCamera;
begin
if GetExists then
begin
Camera := TPlayer(Owner).Camera;
Result.Data[0, 0] := -Camera.Radius;
Result.Data[0, 1] := -Camera.Radius;
Result.Data[0, 2] := -Camera.Radius;
Result.Data[0, World.GravityCoordinate] := -Camera.RealPreferredHeight;
Result.Data[1, 0] := Camera.Radius;
Result.Data[1, 1] := Camera.Radius;
Result.Data[1, 2] := Camera.Radius;
end else
Result := EmptyBox3D;
end;
procedure TPlayerBox.Render(const Frustum: TFrustum; const Params: TRenderParams);
begin
inherited;
{$ifndef OpenGLES} // TODO-es
if RenderDebug3D and GetExists and
Frustum.Box3DCollisionPossibleSimple(BoundingBox) and
(not Params.Transparent) and Params.ShadowVolumesReceivers then
begin
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glPushMatrix;
glMultMatrix(Params.RenderTransform);
glColorv(Gray);
glDrawBox3DWire(BoundingBox);
glPopMatrix;
glPopAttrib;
end;
{$endif}
end;
{ TPlayer -------------------------------------------------------------------- }
constructor TPlayer.Create(AOwner: TComponent);
begin
inherited Create(AOwner);
CollidesWithMoving := true;
Life := DefaultLife;
MaxLife := DefaultLife;
DefaultMoveHorizontalSpeed := 1.0;
DefaultMoveVerticalSpeed := 1.0;
DefaultPreferredHeight := 0.0;
RenderOnTop := DefaultRenderOnTop;
FFallMinHeightToSound := DefaultPlayerFallMinHeightToSound;
FFallMinHeightToDamage := DefaultFallMinHeightToDamage;
FFallDamageScaleMin := DefaultFallDamageScaleMin;
FFallDamageScaleMax := DefaultFallDamageScaleMax;
FFallSound := SoundEngine.SoundFromName(DefaultPlayerFallSoundName, false);
KnockBackSpeed := DefaultPlayerKnockBackSpeed;
FSickProjectionSpeed := DefaultSickProjectionSpeed;
FSwimBreath := DefaultSwimBreath;
FDrownPause := DefaultDrownPause;
FDrownDamageConst := DefaultDrownDamageConst;
FDrownDamageRandom := DefaultDrownDamageRandom;
FSwimSoundPause := DefaultSwimSoundPause;
Add(TPlayerBox.Create(Self));
FInventoryCurrentItem := -1;
{ turn off keys that are totally unavailable for the player }
Camera.Input_MoveSpeedInc.MakeClear;
Camera.Input_MoveSpeedDec.MakeClear;
Camera.Input_IncreasePreferredHeight.MakeClear;
Camera.Input_DecreasePreferredHeight.MakeClear;
Camera.CheckModsDown := false;
Camera.OnFall := @CameraFall;
{ Although it will be called in every OnUpdate anyway,
we also call it here to be sure that right after TPlayer constructor
finished, Camera has already good values. }
UpdateCamera;
end;
destructor TPlayer.Destroy;
begin
EquippedWeapon := nil; { unregister free notification }
if FootstepsSound <> nil then
FootstepsSound.Release;
if SwimmingChangeSound <> nil then
SwimmingChangeSound.Release;
if SwimmingSound <> nil then
SwimmingSound.Release;
inherited;
end;
procedure TPlayer.SetFlying(const AValue: boolean);
begin
FFlyingTimeOut := 0;
FFlying := AValue;
end;
procedure TPlayer.SetFlyingTimeOut(const AValue: TFloatTime);
begin
Assert(AValue > 0, 'Only call FlyingTimeOut with TimeOut > 0');
{ It's possible that this is called when timeout is already > 0.
