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source: orxonox.OLD/branches/water/src/world_entities/creatures/md2_creature.cc @ 8680

Last change on this file since 8680 was 8362, checked in by bensch, 18 years ago

orxonox/trunk: removed stupid included in base_object.h
this should lead to faster compile-times

File size: 9.5 KB
Line 
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 "util/loading/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 "util/loading/factory.h"
33#include "key_mapper.h"
34
35#include "graphics_engine.h"
36
37#include "debug.h"
38
39CREATE_FACTORY(MD2Creature, CL_MD2_CREATURE);
40
41/**
42 *  destructs the MD2Creature, deletes alocated memory
43 */
44MD2Creature::~MD2Creature ()
45{
46  this->setPlayer(NULL);
47}
48
49/**
50 * loads a MD2Creatures information from a specified file.
51 * @param fileName the name of the File to load the MD2Creature from (absolute path)
52 */
53MD2Creature::MD2Creature(const std::string& fileName)
54{
55  this->init();
56  TiXmlDocument doc(fileName);
57
58  if(!doc.LoadFile())
59  {
60    PRINTF(2)("Loading file %s failed for md2 creature.\n", fileName.c_str());
61    return;
62  }
63
64  this->loadParams(doc.RootElement());
65  this->toList(OM_GROUP_01);
66}
67
68/**
69 *  creates a new MD2Creature from Xml Data
70 * @param root the xml element containing MD2Creature data
71
72   @todo add more parameters to load
73*/
74MD2Creature::MD2Creature(const TiXmlElement* root)
75{
76  this->init();
77  if (root != NULL)
78    this->loadParams(root);
79
80  //weapons:
81  Weapon* wpRight = new TestGun(0);
82  wpRight->setName("testGun Right");
83  Weapon* wpLeft = new TestGun(1);
84  wpLeft->setName("testGun Left");
85  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
86
87  cannon->setName("BFG");
88
89   this->getWeaponManager().addWeapon(wpLeft, 1, 0);
90   this->getWeaponManager().addWeapon(wpRight,1 ,1);
91//   this->getWeaponManager().addWeapon(cannon, 0, 6);
92
93  //this->getWeaponManager().addWeapon(turret, 3, 0);
94
95  this->getWeaponManager().changeWeaponConfig(0);
96}
97
98
99/**
100 * initializes a MD2Creature
101 */
102void MD2Creature::init()
103{
104//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
105  this->setClassID(CL_MD2_CREATURE, "MD2Creature");
106
107  PRINTF(4)("MD2CREATURE INIT\n");
108
109  this->mouseDirX *= Quaternion( M_PI * 0.75f, Vector(0,1,0));
110
111  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bStrafeL = bStrafeR = bJump = false;
112  bFire = false;
113  xMouse = yMouse = 0;
114  mouseSensitivity = 0.003;
115  airViscosity = 0.0;
116  cycle = 0.0;
117
118  this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
119  this->cameraConnNode.setName("CameraConnectorNode");
120  this->addChild(&this->cameraConnNode);
121  this->cameraConnNode.addChild(State::getCameraTargetNode());
122  this->cameraConnNode.addChild(State::getCameraNode());
123  State::getCameraTargetNode()->setRelCoor(10,0,0);
124
125  travelSpeed = 15.0;
126  this->velocity = Vector(0.0,0.0,0.0);
127
128//   GLGuiButton* button = new GLGuiPushButton();
129//   button->show();
130//   button->setLabel("orxonox");
131//   button->setBindNode(this);
132
133  //add events to the eventlist
134  this->registerEvent(SDLK_w);
135  this->registerEvent(SDLK_s);
136  this->registerEvent(SDLK_a);
137  this->registerEvent(SDLK_d);
138  this->registerEvent(SDLK_SPACE);
139  this->registerEvent(SDLK_q);
140  this->registerEvent(SDLK_e);
141  this->registerEvent(KeyMapper::PEV_FIRE1);
142  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
143  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
144  this->registerEvent(EV_MOUSE_MOTION);
145
146
147
148  this->getWeaponManager().setSlotCount(7);
149
150  this->getWeaponManager().setSlotPosition(0, Vector(-0.5, .2, -1.9));
151  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
152
153  this->getWeaponManager().setSlotPosition(1, Vector(-0.5, .2, 1.9));
154  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
155
156  this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5));
157  this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
158
159  this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5));
160  this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
161
162  this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5));
163  this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
164
165  this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5));
166  this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
167//
168   this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0));
169   this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
170   //
171
172   this->cameraConnNode.addChild(this->getWeaponManager().getFixedTarget());
173  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
174
175  this->getWeaponManager().getFixedTarget()->setRelCoor(10,0,0);
176
177}
178
179
180void MD2Creature::enter()
181{
