/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Patrick Boenzli co-programmer: */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY #include "executor/executor.h" #include "md2_creature.h" #include "objModel.h" #include "md2Model.h" #include "resource_manager.h" #include "weapons/weapon_manager.h" #include "weapons/test_gun.h" #include "weapons/turret.h" #include "weapons/cannon.h" #include "factory.h" #include "key_mapper.h" #include "event_handler.h" #include "graphics_engine.h" using namespace std; CREATE_FACTORY(MD2Creature, CL_MD2_CREATURE); /** * creates the controlable MD2Creature */ MD2Creature::MD2Creature() { this->init(); } /** * destructs the MD2Creature, deletes alocated memory */ MD2Creature::~MD2Creature () { } /** * loads a MD2Creatures information from a specified file. * @param fileName the name of the File to load the MD2Creature from (absolute path) */ MD2Creature::MD2Creature(const char* fileName) { this->init(); TiXmlDocument doc(fileName); if(!doc.LoadFile()) { PRINTF(2)("Loading file %s failed for md2 creature.\n", fileName); return; } this->loadParams(doc.RootElement()); } /** * creates a new MD2Creature from Xml Data * @param root the xml element containing MD2Creature data @todo add more parameters to load */ MD2Creature::MD2Creature(const TiXmlElement* root) { this->init(); if (root != NULL) this->loadParams(root); //weapons: Weapon* wpRight = new TestGun(0); wpRight->setName("testGun Right"); Weapon* wpLeft = new TestGun(1); wpLeft->setName("testGun Left"); Weapon* cannon = dynamic_cast(Factory::fabricate(CL_CANNON)); cannon->setName("BFG"); //this->getWeaponManager()->addWeapon(wpLeft, 1, 0); //this->getWeaponManager()->addWeapon(wpRight,1 ,1); //this->getWeaponManager()->addWeapon(cannon, 0, 6); //this->getWeaponManager()->addWeapon(turret, 3, 0); this->getWeaponManager()->changeWeaponConfig(1); } /** * initializes a MD2Creature */ void MD2Creature::init() { // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); this->setClassID(CL_MD2_CREATURE, "MD2Creature"); PRINTF(4)("SPACESHIP INIT\n"); EventHandler::getInstance()->grabEvents(true); bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; bFire = false; xMouse = yMouse = 0; mouseSensitivity = 0.001; airViscosity = 1.0; cycle = 0.0; travelSpeed = 15.0; this->velocity = Vector(0.0,0.0,0.0); this->mouseDir = this->getAbsDir(); // GLGuiButton* button = new GLGuiPushButton(); // button->show(); // button->setLabel("orxonox"); // button->setBindNode(this); //add events to the eventlist this->registerEvent(SDLK_w); this->registerEvent(SDLK_s); this->registerEvent(SDLK_a); this->registerEvent(SDLK_d); this->registerEvent(SDLK_q); this->registerEvent(SDLK_e); this->registerEvent(KeyMapper::PEV_FIRE1); this->registerEvent(KeyMapper::PEV_NEXT_WEAPON); this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); this->registerEvent(EV_MOUSE_MOTION); this->getWeaponManager()->setSlotCount(7); this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0)); this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0)); this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5)); this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5)); this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5)); this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5)); this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); // this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0)); this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); // this->getWeaponManager()->getFixedTarget()->setParent(this); this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0); } /** * loads the Settings of a MD2Creature from an XML-element. * @param root the XML-element to load the MD2Creature's properties from */ void MD2Creature::loadParams(const TiXmlElement* root) { static_cast(this)->loadParams(root); } /** * adds a weapon to the weapon list of the MD2Creature * @param weapon to add */ void MD2Creature::addWeapon(Weapon* weapon) { this->getWeaponManager()->addWeapon(weapon); } /** * removes a weapon from the MD2Creature * @param weapon to remove */ void MD2Creature::removeWeapon(Weapon* weapon) { this->getWeaponManager()->removeWeapon(weapon); } /** * effect that occurs after the MD2Creature is spawned */ void MD2Creature::postSpawn () { //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); } /** * the action occuring if the MD2Creature left the game */ void MD2Creature::leftWorld () {} /** * this function is called, when two entities collide * @param entity: the world entity with whom it collides * * Implement behaviour like damage application or other miscellaneous collision stuff in this function */ void MD2Creature::collidesWith(WorldEntity* entity, const Vector& location) { if (entity->isA(CL_TURRET_POWER_UP) ) { this->ADDWEAPON(); } // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); } /** * draws