In this case, we set FFlyingTimeOut to maximum
--- the effect that will allow player to fly longer wins. }
FFlyingTimeOut := Max(FFlyingTimeOut, AValue);
FFlying := true;
end;
function TPlayer.PickItemUpdate(var Item: TInventoryItem): Integer;
var
S: string;
begin
S := Format('You pick "%s"', [Item.Resource.Caption]);
if Item.Quantity <> 1 then
S += Format(' (quantity %d)', [Item.Quantity]);
Notifications.Show(S);
SoundEngine.Sound(stPlayerPickItem);
Result := inherited PickItemUpdate(Item);
{ Automatically equip the weapon. }
if (Item is TItemWeapon) and (EquippedWeapon = nil) then
EquippedWeapon := TItemWeapon(Item);
{ Update InventoryCurrentItem. }
if not Between(InventoryCurrentItem, 0, Inventory.Count - 1) then
InventoryCurrentItem := Result;
if AutoOpenInventory then
InventoryVisible := true;
end;
function TPlayer.DropItem(const Index: Integer): TItemOnWorld;
var
S: string;
begin
Result := inherited DropItem(Index);
if Result <> nil then
begin
if Result.Item = EquippedWeapon then
EquippedWeapon := nil;
S := Format('You drop "%s"', [Result.Item.Resource.Caption]);
if Result.Item.Quantity <> 1 then
S += Format(' (quantity %d)', [Result.Item.Quantity]);
Notifications.Show(S);
SoundEngine.Sound(stPlayerDropItem);
{ update InventoryCurrentItem.
Note that if Inventory.Count = 0 now, then this will
correctly set InventoryCurrentItem to -1. }
if InventoryCurrentItem >= Inventory.Count then
InventoryCurrentItem := Inventory.Count - 1;
end else
begin
{ Dropping item failed. }
if Between(Index, 0, Inventory.Count - 1) then
Notifications.Show('Not enough room here to drop this item') else
Notifications.Show('Nothing to drop - select some item first');
end;
end;
function TPlayer.DropCurrentItem: TItemOnWorld;
begin
Result := DropItem(InventoryCurrentItem);
end;
procedure TPlayer.UseItem(const Index: Integer);
begin
if Between(Index, 0, Inventory.Count - 1) then
begin
inherited UseItem(Index);
{ update InventoryCurrentItem, because item potentially disappeared.
Note that if Inventory.Count = 0 now, then this will
correctly set InventoryCurrentItem to -1. }
if InventoryCurrentItem >= Inventory.Count then
InventoryCurrentItem := Inventory.Count - 1;
end else
Notifications.Show('Nothing to use - select some item first');
end;
procedure TPlayer.UseCurrentItem;
begin
UseItem(InventoryCurrentItem);
end;
procedure TPlayer.ChangeInventoryCurrentItem(Change: Integer);
begin
if Inventory.Count = 0 then
InventoryCurrentItem := -1 else
if InventoryCurrentItem >= Inventory.Count then
InventoryCurrentItem := Inventory.Count - 1 else
if InventoryCurrentItem < 0 then
InventoryCurrentItem := 0 else
InventoryCurrentItem := ChangeIntCycle(
InventoryCurrentItem, Change, Inventory.Count - 1);
if Inventory.Count <> 0 then
InventoryVisible := true;
end;
procedure TPlayer.SetEquippedWeapon(Value: TItemWeapon);
begin
if Value <> FEquippedWeapon then
begin
if FEquippedWeapon <> nil then
FEquippedWeapon.RemoveFreeNotification(Self);
FEquippedWeapon := Value;
if FEquippedWeapon <> nil then
begin
Notifications.Show(Format('You''re using weapon "%s" now',
[EquippedWeapon.Resource.Caption]));
FEquippedWeapon.Equip;
FEquippedWeapon.FreeNotification(Self);
end else
{ This may be causes by EquippedWeapon := nil in destructor,
do not make any notification in this case. }
if not (csDestroying in ComponentState) then
Notifications.Show('You''re no longer using your weapon');
end;
end;
procedure TPlayer.UpdateCamera;
var
NormalCameraInput: TCameraInputs;
begin
Camera.Gravity := (not Blocked) and (not Flying);
{ Note that when not Camera.Gravity then FallingEffect will not
work anyway. }
Camera.FallingEffect := Swimming = psNo;
if Blocked then
begin
{ When Blocked, we navigate camera by code. }
Camera.Input := [];
end else
begin
NormalCameraInput := [ciNormal, ci3dMouse];
if EnableCameraDragging and not Dead then
Include(NormalCameraInput, ciMouseDragging);
Camera.Input := NormalCameraInput;
{ Rotation keys work always, even when player is dead.
