[8514] | 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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[9003] | 19 | #include "generic_npc.h" |
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[8514] | 20 | |
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[9003] | 21 | |
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[8514] | 22 | #include "util/loading/factory.h" |
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| 23 | #include "util/loading/load_param.h" |
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| 24 | |
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| 25 | #include "interactive_model.h" |
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| 26 | #include "md2/md2Model.h" |
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| 27 | |
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[8516] | 28 | #include "sound_buffer.h" |
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[9869] | 29 | #include "resource_sound_buffer.h" |
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[8516] | 30 | |
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[9869] | 31 | #include "sound/resource_sound_buffer.h" |
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[8516] | 32 | |
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[9869] | 33 | #include "bsp_entity.h" |
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[9919] | 34 | #include "terrain.h" |
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[8514] | 35 | |
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[9869] | 36 | #include "class_id_DEPRECATED.h" |
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| 37 | ObjectListDefinitionID(GenericNPC, CL_GENERIC_NPC); |
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| 38 | CREATE_FACTORY(GenericNPC); |
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[8514] | 39 | |
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[8894] | 40 | #include "script_class.h" |
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[9869] | 41 | CREATE_SCRIPTABLE_CLASS(GenericNPC, |
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[9003] | 42 | // Move |
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[9869] | 43 | addMethod("walkTo", Executor3<GenericNPC, lua_State*,float,float,float>(&GenericNPC::walkTo)) |
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| 44 | ->addMethod("runTo", Executor3<GenericNPC, lua_State*,float,float,float>(&GenericNPC::runTo)) |
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| 45 | ->addMethod("turnTo", Executor1<GenericNPC, lua_State*,float>(&GenericNPC::turnTo)) |
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| 46 | ->addMethod("finalGoalReached", Executor0ret<GenericNPC, lua_State*,bool>(&GenericNPC::finalGoalReached)) |
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| 47 | ->addMethod("stop", Executor0<GenericNPC, lua_State*>(&GenericNPC::stop)) |
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| 48 | ->addMethod("resume", Executor0<GenericNPC, lua_State*>(&GenericNPC::resume)) |
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| 49 | ->addMethod("playAnimation", Executor2<GenericNPC, lua_State*,int,int>(&GenericNPC::playAnimation)) |
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[9003] | 50 | // Display |
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[9869] | 51 | ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide)) |
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| 52 | ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide)) |
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[9003] | 53 | // Coordinates |
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[9869] | 54 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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| 55 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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| 56 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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| 57 | ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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| 58 | ->addMethod("setAbsDir", Executor4<PNode, lua_State*,float,float,float,float>(&PNode::setAbsDir)) |
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[8894] | 59 | ); |
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[8514] | 60 | |
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| 61 | |
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[8894] | 62 | |
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[8514] | 63 | /** |
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| 64 | * constructor |
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| 65 | */ |
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| 66 | GenericNPC::GenericNPC(const TiXmlElement* root) |
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[9003] | 67 | : NPC(root) |
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[8514] | 68 | { |
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| 69 | this->init(); |
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| 70 | |
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| 71 | if (root != NULL) |
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| 72 | this->loadParams(root); |
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| 73 | } |
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| 74 | |
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| 75 | |
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| 76 | /** |
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| 77 | * deconstructor |
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| 78 | */ |
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| 79 | GenericNPC::~GenericNPC () |
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[9003] | 80 | {} |
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[8514] | 81 | |
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| 82 | |
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| 83 | /** |
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| 84 | * initializing the npc enity |
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| 85 | */ |
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| 86 | void GenericNPC::init() |
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| 87 | { |
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[9869] | 88 | this->registerObject(this, GenericNPC::_objectList); |
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[9235] | 89 | |
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[8514] | 90 | this->toList(OM_GROUP_00); |
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[8516] | 91 | |
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[9869] | 92 | this->soundBuffer = OrxSound::ResourceSoundBuffer("sound/rain.wav"); |
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[8705] | 93 | |
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[8894] | 94 | time = 30.0f; |
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[9003] | 95 | |
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[9061] | 96 | this->behaviourList = new std::list<GenericNPC::Anim>; |
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| 97 | |
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[8705] | 98 | // collision reaction registration |
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[9919] | 99 | //this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, BspEntity::staticClassID()); |
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| 100 | this->subscribeReaction(CREngine::CR_PHYSICS_FULL_WALK, Terrain::staticClassID()); |
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[8514] | 101 | } |
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| 102 | |
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| 103 | |
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| 104 | /** |
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| 105 | * loads the Settings of a MD2Creature from an XML-element. |
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| 106 | * @param root the XML-element to load the MD2Creature's properties from |
