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source: orxonox.OLD/trunk/src/world_entities/creatures/md2_creature.cc @ 7069

Last change on this file since 7069 was 7069, checked in by patrick, 18 years ago

trunk: md2 models now collide also

File size: 9.8 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  this->toList(OM_GROUP_03);
67}
68
69/**
70 *  creates a new MD2Creature from Xml Data
71 * @param root the xml element containing MD2Creature data
72
73   @todo add more parameters to load
74*/
75MD2Creature::MD2Creature(const TiXmlElement* root)
76{
77  this->init();
78  if (root != NULL)
79    this->loadParams(root);
80
81  //weapons:
82  Weapon* wpRight = new TestGun(0);
83  wpRight->setName("testGun Right");
84  Weapon* wpLeft = new TestGun(1);
85  wpLeft->setName("testGun Left");
86  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
87
88  cannon->setName("BFG");
89
90   this->getWeaponManager()->addWeapon(wpLeft, 1, 0);
91   this->getWeaponManager()->addWeapon(wpRight,1 ,1);
92//   this->getWeaponManager()->addWeapon(cannon, 0, 6);
93
94  //this->getWeaponManager()->addWeapon(turret, 3, 0);
95
96  this->getWeaponManager()->changeWeaponConfig(0);
97}
98
99
100/**
101 * initializes a MD2Creature
102 */
103void MD2Creature::init()
104{
105//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
106  this->setClassID(CL_MD2_CREATURE, "MD2Creature");
107
108  PRINTF(4)("MD2CREATURE INIT\n");
109
110  this->mouseDirX *= Quaternion( M_PI * 0.75f, Vector(0,1,0));
111
112  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bStrafeL = bStrafeR = bJump = false;
113  bFire = false;
114  xMouse = yMouse = 0;
115  mouseSensitivity = 0.003;
116  airViscosity = 0.0;
117  cycle = 0.0;
118
119  this->cameraConnNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
120  this->cameraConnNode.setName("CameraConnectorNode");
121  this->addChild(&this->cameraConnNode);
122  this->cameraConnNode.addChild(State::getCameraTargetNode());
123  this->cameraConnNode.addChild(State::getCameraNode());
124  State::getCameraTargetNode()->setRelCoor(10,0,0);
125
126  travelSpeed = 15.0;
127  this->velocity = Vector(0.0,0.0,0.0);
128
129//   GLGuiButton* button = new GLGuiPushButton();
130//   button->show();
131//   button->setLabel("orxonox");
132//   button->setBindNode(this);
133
134  //add events to the eventlist
135  this->registerEvent(SDLK_w);
136  this->registerEvent(SDLK_s);
137  this->registerEvent(SDLK_a);
138  this->registerEvent(SDLK_d);
139  this->registerEvent(SDLK_SPACE);
140  this->registerEvent(SDLK_q);
141  this->registerEvent(SDLK_e);
142  this->registerEvent(KeyMapper::PEV_FIRE1);
143  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
144  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
145  this->registerEvent(EV_MOUSE_MOTION);
146
147
148
149  this->getWeaponManager()->setSlotCount(7);
150
151  this->getWeaponManager()->setSlotPosition(0, Vector(-0.5, .2, -1.9));
152  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
153
154  this->getWeaponManager()->setSlotPosition(1, Vector(-0.5, .2, 1.9));
155  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
156
157  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
158  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
159
160  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
161  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
162
163  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
164  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
165
166  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
167  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
168//
169   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
170   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
171   //
172
173   this->cameraConnNode.addChild(this->getWeaponManager()->getFixedTarget());
174  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
175
176  this->getWeaponManager()->getFixedTarget()->setRelCoor(10,0,0);
177
178}
179
180
181void MD2Creature::enter()
182{
183  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
184  this->attachCamera();
185
186}
187
188void MD2Creature::leave()
189{
190  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
191
192
193}
194
195/**
196 * loads the Settings of a MD2Creature from an XML-element.
197 * @param root the XML-element to load the MD2Creature's properties from
198 */
199void MD2Creature::loadParams(const TiXmlElement* root)
200{
