[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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[9808] | 29 | #include "resource_sound_buffer.h" |
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[8516] | 30 | |
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| 31 | #include "loading/resource_manager.h" |
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[9806] | 32 | #include "sound/resource_sound_buffer.h" |
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[8516] | 33 | |
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[9709] | 34 | #include "bsp_entity.h" |
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[8514] | 35 | |
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[9716] | 36 | #include "class_id_DEPRECATED.h" |
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[9715] | 37 | ObjectListDefinitionID(GenericNPC, CL_GENERIC_NPC); |
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[9709] | 38 | CREATE_FACTORY(GenericNPC); |
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[8514] | 39 | |
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[8894] | 40 | #include "script_class.h" |
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[9757] | 41 | CREATE_SCRIPTABLE_CLASS(GenericNPC, |
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[9003] | 42 | // Move |
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[9746] | 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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[9746] | 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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[9746] | 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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[9709] | 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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[9806] | 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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[9757] | 99 | this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, BspEntity::staticClassID()); |
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[8514] | 100 | } |
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| 101 | |
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| 102 | |
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| 103 | /** |
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| 104 | * loads the Settings of a MD2Creature from an XML-element. |
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| 105 | * @param root the XML-element to load the MD2Creature's properties from |
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| 106 | */ |
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| 107 | void GenericNPC::loadParams(const TiXmlElement* root) |
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| 108 | { |
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[8705] | 109 | NPC::loadParams(root); |
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[8514] | 110 | |
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| 111 | } |
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| 112 | |
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| 113 | |
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| 114 | /** |
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| 115 | * sets the animation of this npc |
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| 116 | * @param anumationIndex: the animation index |
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| 117 | * @param anumPlaybackMode: the playback mode |
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| 118 | */ |
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| 119 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
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| 120 | { |
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| 121 | if( likely(this->getModel(0) != NULL)) |
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| 122 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 123 | } |
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| 124 | |
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| 125 | |
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[9003] | 126 | |
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[8514] | 127 | /** |
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[9003] | 128 | * @returns the current animation number |
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| 129 | */ |
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| 130 | int GenericNPC::getAnimation() |
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| 131 | { |
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| 132 | if( likely(this->getModel(0) != NULL)) |
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| 133 | return ((InteractiveModel*)this->getModel(0))->getAnimation(); |
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| 134 | else |
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| 135 | return -1; |
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| 136 | } |
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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 | * @returns true if animation is finished |
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| 142 | */ |
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| 143 | bool GenericNPC::isAnimationFinished() |
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| 144 | { |
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| 145 | if( likely(this->getModel(0) != NULL)) |
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| 146 | return ((InteractiveModel*)this->getModel(0))->isAnimationFinished(); |
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| 147 | else |
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| 148 | return false; |
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| 149 | } |
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| 150 | |
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| 151 | |
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| 152 | /** |
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| 153 | * sets the animation speed of this entity |
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| 154 | */ |
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| 155 | void GenericNPC::setAnimationSpeed(float speed) |
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| 156 | { |
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| 157 | if( likely(this->getModel(0) != NULL)) |
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| 158 | ((InteractiveModel*)this->getModel(0))->setAnimationSpeed(speed); |
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| 159 | } |
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| 160 | |
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| 161 | |
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| 162 | |
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| 163 | /** |
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[8514] | 164 | * sets the animation of this npc |
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| 165 | * @param anumationIndex: the animation index |
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| 166 | * @param anumPlaybackMode: the playback mode |
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| 167 | */ |
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[8705] | 168 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
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[8514] | 169 | { |
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| 170 | if( likely(this->getModel(0) != NULL)) |
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| 171 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 172 | |
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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 | * play a sound |
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| 178 | * @param filename: name of the file |
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| 179 | */ |
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[9061] | 180 | void GenericNPC::playSound(const std::string& filename) |
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[9003] | 181 | {} |
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[8705] | 182 | |
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[8514] | 183 | |
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| 184 | |
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| 185 | /** |
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[9003] | 186 | * stops the generic animation |
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[8514] | 187 | */ |
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[9003] | 188 | void GenericNPC::stop() |
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[9061] | 189 | { |
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| 190 | this->animationStack.push(this->behaviourList); |
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| 191 | this->behaviourList = new std::list<GenericNPC::Anim>; |
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[9110] | 192 | |
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| 193 | if( this->getAnimation() != STAND) |
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| 194 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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[9061] | 195 | } |
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[8590] | 196 | |
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[8802] | 197 | |
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[9061] | 198 | /** |
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| 199 | * continue the generic animation |
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| 200 | */ |
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| 201 | void GenericNPC::resume() |
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| 202 | { |
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[9110] | 203 | if( this->animationStack.size() == 0) |
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| 204 | return; |
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| 205 | |
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[9061] | 206 | delete this->behaviourList; |
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| 207 | this->behaviourList = this->animationStack.top(); |
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| 208 | this->animationStack.pop(); |
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| 209 | } |
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[8802] | 210 | |
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[9061] | 211 | |
