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source: orxonox.OLD/branches/gui/src/world_entities/test_entity.cc @ 8551

Last change on this file since 8551 was 8490, checked in by patrick, 18 years ago

merged the bsp branche back to trunk

File size: 2.9 KB
Line 
1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific
14   main-programmer: Patrick Boenzli
15   co-programmer:
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19
20#include "executor/executor.h"
21#include "util/loading/factory.h"
22#include "util/loading/load_param.h"
23
24#include "kill.h"
25#include "game_rules.h"
26
27#include "test_entity.h"
28
29
30#include "interactive_model.h"
31#include "md2/md2Model.h"
32
33#include "state.h"
34
35using namespace std;
36
37
38CREATE_FACTORY(TestEntity, CL_TEST_ENTITY);
39
40
41TestEntity::TestEntity ()
42{
43  this->init();
44  this->md2Model = new MD2Model("models/droidika.md2", "models/droideka.pcx");
45}
46
47
48//   this->md2Model = new MD2Model("models/tris.md2", "models/tris.pcx");
49// this->md2Model = new MD2Model("models/goblin.md2", "maps/goblin.bmp");
50//   this->obbTree = new OBBTree(4, (sVec3D*)this->md2Model->data->pVertices, this->md2Model->data->numVertices);
51
52
53TestEntity::TestEntity(const TiXmlElement* root)
54{
55  this->init();
56  if (root != NULL)
57    this->loadParams(root);
58}
59
60
61TestEntity::~TestEntity ()
62{}
63
64
65
66void TestEntity::init()
67{
68  this->setClassID(CL_TEST_ENTITY, "TestEntity");
69  this->toList(OM_GROUP_00);
70
71  this->lastCollided = NULL;
72  this->bDeath = false;
73}
74
75/**
76 * loads the Settings of a MD2Creature from an XML-element.
77 * @param root the XML-element to load the MD2Creature's properties from
78 */
79void TestEntity::loadParams(const TiXmlElement* root)
80{
81  WorldEntity::loadParams(root);
82
83  LoadParam(root, "md2animation", this, TestEntity, setAnim)
84      .describe("sets the animation of the md2 model")
85      .defaultValues(1);
86
87}
88
89
90void  TestEntity::setAnim(int animationIndex, int animPlaybackMode)
91{
92  if( likely(this->getModel(0) != NULL))
93    ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode);
94}
95
96
97void TestEntity::tick (float time)
98{
99  if( likely(this->getModel(0) != NULL))
100    ((InteractiveModel*)this->getModel(0))->tick(time);
101
102}
103
104
105void TestEntity::collidesWith(WorldEntity* entity, const Vector& location)
106{
107  if( this->lastCollided != entity)
108  {
109    this->dieHard();
110    this->lastCollided = entity;
111
112    if(State::getGameRules())
113      State::getGameRules()->registerKill(Kill(entity, this));
114  }
115}
116
117
118
119void TestEntity::dieHard()
120{
121  if( this->bDeath)
122    return;
123
124  this->bDeath = true;
125  int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX);
126
127  PRINTF(0)("randi = %i\n", randi);
128
129  if( randi == 1)
130    this->setAnim(DEATH_FALLBACK, MD2_ANIM_ONCE);
131  else if( randi == 2)
132    this->setAnim(DEATH_FALLFORWARD, MD2_ANIM_ONCE);
133  else if( randi == 3)
134    this->setAnim(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE);
135  else if( randi == 4)
136    this->setAnim(CROUCH_DEATH, MD2_ANIM_ONCE);
137  else
138    this->setAnim(DEATH_FALLBACK, MD2_ANIM_ONCE);
139}
140
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