Initially I disabled them, but after some thought:
let them work. They work a little strangely (because Up
is orthogonal to GravityUp), but they still work and player
can figure it out. }
Camera.Input_LeftRot.Assign(PlayerInput_LeftRot, false);
Camera.Input_RightRot.Assign(PlayerInput_RightRot, false);
Camera.Input_UpRotate.Assign(PlayerInput_UpRotate, false);
Camera.Input_DownRotate.Assign(PlayerInput_DownRotate, false);
Camera.Input_GravityUp.Assign(PlayerInput_GravityUp, false);
end;
if Blocked then
begin
{ PreferGravityUpXxx should be ignored actually, because rotations
don't work now. }
Camera.PreferGravityUpForMoving := true;
Camera.PreferGravityUpForRotations := false;
{ No need to do MakeClear now on any inputs, as we already set
Input := []. }
Camera.FallSpeedStart := TWalkCamera.DefaultFallSpeedStart;
Camera.FallSpeedIncrease := TWalkCamera.DefaultFallSpeedIncrease;
Camera.HeadBobbing := 0.0;
Camera.PreferredHeight := Camera.Radius * 1.01;
Camera.MoveHorizontalSpeed := DefaultMoveHorizontalSpeed;
Camera.MoveVerticalSpeed := DefaultMoveVerticalSpeed;
end else
if Dead then
begin
Camera.PreferGravityUpForMoving := true;
{ This is the only case when PreferGravityUpForRotations := false
is sensible. }
Camera.PreferGravityUpForRotations := false;
Camera.Input_Jump.MakeClear;
Camera.Input_Crouch.MakeClear;
Camera.Input_Forward.MakeClear;
Camera.Input_Backward.MakeClear;
Camera.Input_LeftStrafe.MakeClear;
Camera.Input_RightStrafe.MakeClear;
Camera.FallSpeedStart := TWalkCamera.DefaultFallSpeedStart;
Camera.FallSpeedIncrease := TWalkCamera.DefaultFallSpeedIncrease;
Camera.HeadBobbing := 0.0;
Camera.PreferredHeight := Camera.Radius * 1.01;
Camera.MoveHorizontalSpeed := DefaultMoveHorizontalSpeed;
Camera.MoveVerticalSpeed := DefaultMoveVerticalSpeed;
end else
begin
if Flying then
begin
Camera.PreferGravityUpForMoving := false;
Camera.PreferGravityUpForRotations := true;
{ Camera.HeadBobbing and
Camera.PreferredHeight and
Camera.FallSpeedStart and
Camera.FallSpeedIncrease
... don't matter here, because Gravity is false. }
Camera.MoveHorizontalSpeed := DefaultMoveHorizontalSpeed;
Camera.MoveVerticalSpeed := DefaultMoveVerticalSpeed;
end else
if Swimming <> psNo then
begin
Camera.PreferGravityUpForMoving := false;
Camera.PreferGravityUpForRotations := true;
Camera.FallSpeedStart := TWalkCamera.DefaultFallSpeedStart / 6;
Camera.FallSpeedIncrease := 1.0;
Camera.HeadBobbing := 0.0;
Camera.PreferredHeight := Camera.Radius * 1.01;
Camera.MoveHorizontalSpeed := DefaultMoveHorizontalSpeed / 2;
Camera.MoveVerticalSpeed := DefaultMoveVerticalSpeed / 2;
end else
begin
Camera.PreferGravityUpForMoving := true;
Camera.PreferGravityUpForRotations := true;
Camera.FallSpeedStart := TWalkCamera.DefaultFallSpeedStart;
Camera.FallSpeedIncrease := TWalkCamera.DefaultFallSpeedIncrease;
Camera.HeadBobbing := HeadBobbing;
Camera.PreferredHeight := DefaultPreferredHeight;
Camera.MoveHorizontalSpeed := DefaultMoveHorizontalSpeed;
Camera.MoveVerticalSpeed := DefaultMoveVerticalSpeed;
end;
Camera.Input_Jump.Assign(PlayerInput_Jump, false);
Camera.Input_Crouch.Assign(PlayerInput_Crouch, false);
Camera.Input_Forward.Assign(PlayerInput_Forward, false);
Camera.Input_Backward.Assign(PlayerInput_Backward, false);
Camera.Input_LeftStrafe.Assign(PlayerInput_LeftStrafe, false);
Camera.Input_RightStrafe.Assign(PlayerInput_RightStrafe, false);
end;
end;
procedure TPlayer.FootstepsSoundRelease(Sender: TSound);
begin
Assert(Sender = FootstepsSound);
FootstepsSound := nil;
FootstepsSoundPlaying := stNone;
end;
procedure TPlayer.SwimmingChangeSoundRelease(Sender: TSound);
