| 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 "objModel.h" |
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| 23 | #include "md2Model.h" |
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| 24 | #include "resource_manager.h" |
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| 25 | #include "state.h" |
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| 26 | |
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| 27 | #include "weapons/weapon_manager.h" |
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| 28 | #include "weapons/test_gun.h" |
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| 29 | #include "weapons/turret.h" |
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| 30 | #include "weapons/cannon.h" |
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| 31 | |
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| 32 | #include "factory.h" |
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| 33 | #include "key_mapper.h" |
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| 34 | #include "event_handler.h" |
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| 35 | |
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| 36 | #include "graphics_engine.h" |
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| 37 | |
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| 38 | using namespace std; |
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| 39 | |
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| 40 | CREATE_FACTORY(MD2Creature, CL_MD2_CREATURE); |
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| 41 | |
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| 42 | /** |
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| 43 | * creates the controlable MD2Creature |
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| 44 | */ |
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| 45 | MD2Creature::MD2Creature() |
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| 46 | { |
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| 47 | this->init(); |
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| 48 | } |
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| 49 | |
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| 50 | /** |
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| 51 | * destructs the MD2Creature, deletes alocated memory |
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| 52 | */ |
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| 53 | MD2Creature::~MD2Creature () |
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| 54 | { |
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| 55 | } |
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| 56 | |
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| 57 | /** |
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| 58 | * loads a MD2Creatures information from a specified file. |
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| 59 | * @param fileName the name of the File to load the MD2Creature from (absolute path) |
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| 60 | */ |
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| 61 | MD2Creature::MD2Creature(const char* fileName) |
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| 62 | { |
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| 63 | this->init(); |
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| 64 | TiXmlDocument doc(fileName); |
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| 65 | |
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| 66 | if(!doc.LoadFile()) |
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| 67 | { |
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| 68 | PRINTF(2)("Loading file %s failed for md2 creature.\n", fileName); |
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| 69 | return; |
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| 70 | } |
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| 71 | |
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| 72 | this->loadParams(doc.RootElement()); |
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| 73 | } |
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| 74 | |
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| 75 | /** |
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| 76 | * creates a new MD2Creature from Xml Data |
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| 77 | * @param root the xml element containing MD2Creature data |
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| 78 | |
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| 79 | @todo add more parameters to load |
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| 80 | */ |
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| 81 | MD2Creature::MD2Creature(const TiXmlElement* root) |
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| 82 | { |
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| 83 | this->init(); |
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| 84 | if (root != NULL) |
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| 85 | this->loadParams(root); |
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| 86 | |
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| 87 | //weapons: |
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| 88 | Weapon* wpRight = new TestGun(0); |
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| 89 | wpRight->setName("testGun Right"); |
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| 90 | Weapon* wpLeft = new TestGun(1); |
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| 91 | wpLeft->setName("testGun Left"); |
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| 92 | Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON)); |
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| 93 | |
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| 94 | cannon->setName("BFG"); |
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| 95 | |
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| 96 | this->getWeaponManager()->addWeapon(wpLeft, 1, 0); |
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| 97 | this->getWeaponManager()->addWeapon(wpRight,1 ,1); |
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| 98 | // this->getWeaponManager()->addWeapon(cannon, 0, 6); |
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| 99 | |
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| 100 | //this->getWeaponManager()->addWeapon(turret, 3, 0); |
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| 101 | |
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| 102 | this->getWeaponManager()->changeWeaponConfig(0); |
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| 103 | } |
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| 104 | |
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| 105 | |
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| 106 | /** |
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| 107 | * initializes a MD2Creature |
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| 108 | */ |
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| 109 | void MD2Creature::init() |
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| 110 | { |
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| 111 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
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| 112 | this->setClassID(CL_MD2_CREATURE, "MD2Creature"); |
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| 113 | |
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| 114 | PRINTF(4)("MD2CREATURE INIT\n"); |
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| 115 | |
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| 116 | EventHandler::getInstance()->grabEvents(true); |
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| 117 | |
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| 118 | this->mouseDirX *= Quaternion( M_PI * 0.75f, Vector(0,1,0)); |
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| 119 | |
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| 120 | bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bStrafeL = bStrafeR = bJump = false; |
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| 121 | bFire = false; |
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| 122 | xMouse = yMouse = 0; |
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| 123 | mouseSensitivity = 0.003; |
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| 124 | airViscosity = 0.0; |
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| 125 | cycle = 0.0; |
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| 126 | |
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| 127 | this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 128 | this->cameraConnNode.setName("CameraConnectorNode"); |
