| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Patrick Boenzli |
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| 13 | co-programmer: |
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| 14 | |
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| 15 | */ |
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| 16 | |
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 18 | |
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| 19 | #include "executor/executor.h" |
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| 20 | #include "md2_creature.h" |
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| 21 | |
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| 22 | #include "obj/objModel.h" |
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| 23 | #include "md2/md2Model.h" |
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| 24 | #include "state.h" |
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| 25 | |
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| 26 | #include "weapons/weapon_manager.h" |
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| 27 | #include "weapons/test_gun.h" |
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| 28 | #include "weapons/turret.h" |
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| 29 | #include "weapons/cannon.h" |
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| 30 | |
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| 31 | #include "util/loading/factory.h" |
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| 32 | #include "key_mapper.h" |
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| 33 | |
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| 34 | #include "graphics_engine.h" |
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| 35 | |
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| 36 | #include "debug.h" |
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| 37 | |
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| 38 | |
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| 39 | ObjectListDefinition(MD2Creature); |
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| 40 | CREATE_FACTORY(MD2Creature); |
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| 41 | |
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| 42 | /** |
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| 43 | * destructs the MD2Creature, deletes alocated memory |
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| 44 | */ |
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| 45 | MD2Creature::~MD2Creature () |
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| 46 | { |
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| 47 | this->setPlayer(NULL); |
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| 48 | } |
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| 49 | |
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| 50 | /** |
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| 51 | * loads a MD2Creatures information from a specified file. |
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| 52 | * @param fileName the name of the File to load the MD2Creature from (absolute path) |
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| 53 | */ |
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| 54 | MD2Creature::MD2Creature(const std::string& fileName) |
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| 55 | { |
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| 56 | this->init(); |
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| 57 | TiXmlDocument doc(fileName); |
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| 58 | |
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| 59 | if(!doc.LoadFile()) |
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| 60 | { |
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| 61 | PRINTF(2)("Loading file %s failed for md2 creature.\n", fileName.c_str()); |
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| 62 | return; |
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| 63 | } |
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| 64 | |
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| 65 | this->loadParams(doc.RootElement()); |
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| 66 | } |
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| 67 | |
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| 68 | /** |
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| 69 | * creates a new MD2Creature from Xml Data |
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| 70 | * @param root the xml element containing MD2Creature data |
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| 71 | |
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| 72 | @todo add more parameters to load |
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| 73 | */ |
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| 74 | MD2Creature::MD2Creature(const TiXmlElement* root) |
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| 75 | { |
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| 76 | this->init(); |
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| 77 | if (root != NULL) |
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| 78 | this->loadParams(root); |
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| 79 | } |
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| 80 | |
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| 81 | |
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| 82 | /** |
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| 83 | * initializes a MD2Creature |
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| 84 | */ |
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| 85 | void MD2Creature::init() |
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| 86 | { |
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| 87 | PRINTF(4)("MD2CREATURE INIT\n"); |
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| 88 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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| 89 | this->registerObject(this, MD2Creature::_objectList); |
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| 90 | |
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| 91 | this->toList(OM_GROUP_01); |
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| 92 | |
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| 93 | //weapons: |
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| 94 | Weapon* wpRight = new TestGun(0); |
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| 95 | wpRight->setName("testGun Right"); |
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| 96 | Weapon* wpLeft = new TestGun(1); |
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| 97 | wpLeft->setName("testGun Left"); |
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| 98 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate("Cannon")); |
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| 99 | |
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| 100 | cannon->setName("BFG"); |
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| 101 | |
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| 102 | this->addWeapon(wpLeft, 1, 0); |
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| 103 | this->addWeapon(wpRight,1 ,1); |
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| 104 | this->getWeaponManager().changeWeaponConfig(0); |
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| 105 | |
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| 106 | |
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| 107 | // pnode camera issue |