begin
Assert(Sender = SwimmingChangeSound);
SwimmingChangeSound := nil;
end;
procedure TPlayer.SwimmingSoundRelease(Sender: TSound);
begin
Assert(Sender = SwimmingSound);
SwimmingSound := nil;
end;
procedure TPlayer.Update(const SecondsPassed: Single; var RemoveMe: TRemoveType);
{ Perform various things related to player swimming. }
procedure UpdateSwimming;
var
NewSwimming: TPlayerSwimming;
begin
{ update Swimming }
NewSwimming := psNo;
if World <> nil then
begin
if World.Water.PointInside(Position) then
NewSwimming := psUnderWater else
if World.Water.PointInside(Position - World.GravityUp * Camera.PreferredHeight) then
NewSwimming := psAboveWater;
end;
Swimming := NewSwimming;
if Swimming = psUnderWater then
begin
{ Take care of drowning. }
if not Dead then
begin
if LifeTime - SwimBeginTime > SwimBreath then
begin
if (SwimLastDrownTime = 0.0) or
(LifeTime - SwimLastDrownTime > DrownPause) then
begin
if SwimLastDrownTime = 0.0 then
Notifications.Show('You''re drowning');
SwimLastDrownTime := LifeTime;
Life := Life - (DrownDamageConst + Random * DrownDamageRandom);
SoundEngine.Sound(stPlayerDrowning);
end;
end;
end;
{ Take care of playing stPlayerSwimming }
{ See comments at creation of SwimmingChangeSound
for reasons why I should safeguard here and play this sound
only when SwimmingSound = nil. }
if (SwimmingSound = nil) and
( (SwimLastSoundTime = 0.0) or
(LifeTime - SwimLastSoundTime > SwimSoundPause) ) then
begin
SwimLastSoundTime := LifeTime;
SwimmingSound := SoundEngine.Sound(stPlayerSwimming);
if SwimmingSound <> nil then
SwimmingSound.OnRelease := @SwimmingSoundRelease;
end;
end;
end;
{ Update IsOnTheGround and related variables. }
procedure UpdateIsOnTheGround;
const
{ TimeToChangeOnTheGround and ReallyIsOnTheGroundTime play here the
analogous role as ReallyWalkingOnTheGroundTime and
TimeToChangeFootstepsSoundPlaying, see UpdateFootstepsSoundPlaying. }
TimeToChangeIsOnTheGround = 0.5;
begin
if Camera.IsOnTheGround then
begin
ReallyIsOnTheGroundTime := LifeTime;
IsOnTheGround := true;
if Ground <> nil then
GroundProperty := (Ground^.Shape as TShape).MaterialProperty else
GroundProperty := nil;
end else
if LifeTime - ReallyIsOnTheGroundTime > TimeToChangeIsOnTheGround then
begin
GroundProperty := nil;
IsOnTheGround := false;
end; { else leave GroundProperty and IsOnTheGround unchanged. }
end;
{ Update IsToxic and related variables, hurt player if on toxic.
Must be called after UpdateIsOnTheGround (depends on GroundProperty). }
procedure UpdateToxic;
var
NewIsToxic: boolean;
begin
NewIsToxic := (GroundProperty <> nil) and GroundProperty.Toxic;
if NewIsToxic then
begin
if (not IsToxic) or
(LifeTime - ToxicLastDamageTime > GroundProperty.ToxicDamageTime) then
begin
ToxicLastDamageTime := LifeTime;
if not Dead then
begin
SoundEngine.Sound(stPlayerToxicPain);
SetLifeCustomFadeOut(Life - (GroundProperty.ToxicDamageConst +
Random * GroundProperty.ToxicDamageRandom), Green);
end;
end;
end;
IsToxic := NewIsToxic;
end;
{ Update FootstepsSoundPlaying and related variables.
Must be called after UpdateIsOnTheGround (depends on GroundProperty). }
procedure UpdateFootstepsSoundPlaying;
const
TimeToChangeFootstepsSoundPlaying = 0.5;
var
NewFootstepsSoundPlaying: TSoundType;
begin
{ The meaning of ReallyWalkingOnTheGroundTime and
TimeToChangeFootstepsSoundPlaying:
Camera.IsWalkingOnTheGround can change quite rapidly
(when player quickly presses and releases up/down keys,
or when he're walking up the stairs, or when he's walking
on un-flat terrain --- then Camera.IsWalkingOnTheGround
switches between @true and @false quite often).
