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source: orxonox.OLD/branches/control/src/world_entities/creatures/md2_creature.cc @ 7146

Last change on this file since 7146 was 7078, checked in by patrick, 19 years ago

trunk: player group handling

File size: 9.8 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer:
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "executor/executor.h"
20#include "md2_creature.h"
21
22#include "objModel.h"
23#include "md2Model.h"
24#include "resource_manager.h"
25#include "state.h"
26
27#include "weapons/weapon_manager.h"
28#include "weapons/test_gun.h"
29#include "weapons/turret.h"
30#include "weapons/cannon.h"
31
32#include "factory.h"
33#include "key_mapper.h"
34#include "event_handler.h"
35
36#include "graphics_engine.h"
37
38using namespace std;
39
40CREATE_FACTORY(MD2Creature, CL_MD2_CREATURE);
41
42/**
43 *  destructs the MD2Creature, deletes alocated memory
44 */
45MD2Creature::~MD2Creature ()
46{
47  this->setPlayer(NULL);
48}
49
50/**
51 * loads a MD2Creatures information from a specified file.
52 * @param fileName the name of the File to load the MD2Creature from (absolute path)
53 */
54MD2Creature::MD2Creature(const char* fileName)
55{
56  this->init();
57  TiXmlDocument doc(fileName);
58
59  if(!doc.LoadFile())
60  {
61    PRINTF(2)("Loading file %s failed for md2 creature.\n", fileName);
62    return;
63  }
64
65  this->loadParams(doc.RootElement());
66  this->toList(OM_GROUP_01);
67}
68
69/**
70 *  creates a new MD2Creature from Xml Data
71 * @param root the xml element containing MD2Creature data
72
73   @todo add more parameters to load
74*/
75MD2Creature::MD2Creature(const TiXmlElement* root)
76{
77  this->init();
78  if (root != NULL)
79    this->loadParams(root);
80
81  //weapons:
82  Weapon* wpRight = new TestGun(0);
83  wpRight->setName("testGun Right");
84  Weapon* wpLeft = new TestGun(1);
85  wpLeft->setName("testGun Left");
86  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
87
88  cannon->setName("BFG");
89
90   this->getWeaponManager()->addWeapon(wpLeft, 1, 0);
91   this->getWeaponManager()->addWeapon(wpRight,1 ,1);
92//   this->getWeaponManager()->addWeapon(cannon, 0, 6);
93
94  //this->getWeaponManager()->addWeapon(turret, 3, 0);
95
96  this->getWeaponManager()->changeWeaponConfig(0);
97}
98
99
100/**
101 * initializes a MD2Creature
102 */
103void MD2Creature::init()
104{
105//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
106  this->setClassID(CL_MD2_CREATURE, "MD2Creature");
107
108  PRINTF(4)("MD2CREATURE INIT\n");
109
110  this->mouseDirX *= Quaternion( M_PI * 0.75f, Vector(0,1,0));
111
112  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bStrafeL = bStrafeR = bJump = false;
113  bFire = false;
114  xMouse = yMouse = 0;
115  mouseSensitivity = 0.003;
116  airViscosity = 0.0;
117  cycle = 0.0;
118
119  this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
120  this->cameraConnNode.setName("CameraConnectorNode");
121  this->addChild(&this->cameraConnNode);
122  this->cameraConnNode.addChild(State::getCameraTargetNode());
123  this->cameraConnNode.addChild(State::getCameraNode());
124  State::getCameraTargetNode()->setRelCoor(10,0,0);
125
126  travelSpeed = 15.0;
127  this->velocity = Vector(0.0,0.0,0.0);
128
129//   GLGuiButton* button = new GLGuiPushButton();
130//   button->show();
131//   button->setLabel("orxonox");
132//   button->setBindNode(this);
133
134  //add events to the eventlist
135  this->registerEvent(SDLK_w);
136  this->registerEvent(SDLK_s);
137  this->registerEvent(SDLK_a);
138  this->registerEvent(SDLK_d);
139  this->registerEvent(SDLK_SPACE);
140  this->registerEvent(SDLK_q);
141  this->registerEvent(SDLK_e);
142  this->registerEvent(KeyMapper::PEV_FIRE1);
143  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
144  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
145  this->registerEvent(EV_MOUSE_MOTION);
146
147
148
149  this->getWeaponManager()->setSlotCount(7);
150
151  this->getWeaponManager()->setSlotPosition(0, Vector(-0.5, .2, -1.9));
152  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
153
154  this->getWeaponManager()->setSlotPosition(1, Vector(-0.5, .2, 1.9));
155  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
156
157  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
158  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
159
160  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
161  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
162
163  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
164  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
165
166  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
167  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
168//
169   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
170   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
171   //
172
173   this->cameraConnNode.addChild(this->getWeaponManager()->getFixedTarget());
174  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