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| 108 | this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 109 | this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
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| 110 | this->cameraConnNode.setName("CameraConnectorNode"); |
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| 111 | this->addChild(&this->cameraConnNode); |
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| 112 | this->cameraConnNode.addChild(State::getCameraTargetNode()); |
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| 113 | this->cameraConnNode.addChild(State::getCameraNode()); |
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| 114 | State::getCameraTargetNode()->setRelCoor(10,0,0); |
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| 115 | |
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| 116 | |
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| 117 | |
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| 118 | // control initialisation |
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| 119 | this->mouseDirX *= Quaternion( M_PI * 0.75f, Vector(0,1,0)); |
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| 120 | |
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| 121 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bStrafeL = bStrafeR = bJump = false; |
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| 122 | bFire = false; |
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| 123 | xMouse = yMouse = 0; |
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| 124 | mouseSensitivity = 0.003; |
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| 125 | airViscosity = 0.0; |
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| 126 | cycle = 0.0; |
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| 127 | |
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| 128 | travelSpeed =300.0; |
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| 129 | this->velocity = Vector(0.0,0.0,0.0); |
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| 130 | |
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| 131 | |
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| 132 | //add events to the eventlist |
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| 133 | //add events to the eventlist |
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| 134 | registerEvent(KeyMapper::PEV_FORWARD); |
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| 135 | registerEvent(KeyMapper::PEV_BACKWARD); |
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| 136 | registerEvent(KeyMapper::PEV_LEFT); |
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| 137 | registerEvent(KeyMapper::PEV_RIGHT); |
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| 138 | registerEvent(KeyMapper::PEV_UP); |
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| 139 | registerEvent(KeyMapper::PEV_DOWN); |
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| 140 | registerEvent(KeyMapper::PEV_FIRE1); |
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| 141 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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| 142 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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| 143 | registerEvent(EV_MOUSE_MOTION); |
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| 144 | this->registerEvent(SDLK_SPACE); |
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| 145 | |
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| 146 | |
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| 147 | |
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| 148 | this->getWeaponManager().setSlotCount(7); |
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| 149 | |
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| 150 | this->getWeaponManager().setSlotPosition(0, Vector(-0.5, .2, -1.9)); |
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| 151 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 152 | |
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| 153 | this->getWeaponManager().setSlotPosition(1, Vector(-0.5, .2, 1.9)); |
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| 154 | this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 155 | |
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| 156 | this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 157 | this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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| 158 | |
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| 159 | this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 160 | this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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| 161 | |
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| 162 | this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 163 | this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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| 164 | |
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| 165 | this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 166 | this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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| 167 | // |
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| 168 | this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0)); |
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| 169 | this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 170 | // |
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| 171 | |
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| 172 | this->cameraConnNode.addChild(this->getWeaponManager().getFixedTarget()); |
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| 173 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 174 | |
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| 175 | this->getWeaponManager().getFixedTarget()->setRelCoor(0,0,0); |
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| 176 | |
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| 177 | } |
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| 178 | |
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| 179 | |
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| 180 | /** |
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| 181 | * loads the Settings of a MD2Creature from an XML-element. |
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| 182 | * @param root the XML-element to load the MD2Creature's properties from |
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| 183 | */ |
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| 184 | void MD2Creature::loadParams(const TiXmlElement* root) |
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| 185 | { |
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| 186 | WorldEntity::loadParams(root); |
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| 187 | } |
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| 188 | |
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| 189 | |
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| 190 | void MD2Creature::enter() |
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| 191 | { |
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| 192 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true); |
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| 193 | |
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| 194 | State::getCameraNode()->setParent(&this->cameraConnNode); |
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| 195 | State::getCameraNode()->setRelCoor(0, 0,0); |
