Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/christmas_branche/src/world_entities/creatures/md2_creature.cc @ 6172

Last change on this file since 6172 was 6172, checked in by patrick, 18 years ago

christmas: framework update

File size: 12.1 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 "resource_manager.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 "factory.h"
32#include "key_mapper.h"
33#include "event_handler.h"
34
35#include "graphics_engine.h"
36
37using namespace std;
38
39CREATE_FACTORY(MD2Creature, CL_MD2_CREATURE);
40
41/**
42 *  creates the controlable MD2Creature
43 */
44MD2Creature::MD2Creature()
45{
46  this->init();
47}
48
49/**
50 *  destructs the MD2Creature, deletes alocated memory
51 */
52MD2Creature::~MD2Creature ()
53{
54}
55
56/**
57 * loads a MD2Creatures information from a specified file.
58 * @param fileName the name of the File to load the MD2Creature from (absolute path)
59 */
60MD2Creature::MD2Creature(const char* fileName)
61{
62  this->init();
63  TiXmlDocument doc(fileName);
64
65  if(!doc.LoadFile())
66  {
67    PRINTF(2)("Loading file %s failed for md2 creature.\n", fileName);
68    return;
69  }
70
71  this->loadParams(doc.RootElement());
72}
73
74/**
75 *  creates a new MD2Creature from Xml Data
76 * @param root the xml element containing MD2Creature data
77
78   @todo add more parameters to load
79*/
80MD2Creature::MD2Creature(const TiXmlElement* root)
81{
82  this->init();
83  if (root != NULL)
84    this->loadParams(root);
85
86  //weapons:
87  Weapon* wpRight = new TestGun(0);
88  wpRight->setName("testGun Right");
89  Weapon* wpLeft = new TestGun(1);
90  wpLeft->setName("testGun Left");
91  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
92
93  cannon->setName("BFG");
94
95  //this->getWeaponManager()->addWeapon(wpLeft, 1, 0);
96  //this->getWeaponManager()->addWeapon(wpRight,1 ,1);
97  //this->getWeaponManager()->addWeapon(cannon, 0, 6);
98
99  //this->getWeaponManager()->addWeapon(turret, 3, 0);
100
101  this->getWeaponManager()->changeWeaponConfig(1);
102}
103
104
105/**
106 * initializes a MD2Creature
107 */
108void MD2Creature::init()
109{
110//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
111  this->setClassID(CL_MD2_CREATURE, "MD2Creature");
112
113  PRINTF(4)("SPACESHIP INIT\n");
114
115  EventHandler::getInstance()->grabEvents(true);
116
117  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
118  bFire = false;
119  xMouse = yMouse = 0;
120  mouseSensitivity = 0.001;
121  airViscosity = 1.0;
122  cycle = 0.0;
123
124
125  travelSpeed = 15.0;
126  this->velocity = Vector(0.0,0.0,0.0);
127  this->mouseDir = this->getAbsDir();
128
129//   GLGuiButton* button = new GLGuiPushButton();
130//   button->show();
131//   button->setLabel("orxonox");
132//   button->setBindNode(this);
133
134  //add events to the eventlist
135  this->registerEvent(SDLK_w);
136  this->registerEvent(SDLK_s);
137  this->registerEvent(SDLK_a);
138  this->registerEvent(SDLK_d);
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(-2.6, .1, -3.0));
151  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
152
153  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
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->getWeaponManager()->getFixedTarget()->setParent(this);
173  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
174
175}
176
177/**
178 * loads the Settings of a MD2Creature from an XML-element.
179 * @param root the XML-element to load the MD2Creature's properties from
180 */
181void MD2Creature::loadParams(const TiXmlElement* root)
182{
183  static_cast<WorldEntity*>(this)->loadParams(root);
184}
185
186
187/**
188 * adds a weapon to the weapon list of the MD2Creature
189 * @param weapon to add
190*/
191void MD2Creature::addWeapon(Weapon* weapon)
192{
193  this->getWeaponManager()->addWeapon(weapon);
194}
195
196
197/**
198 *  removes a weapon from the MD2Creature
199 * @param weapon to remove
200*/
201void MD2Creature::removeWeapon(Weapon* weapon)
202{
203  this->getWeaponManager()->removeWeapon(weapon);
204}
205
206/**
207 *  effect that occurs after the MD2Creature is spawned
208*/
209void MD2Creature::postSpawn ()
210{
211  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
212}
213
214/**
215 *  the action occuring if the MD2Creature left the game
216*/
217void MD2Creature::leftWorld ()
218{}
219
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) )
229  {
230    this->ADDWEAPON();
231    }
232//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
233}
234
235/**
236 *  draws the MD2Creature after transforming it.
237*/
238void MD2Creature::draw () const
239{
240  this->drawLODsafe();
241
242  this->getWeaponManager()->draw();
243
244  //this->debug(0);
245}
246
247/**
248 *  the function called for each passing timeSnap
249 * @param time The timespan passed since last update
250*/
251void MD2Creature::tick (float time)
252{
253
254  if( likely(this->models[0] != NULL))
255     ((MD2Model*)this->models[0])->tick(time);
256
257
258
259
260  // MD2Creature controlled movement
261  this->calculateVelocity(time);
262
263  Vector move = (velocity)*time;
264
265  //orient the velocity in the direction of the MD2Creature.
266  travelSpeed = velocity.len();
267  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
268  velocity = (velocity.getNormalized())*travelSpeed;
269