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| 107 | */ |
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| 108 | void GenericNPC::loadParams(const TiXmlElement* root) |
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| 109 | { |
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[8705] | 110 | NPC::loadParams(root); |
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[8514] | 111 | |
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| 112 | } |
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| 113 | |
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| 114 | |
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| 115 | /** |
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| 116 | * sets the animation of this npc |
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| 117 | * @param anumationIndex: the animation index |
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| 118 | * @param anumPlaybackMode: the playback mode |
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| 119 | */ |
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| 120 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
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| 121 | { |
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| 122 | if( likely(this->getModel(0) != NULL)) |
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| 123 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 124 | } |
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| 125 | |
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| 126 | |
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[9003] | 127 | |
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[8514] | 128 | /** |
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[9003] | 129 | * @returns the current animation number |
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| 130 | */ |
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| 131 | int GenericNPC::getAnimation() |
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| 132 | { |
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| 133 | if( likely(this->getModel(0) != NULL)) |
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| 134 | return ((InteractiveModel*)this->getModel(0))->getAnimation(); |
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| 135 | else |
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| 136 | return -1; |
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| 137 | } |
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| 138 | |
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| 139 | |
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| 140 | |
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| 141 | /** |
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| 142 | * @returns true if animation is finished |
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| 143 | */ |
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| 144 | bool GenericNPC::isAnimationFinished() |
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| 145 | { |
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| 146 | if( likely(this->getModel(0) != NULL)) |
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| 147 | return ((InteractiveModel*)this->getModel(0))->isAnimationFinished(); |
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| 148 | else |
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| 149 | return false; |
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| 150 | } |
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| 151 | |
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| 152 | |
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| 153 | /** |
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| 154 | * sets the animation speed of this entity |
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| 155 | */ |
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| 156 | void GenericNPC::setAnimationSpeed(float speed) |
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| 157 | { |
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| 158 | if( likely(this->getModel(0) != NULL)) |
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| 159 | ((InteractiveModel*)this->getModel(0))->setAnimationSpeed(speed); |
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| 160 | } |
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| 161 | |
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| 162 | |
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| 163 | |
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| 164 | /** |
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[8514] | 165 | * sets the animation of this npc |
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| 166 | * @param anumationIndex: the animation index |
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| 167 | * @param anumPlaybackMode: the playback mode |
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| 168 | */ |
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[8705] | 169 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
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[8514] | 170 | { |
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| 171 | if( likely(this->getModel(0) != NULL)) |
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| 172 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 173 | |
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| 174 | } |
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| 175 | |
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| 176 | |
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| 177 | /** |
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| 178 | * play a sound |
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| 179 | * @param filename: name of the file |
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| 180 | */ |
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[9061] | 181 | void GenericNPC::playSound(const std::string& filename) |
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[9003] | 182 | {} |
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[8705] | 183 | |
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[8514] | 184 | |
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| 185 | |
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| 186 | /** |
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[9003] | 187 | * stops the generic animation |
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[8514] | 188 | */ |
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[9003] | 189 | void GenericNPC::stop() |
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[9061] | 190 | { |
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| 191 | this->animationStack.push(this->behaviourList); |
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| 192 | this->behaviourList = new std::list<GenericNPC::Anim>; |
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[9110] | 193 | |
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| 194 | if( this->getAnimation() != STAND) |
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| 195 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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[9061] | 196 | } |
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[8590] | 197 | |
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[8802] | 198 | |
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[9061] | 199 | /** |
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| 200 | * continue the generic animation |
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| 201 | */ |
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| 202 | void GenericNPC::resume() |
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| 203 | { |
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[9110] | 204 | if( this->animationStack.size() == 0) |
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| 205 | return; |
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| 206 | |
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[9061] | 207 | delete this->behaviourList; |
