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source: orxonox.OLD/branches/christmas_branche/src/world_entities/creatures/md2_creature.cc @ 6209

Last change on this file since 6209 was 6209, checked in by bensch, 18 years ago

orxonox/trunk: control works (more or less)

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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#include "state.h"
26
27#include "weapons/weapon_manager.h"
28#include "weapons/test_gun.h"
29#include "weapons/turret.h"
30#include "weapons/cannon.h"
31
32#include "factory.h"
33#include "key_mapper.h"
34#include "event_handler.h"
35
36#include "graphics_engine.h"
37
38using namespace std;
39
40CREATE_FACTORY(MD2Creature, CL_MD2_CREATURE);
41
42/**
43 *  creates the controlable MD2Creature
44 */
45MD2Creature::MD2Creature()
46{
47  this->init();
48}
49
50/**
51 *  destructs the MD2Creature, deletes alocated memory
52 */
53MD2Creature::~MD2Creature ()
54{
55}
56
57/**
58 * loads a MD2Creatures information from a specified file.
59 * @param fileName the name of the File to load the MD2Creature from (absolute path)
60 */
61MD2Creature::MD2Creature(const char* fileName)
62{
63  this->init();
64  TiXmlDocument doc(fileName);
65
66  if(!doc.LoadFile())
67  {
68    PRINTF(2)("Loading file %s failed for md2 creature.\n", fileName);
69    return;
70  }
71
72  this->loadParams(doc.RootElement());
73}
74
75/**
76 *  creates a new MD2Creature from Xml Data
77 * @param root the xml element containing MD2Creature data
78
79   @todo add more parameters to load
80*/
81MD2Creature::MD2Creature(const TiXmlElement* root)
82{
83  this->init();
84  if (root != NULL)
85    this->loadParams(root);
86
87  //weapons:
88  Weapon* wpRight = new TestGun(0);
89  wpRight->setName("testGun Right");
90  Weapon* wpLeft = new TestGun(1);
91  wpLeft->setName("testGun Left");
92  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
93
94  cannon->setName("BFG");
95
96   this->getWeaponManager()->addWeapon(wpLeft, 1, 0);
97   this->getWeaponManager()->addWeapon(wpRight,1 ,1);
98//   this->getWeaponManager()->addWeapon(cannon, 0, 6);
99
100  //this->getWeaponManager()->addWeapon(turret, 3, 0);
101
102  this->getWeaponManager()->changeWeaponConfig(0);
103}
104
105
106/**
107 * initializes a MD2Creature
108 */
109void MD2Creature::init()
110{
111//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
112  this->setClassID(CL_MD2_CREATURE, "MD2Creature");
113
114  PRINTF(4)("MD2CREATURE INIT\n");
115
116  EventHandler::getInstance()->grabEvents(true);
117
118  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bStrafeL = bStrafeR = bJump = false;
119  bFire = false;
120  xMouse = yMouse = 0;
121  mouseSensitivity = 0.003;
122  airViscosity = 0.0;
123  cycle = 0.0;
124
125  this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
126  this->cameraConnNode.setName("CameraConnectorNode");
127  this->addChild(&this->cameraConnNode);
128  this->cameraConnNode.addChild(State::getCameraTarget());
129  State::getCameraTarget()->setRelCoor(10,0,0);
130
131  travelSpeed = 15.0;
132  this->velocity = Vector(0.0,0.0,0.0);
133
134//   GLGuiButton* button = new GLGuiPushButton();
135//   button->show();
136//   button->setLabel("orxonox");
137//   button->setBindNode(this);
138
139  //add events to the eventlist
140  this->registerEvent(SDLK_w);
141  this->registerEvent(SDLK_s);
142  this->registerEvent(SDLK_a);
143  this->registerEvent(SDLK_d);
144  this->registerEvent(SDLK_SPACE);
145  this->registerEvent(SDLK_q);
146  this->registerEvent(SDLK_e);
147  this->registerEvent(KeyMapper::PEV_FIRE1);
148  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
149  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
150  this->registerEvent(EV_MOUSE_MOTION);
151
152
153
154  this->getWeaponManager()->setSlotCount(7);
155
156  this->getWeaponManager()->setSlotPosition(0, Vector(-0.5, .2, -1.9));
157  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
158
159  this->getWeaponManager()->setSlotPosition(1, Vector(-0.5, .2, 1.9));
160  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
161
162  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
163  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
164
165  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
166  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
167
168  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
169  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
170
171  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
172  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
173//
174   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
175   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
176   //
177
178  this->getWeaponManager()->getFixedTarget()->setParent(this);
179  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
180
181}
182
183/**
184 * loads the Settings of a MD2Creature from an XML-element.
185 * @param root the XML-element to load the MD2Creature's properties from
186 */
187void MD2Creature::loadParams(const TiXmlElement* root)
188{
189  static_cast<WorldEntity*>(this)->loadParams(root);
190}
191
192
193/**
194 * adds a weapon to the weapon list of the MD2Creature
195 * @param weapon to add
196*/
197void MD2Creature::addWeapon(Weapon* weapon)
198{
199  this->getWeaponManager()->addWeapon(weapon);
200}
201
202
203/**
204 *  removes a weapon from the MD2Creature
205 * @param weapon to remove
206*/
207void MD2Creature::removeWeapon(Weapon* weapon)
208{
209  this->getWeaponManager()->removeWeapon(weapon);
210}
211
212/**
213 *  effect that occurs after the MD2Creature is spawned
214*/
215void MD2Creature::postSpawn ()
216{
217  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