But it is undesirable to change FootstepsSoundPlaying
so often, as this causes footsteps to suddenly stop, then play,
then stop again etc. --- this doesn't sound good.
So I use ReallyWalkingOnTheGroundTime to mark myself
the time when Camera.IsWalkingOnTheGround was true.
In normal situation I would set NewFootstepsSoundPlaying to stNone
when Camera.IsWalkingOnTheGround = @false.
But now I set NewFootstepsSoundPlaying to stNone only if
Camera.IsWalkingOnTheGround = @false
for at least TimeToChangeFootstepsSoundPlaying seconds. }
{ calculate NewFootstepsSoundPlaying }
if Camera.IsWalkingOnTheGround then
begin
ReallyWalkingOnTheGroundTime := LifeTime;
{ Since Camera.IsWalkingOnTheGroundm then for sure
Camera.IsOnTheGround, so UpdateIsOnTheGround updated
GroundProperty field. }
if (GroundProperty <> nil) and
(GroundProperty.FootstepsSound <> stNone) then
NewFootstepsSoundPlaying := GroundProperty.FootstepsSound else
NewFootstepsSoundPlaying := stPlayerFootstepsDefault;
end else
if LifeTime - ReallyWalkingOnTheGroundTime >
TimeToChangeFootstepsSoundPlaying then
NewFootstepsSoundPlaying := stNone else
NewFootstepsSoundPlaying := FootstepsSoundPlaying;
{ Once I had an idea here to use AL_LOOPING sound for footsteps.
But this is not good, because then I would have to manually
stop this sound whenever player stops walking. This is not so easy.
This occurs when FootstepsSoundPlaying changes from non-stNone to stNone,
but this occurs also when CastlePlay starts loading new level, enters
game menu etc. --- in all these cases player footsteps must stop.
So it's better (simpler) to simply use non-looping sound for footsteps.
Whenever old sound for footsteps will end, this procedure will just
allocate and start new footsteps sound. }
if FootstepsSoundPlaying <> NewFootstepsSoundPlaying then
begin
if FootstepsSoundPlaying <> stNone then
begin
{ Stop footsteps sound. }
FootstepsSound.Release;
{ FootstepsSoundRelease should set this to nil. }
Assert(FootstepsSound = nil);
end;
if NewFootstepsSoundPlaying <> stNone then
begin
{ Start footsteps sound. }
FootstepsSound := SoundEngine.Sound(NewFootstepsSoundPlaying, false);
if FootstepsSound <> nil then
begin
{ Lower the position, to be on our feet. }
FootstepsSound.Position := Vector3Single(0, 0, -1.0);
FootstepsSound.OnRelease := @FootstepsSoundRelease;
end else
{ Failed to allocate sound, so force new
NewFootstepsSoundPlaying to stNone. }
NewFootstepsSoundPlaying := stNone;
end;
FootstepsSoundPlaying := NewFootstepsSoundPlaying;
end else
if FootstepsSoundPlaying <> stNone then
begin
{ So FootstepsSoundPlaying = NewFootstepsSoundPlaying for sure.
Make sure that the AL sound is really playing.