175
176  this->getWeaponManager()->getFixedTarget()->setRelCoor(10,0,0);
177
178}
179
180
181void MD2Creature::enter()
182{
183  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
184  this->attachCamera();
185
186}
187
188void MD2Creature::leave()
189{
190  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
191
192
193}
194
195/**
196 * loads the Settings of a MD2Creature from an XML-element.
197 * @param root the XML-element to load the MD2Creature's properties from
198 */
199void MD2Creature::loadParams(const TiXmlElement* root)
200{
201  WorldEntity::loadParams(root);
202}
203
204
205/**
206 *  effect that occurs after the MD2Creature is spawned
207*/
208void MD2Creature::postSpawn ()
209{
210  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
211}
212
213/**
214 *  the action occuring if the MD2Creature left the game
215*/
216void MD2Creature::leftWorld ()
217{}
218
219/**
220 *  this function is called, when two entities collide
221 * @param entity: the world entity with whom it collides
222 *
223 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
224 */
225void MD2Creature::collidesWith(WorldEntity* entity, const Vector& location)
226{
227  PRINTF(0)("Collided with the md2 model\n");
228}
229
230/**
231 *  draws the MD2Creature after transforming it.
232*/
233void MD2Creature::draw () const
234{
235  if (this->getCurrentPlayer() != NULL)
236    WorldEntity::draw();
237//  this->cameraConnNode.debugDraw(0);
238}
239
240
241/**
242 *  the function called for each passing timeSnap
243 * @param time The timespan passed since last update
244*/
245void MD2Creature::tick (float time)
246{
247  Playable::tick(time);
248  if( likely(this->getModel(0) != NULL))
249    ((MD2Model*)this->getModel(0))->tick(time);
250
251
252  // MD2Creature controlled movement
253  this->calculateVelocity(time);
254  Vector move = this->velocity * time;
255  this->shiftCoor (move);
256
257  if( this->bJump)
258  {
259    ((MD2Model*)this->getModel(0))->setAnim(JUMP);
260  }
261  else if( this->bFire)
262  {
263    if( ((MD2Model*)this->getModel(0))->getAnim() != ATTACK) ((MD2Model*)this->getModel(0))->setAnim(ATTACK);
264  }
265  else if( fabs(move.len()) > 0.0f)
266  {
267    if( ((MD2Model*)this->getModel(0))->getAnim() != RUN) ((MD2Model*)this->getModel(0))->setAnim(RUN);
268  }
269  else
270  {
271    if( ((MD2Model*)this->getModel(0))->getAnim() != STAND) ((MD2Model*)this->getModel(0))->setAnim(STAND);
272  }
273
274
275  //orient the MD2Creature in direction of the mouse
276  this->setAbsDir(mouseDirX);
277  this->cameraConnNode.setRelDir(mouseDirY);
278}
279
280
281/**
282 *  calculate the velocity
283 * @param time the timeslice since the last frame
284*/
285void MD2Creature::calculateVelocity (float time)
286{
287  Vector accel(0.0, 0.0, 0.0);
288  /*
289  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
290  */
291  //float rotVal = 0.0;
292  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
293  /* calculate the direction in which the craft is heading  */
294
295  if( this->bUp )
296   {
297     accel += (this->getAbsDirX())*2;
298   }
299
300  if( this->bDown )
301   {
302     accel -= (this->getAbsDirX())*2;
303   }
304
305  if( this->bLeft/* > -this->getRelCoor().z*2*/)
306  {
307    this->shiftDir(Quaternion(time, Vector(0,1,0)));
308  }
309  if( this->bRight /* > this->getRelCoor().z*2*/)
310  {
311    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
312  }
313
314
315  if( this->bStrafeL /* > -this->getRelCoor().z*2*/)
316  {
317    accel -= this->getAbsDirZ() * 2.0f;
318  }
319  if( this->bStrafeR /* > this->getRelCoor().z*2*/)
320  {
321    accel += this->getAbsDirZ() * 2.0f;
322  }
323  if (this->bAscend )
324  {
325    this->shiftDir(Quaternion(time, Vector(0,0,1)));
326  }
327  if (this->bDescend )
328  {
329    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
330  }
331
332  velocity = accel * 20.0f;
333  //rot.normalize();
334  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
335}
336
337
338
339/**
340 * @todo switch statement ??
341 */
342void MD2Creature::process(const Event &event)
343{
344  Playable::process(event);
345  if( event.type == SDLK_a)
346      this->bStrafeL = event.bPressed;
347  else if( event.type == SDLK_d)
348      this->bStrafeR = event.bPressed;
349  else if( event.type == SDLK_w)
350    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
351  else if( event.type == SDLK_s)
352    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
353  else if( event.type == SDLK_SPACE)
354    this->bJump = event.bPressed;
355  else if( event.type == EV_MOUSE_MOTION)
356  {
357    this->xMouse = event.xRel;
358    this->yMouse = event.yRel;
359    this->mouseDirX *= Quaternion(-M_PI/4*this->xMouse*mouseSensitivity, Vector(0,1,0));
360    this->mouseDirY *= Quaternion(-M_PI/4*this->yMouse*mouseSensitivity, Vector(0,0,1));
361//     if( xMouse*xMouse < 0.9)
362//      this->setAbsDir(mouseDir);
363  }
364}
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