1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | co-programmer: |
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14 | |
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15 | */ |
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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 | #include "executor/executor.h" |
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20 | #include "md2_creature.h" |
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21 | |
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22 | #include "objModel.h" |
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23 | #include "md2Model.h" |
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24 | #include "resource_manager.h" |
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25 | #include "state.h" |
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26 | |
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27 | #include "weapons/weapon_manager.h" |
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28 | #include "weapons/test_gun.h" |
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29 | #include "weapons/turret.h" |
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30 | #include "weapons/cannon.h" |
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31 | |
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32 | #include "factory.h" |
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33 | #include "key_mapper.h" |
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34 | #include "event_handler.h" |
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35 | |
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36 | #include "graphics_engine.h" |
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37 | |
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38 | using namespace std; |
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39 | |
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40 | CREATE_FACTORY(MD2Creature, CL_MD2_CREATURE); |
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41 | |
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42 | /** |
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43 | * creates the controlable MD2Creature |
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44 | */ |
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45 | MD2Creature::MD2Creature() |
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46 | { |
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47 | this->init(); |
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48 | } |
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49 | |
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50 | /** |
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51 | * destructs the MD2Creature, deletes alocated memory |
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52 | */ |
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53 | MD2Creature::~MD2Creature () |
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54 | { |
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55 | } |
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56 | |
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57 | /** |
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58 | * loads a MD2Creatures information from a specified file. |
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59 | * @param fileName the name of the File to load the MD2Creature from (absolute path) |
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60 | */ |
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61 | MD2Creature::MD2Creature(const char* fileName) |
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62 | { |
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63 | this->init(); |
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64 | TiXmlDocument doc(fileName); |
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65 | |
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66 | if(!doc.LoadFile()) |
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67 | { |
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68 | PRINTF(2)("Loading file %s failed for md2 creature.\n", fileName); |
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69 | return; |
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70 | } |
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71 | |
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72 | this->loadParams(doc.RootElement()); |
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73 | } |
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74 | |
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75 | /** |
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76 | * creates a new MD2Creature from Xml Data |
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77 | * @param root the xml element containing MD2Creature data |
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78 | |
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79 | @todo add more parameters to load |
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80 | */ |
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81 | MD2Creature::MD2Creature(const TiXmlElement* root) |
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82 | { |
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83 | this->init(); |
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84 | if (root != NULL) |
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85 | this->loadParams(root); |
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86 | |
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87 | //weapons: |
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88 | Weapon* wpRight = new TestGun(0); |
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89 | wpRight->setName("testGun Right"); |
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90 | Weapon* wpLeft = new TestGun(1); |
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91 | wpLeft->setName("testGun Left"); |
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92 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON)); |
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93 | |
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94 | cannon->setName("BFG"); |
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95 | |
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96 | this->getWeaponManager()->addWeapon(wpLeft, 1, 0); |
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97 | this->getWeaponManager()->addWeapon(wpRight,1 ,1); |
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98 | // this->getWeaponManager()->addWeapon(cannon, 0, 6); |
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99 | |
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100 | //this->getWeaponManager()->addWeapon(turret, 3, 0); |
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101 | |
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102 | this->getWeaponManager()->changeWeaponConfig(0); |
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103 | } |
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104 | |
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105 | |
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106 | /** |
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107 | * initializes a MD2Creature |
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108 | */ |
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109 | void MD2Creature::init() |
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110 | { |
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111 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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112 | this->setClassID(CL_MD2_CREATURE, "MD2Creature"); |
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113 | |
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114 | PRINTF(4)("MD2CREATURE INIT\n"); |
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115 | |
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116 | EventHandler::getInstance()->grabEvents(true); |
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117 | |
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118 | this->mouseDirX *= Quaternion( M_PI * 0.75f, Vector(0,1,0)); |
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119 | |
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120 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bStrafeL = bStrafeR = bJump = false; |
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121 | bFire = false; |
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122 | xMouse = yMouse = 0; |
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123 | mouseSensitivity = 0.003; |
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124 | airViscosity = 0.0; |
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125 | cycle = 0.0; |