The decision to not use looping sound means that
end of footsteps sound should be detected
almost immediately (otherwise player will hear a little pause
in footsteps, due to the delay between SoundEngine.Refresh calls,
it's very short pause, but it's noticeable,
since footsteps should be rhytmic). I prefer to not rely
on SoundEngine.Refresh for this and instead just check this here. }
if not FootstepsSound.PlayingOrPaused then
alSourcePlay(FootstepsSound.ALSource);
end;
Assert(
(FootstepsSound <> nil) =
(FootstepsSoundPlaying <> stNone));
end;
const
FadeOutSpeed = 2.0;
begin
inherited;
if not GetExists then Exit;
if FFlyingTimeOut > 0 then
begin
FFlyingTimeOut := FFlyingTimeOut - SecondsPassed;
if FFlyingTimeOut <= 0 then
begin
FFlyingTimeOut := 0;
FFlying := false;
end;
end;
UpdateCamera;
UpdateSwimming;
if FFadeOutIntensity > 0 then
FFadeOutIntensity -= FadeOutSpeed * SecondsPassed;
if EquippedWeapon <> nil then
EquippedWeapon.EquippedUpdate(LifeTime);
UpdateIsOnTheGround;
UpdateToxic;
UpdateFootstepsSoundPlaying;
end;
procedure TPlayer.FadeOut(const Color: TCastleColor);
begin
FFadeOutColor := Color;
FFadeOutIntensity := 1;
end;
procedure TPlayer.CameraFall(ACamera: TWalkCamera; const FallHeight: Single);
begin
Fall(FallHeight);
end;
procedure TPlayer.Fall(const FallHeight: Single);
begin
inherited;
if (Swimming = psNo) and (FallHeight > FallMinHeightToSound) then
SoundEngine.Sound(FallSound);
if (Swimming = psNo) and (FallHeight > FallMinHeightToDamage) then
Life := Life - Max(0, FallHeight *
MapRange(Random, 0.0, 1.0, FallDamageScaleMin, FallDamageScaleMax));
end;
procedure TPlayer.SetLifeCustomFadeOut(const Value: Single;
const Color: TCastleColor);
begin
if (Life > 0) and (Value <= 0) then
begin
Notifications.Show('You die');
SoundEngine.Sound(stPlayerDies);
Camera.FallOnTheGround;
end else
if (Life - Value) > 1 then
begin
FadeOut(Color);
SoundEngine.Sound(stPlayerSuddenPain);
end;
inherited SetLife(Value);
end;
procedure TPlayer.SetLife(const Value: Single);
begin
SetLifeCustomFadeOut(Value, Red);
{ cancel flying when dead }
if Dead then
Flying := false;
end;
procedure TPlayer.Attack;
begin
if EquippedWeapon <> nil then
EquippedWeapon.EquippedAttack(LifeTime) else
{ TODO: allow to do some "punch" / "kick" here easily }
Notifications.Show('No weapon equipped');
end;
procedure TPlayer.SetSwimming(const Value: TPlayerSwimming);
begin
if Value <> FSwimming then
begin
{ If "Swimming = psUnderWater" state changed then play a sound. }
if (FSwimming = psUnderWater) <>
(Value = psUnderWater) then
begin
{ If SwimmingChangeSound <> nil, then the
stPlayerSwimmingChange sound is already played (this may be caused
when player tries to stay above the water --- he will then repeatedly
go under and above the water). So do not start it again, to avoid
bad sound atrifacts (the same sound playing a couple times on top
of each other). }
if SwimmingChangeSound = nil then
begin
SwimmingChangeSound := SoundEngine.Sound(stPlayerSwimmingChange);
if SwimmingChangeSound <> nil then
SwimmingChangeSound.OnRelease := @SwimmingChangeSoundRelease;
end;
end;
if (FSwimming = psNo) and (Value <> psNo) then
begin
{ Cancel falling down, otherwise he will fall down into the water
with the high speed (because in the air FallSpeedStart
is high and it's increased, but in the water it's much lower
and not increased at all right now). }
Camera.CancelFalling;
end;
FSwimming := Value;
if Swimming = psUnderWater then
begin
SwimBeginTime := LifeTime;
SwimLastDrownTime := 0.0;
SwimLastSoundTime := 0.0;
end;
{ Although UpdateCamera will be called in nearest Player.Update anyway,
I want to call it *now*. That's because I want to set
Camera.FallSpeedStart to low speed (suitable for moving
under the water) before next falling down will happen.
Why ? See comments about Camera.CancelFalling above.
And next falling down will happen... actually SetSwimming
is called from OnMatrixChanged that may be called
from TryFalling ! So next falling down definitely *can*
happen before next Player.Update. Actually we may be in the middle
of falling down right now. Fortunately Camera.Update
and Camera.CancelFalling are implemented (or rather fixed :)
to honour calling CancelFalling and setting FallSpeedStart now.
