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 "obj/objModel.h" |
---|
23 | #include "md2/md2Model.h" |
---|
24 | #include "state.h" |
---|
25 | |
---|
26 | #include "weapons/weapon_manager.h" |
---|
27 | #include "weapons/test_gun.h" |
---|
28 | #include "weapons/turret.h" |
---|
29 | #include "weapons/cannon.h" |
---|
30 | |
---|
31 | #include "util/loading/factory.h" |
---|
32 | #include "key_mapper.h" |
---|
33 | |
---|
34 | #include "graphics_engine.h" |
---|
35 | |
---|
36 | #include "debug.h" |
---|
37 | |
---|
38 | |
---|
39 | ObjectListDefinition(MD2Creature); |
---|
40 | CREATE_FACTORY(MD2Creature); |
---|
41 | |
---|
42 | /** |
---|
43 | * destructs the MD2Creature, deletes alocated memory |
---|
44 | */ |
---|
45 | MD2Creature::~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 | */ |
---|
54 | MD2Creature::MD2Creature(const std::string& 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.c_str()); |
---|
62 | return; |
---|
63 | } |
---|
64 | |
---|
65 | this->loadParams(doc.RootElement()); |
---|
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 | */ |
---|
74 | MD2Creature::MD2Creature(const TiXmlElement* root) |
---|
75 | { |
---|
76 | this->init(); |
---|
77 | if (root != NULL) |
---|
78 | this->loadParams(root); |
---|
79 | } |
---|
80 | |
---|
81 | |
---|
82 | /** |
---|
83 | * initializes a MD2Creature |
---|
84 | */ |
---|
85 | void MD2Creature::init() |
---|
86 | { |
---|
87 | PRINTF(4)("MD2CREATURE INIT\n"); |
---|
88 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
---|
89 | this->registerObject(this, MD2Creature::_objectList); |
---|
90 | |
---|
91 | this->toList(OM_GROUP_01); |
---|
92 | |
---|
93 | //weapons: |
---|
94 | Weapon* wpRight = new TestGun(0); |
---|
95 | wpRight->setName("testGun Right"); |
---|
96 | Weapon* wpLeft = new TestGun(1); |
---|
97 | wpLeft->setName("testGun Left"); |
---|
98 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate("Cannon")); |
---|
99 | |
---|
100 | cannon->setName("BFG"); |
---|
101 | |
---|
102 | this->addWeapon(wpLeft, 1, 0); |
---|
103 | this->addWeapon(wpRight,1 ,1); |
---|
104 | this->getWeaponManager().changeWeaponConfig(0); |
---|
105 | |
---|
106 | |
---|
107 | // pnode camera issue |
---|
108 | this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
---|
109 | this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
---|
110 | this->cameraConnNode.setName("CameraConnectorNode"); |
---|
111 | this->addChild(&this->cameraConnNode); |
---|
112 | this->cameraConnNode.addChild(State::getCameraTargetNode()); |
---|
113 | this->cameraConnNode.addChild(State::getCameraNode()); |
---|
114 | State::getCameraTargetNode()->setRelCoor(10,0,0); |
---|
115 | |
---|
116 | |
---|
117 | |
---|
118 | // control initialisation |
---|
119 | this->mouseDirX *= Quaternion( M_PI * 0.75f, Vector(0,1,0)); |
---|
120 | |
---|
121 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bStrafeL = bStrafeR = bJump = false; |
---|
122 | bFire = false; |
---|
123 | xMouse = yMouse = 0; |
---|
124 | mouseSensitivity = 0.003; |
---|
125 | airViscosity = 0.0; |
---|
126 | cycle = 0.0; |
---|
127 | |
---|
128 | travelSpeed =300.0; |
---|
129 | this->velocity = Vector(0.0,0.0,0.0); |
---|
130 | |
---|
131 | |
---|
132 | //add events to the eventlist |
---|
133 | //add events to the eventlist |
---|
134 | registerEvent(KeyMapper::PEV_FORWARD); |
---|
135 | registerEvent(KeyMapper::PEV_BACKWARD); |
---|
136 | registerEvent(KeyMapper::PEV_LEFT); |
---|
137 | registerEvent(KeyMapper::PEV_RIGHT); |
