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source: orxonox.OLD/branches/christmas_branche/src/world_entities/creatures/md2_creature.cc @ 6198

Last change on this file since 6198 was 6198, checked in by patrick, 18 years ago

christmas: better control now

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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 "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)("MD2CREATURE INIT\n");
114
115  EventHandler::getInstance()->grabEvents(true);
116
117  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bStrafeL = bStrafeR = false;
118  bFire = false;
119  xMouse = yMouse = 0;
120  mouseSensitivity = 0.003;
121  airViscosity = 0.0;
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_SPACE);
140  this->registerEvent(SDLK_q);
141  this->registerEvent(SDLK_e);
142  this->registerEvent(KeyMapper::PEV_FIRE1);
143  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
144  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
145  this->registerEvent(EV_MOUSE_MOTION);
146
147
148
149  this->getWeaponManager()->setSlotCount(7);
150
151  this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0));
152  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
153
154  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
155  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
156
157  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
158  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
159
160  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
161  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
162
163  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
164  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
165
166  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
167  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
168//
169   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
170   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
171   //
172
173  this->getWeaponManager()->getFixedTarget()->setParent(this);
174  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
175
176}
177
178/**
179 * loads the Settings of a MD2Creature from an XML-element.
180 * @param root the XML-element to load the MD2Creature's properties from
181 */
182void MD2Creature::loadParams(const TiXmlElement* root)
183{
184  static_cast<WorldEntity*>(this)->loadParams(root);
185}
186
187
188/**
189 * adds a weapon to the weapon list of the MD2Creature
190 * @param weapon to add
191*/
192void MD2Creature::addWeapon(Weapon* weapon)
193{
194  this->getWeaponManager()->addWeapon(weapon);
195}
196
197
198/**
199 *  removes a weapon from the MD2Creature
200 * @param weapon to remove
201*/
202void MD2Creature::removeWeapon(Weapon* weapon)
203{
204  this->getWeaponManager()->removeWeapon(weapon);
205}
206
207/**
208 *  effect that occurs after the MD2Creature is spawned
209*/
210void MD2Creature::postSpawn ()
211{
212  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
213}
214
215/**
216 *  the action occuring if the MD2Creature left the game
217*/
218void MD2Creature::leftWorld ()
219{}
220
221/**
222 *  this function is called, when two entities collide
223 * @param entity: the world entity with whom it collides
224 *
225 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
226 */
227void MD2Creature::collidesWith(WorldEntity* entity, const Vector& location)
228{
229  if (entity->isA(CL_TURRET_POWER_UP) )
230  {
231    this->ADDWEAPON();
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
244
245/**
246 *  the function called for each passing timeSnap
247 * @param time The timespan passed since last update
248*/
249void MD2Creature::tick (float time)
250{
251  if( likely(this->getModel(0) != NULL))
252    ((MD2Model*)this->getModel(0))->tick(time);
253
254
255  // MD2Creature controlled movement
256  this->calculateVelocity(time);
257  Vector move = this->velocity * time;
258  this->shiftCoor (move);
259
260  if( this->bJump)
261  {
262    if( ((MD2Model*)this->getModel(0))->getAnim() != JUMP) ((MD2Model*)this->getModel(0))->setAnim(JUMP);
263  }
264  else if( fabs(move.len()) > 0.0f)
265  {
266    if( ((MD2Model*)this->getModel(0))->getAnim() != RUN) ((MD2Model*)this->getModel(0))->setAnim(RUN);
267  }
268  else
269  {
270    if( ((MD2Model*)this->getModel(0))->getAnim() != STAND) ((MD2Model*)this->getModel(0))->setAnim(STAND);
271  }
272
273  //orient the MD2Creature in direction of the mouse
274  this->setAbsDir( /*rotQuat*/ mouseDir);
275
276  this->getWeaponManager()->tick(time);
277  // weapon system manipulation
278  this->weaponAction();
279}
280
281
282/**
283 *  calculate the velocity
284 * @param time the timeslice since the last frame
285*/
286void MD2Creature::calculateVelocity (float time)
287{
288  Vector accel(0.0, 0.0, 0.0);
289  /*
290  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
291  */
292  //float rotVal = 0.0;
293  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
294  /* calculate the direction in which the craft is heading  */
295
296  if( this->bUp )
297   {
298      accel += (this->getAbsDirX())*2;
299   }
300
301  if( this->bDown )
302   {
303     accel -= (this->getAbsDirX())*2;
304   }
305
306  if( this->bLeft/* > -this->getRelCoor().z*2*/)
307  {
308    this->shiftDir(Quaternion(time, Vector(0,1,0)));
309  }
310  if( this->bRight /* > this->getRelCoor().z*2*/)
311  {
312    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
313  }
314
315
316  if( this->bStrafeL /* > -this->getRelCoor().z*2*/)
317  {
318    accel -= this->getAbsDirZ() * 2.0f;
319  }
320  if( this->bStrafeR /* > this->getRelCoor().z*2*/)
321  {
322    accel += this->getAbsDirZ() * 2.0f;
323  }
324  if (this->bAscend )
325  {
326    this->shiftDir(Quaternion(time, Vector(0,0,1)));
327  }
328  if (this->bDescend )
329  {
330    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
331  }
332
333  velocity = accel * 30.0f;
334  //rot.normalize();
335  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
336}
337
338
339/**
340 * weapon manipulation by the player
341*/
342void MD2Creature::weaponAction()
343{
344  if( this->bFire)
345    {
346      this->getWeaponManager()->fire();
347    }
348}
349
350/**
351 * @todo switch statement ??
352 */
353void MD2Creature::process(const Event &event)
354{
355  if( event.type == SDLK_a)
356      this->bStrafeL = event.bPressed;
357  else if( event.type == SDLK_d)
358      this->bStrafeR = event.bPressed;
359  else if( event.type == KeyMapper::PEV_FIRE1)
360      this->bFire = event.bPressed;
361  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
362    this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
363  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
364    this->getWeaponManager()->previousWeaponConfig();
365  else if( event.type == SDLK_w)
366    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
367  else if( event.type == SDLK_s)
368    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
369  else if( event.type == SDLK_SPACE)
370    this->bJump = event.bPressed;
371  else if( event.type == EV_MOUSE_MOTION)
372  {
373    this->xMouse = event.xRel;
374    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0)));
375//     if( xMouse*xMouse < 0.9)
376//      this->setAbsDir(mouseDir);
377  }
378}
379
380#include "weapons/aiming_turret.h"
381// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
382void MD2Creature::ADDWEAPON()
383{
384  Weapon* turret = NULL;
385
386  if ((float)rand()/RAND_MAX < .1)
387  {
388    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
389    {
390      turret = new Turret();
391      this->getWeaponManager()->addWeapon(turret, 2);
392      this->getWeaponManager()->changeWeaponConfig(2);
393    }
394  }
395  else
396  {
397    //if (this->getWeaponManager()->hasFreeSlot(3))
398    {
399      turret = new AimingTurret();
400      this->getWeaponManager()->addWeapon(turret, 3);
401
402      this->getWeaponManager()->changeWeaponConfig(3);
403    }
404  }
405
406  if(turret != NULL)
407  {
408    turret->setName("Turret");
409    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
410  }
411}
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