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| 208 | this->behaviourList = this->animationStack.top(); |
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| 209 | this->animationStack.pop(); |
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| 210 | } |
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[8802] | 211 | |
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[9061] | 212 | |
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| 213 | /** |
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| 214 | * each animation has to be initialized here |
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| 215 | */ |
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[9235] | 216 | /** |
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| 217 | * |
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| 218 | */ |
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[9003] | 219 | void GenericNPC::initNPC() |
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| 220 | { |
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[9061] | 221 | if (!this->behaviourList->empty()) |
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[9003] | 222 | { |
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[9061] | 223 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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[8802] | 224 | |
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[9061] | 225 | switch(this->behaviourList->front().type) |
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[9003] | 226 | { |
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| 227 | case Walk: |
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| 228 | { |
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| 229 | if( this->getAnimation() != RUN) |
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| 230 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8894] | 231 | |
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[9003] | 232 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
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| 233 | dir.y = 0.0f; |
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[9110] | 234 | dir.normalize(); |
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[9003] | 235 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
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[8894] | 236 | |
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[9003] | 237 | this->setAnimationSpeed(0.5f); |
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| 238 | } |
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[9869] | 239 | break; |
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[9003] | 240 | case Run: |
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| 241 | { |
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| 242 | if( this->getAnimation() != RUN) |
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| 243 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8802] | 244 | |
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[9003] | 245 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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[9061] | 246 | dir.y = 0.0f; |
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| 247 | dir.getNormalized(); |
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[9003] | 248 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
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[8590] | 249 | |
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[9003] | 250 | this->setAnimationSpeed(1.0f); |
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| 251 | } |
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[9869] | 252 | break; |
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[9003] | 253 | case Crouch: |
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| 254 | { |
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| 255 | if( this->getAnimation() != CROUCH_WALK) |
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| 256 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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[8590] | 257 | |
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[9003] | 258 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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[9061] | 259 | dir.y = 0.0f; |
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| 260 | dir.getNormalized(); |
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[9003] | 261 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
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[8802] | 262 | |
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[9003] | 263 | this->setAnimationSpeed(1.0f); |
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| 264 | } |
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[9869] | 265 | break; |
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[9003] | 266 | case LookAt: |
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[9869] | 267 | if( this->getAnimation() != STAND) |
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| 268 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 269 | break; |
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[9003] | 270 | case Shoot: |
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[9869] | 271 | if( this->getAnimation() != STAND) |
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| 272 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 273 | break; |
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[8894] | 274 | |
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[9003] | 275 | default: |
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[9869] | 276 | if( this->getAnimation() != STAND) |
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| 277 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 278 | break; |
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[8894] | 279 | |
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[9003] | 280 | } |
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| 281 | } |
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[8802] | 282 | } |
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| 283 | |
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| 284 | |
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[9003] | 285 | void GenericNPC::nextStep() |
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[8805] | 286 | { |
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[9061] | 287 | if (!this->behaviourList->empty()) |
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| 288 | this->behaviourList->pop_front(); |
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[9003] | 289 | else |
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| 290 | return; |
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[8805] | 291 | |
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| 292 | |
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[9061] | 293 | if (!this->behaviourList->empty()) |
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[9003] | 294 | { |
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[9061] | 295 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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[8894] | 296 | |
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[9003] | 297 | switch( currentAnimation.type) |
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| 298 | { |
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| 299 | case Walk: |
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| 300 | { |
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| 301 | if( this->getAnimation() != RUN) |
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| 302 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8894] | 303 | |
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[9061] | 304 | |
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[9003] | 305 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
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| 306 | dir.y = 0.0f; |
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| 307 | dir.getNormalized(); |
