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source: orxonox.OLD/trunk/src/world_entities/creatures/md2_creature.cc @ 7014

Last change on this file since 7014 was 7014, checked in by bensch, 18 years ago

trunk: new algorithm for the Camera-Distance

File size: 9.5 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer:
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "executor/executor.h"
20#include "md2_creature.h"
21
22#include "objModel.h"
23#include "md2Model.h"
24#include "resource_manager.h"
25#include "state.h"
26
27#include "weapons/weapon_manager.h"
28#include "weapons/test_gun.h"
29#include "weapons/turret.h"
30#include "weapons/cannon.h"
31
32#include "factory.h"
33#include "key_mapper.h"
34#include "event_handler.h"
35
36#include "graphics_engine.h"
37
38using namespace std;
39
40CREATE_FACTORY(MD2Creature, CL_MD2_CREATURE);
41
42/**
43 *  destructs the MD2Creature, deletes alocated memory
44 */
45MD2Creature::~MD2Creature ()
46{
47  this->setPlayer(NULL);
48}
49
50/**
51 * loads a MD2Creatures information from a specified file.
52 * @param fileName the name of the File to load the MD2Creature from (absolute path)
53 */
54MD2Creature::MD2Creature(const char* fileName)
55{
56  this->init();
57  TiXmlDocument doc(fileName);
58
59  if(!doc.LoadFile())
60  {
61    PRINTF(2)("Loading file %s failed for md2 creature.\n", fileName);
62    return;
63  }
64
65  this->loadParams(doc.RootElement());
66}
67
68/**
69 *  creates a new MD2Creature from Xml Data
70 * @param root the xml element containing MD2Creature data
71
72   @todo add more parameters to load
73*/
74MD2Creature::MD2Creature(const TiXmlElement* root)
75{
76  this->init();
77  if (root != NULL)
78    this->loadParams(root);
79
80  //weapons:
81  Weapon* wpRight = new TestGun(0);
82  wpRight->setName("testGun Right");
83  Weapon* wpLeft = new TestGun(1);
84  wpLeft->setName("testGun Left");
85  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
86
87  cannon->setName("BFG");
88
89   this->getWeaponManager()->addWeapon(wpLeft, 1, 0);
90   this->getWeaponManager()->addWeapon(wpRight,1 ,1);
91//   this->getWeaponManager()->addWeapon(cannon, 0, 6);
92
93  //this->getWeaponManager()->addWeapon(turret, 3, 0);
94
95  this->getWeaponManager()->changeWeaponConfig(0);
96}
97
98
99/**
100 * initializes a MD2Creature
101 */
102void MD2Creature::init()
103{
104//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
105  this->setClassID(CL_MD2_CREATURE, "MD2Creature");
106
107  PRINTF(4)("MD2CREATURE INIT\n");
108
109  this->mouseDirX *= Quaternion( M_PI * 0.75f, Vector(0,1,0));
110
111  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bStrafeL = bStrafeR = bJump = false;
112  bFire = false;
113  xMouse = yMouse = 0;
114  mouseSensitivity = 0.003;
115  airViscosity = 0.0;
116  cycle = 0.0;
117
118  this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
119  this->cameraConnNode.setName("CameraConnectorNode");
120  this->addChild(&this->cameraConnNode);
121  this->cameraConnNode.addChild(State::getCameraTargetNode());
122  this->cameraConnNode.addChild(State::getCameraNode());
123  State::getCameraTargetNode()->setRelCoor(10,0,0);
124
125  travelSpeed = 15.0;
126  this->velocity = Vector(0.0,0.0,0.0);
127
128//   GLGuiButton* button = new GLGuiPushButton();
129//   button->show();
130//   button->setLabel("orxonox");
131//   button->setBindNode(this);
132
133  //add events to the eventlist
134  this->registerEvent(SDLK_w);
135  this->registerEvent(SDLK_s);
136  this->registerEvent(SDLK_a);
137  this->registerEvent(SDLK_d);
138  this->registerEvent(SDLK_SPACE);
139  this->registerEvent(SDLK_q);
140  this->registerEvent(SDLK_e);
141  this->registerEvent(KeyMapper::PEV_FIRE1);
142  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
143  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
144  this->registerEvent(EV_MOUSE_MOTION);
145
146
147
148  this->getWeaponManager()->setSlotCount(7);
149
150  this->getWeaponManager()->setSlotPosition(0, Vector(-0.5, .2, -1.9));
151  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
152
153  this->getWeaponManager()->setSlotPosition(1, Vector(-0.5, .2, 1.9));
154  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
155
156  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
157  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
158
159  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
160  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
161
162  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
163  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
164
165  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
166  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
167//
168   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
169   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
170   //
171
172   this->cameraConnNode.addChild(this->getWeaponManager()->getFixedTarget());