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126 | |
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127 | this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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128 | this->cameraConnNode.setName("CameraConnectorNode"); |
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129 | this->addChild(&this->cameraConnNode); |
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130 | this->cameraConnNode.addChild(State::getCameraTarget()); |
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131 | this->cameraConnNode.addChild(State::getCamera()); |
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132 | State::getCameraTarget()->setRelCoor(10,0,0); |
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133 | |
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134 | travelSpeed = 15.0; |
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135 | this->velocity = Vector(0.0,0.0,0.0); |
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136 | |
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137 | // GLGuiButton* button = new GLGuiPushButton(); |
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138 | // button->show(); |
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139 | // button->setLabel("orxonox"); |
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140 | // button->setBindNode(this); |
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141 | |
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142 | //add events to the eventlist |
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143 | this->registerEvent(SDLK_w); |
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144 | this->registerEvent(SDLK_s); |
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145 | this->registerEvent(SDLK_a); |
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146 | this->registerEvent(SDLK_d); |
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147 | this->registerEvent(SDLK_SPACE); |
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148 | this->registerEvent(SDLK_q); |
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149 | this->registerEvent(SDLK_e); |
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150 | this->registerEvent(KeyMapper::PEV_FIRE1); |
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151 | this->registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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152 | this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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153 | this->registerEvent(EV_MOUSE_MOTION); |
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154 | |
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155 | |
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156 | |
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157 | this->getWeaponManager()->setSlotCount(7); |
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158 | |
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159 | this->getWeaponManager()->setSlotPosition(0, Vector(-0.5, .2, -1.9)); |
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160 | this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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161 | |
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162 | this->getWeaponManager()->setSlotPosition(1, Vector(-0.5, .2, 1.9)); |
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163 | this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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164 | |
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165 | this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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166 | this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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167 | |
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168 | this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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169 | this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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170 | |
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171 | this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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172 | this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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173 | |
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174 | this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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175 | this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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176 | // |
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177 | this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0)); |
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178 | this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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179 | // |
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180 | |
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181 | this->cameraConnNode.addChild(this->getWeaponManager()->getFixedTarget()); |
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182 | this->getWeaponManager()->getFixedTarget()->setRelCoor(10,0,0); |
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183 | |
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184 | } |
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185 | |
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186 | |
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187 | void MD2Creature::enter() |
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188 | { |
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189 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true); |
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190 | |
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191 | |
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192 | } |
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193 | |
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194 | void MD2Creature::leave() |
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195 | { |
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196 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); |
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197 | |
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198 | |
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199 | } |
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200 | |
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201 | /** |
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202 | * loads the Settings of a MD2Creature from an XML-element. |
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203 | * @param root the XML-element to load the MD2Creature's properties from |
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204 | */ |
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205 | void MD2Creature::loadParams(const TiXmlElement* root) |
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206 | { |
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207 | WorldEntity::loadParams(root); |
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208 | } |
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209 | |
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210 | |
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211 | /** |
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212 | * adds a weapon to the weapon list of the MD2Creature |
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213 | * @param weapon to add |
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214 | */ |
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215 | void MD2Creature::addWeapon(Weapon* weapon) |
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216 | { |
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217 | this->getWeaponManager()->addWeapon(weapon); |
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218 | } |
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219 | |
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220 | |
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221 | /** |
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222 | * removes a weapon from the MD2Creature |
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223 | * @param weapon to remove |
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224 | */ |
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225 | void MD2Creature::removeWeapon(Weapon* weapon) |
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226 | { |
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227 | this->getWeaponManager()->removeWeapon(weapon); |
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228 | } |
