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source: orxonox.OLD/branches/christmas_branche/src/world_entities/creatures/md2_creature.cc @ 6167

Last change on this file since 6167 was 6167, checked in by patrick, 18 years ago

christmas: md2 model loading issues

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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 "resource_manager.h"
24
25#include "weapons/weapon_manager.h"
26#include "weapons/test_gun.h"
27#include "weapons/turret.h"
28#include "weapons/cannon.h"
29
30#include "factory.h"
31#include "key_mapper.h"
32#include "event_handler.h"
33
34#include "graphics_engine.h"
35
36using namespace std;
37
38CREATE_FACTORY(MD2Creature, CL_MD2_CREATURE);
39
40/**
41 *  creates the controlable MD2Creature
42 */
43MD2Creature::MD2Creature()
44{
45  this->init();
46}
47
48/**
49 *  destructs the MD2Creature, deletes alocated memory
50 */
51MD2Creature::~MD2Creature ()
52{
53}
54
55/**
56 * loads a MD2Creatures information from a specified file.
57 * @param fileName the name of the File to load the MD2Creature from (absolute path)
58 */
59MD2Creature::MD2Creature(const char* fileName)
60{
61  this->init();
62  TiXmlDocument doc(fileName);
63
64  if(!doc.LoadFile())
65  {
66    PRINTF(2)("Loading file %s failed for md2 creature.\n", fileName);
67    return;
68  }
69
70  this->loadParams(doc.RootElement());
71}
72
73/**
74 *  creates a new MD2Creature from Xml Data
75 * @param root the xml element containing MD2Creature data
76
77   @todo add more parameters to load
78*/
79MD2Creature::MD2Creature(const TiXmlElement* root)
80{
81  this->init();
82  if (root != NULL)
83    this->loadParams(root);
84
85  //weapons:
86  Weapon* wpRight = new TestGun(0);
87  wpRight->setName("testGun Right");
88  Weapon* wpLeft = new TestGun(1);
89  wpLeft->setName("testGun Left");
90  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
91
92  cannon->setName("BFG");
93
94  //this->getWeaponManager()->addWeapon(wpLeft, 1, 0);
95  //this->getWeaponManager()->addWeapon(wpRight,1 ,1);
96  //this->getWeaponManager()->addWeapon(cannon, 0, 6);
97
98  //this->getWeaponManager()->addWeapon(turret, 3, 0);
99
100  this->getWeaponManager()->changeWeaponConfig(1);
101}
102
103
104/**
105 * initializes a MD2Creature
106 */
107void MD2Creature::init()
108{
109//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
110  this->setClassID(CL_MD2_CREATURE, "MD2Creature");
111
112  PRINTF(4)("SPACESHIP INIT\n");
113
114  EventHandler::getInstance()->grabEvents(true);
115
116  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
117  bFire = false;
118  xMouse = yMouse = 0;
119  mouseSensitivity = 0.001;
120  airViscosity = 1.0;
121  cycle = 0.0;
122
123
124  travelSpeed = 15.0;
125  this->velocity = Vector(0.0,0.0,0.0);
126  this->mouseDir = this->getAbsDir();
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_q);
139  this->registerEvent(SDLK_e);
140  this->registerEvent(KeyMapper::PEV_FIRE1);
141  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
142  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
143  this->registerEvent(EV_MOUSE_MOTION);
144
145
146
147  this->getWeaponManager()->setSlotCount(7);
148
149  this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0));
150  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
151
152  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
153  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
154
155  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
156  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
157
158  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
159  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
160
161  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
162  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
163
164  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
165  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
166//
167   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
168   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
169   //
170
171  this->getWeaponManager()->getFixedTarget()->setParent(this);
172  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
173
174}
175
176/**
177 * loads the Settings of a MD2Creature from an XML-element.
178 * @param root the XML-element to load the MD2Creature's properties from
179 */
180void MD2Creature::loadParams(const TiXmlElement* root)
181{
182  static_cast<WorldEntity*>(this)->loadParams(root);
183}
184
185
186/**
187 * adds a weapon to the weapon list of the MD2Creature
188 * @param weapon to add
189*/
190void MD2Creature::addWeapon(Weapon* weapon)
191{
192  this->getWeaponManager()->addWeapon(weapon);
193}
194
195
196/**
197 *  removes a weapon from the MD2Creature
198 * @param weapon to remove
199*/
200void MD2Creature::removeWeapon(Weapon* weapon)
201{
202  this->getWeaponManager()->removeWeapon(weapon);
203}
204
205/**
206 *  effect that occurs after the MD2Creature is spawned
207*/
208void MD2Creature::postSpawn ()
209{
210  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
211}
212
213/**
214 *  the action occuring if the MD2Creature left the game
215*/
216void MD2Creature::leftWorld ()
217{}
218
219WorldEntity* ref = NULL;
220/**
221 *  this function is called, when two entities collide
222 * @param entity: the world entity with whom it collides
223 *
224 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
225 */
226void MD2Creature::collidesWith(WorldEntity* entity, const Vector& location)
227{
228  if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)
229  {
230    this->ADDWEAPON();
231    ref = entity;
232    }
233//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
234}
235
236/**
237 *  draws the MD2Creature after transforming it.
238*/
239void MD2Creature::draw () const
240{
241  this->drawLODsafe();
242
243  this->getWeaponManager()->draw();
244