201  WorldEntity::loadParams(root);
202}
203
204
205/**
206 *  effect that occurs after the MD2Creature is spawned
207*/
208void MD2Creature::postSpawn ()
209{
210  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
211}
212
213/**
214 *  the action occuring if the MD2Creature left the game
215*/
216void MD2Creature::leftWorld ()
217{}
218
219/**
220 *  this function is called, when two entities collide
221 * @param entity: the world entity with whom it collides
222 *
223 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
224 */
225void MD2Creature::collidesWith(WorldEntity* entity, const Vector& location)
226{
227  PRINTF(0)("Collided with the md2 model\n");
228  //entity->die();
229}
230
231/**
232 *  draws the MD2Creature after transforming it.
233*/
234void MD2Creature::draw () const
235{
236  if (this->getCurrentPlayer() != NULL)
237    WorldEntity::draw();
238//  this->cameraConnNode.debugDraw(0);
239}
240
241
242/**
243 *  the function called for each passing timeSnap
244 * @param time The timespan passed since last update
245*/
246void MD2Creature::tick (float time)
247{
248  Playable::tick(time);
249  if( likely(this->getModel(0) != NULL))
250    ((MD2Model*)this->getModel(0))->tick(time);
251
252
253  // MD2Creature controlled movement
254  this->calculateVelocity(time);
255  Vector move = this->velocity * time;
256  this->shiftCoor (move);
257
258  if( this->bJump)
259  {
260    ((MD2Model*)this->getModel(0))->setAnim(JUMP);
261  }
262  else if( this->bFire)
263  {
264    if( ((MD2Model*)this->getModel(0))->getAnim() != ATTACK) ((MD2Model*)this->getModel(0))->setAnim(ATTACK);
265  }
266  else if( fabs(move.len()) > 0.0f)
267  {
268    if( ((MD2Model*)this->getModel(0))->getAnim() != RUN) ((MD2Model*)this->getModel(0))->setAnim(RUN);
269  }
270  else
271  {
272    if( ((MD2Model*)this->getModel(0))->getAnim() != STAND) ((MD2Model*)this->getModel(0))->setAnim(STAND);
273  }
274
275
276  //orient the MD2Creature in direction of the mouse
277  this->setAbsDir(mouseDirX);
278  this->cameraConnNode.setRelDir(mouseDirY);
279}
280
281
282/**
283 *  calculate the velocity
284 * @param time the timeslice since the last frame
285*/
286void MD2Creature::calculateVelocity (float time)
287{
288  Vector accel(0.0, 0.0, 0.0);
289  /*
290  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
291  */
292  //float rotVal = 0.0;
293  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
294  /* calculate the direction in which the craft is heading  */
295
296  if( this->bUp )
297   {
298     accel += (this->getAbsDirX())*2;
299   }
300
301  if( this->bDown )
302   {
303     accel -= (this->getAbsDirX())*2;
304   }
305
306  if( this->bLeft/* > -this->getRelCoor().z*2*/)
307  {
308    this->shiftDir(Quaternion(time, Vector(0,1,0)));
309  }
310  if( this->bRight /* > this->getRelCoor().z*2*/)
311  {
312    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
313  }
314
315
316  if( this->bStrafeL /* > -this->getRelCoor().z*2*/)
317  {
318    accel -= this->getAbsDirZ() * 2.0f;
319  }
320  if( this->bStrafeR /* > this->getRelCoor().z*2*/)
321  {
322    accel += this->getAbsDirZ() * 2.0f;
323  }
324  if (this->bAscend )
325  {
326    this->shiftDir(Quaternion(time, Vector(0,0,1)));
327  }
328  if (this->bDescend )
329  {
330    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
331  }
332
333  velocity = accel * 20.0f;
334  //rot.normalize();
335  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
336}
337
338
339
340/**
341 * @todo switch statement ??
342 */
343void MD2Creature::process(const Event &event)
344{
345  Playable::process(event);
346  if( event.type == SDLK_a)
347      this->bStrafeL = event.bPressed;
348  else if( event.type == SDLK_d)
349      this->bStrafeR = event.bPressed;
350  else if( event.type == SDLK_w)
351    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
352  else if( event.type == SDLK_s)
353    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
354  else if( event.type == SDLK_SPACE)
355    this->bJump = event.bPressed;
356  else if( event.type == EV_MOUSE_MOTION)
357  {
358    this->xMouse = event.xRel;
359    this->yMouse = event.yRel;
360    this->mouseDirX *= Quaternion(-M_PI/4*this->xMouse*mouseSensitivity, Vector(0,1,0));
361    this->mouseDirY *= Quaternion(-M_PI/4*this->yMouse*mouseSensitivity, Vector(0,0,1));
362//     if( xMouse*xMouse < 0.9)
363//      this->setAbsDir(mouseDir);
364  }
365}
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