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| 196 | State::getCameraTargetNode()->setParentSoft(&this->cameraConnNode); |
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| 197 | |
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| 198 | } |
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| 199 | |
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| 200 | void MD2Creature::leave() |
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| 201 | { |
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| 202 | dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); |
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| 203 | this->detachCamera(); |
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| 204 | } |
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| 205 | |
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| 206 | |
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| 207 | /** |
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| 208 | * effect that occurs after the MD2Creature is spawned |
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| 209 | */ |
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| 210 | void MD2Creature::postSpawn () |
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| 211 | {} |
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| 212 | |
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| 213 | /** |
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| 214 | * the action occuring if the MD2Creature left the game |
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| 215 | */ |
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| 216 | void MD2Creature::leftWorld () |
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| 217 | {} |
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| 218 | |
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| 219 | /** |
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| 220 | * this function is called, when two entities collide |
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| 221 | * @param entity: the world entity with whom it collides |
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| 222 | * |
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| 223 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 224 | */ |
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| 225 | void MD2Creature::collidesWith(WorldEntity* entity, const Vector& location) |
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| 226 | { |
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| 227 | PRINTF(0)("Collided with the md2 model\n"); |
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| 228 | } |
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| 229 | |
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| 230 | /** |
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| 231 | * draws the MD2Creature after transforming it. |
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| 232 | */ |
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| 233 | void MD2Creature::draw () const |
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| 234 | { |
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| 235 | if (this->getCurrentPlayer() != NULL) |
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| 236 | WorldEntity::draw(); |
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| 237 | |
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| 238 | this->cameraConnNode.debugDraw(0); |
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| 239 | } |
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| 240 | |
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| 241 | |
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| 242 | /** |
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| 243 | * the function called for each passing timeSnap |
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| 244 | * @param time The timespan passed since last update |
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| 245 | */ |
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| 246 | void MD2Creature::tick (float time) |
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| 247 | { |
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| 248 | Playable::tick(time); |
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| 249 | if( likely(this->getModel(0) != NULL)) |
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| 250 | ((MD2Model*)this->getModel(0))->tick(time); |
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| 251 | |
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| 252 | |
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| 253 | // MD2Creature controlled movement |
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| 254 | this->calculateVelocity(time); |
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| 255 | Vector move = this->velocity * time; |
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| 256 | this->shiftCoor (move); |
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| 257 | |
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| 258 | |
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| 259 | // handle animations differently |
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| 260 | if( this->bJump && likely(this->getModel(0) != NULL)) |
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| 261 | { |
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| 262 | ((MD2Model*)this->getModel(0))->setAnimation(JUMP); |
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| 263 | } |
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| 264 | else if( this->bFire && likely(this->getModel(0) != NULL)) |
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| 265 | { |
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| 266 | if( ((MD2Model*)this->getModel(0))->getAnimation() != ATTACK) |
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| 267 | ((MD2Model*)this->getModel(0))->setAnimation(ATTACK); |
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| 268 | } |
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| 269 | else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL)) |
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| 270 | { |
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| 271 | if( ((MD2Model*)this->getModel(0))->getAnimation() != RUN) |
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| 272 | ((MD2Model*)this->getModel(0))->setAnimation(RUN); |
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| 273 | } |
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| 274 | else if (likely(this->getModel(0) != NULL)) |
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| 275 | { |
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| 276 | if( ((MD2Model*)this->getModel(0))->getAnimation() != STAND) |
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| 277 | ((MD2Model*)this->getModel(0))->setAnimation(STAND); |
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| 278 | } |
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| 279 | |
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| 280 | |
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| 281 | //orient the MD2Creature in direction of the mouse |
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| 282 | // this->setAbsDir(mouseDirX); |
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| 283 | // this->cameraConnNode.setRelDir(mouseDirY); |
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| 284 | |
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| 285 | this->cameraConnNode.setRelDir(mouseDirY); |