218}
219
220/**
221 *  the action occuring if the MD2Creature left the game
222*/
223void MD2Creature::leftWorld ()
224{}
225
226/**
227 *  this function is called, when two entities collide
228 * @param entity: the world entity with whom it collides
229 *
230 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
231 */
232void MD2Creature::collidesWith(WorldEntity* entity, const Vector& location)
233{
234  if (entity->isA(CL_TURRET_POWER_UP) )
235  {
236    this->ADDWEAPON();
237    }
238//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
239}
240
241/**
242 *  draws the MD2Creature after transforming it.
243*/
244void MD2Creature::draw () const
245{
246  this->drawLODsafe();
247
248//  this->cameraConnNode.debugDraw(0);
249}
250
251
252/**
253 *  the function called for each passing timeSnap
254 * @param time The timespan passed since last update
255*/
256void MD2Creature::tick (float time)
257{
258  if( likely(this->getModel(0) != NULL))
259    ((MD2Model*)this->getModel(0))->tick(time);
260
261
262  // MD2Creature controlled movement
263  this->calculateVelocity(time);
264  Vector move = this->velocity * time;
265  this->shiftCoor (move);
266
267  if( this->bJump)
268  {
269    ((MD2Model*)this->getModel(0))->setAnim(JUMP);
270  }
271  else if( this->bFire)
272  {
273    if( ((MD2Model*)this->getModel(0))->getAnim() != ATTACK) ((MD2Model*)this->getModel(0))->setAnim(ATTACK);
274  }
275  else if( fabs(move.len()) > 0.0f)
276  {
277    if( ((MD2Model*)this->getModel(0))->getAnim() != RUN) ((MD2Model*)this->getModel(0))->setAnim(RUN);
278  }
279  else
280  {
281    if( ((MD2Model*)this->getModel(0))->getAnim() != STAND) ((MD2Model*)this->getModel(0))->setAnim(STAND);
282  }
283
284
285  //orient the MD2Creature in direction of the mouse
286  this->setAbsDir( /*rotQuat*/ mouseDirX);
287  this->cameraConnNode.setAbsDirSoft(mouseDirX*mouseDirY, 10);
288
289  this->getWeaponManager()->tick(time);
290  // weapon system manipulation
291  this->weaponAction();
292}
293
294
295/**
296 *  calculate the velocity
297 * @param time the timeslice since the last frame
298*/
299void MD2Creature::calculateVelocity (float time)
300{
301  Vector accel(0.0, 0.0, 0.0);
302  /*
303  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
304  */
305  //float rotVal = 0.0;
306  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
307  /* calculate the direction in which the craft is heading  */
308
309  if( this->bUp )
310   {
311     accel += (this->getAbsDirX())*2;
312   }
313
314  if( this->bDown )
315   {
316     accel -= (this->getAbsDirX())*2;
317   }
318
319  if( this->bLeft/* > -this->getRelCoor().z*2*/)
320  {
321    this->shiftDir(Quaternion(time, Vector(0,1,0)));
322  }
323  if( this->bRight /* > this->getRelCoor().z*2*/)
324  {
325    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
326  }
327
328
329  if( this->bStrafeL /* > -this->getRelCoor().z*2*/)
330  {
331    accel -= this->getAbsDirZ() * 2.0f;
332  }
333  if( this->bStrafeR /* > this->getRelCoor().z*2*/)
334  {
335    accel += this->getAbsDirZ() * 2.0f;
336  }
337  if (this->bAscend )
338  {
339    this->shiftDir(Quaternion(time, Vector(0,0,1)));
340  }
341  if (this->bDescend )
342  {
343    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
344  }
345
346  velocity = accel * 30.0f;
347  //rot.normalize();
348  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
349}
350
351
352/**
353 * weapon manipulation by the player
354*/
355void MD2Creature::weaponAction()
356{
357  if( this->bFire)
358    {
359      this->getWeaponManager()->fire();
360    }
361}
362
363/**
364 * @todo switch statement ??
365 */
366void MD2Creature::process(const Event &event)
367{
368  if( event.type == SDLK_a)
369      this->bStrafeL = event.bPressed;
370  else if( event.type == SDLK_d)
371      this->bStrafeR = event.bPressed;
372  else if( event.type == KeyMapper::PEV_FIRE1)
373      this->bFire = event.bPressed;
374  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
375    this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange;
376  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
377    this->getWeaponManager()->previousWeaponConfig();
378  else if( event.type == SDLK_w)
379    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
380  else if( event.type == SDLK_s)
381    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
382  else if( event.type == SDLK_SPACE)
383    this->bJump = event.bPressed;
384  else if( event.type == EV_MOUSE_MOTION)
385  {
386    this->xMouse = event.xRel;
387    this->yMouse = event.yRel;
388    this->mouseDirX *= Quaternion(-M_PI/4*this->xMouse*mouseSensitivity, Vector(0,1,0));
389    this->mouseDirY *= Quaternion(-M_PI/4*this->yMouse*mouseSensitivity, Vector(0,0,1));
390//     if( xMouse*xMouse < 0.9)
391//      this->setAbsDir(mouseDir);
392  }
393}
394
395#include "weapons/aiming_turret.h"
396// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
397void MD2Creature::ADDWEAPON()
398{
399  Weapon* turret = NULL;
400
401  if ((float)rand()/RAND_MAX < .1)
402  {
403    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
404    {
405      turret = new Turret();
406      this->getWeaponManager()->addWeapon(turret, 2);
407      this->getWeaponManager()->changeWeaponConfig(2);
408    }
409  }
410  else
411  {
412    //if (this->getWeaponManager()->hasFreeSlot(3))
413    {
414      turret = new AimingTurret();
415      this->getWeaponManager()->addWeapon(turret, 3);
416
417      this->getWeaponManager()->changeWeaponConfig(3);
418    }
419  }
420
421  if(turret != NULL)
422  {
423    turret->setName("Turret");
424    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
425  }
426}
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