270  //orient the MD2Creature in direction of the mouse
271   rotQuat = Quaternion::quatSlerp( this->getAbsDir(),mouseDir,fabsf(time)*3);
272   if (this->getAbsDir().distance(rotQuat) > 0.001)
273    this->setAbsDir( rotQuat);
274   //this->setAbsDirSoft(mouseDir,5);
275
276  // this is the air friction (necessary for a smooth control)
277  if(velocity.len() != 0) velocity -= velocity*0.01;
278
279  //hoover effect
280  cycle += time;
281  this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
282
283  //readjust
284 // if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
285  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
286
287  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
288
289  this->shiftCoor (move);
290
291  this->getWeaponManager()->tick(time);
292  // weapon system manipulation
293  this->weaponAction();
294}
295
296/**
297 *  calculate the velocity
298 * @param time the timeslice since the last frame
299*/
300void MD2Creature::calculateVelocity (float time)
301{
302  Vector accel(0.0, 0.0, 0.0);
303  /*
304  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
305  */
306  //float rotVal = 0.0;
307  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
308  /* calculate the direction in which the craft is heading  */
309
310  if( this->bUp )
311   {
312     //this->shiftCoor(this->getAbsDirX());
313      accel += (this->getAbsDirX())*2;
314
315      /* Heli-Steuerung
316         accel += (this->getAbsDirX()*2;
317         if(
318      */
319   }
320
321  if( this->bDown )
322   {
323     //this->shiftCoor((this->getAbsDirX())*-1);
324     accel -= (this->getAbsDirX())*2;
325   }
326
327  if( this->bLeft/* > -this->getRelCoor().z*2*/)
328  {
329    this->shiftDir(Quaternion(time, Vector(0,1,0)));
330//    accel -= rightDirection;
331    //velocityDir.normalize();
332    //rot +=Vector(1,0,0);
333    //rotVal -= .4;
334  }
335  if( this->bRight /* > this->getRelCoor().z*2*/)
336  {
337    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
338
339    //    accel += rightDirection;
340    //velocityDir.normalize();
341    //rot += Vector(1,0,0);
342    //rotVal += .4;
343  }
344
345
346  if( this->bRollL /* > -this->getRelCoor().z*2*/)
347  {
348    mouseDir *= Quaternion(-time, Vector(1,0,0));
349//    accel -= rightDirection;
350    //velocityDir.normalize();
351    //rot +=Vector(1,0,0);
352    //rotVal -= .4;
353  }
354  if( this->bRollR /* > this->getRelCoor().z*2*/)
355  {
356    mouseDir *= Quaternion(time, Vector(1,0,0));
357
358    //    accel += rightDirection;
359    //velocityDir.normalize();
360    //rot += Vector(1,0,0);
361    //rotVal += .4;
362  }
363  if (this->bAscend )
364  {
365    this->shiftDir(Quaternion(time, Vector(0,0,1)));
366
367//    accel += upDirection;
368    //velocityDir.normalize();
369    //rot += Vector(0,0,1);
370    //rotVal += .4;
371  }
372  if (this->bDescend )
373  {
374    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
375
376    //    accel -= upDirection;
377    //velocityDir.normalize();
378    //rot += Vector(0,0,1);
379    //rotVal -= .4;
380  }
381
382  velocity += accel;
383  //rot.normalize();
384  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
385}
386
387/**
388 * weapon manipulation by the player
389*/
390void MD2Creature::weaponAction()
391{
392  if( this->bFire)
393    {
394      this->getWeaponManager()->fire();
395    }
396}
397
398/**
399 * @todo switch statement ??
400 */
401void MD2Creature::process(const Event &event)
402{
403
404
405  if( event.type == SDLK_a)
406      this->bRollL = event.bPressed;
407  else if( event.type == SDLK_d)
408      this->bRollR = event.bPressed;
409  else if( event.type == KeyMapper::PEV_FIRE1)
410      this->bFire = event.bPressed;
411  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
412    this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
413  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
414    this->getWeaponManager()->previousWeaponConfig();
415
416  else if( event.type == SDLK_w)
417    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
418  else if( event.type == SDLK_s)
419    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
420  else if( event.type == EV_MOUSE_MOTION)
421  {
422    this->xMouse = event.xRel;
423    this->yMouse = event.yRel;
424    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1)));
425    if( xMouse*xMouse + yMouse*yMouse < 0.9)
426     this->setAbsDir(mouseDir);
427  }
428}
429
430#include "weapons/aiming_turret.h"
431// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
432void MD2Creature::ADDWEAPON()
433{
434  Weapon* turret = NULL;
435
436  if ((float)rand()/RAND_MAX < .1)
437  {
438    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
439    {
440      turret = new Turret();
441      this->getWeaponManager()->addWeapon(turret, 2);
442      this->getWeaponManager()->changeWeaponConfig(2);
443    }
444  }
445  else
446  {
447    //if (this->getWeaponManager()->hasFreeSlot(3))
448    {
449      turret = new AimingTurret();
450      this->getWeaponManager()->addWeapon(turret, 3);
451
452      this->getWeaponManager()->changeWeaponConfig(3);
453    }
454  }
455
456  if(turret != NULL)
457  {
458    turret->setName("Turret");
459    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
460  }
461}
Note: See TracBrowser for help on using the repository browser.