182  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
183  this->attachCamera();
184
185}
186
187void MD2Creature::leave()
188{
189  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
190
191
192}
193
194/**
195 * loads the Settings of a MD2Creature from an XML-element.
196 * @param root the XML-element to load the MD2Creature's properties from
197 */
198void MD2Creature::loadParams(const TiXmlElement* root)
199{
200  WorldEntity::loadParams(root);
201}
202
203
204/**
205 *  effect that occurs after the MD2Creature is spawned
206*/
207void MD2Creature::postSpawn ()
208{
209  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
210}
211
212/**
213 *  the action occuring if the MD2Creature left the game
214*/
215void MD2Creature::leftWorld ()
216{}
217
218/**
219 *  this function is called, when two entities collide
220 * @param entity: the world entity with whom it collides
221 *
222 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
223 */
224void MD2Creature::collidesWith(WorldEntity* entity, const Vector& location)
225{
226  PRINTF(0)("Collided with the md2 model\n");
227}
228
229/**
230 *  draws the MD2Creature after transforming it.
231*/
232void MD2Creature::draw () const
233{
234  if (this->getCurrentPlayer() != NULL)
235    WorldEntity::draw();
236//  this->cameraConnNode.debugDraw(0);
237}
238
239
240/**
241 *  the function called for each passing timeSnap
242 * @param time The timespan passed since last update
243*/
244void MD2Creature::tick (float time)
245{
246  Playable::tick(time);
247  if( likely(this->getModel(0) != NULL))
248    ((MD2Model*)this->getModel(0))->tick(time);
249
250
251  // MD2Creature controlled movement
252  this->calculateVelocity(time);
253  Vector move = this->velocity * time;
254  this->shiftCoor (move);
255
256  if( this->bJump && likely(this->getModel(0) != NULL))
257  {
258    ((MD2Model*)this->getModel(0))->setAnim(JUMP);
259  }
260  else if( this->bFire && likely(this->getModel(0) != NULL))
261  {
262    if( ((MD2Model*)this->getModel(0))->getAnim() != ATTACK) ((MD2Model*)this->getModel(0))->setAnim(ATTACK);
263  }
264  else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL))
265  {
266    if( ((MD2Model*)this->getModel(0))->getAnim() != RUN) ((MD2Model*)this->getModel(0))->setAnim(RUN);
267  }
268  else if (likely(this->getModel(0) != NULL))
269  {
270    if( ((MD2Model*)this->getModel(0))->getAnim() != STAND) ((MD2Model*)this->getModel(0))->setAnim(STAND);
271  }
272
273
274  //orient the MD2Creature in direction of the mouse
275  this->setAbsDir(mouseDirX);
276  this->cameraConnNode.setRelDir(mouseDirY);
277}
278
279
280/**
281 *  calculate the velocity
282 * @param time the timeslice since the last frame
283*/
284void MD2Creature::calculateVelocity (float time)
285{
286  Vector accel(0.0, 0.0, 0.0);
287  /*
288  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
289  */
290  //float rotVal = 0.0;
291  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
292  /* calculate the direction in which the craft is heading  */
293
294  if( this->bUp )
295   {
296     accel += (this->getAbsDirX())*2;
297   }
298
299  if( this->bDown )
300   {
301     accel -= (this->getAbsDirX())*2;
302   }
303
304  if( this->bLeft/* > -this->getRelCoor().z*2*/)
305  {
306    this->shiftDir(Quaternion(time, Vector(0,1,0)));
307  }
308  if( this->bRight /* > this->getRelCoor().z*2*/)
309  {
310    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
311  }
312
313
314  if( this->bStrafeL /* > -this->getRelCoor().z*2*/)
315  {
316    accel -= this->getAbsDirZ() * 2.0f;
317  }
318  if( this->bStrafeR /* > this->getRelCoor().z*2*/)
319  {
320    accel += this->getAbsDirZ() * 2.0f;
321  }
322  if (this->bAscend )
323  {
324    this->shiftDir(Quaternion(time, Vector(0,0,1)));
325  }
326  if (this->bDescend )
327  {
328    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
329  }
330
331  velocity = accel * 20.0f;
332  //rot.normalize();
333  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
334}
335
336
337
338/**
339 * @todo switch statement ??
340 */
341void MD2Creature::process(const Event &event)
342{
343  Playable::process(event);
344  if( event.type == SDLK_a)
345      this->bStrafeL = event.bPressed;
346  else if( event.type == SDLK_d)
347      this->bStrafeR = event.bPressed;
348  else if( event.type == SDLK_w)
349    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
350  else if( event.type == SDLK_s)
351    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
352  else if( event.type == SDLK_SPACE)
353    this->bJump = event.bPressed;
354  else if( event.type == EV_MOUSE_MOTION)
355  {
356    this->xMouse = event.xRel;
357    this->yMouse = event.yRel;
358    this->mouseDirX *= Quaternion(-M_PI/4*this->xMouse*mouseSensitivity, Vector(0,1,0));
359    this->mouseDirY *= Quaternion(-M_PI/4*this->yMouse*mouseSensitivity, Vector(0,0,1));
360//     if( xMouse*xMouse < 0.9)
361//      this->setAbsDir(mouseDir);
362  }
363}
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