So the safeguard below is needed. }
UpdateCamera;
end;
end;
procedure TPlayer.LoadFromFile(const URL: string);
var
Config: TCastleConfig;
begin
Config := TCastleConfig.Create(nil);
try
Config.RootName := 'player';
Config.NotModified; { otherwise changing RootName makes it modified, and saved back at freeing }
Config.URL := URL;
KnockBackSpeed := Config.GetFloat('knockback_speed', DefaultPlayerKnockBackSpeed);
Camera.JumpMaxHeight := Config.GetFloat('jump/max_height', TWalkCamera.DefaultJumpMaxHeight);
Camera.JumpHorizontalSpeedMultiply := Config.GetFloat('jump/horizontal_speed_multiply', TWalkCamera.DefaultJumpHorizontalSpeedMultiply);
Camera.JumpTime := Config.GetFloat('jump/time', TWalkCamera.DefaultJumpTime);
Camera.HeadBobbingTime := Config.GetFloat('head_bobbing_time', TWalkCamera.DefaultHeadBobbingTime);
HeadBobbing := Config.GetFloat('head_bobbing', TWalkCamera.DefaultHeadBobbing);
SickProjectionSpeed := Config.GetFloat('sick_projection_speed', DefaultSickProjectionSpeed);
FallMinHeightToSound := Config.GetFloat('fall/sound/min_height', DefaultPlayerFallMinHeightToSound);
FallMinHeightToDamage := Config.GetFloat('fall/damage/min_height', DefaultFallMinHeightToDamage);
FallDamageScaleMin := Config.GetFloat('fall/damage/scale_min', DefaultFallDamageScaleMin);
FallDamageScaleMax := Config.GetFloat('fall/damage/scale_max', DefaultFallDamageScaleMax);
FallSound := SoundEngine.SoundFromName(Config.GetValue('fall/sound/name', DefaultPlayerFallSoundName), false);
FSwimBreath := Config.GetFloat('swim/breath', DefaultSwimBreath);
FSwimSoundPause := Config.GetFloat('swim/sound_pause', DefaultSwimSoundPause);
FDrownPause := Config.GetFloat('drown/pause', DefaultDrownPause);
FDrownDamageConst := Config.GetFloat('drown/damage/const', DefaultDrownDamageConst);
FDrownDamageRandom := Config.GetFloat('drown/damage/random', DefaultDrownDamageRandom);
finally FreeAndNil(Config); end;
end;
procedure TPlayer.LoadFromFile;
begin
LoadFromFile(ApplicationData('player.xml'));
end;
procedure TPlayer.LevelChanged;
begin
{ Without this, ReallyWalkingOnTheGroundTime could pretend that
player is walking on the ground, while in fact the player is just
standing still after new level loaded. }
ReallyWalkingOnTheGroundTime := -1000.0;
if FootstepsSoundPlaying <> stNone then
begin
{ Stop footsteps sound. }
FootstepsSound.Release;
{ FootstepsSoundRelease should set this to nil. }
Assert(FootstepsSound = nil);
FootstepsSoundPlaying := stNone;
end;
ReallyIsOnTheGroundTime := -1000;
IsOnTheGround := false;
GroundProperty := nil;
IsToxic := false;
end;
function TPlayer.Ground: PTriangle;
begin
Result := PTriangle(Camera.AboveGround);
end;
function TPlayer.SegmentCollision(const Pos1, Pos2: TVector3Single;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc;
const ALineOfSight: boolean): boolean;
begin
if ALineOfSight then
{ Player box is collidable (creatures cannot enter on player),
but is not visible, so ALineOfSight ignores it.
This allows creatures to see player's middle point. }
Result := false else
Result := inherited;
end;
function TPlayer.Sphere(out Radius: Single): boolean;
begin
Result := true;
Radius := Camera.Radius;
end;
function TPlayer.GetChild: T3D;
begin
if EquippedWeapon <> nil then
Result := EquippedWeapon.EquippedScene(LifeTime) else
Result := nil;
end;
procedure TPlayer.Notification(AComponent: TComponent; Operation: TOperation);
begin
inherited;
if (Operation = opRemove) and (AComponent = FEquippedWeapon) then
FEquippedWeapon := nil;
end;
function TPlayer.HeightCollision(const APosition, GravityUp: TVector3Single;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc;
out AboveHeight: Single; out AboveGround: P3DTriangle): boolean;
begin
{ instead of allowing inherited to do the work (and allow other stuff
like items and creatures to stand on player's head), for now just
make player non-collidable for Height. Otherwise, when trying really
hard to walk "into" a creature, sometimes the creature may start to
raise up and stand on your own (player's) head.
This doesn't have any adverse effects for castle, after all
items can fall down through us (they are immediately picked up then),
and creature never fall down because of gravity on our head. }
Result := false;
AboveHeight := MaxSingle;
AboveGround := nil;
end;
procedure TPlayer.Render(const Frustum: TFrustum; const Params: TRenderParams);
begin
{ TODO: This implementation is a quick hack, that depends on the fact
that TPlayer.Render is the *only* thing in the whole engine currently
changing DepthRange (except shadow maps that require normal DepthRange,
and manually push/pop the DepthRange state).