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| 308 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
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[8894] | 309 | |
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[9003] | 310 | this->setAnimationSpeed(0.5f); |
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| 311 | } |
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[9869] | 312 | break; |
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[9003] | 313 | case Run: |
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| 314 | { |
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| 315 | if( this->getAnimation() != RUN) |
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| 316 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8894] | 317 | |
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[9003] | 318 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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[9061] | 319 | dir.y = 0.0f; |
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| 320 | dir.getNormalized(); |
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[9003] | 321 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
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[8894] | 322 | |
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[9003] | 323 | this->setAnimationSpeed(1.0f); |
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| 324 | } |
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[9869] | 325 | break; |
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[9003] | 326 | case Crouch: |
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| 327 | { |
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| 328 | if( this->getAnimation() != CROUCH_WALK) |
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| 329 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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[8894] | 330 | |
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[9003] | 331 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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[9061] | 332 | dir.y = 0.0f; |
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| 333 | dir.getNormalized(); |
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[9003] | 334 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
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[8894] | 335 | |
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[9003] | 336 | this->setAnimationSpeed(1.0f); |
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| 337 | } |
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[9869] | 338 | break; |
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[9003] | 339 | case LookAt: |
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| 340 | { |
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| 341 | if( this->getAnimation() != STAND) |
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| 342 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 343 | } |
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[9869] | 344 | break; |
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[9003] | 345 | case Shoot: |
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[9869] | 346 | if( this->getAnimation() != STAND) |
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[9003] | 347 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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[9869] | 348 | break; |
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[8894] | 349 | |
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[9003] | 350 | default: |
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[9869] | 351 | if( this->getAnimation() != STAND) |
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[9003] | 352 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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[9869] | 353 | break; |
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[9003] | 354 | |
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| 355 | } |
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[8894] | 356 | } |
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[9003] | 357 | else |
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| 358 | { |
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| 359 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 360 | } |
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[8894] | 361 | } |
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| 362 | |
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| 363 | |
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| 364 | |
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| 365 | |
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[9003] | 366 | void GenericNPC::walkTo(const Vector& coordinate) |
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[8894] | 367 | { |
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| 368 | |
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[9003] | 369 | GenericNPC::Anim anim; |
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| 370 | anim.v = coordinate; |
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| 371 | anim.type = Walk; |
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| 372 | anim.speed = 30.0f; |
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[8894] | 373 | |
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[9061] | 374 | if( this->behaviourList->empty()) |
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[8894] | 375 | { |
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[9061] | 376 | this->behaviourList->push_back(anim); |
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[9003] | 377 | this->initNPC(); |
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| 378 | } |
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| 379 | else |
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[9061] | 380 | this->behaviourList->push_back(anim); |
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[9003] | 381 | } |
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[8894] | 382 | |
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[9003] | 383 | void GenericNPC::walkTo(float x, float y, float z) |
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| 384 | { |
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| 385 | //printf("Walking to %f, %f, %f \n",x,y,z); |
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| 386 | this->walkTo(Vector(x,y,z)); |
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[8894] | 387 | |
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[9003] | 388 | } |
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[8894] | 389 | |
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[9003] | 390 | /* running functions */ |
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| 391 | void GenericNPC::runTo(const Vector& coordinate) |
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| 392 | { |
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| 393 | GenericNPC::Anim anim; |
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| 394 | anim.v = coordinate; |
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| 395 | anim.type = Run; |
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| 396 | anim.speed = 60.0f; |
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[8894] | 397 | |
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[9061] | 398 | if( this->behaviourList->empty()) |
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[9003] | 399 | { |
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[9061] | 400 | this->behaviourList->push_back(anim); |
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[9003] | 401 | this->initNPC(); |
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[8894] | 402 | } |
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[9003] | 403 | else |
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[9061] | 404 | this->behaviourList->push_back(anim); |
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[9003] | 405 | } |
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[8894] | 406 | |