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| 129 | this->addChild(&this->cameraConnNode); |
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| 130 | this->cameraConnNode.addChild(State::getCameraTarget()); |
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| 131 | this->cameraConnNode.addChild(State::getCamera()); |
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| 132 | State::getCameraTarget()->setRelCoor(10,0,0); |
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| 133 | |
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| 134 | travelSpeed = 15.0; |
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| 135 | this->velocity = Vector(0.0,0.0,0.0); |
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| 136 | |
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| 137 | // GLGuiButton* button = new GLGuiPushButton(); |
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| 138 | // button->show(); |
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| 139 | // button->setLabel("orxonox"); |
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| 140 | // button->setBindNode(this); |
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| 141 | |
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| 142 | //add events to the eventlist |
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| 143 | this->registerEvent(SDLK_w); |
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| 144 | this->registerEvent(SDLK_s); |
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| 145 | this->registerEvent(SDLK_a); |
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| 146 | this->registerEvent(SDLK_d); |
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| 147 | this->registerEvent(SDLK_SPACE); |
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| 148 | this->registerEvent(SDLK_q); |
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| 149 | this->registerEvent(SDLK_e); |
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| 150 | this->registerEvent(KeyMapper::PEV_FIRE1); |
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| 151 | this->registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
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| 152 | this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
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| 153 | this->registerEvent(EV_MOUSE_MOTION); |
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| 154 | |
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| 155 | |
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| 156 | |
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| 157 | this->getWeaponManager()->setSlotCount(7); |
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| 158 | |
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| 159 | this->getWeaponManager()->setSlotPosition(0, Vector(-0.5, .2, -1.9)); |
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| 160 | this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 161 | |
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| 162 | this->getWeaponManager()->setSlotPosition(1, Vector(-0.5, .2, 1.9)); |
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| 163 | this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 164 | |
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| 165 | this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 166 | this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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| 167 | |
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| 168 | this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 169 | this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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| 170 | |
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| 171 | this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 172 | this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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| 173 | |
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| 174 | this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 175 | this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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| 176 | // |
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| 177 | this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0)); |
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| 178 | this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 179 | // |
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| 180 | |
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| 181 | this->cameraConnNode.addChild(this->getWeaponManager()->getFixedTarget()); |
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| 182 | this->getWeaponManager()->getFixedTarget()->setRelCoor(10,0,0); |
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| 183 | |
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| 184 | } |
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| 185 | |
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| 186 | |
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| 187 | void MD2Creature::enter() |
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| 188 | { |
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| 189 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true); |
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| 190 | |
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| 191 | |
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| 192 | } |
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| 193 | |
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| 194 | void MD2Creature::leave() |
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| 195 | { |
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| 196 | dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false); |
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| 197 | |
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| 198 | |
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| 199 | } |
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| 200 | |
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| 201 | /** |
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| 202 | * loads the Settings of a MD2Creature from an XML-element. |
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| 203 | * @param root the XML-element to load the MD2Creature's properties from |
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| 204 | */ |
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| 205 | void MD2Creature::loadParams(const TiXmlElement* root) |
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| 206 | { |
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| 207 | static_cast<WorldEntity*>(this)->loadParams(root); |
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| 208 | } |
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| 209 | |
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| 210 | |
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| 211 | /** |
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| 212 | * adds a weapon to the weapon list of the MD2Creature |
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| 213 | * @param weapon to add |
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| 214 | */ |
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| 215 | void MD2Creature::addWeapon(Weapon* weapon) |
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| 216 | { |
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| 217 | this->getWeaponManager()->addWeapon(weapon); |
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| 218 | } |
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| 219 | |
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| 220 | |
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| 221 | /** |
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| 222 | * removes a weapon from the MD2Creature |
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| 223 | * @param weapon to remove |
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| 224 | */ |
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| 225 | void MD2Creature::removeWeapon(Weapon* weapon) |
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| 226 | { |
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| 227 | this->getWeaponManager()->removeWeapon(weapon); |
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| 228 | } |
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| 229 | |
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| 230 | /** |
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| 231 | * effect that occurs after the MD2Creature is spawned |
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| 232 | */ |
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| 233 | void MD2Creature::postSpawn () |
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| 234 | { |