---|
138 | registerEvent(KeyMapper::PEV_UP); |
---|
139 | registerEvent(KeyMapper::PEV_DOWN); |
---|
140 | registerEvent(KeyMapper::PEV_FIRE1); |
---|
141 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
---|
142 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
---|
143 | registerEvent(EV_MOUSE_MOTION); |
---|
144 | this->registerEvent(SDLK_SPACE); |
---|
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(0,0,0); |
---|
176 | |
---|
177 | } |
---|
178 | |
---|
179 | |
---|
180 | /** |
---|
181 | * loads the Settings of a MD2Creature from an XML-element. |
---|
182 | * @param root the XML-element to load the MD2Creature's properties from |
---|
183 | */ |
---|
184 | void MD2Creature::loadParams(const TiXmlElement* root) |
---|
185 | { |
---|
186 | WorldEntity::loadParams(root); |
---|
187 | } |
---|
188 | |
---|
189 | |
---|
190 | void MD2Creature::enter() |
---|
191 | { |
---|
192 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); |
---|
193 | |
---|
194 | State::getCameraNode()->setParent(&this->cameraConnNode); |
---|
195 | State::getCameraNode()->setRelCoor(0, 0,0); |
---|
196 | State::getCameraTargetNode()->setParentSoft(&this->cameraConnNode); |
---|
197 | |
---|
198 | } |
---|
199 | |
---|
200 | void MD2Creature::leave() |
---|
201 | { |
---|
202 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
---|
203 | this->detachCamera(); |
---|
204 | } |
---|
205 | |
---|
206 | |
---|
207 | /** |
---|
208 | * effect that occurs after the MD2Creature is spawned |
---|
209 | */ |
---|
210 | void MD2Creature::postSpawn () |
---|
211 | {} |
---|
212 | |
---|
213 | /** |
---|
214 | * the action occuring if the MD2Creature left the game |
---|
215 | */ |
---|
216 | void 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 | */ |
---|
225 | void 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 | */ |
---|
233 | void MD2Creature::draw () const |
---|
234 | { |
---|
235 | if (this->getCurrentPlayer() != NULL) |
---|
236 | WorldEntity::draw(); |
---|
237 | |
---|
238 | this->cameraConnNode.debugDraw(0); |
---|
239 | } |
---|
240 | |
---|
241 | |
---|
242 | /** |
---|
243 | * the function called for each passing timeSnap |
---|
244 | * @param time The timespan passed since last update |
---|
245 | */ |
---|
246 | void MD2Creature::tick (float time) |
---|
247 | { |
---|
248 | Playable::tick(time); |
---|
249 | if( likely(this->getModel(0) != NULL)) |
---|
250 | ((MD2Model*)this->getModel(0))->tick(time); |
---|
251 | |
---|
252 | |
---|
253 | // MD2Creature controlled movement |
---|
254 | this->calculateVelocity(time); |
---|
255 | Vector move = this->velocity * time; |
---|
256 | this->shiftCoor (move); |
---|
257 | |
---|
258 | |
---|
259 | // handle animations differently |
---|
260 | if( this->bJump && likely(this->getModel(0) != NULL)) |
---|
261 | { |
---|
262 | ((MD2Model*)this->getModel(0))->setAnimation(JUMP); |
---|
263 | } |
---|
264 | else if( this->bFire && likely(this->getModel(0) != NULL)) |
---|
265 | { |
---|
266 | if( ((MD2Model*)this->getModel(0))->getAnimation() != ATTACK) |
---|
267 | ((MD2Model*)this->getModel(0))->setAnimation(ATTACK); |
---|
268 | } |
---|
269 | else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL)) |
---|
270 | { |
---|
271 | if( ((MD2Model*)this->getModel(0))->getAnimation() != RUN) |
---|
272 | ((MD2Model*)this->getModel(0))->setAnimation(RUN); |
---|
273 | } |
---|
274 | else if (likely(this->getModel(0) != NULL)) |
---|
275 | { |
---|
276 | if( ((MD2Model*)this->getModel(0))->getAnimation() != STAND) |