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| 286 | this->setAbsDir(this->mouseDirX); |
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| 287 | } |
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| 288 | |
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| 289 | |
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| 290 | /** |
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| 291 | * calculate the velocity |
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| 292 | * @param time the timeslice since the last frame |
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| 293 | */ |
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| 294 | void MD2Creature::calculateVelocity (float time) |
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| 295 | { |
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| 296 | Vector accel(0.0, 0.0, 0.0); |
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| 297 | /* |
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| 298 | Vector rot(0.0, 0.0, 0.0); // wird ben�igt fr Helicopter |
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| 299 | */ |
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| 300 | //float rotVal = 0.0; |
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| 301 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 302 | /* calculate the direction in which the craft is heading */ |
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| 303 | |
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| 304 | if( bMouseMotion) |
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| 305 | { |
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| 306 | this->mouseDirX *= Quaternion(-M_PI / 4.0f * this->xMouse*mouseSensitivity, Vector(0,1,0)); |
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| 307 | this->mouseDirY *= Quaternion(-M_PI / 4.0f * this->yMouse*mouseSensitivity, Vector(0,0,1)); |
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| 308 | this->bMouseMotion = false; |
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| 309 | } |
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| 310 | |
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| 311 | if( this->bUp ) |
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| 312 | { |
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| 313 | accel += (this->getAbsDirX())*2; |
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| 314 | } |
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| 315 | |
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| 316 | if( this->bDown ) |
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| 317 | { |
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| 318 | accel -= (this->getAbsDirX())*2; |
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| 319 | } |
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| 320 | |
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| 321 | if( this->bLeft/* > -this->getRelCoor().z*2*/) |
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| 322 | { |
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| 323 | this->shiftDir(Quaternion(time, Vector(0,1,0))); |
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| 324 | } |
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| 325 | if( this->bRight /* > this->getRelCoor().z*2*/) |
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| 326 | { |
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| 327 | this->shiftDir(Quaternion(-time, Vector(0,1,0))); |
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| 328 | } |
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| 329 | |
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| 330 | |
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| 331 | if( this->bStrafeL /* > -this->getRelCoor().z*2*/) |
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| 332 | { |
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| 333 | accel -= this->getAbsDirZ() * 2.0f; |
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| 334 | } |
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| 335 | if( this->bStrafeR /* > this->getRelCoor().z*2*/) |
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| 336 | { |
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| 337 | accel += this->getAbsDirZ() * 2.0f; |
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| 338 | } |
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| 339 | if (this->bAscend ) |
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| 340 | { |
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| 341 | this->shiftDir(Quaternion(time, Vector(0,0,1))); |
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| 342 | } |
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| 343 | if (this->bDescend ) |
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| 344 | { |
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| 345 | this->shiftDir(Quaternion(-time, Vector(0,0,1))); |
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| 346 | } |
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| 347 | |
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| 348 | velocity = accel * 40.0f; |
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| 349 | //rot.normalize(); |
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| 350 | //this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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| 351 | } |
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| 352 | |
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| 353 | |
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| 354 | /** |
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| 355 | * @todo switch statement ?? |
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| 356 | */ |
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| 357 | void MD2Creature::process(const Event &event) |
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| 358 | { |
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| 359 | Playable::process(event); |
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| 360 | if( event.type == KeyMapper::PEV_LEFT) |
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| 361 | this->bStrafeL = event.bPressed; |
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| 362 | else if( event.type == KeyMapper::PEV_RIGHT) |
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| 363 | this->bStrafeR = event.bPressed; |
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| 364 | else if( event.type == KeyMapper::PEV_FORWARD) |
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| 365 | this->bUp = event.bPressed; |
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| 366 | else if( event.type == KeyMapper::PEV_BACKWARD) |
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| 367 | this->bDown = event.bPressed; |
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| 368 | else if( event.type == SDLK_SPACE) |
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| 369 | this->bJump = event.bPressed; |
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| 370 | else if( event.type == EV_MOUSE_MOTION) |
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| 371 | { |
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| 372 | this->bMouseMotion = true; |
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| 373 | this->xMouse = event.xRel; |
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| 374 | this->yMouse = event.yRel; |
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| 375 | } |
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| 376 | } |
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