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[9003] | 407 | void GenericNPC::runTo(float x, float y, float z) |
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| 408 | { |
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| 409 | this->runTo(Vector(x,y,z)); |
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[8894] | 410 | } |
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| 411 | |
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[9003] | 412 | /* couching functinos */ |
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| 413 | void GenericNPC::crouchTo(const Vector& coordinate) |
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| 414 | { |
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| 415 | GenericNPC::Anim anim; |
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| 416 | anim.v = coordinate; |
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| 417 | anim.type = Crouch; |
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[8894] | 418 | |
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[9061] | 419 | if( this->behaviourList->empty()) |
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[9003] | 420 | { |
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[9061] | 421 | this->behaviourList->push_back(anim); |
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[9003] | 422 | this->initNPC(); |
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| 423 | } |
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| 424 | else |
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[9061] | 425 | this->behaviourList->push_back(anim); |
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[9003] | 426 | } |
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| 427 | void GenericNPC::crouchTo(float x, float y, float z) |
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[8894] | 428 | { |
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[9003] | 429 | this->crouchTo(Vector(x,y,z)); |
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[8894] | 430 | } |
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| 431 | |
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| 432 | |
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| 433 | |
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[9003] | 434 | void GenericNPC::turnTo(float degreeInY) |
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[8894] | 435 | { |
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[9003] | 436 | GenericNPC::Anim anim; |
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| 437 | anim.q = Quaternion(Vector(0,1,0), degreeInY); |
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| 438 | anim.type = TurnTo; |
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[8894] | 439 | |
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[9061] | 440 | if( this->behaviourList->empty()) |
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[8894] | 441 | { |
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[9061] | 442 | this->behaviourList->push_back(anim); |
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[9003] | 443 | this->initNPC(); |
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[8894] | 444 | } |
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[9003] | 445 | else |
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[9061] | 446 | this->behaviourList->push_back(anim); |
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[8894] | 447 | } |
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| 448 | |
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| 449 | |
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[9003] | 450 | |
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[8894] | 451 | /** |
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| 452 | * lookat a world entity |
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| 453 | * @param worldEntity: the worldentity to look at |
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| 454 | */ |
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[9003] | 455 | void GenericNPC::lookAt(WorldEntity* worldEntity) |
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[8894] | 456 | { |
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[9003] | 457 | GenericNPC::Anim anim; |
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| 458 | anim.entity = worldEntity; |
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| 459 | anim.type = LookAt; |
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[8894] | 460 | |
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[9061] | 461 | if( this->behaviourList->empty()) |
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[8894] | 462 | { |
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[9061] | 463 | this->behaviourList->push_back(anim); |
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[9003] | 464 | this->initNPC(); |
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[8894] | 465 | } |
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[9003] | 466 | else |
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[9061] | 467 | this->behaviourList->push_back(anim); |
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[8894] | 468 | } |
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| 469 | |
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| 470 | |
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| 471 | |
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[9003] | 472 | |
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[8894] | 473 | /** |
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| 474 | * talk to a world entity and play a sound/music/voice |
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| 475 | * @param worldEntity: entity |
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| 476 | * @param dialogNr: sound nr to be played (from the xml load tags) |
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| 477 | */ |
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[9003] | 478 | void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
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[8894] | 479 | {} |
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| 480 | |
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| 481 | |
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| 482 | /** |
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| 483 | * world entity to shoot at if there is any weapon on the npc |
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| 484 | * @param entity: entity to shoot entity |
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| 485 | */ |
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| 486 | void GenericNPC::shootAt(WorldEntity* entity) |
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| 487 | {} |
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| 488 | |
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| 489 | |
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| 490 | |
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| 491 | |
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| 492 | |
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| 493 | |
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| 494 | |
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| 495 | |
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| 496 | |
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| 497 | |
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| 498 | /** |
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[8514] | 499 | * tick this world entity |
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| 500 | * @param time: time in seconds expirded since the last tick |
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| 501 | */ |
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[9003] | 502 | void GenericNPC::tick (float dt) |
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[8514] | 503 | { |
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| 504 | if( likely(this->getModel(0) != NULL)) |
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[9003] | 505 | ((InteractiveModel*)this->getModel(0))->tick(dt); |