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| 235 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
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| 236 | } |
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| 237 | |
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| 238 | /** |
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| 239 | * the action occuring if the MD2Creature left the game |
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| 240 | */ |
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| 241 | void MD2Creature::leftWorld () |
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| 242 | {} |
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| 243 | |
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| 244 | /** |
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| 245 | * this function is called, when two entities collide |
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| 246 | * @param entity: the world entity with whom it collides |
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| 247 | * |
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| 248 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 249 | */ |
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| 250 | void MD2Creature::collidesWith(WorldEntity* entity, const Vector& location) |
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| 251 | { |
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| 252 | if (entity->isA(CL_TURRET_POWER_UP) ) |
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| 253 | { |
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| 254 | this->ADDWEAPON(); |
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| 255 | } |
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| 256 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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| 257 | } |
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| 258 | |
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| 259 | /** |
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| 260 | * draws the MD2Creature after transforming it. |
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| 261 | */ |
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| 262 | void MD2Creature::draw () const |
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| 263 | { |
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| 264 | WorldEntity::draw(); |
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| 265 | // this->cameraConnNode.debugDraw(0); |
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| 266 | } |
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| 267 | |
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| 268 | |
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| 269 | /** |
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| 270 | * the function called for each passing timeSnap |
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| 271 | * @param time The timespan passed since last update |
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| 272 | */ |
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| 273 | void MD2Creature::tick (float time) |
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| 274 | { |
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| 275 | if( likely(this->getModel(0) != NULL)) |
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| 276 | ((MD2Model*)this->getModel(0))->tick(time); |
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| 277 | |
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| 278 | |
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| 279 | // MD2Creature controlled movement |
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| 280 | this->calculateVelocity(time); |
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| 281 | Vector move = this->velocity * time; |
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| 282 | this->shiftCoor (move); |
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| 283 | |
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| 284 | if( this->bJump) |
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| 285 | { |
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| 286 | ((MD2Model*)this->getModel(0))->setAnim(JUMP); |
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| 287 | } |
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| 288 | else if( this->bFire) |
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| 289 | { |
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| 290 | if( ((MD2Model*)this->getModel(0))->getAnim() != ATTACK) ((MD2Model*)this->getModel(0))->setAnim(ATTACK); |
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| 291 | } |
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| 292 | else if( fabs(move.len()) > 0.0f) |
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| 293 | { |
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| 294 | if( ((MD2Model*)this->getModel(0))->getAnim() != RUN) ((MD2Model*)this->getModel(0))->setAnim(RUN); |
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| 295 | } |
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| 296 | else |
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| 297 | { |
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| 298 | if( ((MD2Model*)this->getModel(0))->getAnim() != STAND) ((MD2Model*)this->getModel(0))->setAnim(STAND); |
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| 299 | } |
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| 300 | |
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| 301 | |
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| 302 | //orient the MD2Creature in direction of the mouse |
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| 303 | this->setAbsDir(mouseDirX); |
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| 304 | this->cameraConnNode.setRelDir(mouseDirY); |
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| 305 | |
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| 306 | this->getWeaponManager()->tick(time); |
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| 307 | // weapon system manipulation |
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| 308 | this->weaponAction(); |
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| 309 | } |
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| 310 | |
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| 311 | |
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| 312 | /** |
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| 313 | * calculate the velocity |
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| 314 | * @param time the timeslice since the last frame |
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| 315 | */ |
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| 316 | void MD2Creature::calculateVelocity (float time) |
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| 317 | { |
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| 318 | Vector accel(0.0, 0.0, 0.0); |
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| 319 | /* |
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| 320 | Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter |
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| 321 | */ |
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| 322 | //float rotVal = 0.0; |
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| 323 | /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ |
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| 324 | /* calculate the direction in which the craft is heading */ |
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| 325 | |
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| 326 | if( this->bUp ) |
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| 327 | { |
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| 328 | accel += (this->getAbsDirX())*2; |
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| 329 | } |
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| 330 | |
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| 331 | if( this->bDown ) |
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| 332 | { |
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| 333 | accel -= (this->getAbsDirX())*2; |
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| 334 | } |
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| 335 | |
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| 336 | if( this->bLeft/* > -this->getRelCoor().z*2*/) |
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| 337 | { |
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| 338 | this->shiftDir(Quaternion(time, Vector(0,1,0))); |
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| 339 | } |
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| 340 | if( this->bRight /* > this->getRelCoor().z*2*/) |
