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source: orxonox.OLD/trunk/src/world_entities/test_entity.cc @ 7616

Last change on this file since 7616 was 7488, checked in by patrick, 19 years ago

orxonox: mission manager less verbose and more secure now

File size: 2.6 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}
44
45
46
47TestEntity::TestEntity(const TiXmlElement* root)
48{
49  this->init();
50  if (root != NULL)
51    this->loadParams(root);
52}
53
54
55TestEntity::~TestEntity ()
56{}
57
58
59
60void TestEntity::init()
61{
62  this->setClassID(CL_TEST_ENTITY, "TestEntity");
63  this->toList(OM_GROUP_00);
64
65  this->bDeath = false;
66}
67
68/**
69 * loads the Settings of a MD2Creature from an XML-element.
70 * @param root the XML-element to load the MD2Creature's properties from
71 */
72void TestEntity::loadParams(const TiXmlElement* root)
73{
74  WorldEntity::loadParams(root);
75
76  LoadParam(root, "md2animation", this, TestEntity, setAnim)
77      .describe("sets the animation of the md2 model")
78      .defaultValues(1);
79
80}
81
82
83void  TestEntity::setAnim(int animationIndex, int animPlaybackMode)
84{
85  if( likely(this->getModel(0) != NULL))
86    ((MD2Model*)this->getModel(0))->setAnim(animationIndex, animPlaybackMode);
87}
88
89
90void TestEntity::tick (float time)
91{
92  if( likely(this->getModel(0) != NULL))
93    ((MD2Model*)this->getModel(0))->tick(time);
94
95}
96
97
98void TestEntity::collidesWith(WorldEntity* entity, const Vector& location)
99{
100  if( this->lastCollided != entity)
101  {
102    this->dieHard();
103    this->lastCollided = entity;
104
105    if(State::getGameRules())
106      State::getGameRules()->registerKill(Kill(entity, this));
107  }
108}
109
110
111
112void TestEntity::dieHard()
113{
114  if( this->bDeath)
115    return;
116
117  this->bDeath = true;
118  float anim;
119  int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX);
120
121  PRINTF(0)("randi = %i\n", randi);
122
123  if( randi == 1)
124    this->setAnim(DEATH_FALLBACK, MD2_ANIM_ONCE);
125  else if( randi == 2)
126    this->setAnim(DEATH_FALLFORWARD, MD2_ANIM_ONCE);
127  else if( randi == 3)
128    this->setAnim(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE);
129  else if( randi == 4)
130    this->setAnim(CROUCH_DEATH, MD2_ANIM_ONCE);
131  else
132    this->setAnim(DEATH_FALLBACK, MD2_ANIM_ONCE);
133}
134
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