173  this->getWeaponManager()->getFixedTarget()->setRelCoor(10,0,0);
174
175}
176
177
178void MD2Creature::enter()
179{
180  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
181
182
183}
184
185void MD2Creature::leave()
186{
187  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
188
189
190}
191
192/**
193 * loads the Settings of a MD2Creature from an XML-element.
194 * @param root the XML-element to load the MD2Creature's properties from
195 */
196void MD2Creature::loadParams(const TiXmlElement* root)
197{
198  WorldEntity::loadParams(root);
199}
200
201
202/**
203 *  effect that occurs after the MD2Creature is spawned
204*/
205void MD2Creature::postSpawn ()
206{
207  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
208}
209
210/**
211 *  the action occuring if the MD2Creature left the game
212*/
213void MD2Creature::leftWorld ()
214{}
215
216/**
217 *  this function is called, when two entities collide
218 * @param entity: the world entity with whom it collides
219 *
220 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
221 */
222void MD2Creature::collidesWith(WorldEntity* entity, const Vector& location)
223{
224
225}
226
227/**
228 *  draws the MD2Creature after transforming it.
229*/
230void MD2Creature::draw () const
231{
232  WorldEntity::draw();
233//  this->cameraConnNode.debugDraw(0);
234}
235
236
237/**
238 *  the function called for each passing timeSnap
239 * @param time The timespan passed since last update
240*/
241void MD2Creature::tick (float time)
242{
243  Playable::tick(time);
244  if( likely(this->getModel(0) != NULL))
245    ((MD2Model*)this->getModel(0))->tick(time);
246
247
248  // MD2Creature controlled movement
249  this->calculateVelocity(time);
250  Vector move = this->velocity * time;
251  this->shiftCoor (move);
252
253  if( this->bJump)
254  {
255    ((MD2Model*)this->getModel(0))->setAnim(JUMP);
256  }
257  else if( this->bFire)
258  {
259    if( ((MD2Model*)this->getModel(0))->getAnim() != ATTACK) ((MD2Model*)this->getModel(0))->setAnim(ATTACK);
260  }
261  else if( fabs(move.len()) > 0.0f)
262  {
263    if( ((MD2Model*)this->getModel(0))->getAnim() != RUN) ((MD2Model*)this->getModel(0))->setAnim(RUN);
264  }
265  else
266  {
267    if( ((MD2Model*)this->getModel(0))->getAnim() != STAND) ((MD2Model*)this->getModel(0))->setAnim(STAND);
268  }
269
270
271  //orient the MD2Creature in direction of the mouse
272  this->setAbsDir(mouseDirX);
273  this->cameraConnNode.setRelDir(mouseDirY);
274}
275
276
277/**
278 *  calculate the velocity
279 * @param time the timeslice since the last frame
280*/
281void MD2Creature::calculateVelocity (float time)
282{
283  Vector accel(0.0, 0.0, 0.0);
284  /*
285  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
286  */
287  //float rotVal = 0.0;
288  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
289  /* calculate the direction in which the craft is heading  */
290
291  if( this->bUp )
292   {
293     accel += (this->getAbsDirX())*2;
294   }
295
296  if( this->bDown )
297   {
298     accel -= (this->getAbsDirX())*2;
299   }
300
301  if( this->bLeft/* > -this->getRelCoor().z*2*/)
302  {
303    this->shiftDir(Quaternion(time, Vector(0,1,0)));
304  }
305  if( this->bRight /* > this->getRelCoor().z*2*/)
306  {
307    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
308  }
309
310
311  if( this->bStrafeL /* > -this->getRelCoor().z*2*/)
312  {
313    accel -= this->getAbsDirZ() * 2.0f;
314  }
315  if( this->bStrafeR /* > this->getRelCoor().z*2*/)
316  {
317    accel += this->getAbsDirZ() * 2.0f;
318  }
319  if (this->bAscend )
320  {
321    this->shiftDir(Quaternion(time, Vector(0,0,1)));
322  }
323  if (this->bDescend )
324  {
325    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
326  }
327
328  velocity = accel * 20.0f;
329  //rot.normalize();
330  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
331}
332
333
334
335/**
336 * @todo switch statement ??
337 */
338void MD2Creature::process(const Event &event)
339{
340  Playable::process(event);
341  if( event.type == SDLK_a)
342      this->bStrafeL = event.bPressed;
343  else if( event.type == SDLK_d)
344      this->bStrafeR = event.bPressed;
345  else if( event.type == SDLK_w)
346    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
347  else if( event.type == SDLK_s)
348    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
349  else if( event.type == SDLK_SPACE)
350    this->bJump = event.bPressed;
351  else if( event.type == EV_MOUSE_MOTION)
352  {
353    this->xMouse = event.xRel;
354    this->yMouse = event.yRel;
355    this->mouseDirX *= Quaternion(-M_PI/4*this->xMouse*mouseSensitivity, Vector(0,1,0));
356    this->mouseDirY *= Quaternion(-M_PI/4*this->yMouse*mouseSensitivity, Vector(0,0,1));
357//     if( xMouse*xMouse < 0.9)
358//      this->setAbsDir(mouseDir);
359  }
360}
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