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229 | |
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230 | /** |
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231 | * effect that occurs after the MD2Creature is spawned |
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232 | */ |
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233 | void MD2Creature::postSpawn () |
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234 | { |
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235 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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236 | } |
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237 | |
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238 | /** |
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239 | * the action occuring if the MD2Creature left the game |
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240 | */ |
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241 | void MD2Creature::leftWorld () |
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242 | {} |
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243 | |
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244 | /** |
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245 | * this function is called, when two entities collide |
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246 | * @param entity: the world entity with whom it collides |
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247 | * |
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248 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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249 | */ |
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250 | void MD2Creature::collidesWith(WorldEntity* entity, const Vector& location) |
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251 | { |
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252 | if (entity->isA(CL_TURRET_POWER_UP) ) |
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253 | { |
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254 | this->ADDWEAPON(); |
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255 | } |
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256 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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257 | } |
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258 | |
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259 | /** |
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260 | * draws the MD2Creature after transforming it. |
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261 | */ |
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262 | void MD2Creature::draw () const |
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263 | { |
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264 | WorldEntity::draw(); |
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265 | // this->cameraConnNode.debugDraw(0); |
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266 | } |
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267 | |
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268 | |
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269 | /** |
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270 | * the function called for each passing timeSnap |
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271 | * @param time The timespan passed since last update |
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272 | */ |
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273 | void MD2Creature::tick (float time) |
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274 | { |
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275 | if( likely(this->getModel(0) != NULL)) |
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276 | ((MD2Model*)this->getModel(0))->tick(time); |
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277 | |
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278 | |
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279 | // MD2Creature controlled movement |
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280 | this->calculateVelocity(time); |
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281 | Vector move = this->velocity * time; |
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282 | this->shiftCoor (move); |
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283 | |
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284 | if( this->bJump) |
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285 | { |
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286 | ((MD2Model*)this->getModel(0))->setAnim(JUMP); |
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287 | } |
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288 | else if( this->bFire) |
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289 | { |
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290 | if( ((MD2Model*)this->getModel(0))->getAnim() != ATTACK) ((MD2Model*)this->getModel(0))->setAnim(ATTACK); |
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291 | } |
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292 | else if( fabs(move.len()) > 0.0f) |
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293 | { |
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294 | if( ((MD2Model*)this->getModel(0))->getAnim() != RUN) ((MD2Model*)this->getModel(0))->setAnim(RUN); |
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295 | } |
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296 | else |
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297 | { |
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298 | if( ((MD2Model*)this->getModel(0))->getAnim() != STAND) ((MD2Model*)this->getModel(0))->setAnim(STAND); |
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299 | } |
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300 | |
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301 | |
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302 | //orient the MD2Creature in direction of the mouse |
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303 | this->setAbsDir(mouseDirX); |
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304 | this->cameraConnNode.setRelDir(mouseDirY); |
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305 | |
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306 | this->getWeaponManager()->tick(time); |
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307 | // weapon system manipulation |
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308 | this->weaponAction(); |
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309 | } |
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310 | |
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311 | |
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312 | /** |
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313 | * calculate the velocity |
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314 | * @param time the timeslice since the last frame |
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315 | */ |
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316 | void MD2Creature::calculateVelocity (float time) |
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317 | { |
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318 | Vector accel(0.0, 0.0, 0.0); |
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319 | /* |
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320 | Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter |
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321 | */ |
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322 | //float rotVal = 0.0; |
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323 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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324 | /* calculate the direction in which the craft is heading */ |
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325 | |
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326 | if( this->bUp ) |
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327 | { |
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328 | accel += (this->getAbsDirX())*2; |
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329 | } |
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330 | |
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331 | if( this->bDown ) |
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332 | { |
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333 | accel -= (this->getAbsDirX())*2; |
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334 | } |
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335 | |
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336 | if( this->bLeft/* > -this->getRelCoor().z*2*/) |
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337 | { |
