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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: |
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16 | */ |
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17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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18 | |
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19 | |
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20 | #include "executor/executor.h" |
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21 | #include "util/loading/factory.h" |
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22 | #include "util/loading/load_param.h" |
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23 | |
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24 | #include "kill.h" |
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25 | #include "game_rules.h" |
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26 | |
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27 | #include "test_entity.h" |
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28 | |
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29 | |
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30 | #include "interactive_model.h" |
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31 | #include "md2/md2Model.h" |
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32 | |
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33 | #include "state.h" |
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34 | |
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35 | |
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36 | |
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37 | |
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38 | CREATE_FACTORY(TestEntity, CL_TEST_ENTITY); |
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39 | |
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40 | #include "script_class.h" |
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41 | CREATE_SCRIPTABLE_CLASS(TestEntity, CL_TEST_ENTITY, |
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42 | addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor)) |
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43 | ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX)) |
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44 | ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY)) |
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45 | ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ)) |
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46 | |
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47 | ); |
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48 | |
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49 | |
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50 | TestEntity::TestEntity () |
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51 | { |
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52 | this->init(); |
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53 | this->md2Model = new MD2Model("models/droidika.md2", "models/droideka.pcx"); |
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54 | } |
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55 | |
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56 | |
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57 | // this->md2Model = new MD2Model("models/tris.md2", "models/tris.pcx"); |
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58 | // this->md2Model = new MD2Model("models/goblin.md2", "maps/goblin.bmp"); |
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59 | // this->obbTree = new OBBTree(4, (sVec3D*)this->md2Model->data->pVertices, this->md2Model->data->numVertices); |
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60 | |
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61 | |
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62 | TestEntity::TestEntity(const TiXmlElement* root) |
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63 | { |
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64 | this->init(); |
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65 | if (root != NULL) |
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66 | this->loadParams(root); |
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67 | } |
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68 | |
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69 | |
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70 | TestEntity::~TestEntity () |
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71 | {} |
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72 | |
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73 | |
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74 | |
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75 | void TestEntity::init() |
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76 | { |
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77 | this->setClassID(CL_TEST_ENTITY, "TestEntity"); |
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78 | this->toList(OM_GROUP_00); |
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79 | |
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80 | this->lastCollided = NULL; |
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81 | this->bDeath = false; |
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82 | } |
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83 | |
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84 | /** |
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85 | * loads the Settings of a MD2Creature from an XML-element. |
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86 | * @param root the XML-element to load the MD2Creature's properties from |
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87 | */ |
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88 | void TestEntity::loadParams(const TiXmlElement* root) |
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89 | { |
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90 | WorldEntity::loadParams(root); |
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91 | |
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92 | LoadParam(root, "md2animation", this, TestEntity, setAnim) |
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93 | .describe("sets the animation of the md2 model") |
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94 | .defaultValues(1); |
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95 | |
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96 | } |
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97 | |
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98 | |
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99 | void TestEntity::setAnim(int animationIndex, int animPlaybackMode) |
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100 | { |
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101 | if( likely(this->getModel(0) != NULL)) |
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102 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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103 | } |
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104 | |
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105 | |
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106 | void TestEntity::tick (float time) |
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107 | { |
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108 | if( likely(this->getModel(0) != NULL)) |
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109 | ((InteractiveModel*)this->getModel(0))->tick(time); |
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110 | |
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111 | } |
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112 | |
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113 | |
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114 | void TestEntity::collidesWith(WorldEntity* entity, const Vector& location) |
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115 | { |
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116 | if( this->lastCollided != entity) |
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117 | { |
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118 | this->destroy( entity ); |
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119 | this->lastCollided = entity; |
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120 | |
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121 | if(State::getGameRules()) |
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122 | State::getGameRules()->registerKill(Kill(entity, this)); |
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123 | } |
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124 | } |
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125 | |
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126 | |
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127 | |
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128 | void TestEntity::destroy(WorldEntity* killer) |
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129 | { |
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130 | if( this->bDeath) |
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131 | return; |
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132 | |
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133 | this->bDeath = true; |
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134 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
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135 | |
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136 | PRINTF(0)("randi = %i\n", randi); |
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137 | |
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138 | if( randi == 1) |
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139 | this->setAnim(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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140 | else if( randi == 2) |
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141 | this->setAnim(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
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142 | else if( randi == 3) |
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143 | this->setAnim(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
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144 | else if( randi == 4) |
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145 | this->setAnim(CROUCH_DEATH, MD2_ANIM_ONCE); |
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146 | else |
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147 | this->setAnim(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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148 | } |
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149 | |
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