---|
277 | ((MD2Model*)this->getModel(0))->setAnimation(STAND); |
---|
278 | } |
---|
279 | |
---|
280 | |
---|
281 | //orient the MD2Creature in direction of the mouse |
---|
282 | // this->setAbsDir(mouseDirX); |
---|
283 | // this->cameraConnNode.setRelDir(mouseDirY); |
---|
284 | |
---|
285 | this->cameraConnNode.setRelDir(mouseDirY); |
---|
286 | this->setAbsDir(this->mouseDirX); |
---|
287 | } |
---|
288 | |
---|
289 | |
---|
290 | /** |
---|
291 | * calculate the velocity |
---|
292 | * @param time the timeslice since the last frame |
---|
293 | */ |
---|
294 | void MD2Creature::calculateVelocity (float time) |
---|
295 | { |
---|
296 | Vector accel(0.0, 0.0, 0.0); |
---|
297 | /* |
---|
298 | Vector rot(0.0, 0.0, 0.0); // wird ben�igt fr Helicopter |
---|
299 | */ |
---|
300 | //float rotVal = 0.0; |
---|
301 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
---|
302 | /* calculate the direction in which the craft is heading */ |
---|
303 | |
---|
304 | if( bMouseMotion) |
---|
305 | { |
---|
306 | this->mouseDirX *= Quaternion(-M_PI / 4.0f * this->xMouse*mouseSensitivity, Vector(0,1,0)); |
---|
307 | this->mouseDirY *= Quaternion(-M_PI / 4.0f * this->yMouse*mouseSensitivity, Vector(0,0,1)); |
---|
308 | this->bMouseMotion = false; |
---|
309 | } |
---|
310 | |
---|
311 | if( this->bUp ) |
---|
312 | { |
---|
313 | accel += (this->getAbsDirX())*2; |
---|
314 | } |
---|
315 | |
---|
316 | if( this->bDown ) |
---|
317 | { |
---|
318 | accel -= (this->getAbsDirX())*2; |
---|
319 | } |
---|
320 | |
---|
321 | if( this->bLeft/* > -this->getRelCoor().z*2*/) |
---|
322 | { |
---|
323 | this->shiftDir(Quaternion(time, Vector(0,1,0))); |
---|
324 | } |
---|
325 | if( this->bRight /* > this->getRelCoor().z*2*/) |
---|
326 | { |
---|
327 | this->shiftDir(Quaternion(-time, Vector(0,1,0))); |
---|
328 | } |
---|
329 | |
---|
330 | |
---|
331 | if( this->bStrafeL /* > -this->getRelCoor().z*2*/) |
---|
332 | { |
---|
333 | accel -= this->getAbsDirZ() * 2.0f; |
---|
334 | } |
---|
335 | if( this->bStrafeR /* > this->getRelCoor().z*2*/) |
---|
336 | { |
---|
337 | accel += this->getAbsDirZ() * 2.0f; |
---|
338 | } |
---|
339 | if (this->bAscend ) |
---|
340 | { |
---|
341 | this->shiftDir(Quaternion(time, Vector(0,0,1))); |
---|
342 | } |
---|
343 | if (this->bDescend ) |
---|
344 | { |
---|
345 | this->shiftDir(Quaternion(-time, Vector(0,0,1))); |
---|
346 | } |
---|
347 | |
---|
348 | velocity = accel * 40.0f; |
---|
349 | //rot.normalize(); |
---|
350 | //this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
---|
351 | } |
---|
352 | |
---|
353 | |
---|
354 | /** |
---|
355 | * @todo switch statement ?? |
---|
356 | */ |
---|
357 | void MD2Creature::process(const Event &event) |
---|
358 | { |
---|
359 | Playable::process(event); |
---|
360 | if( event.type == KeyMapper::PEV_LEFT) |
---|
361 | this->bStrafeL = event.bPressed; |
---|
362 | else if( event.type == KeyMapper::PEV_RIGHT) |
---|
363 | this->bStrafeR = event.bPressed; |
---|
364 | else if( event.type == KeyMapper::PEV_FORWARD) |
---|
365 | this->bUp = event.bPressed; |
---|
366 | else if( event.type == KeyMapper::PEV_BACKWARD) |
---|
367 | this->bDown = event.bPressed; |
---|
368 | else if( event.type == SDLK_SPACE) |
---|
369 | this->bJump = event.bPressed; |
---|
370 | else if( event.type == EV_MOUSE_MOTION) |
---|
371 | { |
---|
372 | this->bMouseMotion = true; |
---|
373 | this->xMouse = event.xRel; |
---|
374 | this->yMouse = event.yRel; |
---|
375 | } |
---|
376 | } |
---|