| 1 | |
|---|
| 2 | |
|---|
| 3 | /* |
|---|
| 4 | orxonox - the future of 3D-vertical-scrollers |
|---|
| 5 | |
|---|
| 6 | Copyright (C) 2004 orx |
|---|
| 7 | |
|---|
| 8 | This program is free software; you can redistribute it and/or modify |
|---|
| 9 | it under the terms of the GNU General Public License as published by |
|---|
| 10 | the Free Software Foundation; either version 2, or (at your option) |
|---|
| 11 | any later version. |
|---|
| 12 | |
|---|
| 13 | ### File Specific: |
|---|
| 14 | main-programmer: Patrick Boenzli |
|---|
| 15 | co-programmer: |
|---|
| 16 | */ |
|---|
| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
|---|
| 18 | |
|---|
| 19 | |
|---|
| 20 | #include "npc_test.h" |
|---|
| 21 | #include <stdio.h> |
|---|
| 22 | |
|---|
| 23 | #include "state.h" |
|---|
| 24 | #include "debug.h" |
|---|
| 25 | |
|---|
| 26 | #include "loading/factory.h" |
|---|
| 27 | #include "loading/load_param.h" |
|---|
| 28 | |
|---|
| 29 | #include "md2/md2Model.h" |
|---|
| 30 | #include "player.h" |
|---|
| 31 | #include "playable.h" |
|---|
| 32 | |
|---|
| 33 | #include "weapons/test_gun.h" |
|---|
| 34 | #include "weapons/turret.h" |
|---|
| 35 | #include "weapons/cannon.h" |
|---|
| 36 | |
|---|
| 37 | |
|---|
| 38 | ObjectListDefinition(NPC2); |
|---|
| 39 | CREATE_FACTORY(NPC2); |
|---|
| 40 | |
|---|
| 41 | |
|---|
| 42 | NPC2::NPC2(const TiXmlElement* root) |
|---|
| 43 | { |
|---|
| 44 | this->registerObject(this, NPC2::_objectList); |
|---|
| 45 | |
|---|
| 46 | if (root != NULL) |
|---|
| 47 | this->loadParams(root); |
|---|
| 48 | |
|---|
| 49 | |
|---|
| 50 | // create the weapons and their manager |
|---|
| 51 | |
|---|
| 52 | |
|---|
| 53 | this->getWeaponManager().changeWeaponConfig(1); |
|---|
| 54 | Weapon* wpRight = new TestGun(0); |
|---|
| 55 | wpRight->setName("testGun Right"); |
|---|
| 56 | Weapon* wpLeft = new TestGun(1); |
|---|
| 57 | wpLeft->setName("testGun Left"); |
|---|
| 58 | |
|---|
| 59 | this->addWeapon(wpLeft, 1, 0); |
|---|
| 60 | this->addWeapon(wpRight,1 ,1); |
|---|
| 61 | |
|---|
| 62 | this->setHealthMax(100); |
|---|
| 63 | this->setHealth(80); |
|---|
| 64 | |
|---|
| 65 | this->getWeaponManager().setSlotCount(7); |
|---|
| 66 | |
|---|
| 67 | this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
|---|
| 68 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
|---|
| 69 | |
|---|
| 70 | this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
|---|
| 71 | this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
|---|
| 72 | |
|---|
| 73 | this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5)); |
|---|
| 74 | this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
|---|
| 75 | |
|---|
| 76 | this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5)); |
|---|
| 77 | this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
|---|
| 78 | |
|---|
| 79 | this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5)); |
|---|
| 80 | this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
|---|
| 81 | |
|---|
| 82 | this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
|---|
| 83 | this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
|---|
| 84 | |
|---|
| 85 | this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0)); |
|---|
| 86 | this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
|---|
| 87 | |
|---|
| 88 | this->getWeaponManager().getFixedTarget()->setParent(this); |
|---|
| 89 | this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0); |
|---|
| 90 | |
|---|
| 91 | } |
|---|
| 92 | |
|---|
| 93 | NPC2::~NPC2() |
|---|
| 94 | { |
|---|
| 95 | } |
|---|
| 96 | |
|---|
| 97 | void NPC2::loadParams(const TiXmlElement* root) |
|---|
| 98 | { |
|---|
| 99 | NPC::loadParams(root); |
|---|
| 100 | |
|---|
| 101 | } |
|---|
| 102 | |
|---|
| 103 | |
|---|
| 104 | |
|---|
| 105 | void NPC2::tick(float dt) |
|---|
| 106 | { |
|---|
| 107 | |
|---|
| 108 | |
|---|
| 109 | |
|---|
| 110 | |
|---|
| 111 | // animating the md2 model |
|---|
| 112 | if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(MD2Model::staticClassID())) |
|---|
| 113 | ((MD2Model*)this->getModel(0))->tick(dt); |
|---|
| 114 | } |
|---|
| 115 | |
|---|
| 116 | |
|---|
| 117 | |
|---|