- The first frame with TPlayer could be incorrect, as 3D objects drawn before
will have 0..1 DepthRange that may overlap with our weapon.
It works now only because default player positions are when
the weapon doesn't overlap with level in 3D.
- We never fix the DepthRange back to 0..1.
The idea of using DepthRange for layers seems quite good, it's
quite a nice solution,
- you don't have to split rendering layers in passes, you can render
all objects in one pass, just switching DepthRange as necessary.
- you can set DepthRange for 3D objects inside T3DList,
like here TPlayer will just affect every child underneath.
But it has to be implemented in more extensible manner in the future.
It should also enable X3D layers. }
if RenderOnTop and (RenderingCamera.Target <> rtShadowMap) then
DepthRange := drNear;
inherited;
if RenderOnTop and (RenderingCamera.Target <> rtShadowMap) then
DepthRange := drFar;
end;
function TPlayer.Middle: TVector3Single;
begin
{ For player, our Position is already the suitable "eye position"
above the ground.
Note that Player.Gravity remains false for now (only Player.Camera.Gravity
is true), so the player is not affected by simple gravity implemented in
Castle3D unit, so there's no point in overriding methods like PreferredHeight.
TWalkCamera.Gravity does all the work now. }
Result := Position;
end;
procedure TPlayer.SetEnableCameraDragging(const AValue: boolean);
begin
if FEnableCameraDragging <> AValue then
begin
FEnableCameraDragging := AValue;
UpdateCamera;
end;
end;
{ initialization / finalization ---------------------------------------- }
type
TConfigOptions = class
class procedure LoadFromConfig(const Config: TCastleConfig);
class procedure SaveToConfig(const Config: TCastleConfig);
end;
class procedure TConfigOptions.LoadFromConfig(const Config: TCastleConfig);
begin
AutoOpenInventory := Config.GetValue(
'auto_open_inventory', DefaultAutoOpenInventory);
end;
class procedure TConfigOptions.SaveToConfig(const Config: TCastleConfig);
begin
Config.SetDeleteValue('auto_open_inventory',
AutoOpenInventory, DefaultAutoOpenInventory);
end;
initialization
{ Order of creation below is significant: it determines the order
of menu entries in "Configure controls". }
PlayerInput_Forward := TInputShortcut.Create(nil, 'Move forward', 'move_forward', igBasic);
PlayerInput_Forward.Assign(K_W, K_Up);
PlayerInput_Backward := TInputShortcut.Create(nil, 'Move backward', 'move_backward', igBasic);
PlayerInput_Backward.Assign(K_S, K_Down);
PlayerInput_LeftRot := TInputShortcut.Create(nil, 'Turn left', 'turn_left', igBasic);
PlayerInput_LeftRot.Assign(K_Left);
PlayerInput_RightRot := TInputShortcut.Create(nil, 'Turn right', 'turn_right', igBasic);
PlayerInput_RightRot.Assign(K_Right);
PlayerInput_LeftStrafe := TInputShortcut.Create(nil, 'Move left', 'move_left', igBasic);
PlayerInput_LeftStrafe.Assign(K_A);
PlayerInput_RightStrafe := TInputShortcut.Create(nil, 'Move right', 'move_right', igBasic);
PlayerInput_RightStrafe.Assign(K_D);
PlayerInput_UpRotate := TInputShortcut.Create(nil, 'Look up', 'look_up', igBasic);
PlayerInput_UpRotate.Assign(K_None);
PlayerInput_DownRotate := TInputShortcut.Create(nil, 'Look down', 'look_down', igBasic);
PlayerInput_DownRotate.Assign(K_None);
PlayerInput_GravityUp := TInputShortcut.Create(nil, 'Look straight', 'look_straight', igBasic);
PlayerInput_GravityUp.Assign(K_None);
PlayerInput_Jump := TInputShortcut.Create(nil, 'Jump (or fly/swim up)', 'move_up', igBasic);
PlayerInput_Jump.Assign(K_Space);
PlayerInput_Crouch := TInputShortcut.Create(nil, 'Crouch (or fly/swim down)', 'move_down', igBasic);
PlayerInput_Crouch.Assign(K_C);
Config.OnLoad.Add(@TConfigOptions(nil).LoadFromConfig);
Config.OnSave.Add(@TConfigOptions(nil).SaveToConfig);
end.
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