245  //this->debug(0);
246}
247
248/**
249 *  the function called for each passing timeSnap
250 * @param time The timespan passed since last update
251*/
252void MD2Creature::tick (float time)
253{
254
255  // MD2Creature controlled movement
256  this->calculateVelocity(time);
257
258  Vector move = (velocity)*time;
259
260  //orient the velocity in the direction of the MD2Creature.
261  travelSpeed = velocity.len();
262  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
263  velocity = (velocity.getNormalized())*travelSpeed;
264
265  //orient the MD2Creature in direction of the mouse
266   rotQuat = Quaternion::quatSlerp( this->getAbsDir(),mouseDir,fabsf(time)*3);
267   if (this->getAbsDir().distance(rotQuat) > 0.001)
268    this->setAbsDir( rotQuat);
269   //this->setAbsDirSoft(mouseDir,5);
270
271  // this is the air friction (necessary for a smooth control)
272  if(velocity.len() != 0) velocity -= velocity*0.01;
273
274  //hoover effect
275  cycle += time;
276  this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
277
278  //readjust
279 // if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
280  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
281
282  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
283
284  this->shiftCoor (move);
285
286  this->getWeaponManager()->tick(time);
287  // weapon system manipulation
288  this->weaponAction();
289}
290
291/**
292 *  calculate the velocity
293 * @param time the timeslice since the last frame
294*/
295void MD2Creature::calculateVelocity (float time)
296{
297  Vector accel(0.0, 0.0, 0.0);
298  /*
299  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
300  */
301  //float rotVal = 0.0;
302  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
303  /* calculate the direction in which the craft is heading  */
304
305  if( this->bUp )
306   {
307     //this->shiftCoor(this->getAbsDirX());
308      accel += (this->getAbsDirX())*2;
309
310      /* Heli-Steuerung
311         accel += (this->getAbsDirX()*2;
312         if(
313      */
314   }
315
316  if( this->bDown )
317   {
318     //this->shiftCoor((this->getAbsDirX())*-1);
319     accel -= (this->getAbsDirX())*2;
320   }
321
322  if( this->bLeft/* > -this->getRelCoor().z*2*/)
323  {
324    this->shiftDir(Quaternion(time, Vector(0,1,0)));
325//    accel -= rightDirection;
326    //velocityDir.normalize();
327    //rot +=Vector(1,0,0);
328    //rotVal -= .4;
329  }
330  if( this->bRight /* > this->getRelCoor().z*2*/)
331  {
332    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
333
334    //    accel += rightDirection;
335    //velocityDir.normalize();
336    //rot += Vector(1,0,0);
337    //rotVal += .4;
338  }
339
340
341  if( this->bRollL /* > -this->getRelCoor().z*2*/)
342  {
343    mouseDir *= Quaternion(-time, Vector(1,0,0));
344//    accel -= rightDirection;
345    //velocityDir.normalize();
346    //rot +=Vector(1,0,0);
347    //rotVal -= .4;
348  }
349  if( this->bRollR /* > this->getRelCoor().z*2*/)
350  {
351    mouseDir *= Quaternion(time, Vector(1,0,0));
352
353    //    accel += rightDirection;
354    //velocityDir.normalize();
355    //rot += Vector(1,0,0);
356    //rotVal += .4;
357  }
358  if (this->bAscend )
359  {
360    this->shiftDir(Quaternion(time, Vector(0,0,1)));
361
362//    accel += upDirection;
363    //velocityDir.normalize();
364    //rot += Vector(0,0,1);
365    //rotVal += .4;
366  }
367  if (this->bDescend )
368  {
369    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
370
371    //    accel -= upDirection;
372    //velocityDir.normalize();
373    //rot += Vector(0,0,1);
374    //rotVal -= .4;
375  }
376
377  velocity += accel;
378  //rot.normalize();
379  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
380}
381
382/**
383 * weapon manipulation by the player
384*/
385void MD2Creature::weaponAction()
386{
387  if( this->bFire)
388    {
389      this->getWeaponManager()->fire();
390    }
391}
392
393/**
394 * @todo switch statement ??
395 */
396void MD2Creature::process(const Event &event)
397{
398
399
400  if( event.type == SDLK_a)
401      this->bRollL = event.bPressed;
402  else if( event.type == SDLK_d)
403      this->bRollR = event.bPressed;
404  else if( event.type == KeyMapper::PEV_FIRE1)
405      this->bFire = event.bPressed;
406  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
407    this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
408  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
409    this->getWeaponManager()->previousWeaponConfig();
410
411  else if( event.type == SDLK_w)
412    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
413  else if( event.type == SDLK_s)
414    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
415  else if( event.type == EV_MOUSE_MOTION)
416  {
417    this->xMouse = event.xRel;
418    this->yMouse = event.yRel;
419    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1)));
420    if( xMouse*xMouse + yMouse*yMouse < 0.9)
421     this->setAbsDir(mouseDir);
422  }
423}
424
425#include "weapons/aiming_turret.h"
426// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
427void MD2Creature::ADDWEAPON()
428{
429  Weapon* turret = NULL;
430
431  if ((float)rand()/RAND_MAX < .1)
432  {
433    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
434    {
435      turret = new Turret();
436      this->getWeaponManager()->addWeapon(turret, 2);
437      this->getWeaponManager()->changeWeaponConfig(2);
438    }
439  }
440  else
441  {
442    //if (this->getWeaponManager()->hasFreeSlot(3))
443    {
444      turret = new AimingTurret();
445      this->getWeaponManager()->addWeapon(turret, 3);
446
447      this->getWeaponManager()->changeWeaponConfig(3);
448    }
449  }
450
451  if(turret != NULL)
452  {
453    turret->setName("Turret");
454    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
455  }
456}
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