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| 341 | { |
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| 342 | this->shiftDir(Quaternion(-time, Vector(0,1,0))); |
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| 343 | } |
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| 344 | |
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| 345 | |
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| 346 | if( this->bStrafeL /* > -this->getRelCoor().z*2*/) |
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| 347 | { |
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| 348 | accel -= this->getAbsDirZ() * 2.0f; |
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| 349 | } |
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| 350 | if( this->bStrafeR /* > this->getRelCoor().z*2*/) |
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| 351 | { |
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| 352 | accel += this->getAbsDirZ() * 2.0f; |
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| 353 | } |
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| 354 | if (this->bAscend ) |
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| 355 | { |
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| 356 | this->shiftDir(Quaternion(time, Vector(0,0,1))); |
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| 357 | } |
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| 358 | if (this->bDescend ) |
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| 359 | { |
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| 360 | this->shiftDir(Quaternion(-time, Vector(0,0,1))); |
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| 361 | } |
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| 362 | |
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| 363 | velocity = accel * 20.0f; |
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| 364 | //rot.normalize(); |
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| 365 | //this->setRelDirSoft(Quaternion(rotVal, rot), 5); |
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| 366 | } |
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| 367 | |
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| 368 | |
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| 369 | /** |
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| 370 | * weapon manipulation by the player |
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| 371 | */ |
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| 372 | void MD2Creature::weaponAction() |
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| 373 | { |
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| 374 | if( this->bFire) |
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| 375 | { |
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| 376 | this->getWeaponManager()->fire(); |
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| 377 | } |
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| 378 | } |
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| 379 | |
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| 380 | /** |
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| 381 | * @todo switch statement ?? |
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| 382 | */ |
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| 383 | void MD2Creature::process(const Event &event) |
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| 384 | { |
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| 385 | if( event.type == SDLK_a) |
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| 386 | this->bStrafeL = event.bPressed; |
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| 387 | else if( event.type == SDLK_d) |
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| 388 | this->bStrafeR = event.bPressed; |
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| 389 | else if( event.type == KeyMapper::PEV_FIRE1) |
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| 390 | this->bFire = event.bPressed; |
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| 391 | else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) |
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| 392 | this->getWeaponManager()->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; |
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| 393 | else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) |
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| 394 | this->getWeaponManager()->previousWeaponConfig(); |
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| 395 | else if( event.type == SDLK_w) |
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| 396 | this->bUp = event.bPressed; //this->shiftCoor(0,.1,0); |
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| 397 | else if( event.type == SDLK_s) |
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| 398 | this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0); |
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| 399 | else if( event.type == SDLK_SPACE) |
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| 400 | this->bJump = event.bPressed; |
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| 401 | else if( event.type == EV_MOUSE_MOTION) |
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| 402 | { |
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| 403 | this->xMouse = event.xRel; |
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| 404 | this->yMouse = event.yRel; |
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| 405 | this->mouseDirX *= Quaternion(-M_PI/4*this->xMouse*mouseSensitivity, Vector(0,1,0)); |
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| 406 | this->mouseDirY *= Quaternion(-M_PI/4*this->yMouse*mouseSensitivity, Vector(0,0,1)); |
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| 407 | // if( xMouse*xMouse < 0.9) |
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| 408 | // this->setAbsDir(mouseDir); |
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| 409 | } |
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| 410 | } |
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| 411 | |
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| 412 | #include "weapons/aiming_turret.h" |
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| 413 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG |
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| 414 | void MD2Creature::ADDWEAPON() |
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| 415 | { |
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| 416 | Weapon* turret = NULL; |
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| 417 | |
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| 418 | if ((float)rand()/RAND_MAX < .1) |
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| 419 | { |
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| 420 | //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET)) |
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| 421 | { |
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| 422 | turret = new Turret(); |
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| 423 | this->getWeaponManager()->addWeapon(turret, 2); |
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| 424 | this->getWeaponManager()->changeWeaponConfig(2); |
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| 425 | } |
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| 426 | } |
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| 427 | else |
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| 428 | { |
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| 429 | //if (this->getWeaponManager()->hasFreeSlot(3)) |
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| 430 | { |
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| 431 | turret = new AimingTurret(); |
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| 432 | this->getWeaponManager()->addWeapon(turret, 3); |
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| 433 | |
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| 434 | this->getWeaponManager()->changeWeaponConfig(3); |
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| 435 | } |
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| 436 | } |
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| 437 | |
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| 438 | if(turret != NULL) |
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| 439 | { |
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| 440 | turret->setName("Turret"); |
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| 441 | turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); |
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| 442 | } |
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| 443 | } |
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