the MD2Creature after transforming it. */ void MD2Creature::draw () const { this->drawLODsafe(); this->getWeaponManager()->draw(); //this->debug(0); } /** * the function called for each passing timeSnap * @param time The timespan passed since last update */ void MD2Creature::tick (float time) { if( likely(this->models[0] != NULL)) ((MD2Model*)this->models[0])->tick(time); // MD2Creature controlled movement this->calculateVelocity(time); Vector move = (velocity)*time; //orient the velocity in the direction of the MD2Creature. travelSpeed = velocity.len(); velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity; velocity = (velocity.getNormalized())*travelSpeed; //orient the MD2Creature in direction of the mouse rotQuat = Quaternion::quatSlerp( this->getAbsDir(),mouseDir,fabsf(time)*3); if (this->getAbsDir().distance(rotQuat) > 0.001) this->setAbsDir( rotQuat); //this->setAbsDirSoft(mouseDir,5); // this is the air friction (necessary for a smooth control) if(velocity.len() != 0) velocity -= velocity*0.01; //hoover effect cycle += time; this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02); //readjust // if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0))); //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0))); //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); this->shiftCoor (move); this->getWeaponManager()->tick(time); // weapon system manipulation this->weaponAction(); } /** * calculate the velocity * @param time the timeslice since the last frame */ void MD2Creature::calculateVelocity (float time) { Vector accel(0.0, 0.0, 0.0); /* Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter */ //float rotVal = 0.0; /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ /* calculate the direction in which the craft is heading */ if( this->bUp ) { //this->shiftCoor(this->getAbsDirX()); accel += (this->getAbsDirX())*2; /* Heli-Steuerung accel += (this->getAbsDirX()*2; if( */ } if( this->bDown ) { //this->shiftCoor((this->getAbsDirX())*-1); accel -= (this->getAbsDirX())*2; } if( this->bLeft/* > -this->getRelCoor().z*2*/) { this->shiftDir(Quaternion(time, Vector(0,1,0))); // accel -= rightDirection; //velocityDir.normalize(); //rot +=Vector(1,0,0); //rotVal -= .4; } if( this->bRight /* > this->getRelCoor().z*2*/) { this->shiftDir(Quaternion(-time, Vector(0,1,0))); // accel += rightDirection; //velocityDir.normalize(); //rot += Vector(1,0,0); //rotVal += .4; } if( this->bRollL /* > -this->getRelCoor().z*2*/) { mouseDir *= Quaternion(-time, Vector(1,0,0)); // accel -= rightDirection; //velocityDir.normalize(); //rot +=Vector(1,0,0); //rotVal -= .4; } if( this->bRollR /* > this->getRelCoor().z*2*/) { mouseDir *= Quaternion(time, Vector(1,0,0)); // accel += rightDirection; //velocityDir.normalize(); //rot += Vector(1,0,0); //rotVal += .4; } if (this->bAscend ) { this->shiftDir(Quaternion(time, Vector(0,0,1))); // accel += upDirection; //velocityDir.normalize(); //rot += Vector(0,0,1); //rotVal += .4; } if (this->bDescend ) { this->shiftDir(Quaternion(-time, Vector(0,0,1))); // accel -= upDirection; //velocityDir.normalize(); //rot += Vector(0,0,1); //rotVal -= .4; } velocity += accel; //rot.normalize(); //this->setRelDirSoft(Quaternion(rotVal, rot), 5); } /** * weapon manipulation by the player */ void MD2Creature::weaponAction() { if( this->bFire) { this->getWeaponManager()->fire(); } } /** * @todo switch statement ?? */ void MD2Creature::process(const Event &event) { if( event.type == SDLK_a) this->bRollL = event.bPressed; else if( event.type == SDLK_d) this->bRollR = event.bPressed; else if( event.type == KeyMapper::PEV_FIRE1) this->bFire = event.bPressed; else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) this->getWeaponManager()->previousWeaponConfig(); else if( event.type == SDLK_w) this->bUp = event.bPressed; //this->shiftCoor(0,.1,0); else if( event.type == SDLK_s) this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0); else if( event.type == EV_MOUSE_MOTION) { this->xMouse = event.xRel; this->yMouse = event.yRel; mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1))); if( xMouse*xMouse + yMouse*yMouse < 0.9) this->setAbsDir(mouseDir); } } #include "weapons/aiming_turret.h" // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG void MD2Creature::ADDWEAPON() { Weapon* turret = NULL; if ((float)rand()/RAND_MAX < .1) { //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET)) { turret = new Turret(); this->getWeaponManager()->addWeapon(turret, 2); this->getWeaponManager()->changeWeaponConfig(2); } } else { //if (this->getWeaponManager()->hasFreeSlot(3)) { turret = new AimingTurret(); this->getWeaponManager()->addWeapon(turret, 3); this->getWeaponManager()->changeWeaponConfig(3); } } if(turret != NULL) { turret->setName("Turret"); turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); } }