| 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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