| 1 |  | 
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| 2 |  | 
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| 3 | /* | 
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| 4 |    orxonox - the future of 3D-vertical-scrollers | 
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| 5 |  | 
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| 6 |    Copyright (C) 2004 orx | 
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| 7 |  | 
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| 8 |    This program is free software; you can redistribute it and/or modify | 
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| 9 |    it under the terms of the GNU General Public License as published by | 
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| 10 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 11 |    any later version. | 
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| 12 |  | 
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| 13 |    ### File Specific | 
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| 14 |    main-programmer: Patrick Boenzli | 
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| 15 |    co-programmer: | 
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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 |  | 
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| 20 | #include "executor/executor.h" | 
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| 21 | #include "util/loading/factory.h" | 
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| 22 | #include "util/loading/load_param.h" | 
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| 23 |  | 
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| 24 | #include "kill.h" | 
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| 25 | #include "game_rules.h" | 
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| 26 |  | 
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| 27 | #include "test_entity.h" | 
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| 28 |  | 
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| 29 |  | 
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| 30 | #include "interactive_model.h" | 
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| 31 | #include "md2/md2Model.h" | 
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| 32 |  | 
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| 33 | #include "state.h" | 
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| 34 |  | 
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| 35 | using namespace std; | 
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| 36 |  | 
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| 37 |  | 
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| 38 | CREATE_FACTORY(TestEntity, CL_TEST_ENTITY); | 
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| 39 |  | 
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| 40 |  | 
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| 41 | TestEntity::TestEntity () | 
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| 42 | { | 
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| 43 |   this->init(); | 
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| 44 |   this->md2Model = new MD2Model("models/droidika.md2", "models/droideka.pcx"); | 
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| 45 | } | 
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| 46 |  | 
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| 47 |  | 
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| 48 | //   this->md2Model = new MD2Model("models/tris.md2", "models/tris.pcx"); | 
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| 49 | // this->md2Model = new MD2Model("models/goblin.md2", "maps/goblin.bmp"); | 
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| 50 | //   this->obbTree = new OBBTree(4, (sVec3D*)this->md2Model->data->pVertices, this->md2Model->data->numVertices); | 
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| 51 |  | 
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| 52 |  | 
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| 53 | TestEntity::TestEntity(const TiXmlElement* root) | 
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| 54 | { | 
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| 55 |   this->init(); | 
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| 56 |   if (root != NULL) | 
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| 57 |     this->loadParams(root); | 
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| 58 | } | 
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| 59 |  | 
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| 60 |  | 
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| 61 | TestEntity::~TestEntity () | 
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| 62 | {} | 
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| 63 |  | 
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| 64 |  | 
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| 65 |  | 
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| 66 | void TestEntity::init() | 
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| 67 | { | 
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| 68 |   this->setClassID(CL_TEST_ENTITY, "TestEntity"); | 
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| 69 |   this->toList(OM_GROUP_00); | 
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| 70 |  | 
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| 71 |   this->lastCollided = NULL; | 
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| 72 |   this->bDeath = false; | 
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| 73 | } | 
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| 74 |  | 
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| 75 | /** | 
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| 76 |  * loads the Settings of a MD2Creature from an XML-element. | 
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| 77 |  * @param root the XML-element to load the MD2Creature's properties from | 
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| 78 |  */ | 
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| 79 | void TestEntity::loadParams(const TiXmlElement* root) | 
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| 80 | { | 
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| 81 |   WorldEntity::loadParams(root); | 
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| 82 |  | 
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| 83 |   LoadParam(root, "md2animation", this, TestEntity, setAnim) | 
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| 84 |       .describe("sets the animation of the md2 model") | 
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| 85 |       .defaultValues(1); | 
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| 86 |  | 
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| 87 | } | 
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| 88 |  | 
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| 89 |  | 
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| 90 | void  TestEntity::setAnim(int animationIndex, int animPlaybackMode) | 
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| 91 | { | 
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| 92 |   if( likely(this->getModel(0) != NULL)) | 
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| 93 |     ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); | 
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| 94 | } | 
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| 95 |  | 
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| 96 |  | 
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| 97 | void TestEntity::tick (float time) | 
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| 98 | { | 
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| 99 |   if( likely(this->getModel(0) != NULL)) | 
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| 100 |     ((InteractiveModel*)this->getModel(0))->tick(time); | 
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| 101 |  | 
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| 102 | } | 
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| 103 |  | 
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| 104 |  | 
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| 105 | void TestEntity::collidesWith(WorldEntity* entity, const Vector& location) | 
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| 106 | { | 
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| 107 |   if( this->lastCollided != entity) | 
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| 108 |   { | 
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| 109 |     this->dieHard(); | 
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| 110 |     this->lastCollided = entity; | 
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| 111 |  | 
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| 112 |     if(State::getGameRules()) | 
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| 113 |       State::getGameRules()->registerKill(Kill(entity, this)); | 
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| 114 |   } | 
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| 115 | } | 
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| 116 |  | 
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| 117 |  | 
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| 118 |  | 
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| 119 | void TestEntity::dieHard() | 
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| 120 | { | 
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| 121 |   if( this->bDeath) | 
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| 122 |     return; | 
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| 123 |  | 
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| 124 |   this->bDeath = true; | 
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| 125 |   int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); | 
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| 126 |  | 
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| 127 |   PRINTF(0)("randi = %i\n", randi); | 
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| 128 |  | 
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| 129 |   if( randi == 1) | 
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| 130 |     this->setAnim(DEATH_FALLBACK, MD2_ANIM_ONCE); | 
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| 131 |   else if( randi == 2) | 
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| 132 |     this->setAnim(DEATH_FALLFORWARD, MD2_ANIM_ONCE); | 
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| 133 |   else if( randi == 3) | 
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| 134 |     this->setAnim(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); | 
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| 135 |   else if( randi == 4) | 
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| 136 |     this->setAnim(CROUCH_DEATH, MD2_ANIM_ONCE); | 
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| 137 |   else | 
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| 138 |     this->setAnim(DEATH_FALLBACK, MD2_ANIM_ONCE); | 
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| 139 | } | 
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| 140 |  | 
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