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source: orxonox.OLD/branches/terrain/src/world_entities/test_entity.cc @ 8595

Last change on this file since 8595 was 7713, checked in by patrick, 19 years ago

trunk: removed some valgrind errors, but no serious ones. Thunder sound now works, found a bug in my old class. its absolete anyway with the atmoshperic engine

File size: 3.0 KB
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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#include "stdincl.h"
29#include "model.h"
30#include "md2Model.h"
31#include "obb_tree.h"
32#include "state.h"
33
34using namespace std;
35
36
37CREATE_FACTORY(TestEntity, CL_TEST_ENTITY);
38
39
40TestEntity::TestEntity ()
41{
42  this->init();
43  this->md2Model = new MD2Model("models/droidika.md2", "models/droideka.pcx");
44}
45
46
47//   this->md2Model = new MD2Model("models/tris.md2", "models/tris.pcx");
48// this->md2Model = new MD2Model("models/goblin.md2", "maps/goblin.bmp");
49//   this->obbTree = new OBBTree(4, (sVec3D*)this->md2Model->data->pVertices, this->md2Model->data->numVertices);
50
51
52TestEntity::TestEntity(const TiXmlElement* root)
53{
54  this->init();
55  if (root != NULL)
56    this->loadParams(root);
57}
58
59
60TestEntity::~TestEntity ()
61{}
62
63
64
65void TestEntity::init()
66{
67  this->setClassID(CL_TEST_ENTITY, "TestEntity");
68  this->toList(OM_GROUP_00);
69
70  this->lastCollided = NULL;
71  this->bDeath = false;
72}
73
74/**
75 * loads the Settings of a MD2Creature from an XML-element.
76 * @param root the XML-element to load the MD2Creature's properties from
77 */
78void TestEntity::loadParams(const TiXmlElement* root)
79{
80  WorldEntity::loadParams(root);
81
82  LoadParam(root, "md2animation", this, TestEntity, setAnim)
83      .describe("sets the animation of the md2 model")
84      .defaultValues(1);
85
86}
87
88
89void  TestEntity::setAnim(int animationIndex, int animPlaybackMode)
90{
91  if( likely(this->getModel(0) != NULL))
92    ((MD2Model*)this->getModel(0))->setAnim(animationIndex, animPlaybackMode);
93}
94
95
96void TestEntity::tick (float time)
97{
98  if( likely(this->getModel(0) != NULL))
99    ((MD2Model*)this->getModel(0))->tick(time);
100
101}
102
103
104void TestEntity::collidesWith(WorldEntity* entity, const Vector& location)
105{
106  if( this->lastCollided != entity)
107  {
108    this->dieHard();
109    this->lastCollided = entity;
110
111    if(State::getGameRules())
112      State::getGameRules()->registerKill(Kill(entity, this));
113  }
114}
115
116
117
118void TestEntity::dieHard()
119{
120  if( this->bDeath)
121    return;
122
123  this->bDeath = true;
124  float anim;
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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