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338 | this->shiftDir(Quaternion(time, Vector(0,1,0))); |
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339 | } |
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340 | if( this->bRight /* > this->getRelCoor().z*2*/) |
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341 | { |
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342 | this->shiftDir(Quaternion(-time, Vector(0,1,0))); |
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343 | } |
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344 | |
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345 | |
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346 | if( this->bStrafeL /* > -this->getRelCoor().z*2*/) |
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347 | { |
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348 | accel -= this->getAbsDirZ() * 2.0f; |
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349 | } |
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350 | if( this->bStrafeR /* > this->getRelCoor().z*2*/) |
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351 | { |
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352 | accel += this->getAbsDirZ() * 2.0f; |
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353 | } |
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354 | if (this->bAscend ) |
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355 | { |
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356 | this->shiftDir(Quaternion(time, Vector(0,0,1))); |
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357 | } |
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358 | if (this->bDescend ) |
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359 | { |
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360 | this->shiftDir(Quaternion(-time, Vector(0,0,1))); |
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361 | } |
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362 | |
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363 | velocity = accel * 20.0f; |
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364 | //rot.normalize(); |
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365 | //this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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366 | } |
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367 | |
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368 | |
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369 | /** |
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370 | * weapon manipulation by the player |
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371 | */ |
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372 | void MD2Creature::weaponAction() |
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373 | { |
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374 | if( this->bFire) |
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375 | { |
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376 | this->getWeaponManager()->fire(); |
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377 | } |
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378 | } |
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379 | |
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380 | /** |
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381 | * @todo switch statement ?? |
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382 | */ |
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383 | void MD2Creature::process(const Event &event) |
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384 | { |
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385 | if( event.type == SDLK_a) |
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386 | this->bStrafeL = event.bPressed; |
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387 | else if( event.type == SDLK_d) |
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388 | this->bStrafeR = event.bPressed; |
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389 | else if( event.type == KeyMapper::PEV_FIRE1) |
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390 | this->bFire = event.bPressed; |
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391 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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392 | this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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393 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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394 | this->getWeaponManager()->previousWeaponConfig(); |
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395 | else if( event.type == SDLK_w) |
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396 | this->bUp = event.bPressed; //this->shiftCoor(0,.1,0); |
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397 | else if( event.type == SDLK_s) |
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398 | this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0); |
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399 | else if( event.type == SDLK_SPACE) |
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400 | this->bJump = event.bPressed; |
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401 | else if( event.type == EV_MOUSE_MOTION) |
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402 | { |
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403 | this->xMouse = event.xRel; |
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404 | this->yMouse = event.yRel; |
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405 | this->mouseDirX *= Quaternion(-M_PI/4*this->xMouse*mouseSensitivity, Vector(0,1,0)); |
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406 | this->mouseDirY *= Quaternion(-M_PI/4*this->yMouse*mouseSensitivity, Vector(0,0,1)); |
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407 | // if( xMouse*xMouse < 0.9) |
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408 | // this->setAbsDir(mouseDir); |
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409 | } |
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410 | } |
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411 | |
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412 | #include "weapons/aiming_turret.h" |
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413 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG |
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414 | void MD2Creature::ADDWEAPON() |
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415 | { |
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416 | Weapon* turret = NULL; |
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417 | |
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418 | if ((float)rand()/RAND_MAX < .1) |
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419 | { |
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420 | //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET)) |
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421 | { |
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422 | turret = new Turret(); |
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423 | this->getWeaponManager()->addWeapon(turret, 2); |
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424 | this->getWeaponManager()->changeWeaponConfig(2); |
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425 | } |
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426 | } |
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427 | else |
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428 | { |
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429 | //if (this->getWeaponManager()->hasFreeSlot(3)) |
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430 | { |
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431 | turret = new AimingTurret(); |
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432 | this->getWeaponManager()->addWeapon(turret, 3); |
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433 | |
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434 | this->getWeaponManager()->changeWeaponConfig(3); |
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435 | } |
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436 | } |
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437 | |
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438 | if(turret != NULL) |
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439 | { |
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440 | turret->setName("Turret"); |
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441 | turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); |
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442 | } |
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443 | } |
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