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[8894] | 506 | |
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[9003] | 507 | |
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[9061] | 508 | if (!this->behaviourList->empty()) |
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[9003] | 509 | { |
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[9061] | 510 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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[9003] | 511 | |
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| 512 | switch( currentAnimation.type) |
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| 513 | { |
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| 514 | case Walk: |
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[9869] | 515 | { |
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| 516 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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| 517 | dest.y = 0.0f; |
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| 518 | if (dest.len() < .5) |
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[9003] | 519 | { |
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[9869] | 520 | this->nextStep(); |
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[9003] | 521 | } |
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[9869] | 522 | else |
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| 523 | { |
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| 524 | Vector move = dest.getNormalized() * currentAnimation.speed * dt; |
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| 525 | this->shiftCoor(move); |
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| 526 | } |
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| 527 | } |
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| 528 | break; |
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[9003] | 529 | |
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| 530 | case Run: |
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| 531 | { |
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| 532 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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[9110] | 533 | dest.y = 0.0f; |
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[9003] | 534 | if (dest.len() < .5) |
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| 535 | this->nextStep(); |
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| 536 | else |
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| 537 | { |
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| 538 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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| 539 | } |
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| 540 | } |
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| 541 | break; |
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| 542 | |
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| 543 | case Crouch: |
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| 544 | { |
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| 545 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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[9110] | 546 | dest.y = 0.0f; |
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[9003] | 547 | if (dest.len() < .5) |
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| 548 | this->nextStep(); |
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| 549 | else |
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| 550 | { |
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| 551 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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| 552 | } |
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| 553 | } |
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| 554 | break; |
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| 555 | |
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| 556 | case TurnTo: |
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[9869] | 557 | //Quaternion direction = this-> |
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| 558 | break; |
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[9003] | 559 | |
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| 560 | case LookAt: |
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[9869] | 561 | break; |
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[9003] | 562 | |
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| 563 | case Shoot: |
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[9869] | 564 | break; |
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[9003] | 565 | |
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| 566 | default: |
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[9869] | 567 | break; |
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[9003] | 568 | |
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| 569 | } |
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| 570 | } |
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| 571 | |
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| 572 | // physical falling of the player |
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[9061] | 573 | if( !this->isOnGround()) |
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| 574 | { |
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| 575 | this->fallVelocity += 300.0f * dt; |
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| 576 | //velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
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[9869] | 577 | // PRINTF(0)("%s is not on ground\n", this->getName()); |
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[9061] | 578 | this->shiftCoor(Vector(0, -this->fallVelocity * dt,0)); |
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[9003] | 579 | |
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[9061] | 580 | } |
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| 581 | else |
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| 582 | { |
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| 583 | this->fallVelocity = 0.0f; |
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| 584 | } |
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[9003] | 585 | |
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[8514] | 586 | } |
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| 587 | |
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| 588 | |
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| 589 | |
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[9235] | 590 | void GenericNPC::destroy(WorldEntity* killer) |
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[8514] | 591 | { |
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| 592 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
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| 593 | |
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[9003] | 594 | this->setAnimationSpeed(1.0f); |
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| 595 | |
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[8514] | 596 | if( randi == 1) |
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| 597 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 598 | else if( randi == 2) |
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| 599 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
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| 600 | else if( randi == 3) |
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| 601 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
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| 602 | else if( randi == 4) |
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| 603 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
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| 604 | else |
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| 605 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 606 | } |
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| 607 | |
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