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| 212 | /** |
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| 213 | * each animation has to be initialized here |
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| 214 | */ |
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[9235] | 215 | /** |
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| 216 | * |
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| 217 | */ |
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[9003] | 218 | void GenericNPC::initNPC() |
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| 219 | { |
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[9061] | 220 | if (!this->behaviourList->empty()) |
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[9003] | 221 | { |
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[9061] | 222 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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[8802] | 223 | |
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[9061] | 224 | switch(this->behaviourList->front().type) |
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[9003] | 225 | { |
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| 226 | case Walk: |
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| 227 | { |
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| 228 | if( this->getAnimation() != RUN) |
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| 229 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8894] | 230 | |
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[9003] | 231 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
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| 232 | dir.y = 0.0f; |
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[9110] | 233 | dir.normalize(); |
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[9003] | 234 | 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] | 235 | |
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[9003] | 236 | this->setAnimationSpeed(0.5f); |
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| 237 | } |
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[9746] | 238 | break; |
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[9003] | 239 | case Run: |
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| 240 | { |
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| 241 | if( this->getAnimation() != RUN) |
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| 242 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8802] | 243 | |
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[9003] | 244 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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[9061] | 245 | dir.y = 0.0f; |
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| 246 | dir.getNormalized(); |
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[9003] | 247 | 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] | 248 | |
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[9003] | 249 | this->setAnimationSpeed(1.0f); |
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| 250 | } |
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[9746] | 251 | break; |
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[9003] | 252 | case Crouch: |
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| 253 | { |
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| 254 | if( this->getAnimation() != CROUCH_WALK) |
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| 255 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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[8590] | 256 | |
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[9003] | 257 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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[9061] | 258 | dir.y = 0.0f; |
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| 259 | dir.getNormalized(); |
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[9003] | 260 | 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] | 261 | |
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[9003] | 262 | this->setAnimationSpeed(1.0f); |
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| 263 | } |
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[9746] | 264 | break; |
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[9003] | 265 | case LookAt: |
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[9746] | 266 | if( this->getAnimation() != STAND) |
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| 267 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 268 | break; |
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[9003] | 269 | case Shoot: |
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[9746] | 270 | if( this->getAnimation() != STAND) |
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| 271 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 272 | break; |
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[8894] | 273 | |
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[9003] | 274 | default: |
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[9746] | 275 | if( this->getAnimation() != STAND) |
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| 276 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 277 | break; |
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[8894] | 278 | |
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[9003] | 279 | } |
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| 280 | } |
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[8802] | 281 | } |
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| 282 | |
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| 283 | |
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[9003] | 284 | void GenericNPC::nextStep() |
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[8805] | 285 | { |
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[9061] | 286 | if (!this->behaviourList->empty()) |
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| 287 | this->behaviourList->pop_front(); |
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[9003] | 288 | else |
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| 289 | return; |
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[8805] | 290 | |
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| 291 | |
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[9061] | 292 | if (!this->behaviourList->empty()) |
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[9003] | 293 | { |
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[9061] | 294 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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[8894] | 295 | |
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[9003] | 296 | switch( currentAnimation.type) |
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| 297 | { |
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| 298 | case Walk: |
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| 299 | { |
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| 300 | if( this->getAnimation() != RUN) |
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| 301 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8894] | 302 | |
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[9061] | 303 | |
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[9003] | 304 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
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| 305 | dir.y = 0.0f; |
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| 306 | dir.getNormalized(); |
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| 307 | 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] | 308 | |
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[9003] | 309 | this->setAnimationSpeed(0.5f); |
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| 310 | } |
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[9746] | 311 | break; |
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[9003] | 312 | case Run: |
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| 313 | { |
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| 314 | if( this->getAnimation() != RUN) |
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| 315 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8894] | 316 | |
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[9003] | 317 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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[9061] | 318 | dir.y = 0.0f; |
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| 319 | dir.getNormalized(); |
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[9003] | 320 | 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] | 321 | |
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[9003] | 322 | this->setAnimationSpeed(1.0f); |
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| 323 | } |
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[9746] | 324 | break; |
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[9003] | 325 | case Crouch: |
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| 326 | { |
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| 327 | if( this->getAnimation() != CROUCH_WALK) |
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| 328 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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[8894] | 329 | |
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[9003] | 330 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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[9061] | 331 | dir.y = 0.0f; |
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| 332 | dir.getNormalized(); |
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[9003] | 333 | 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] | 334 | |
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[9003] | 335 | this->setAnimationSpeed(1.0f); |
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| 336 | } |
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[9746] | 337 | break; |
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[9003] | 338 | case LookAt: |
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| 339 | { |
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| 340 | if( this->getAnimation() != STAND) |
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| 341 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 342 | } |
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[9746] | 343 | break; |
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[9003] | 344 | case Shoot: |
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[9746] | 345 | if( this->getAnimation() != STAND) |
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[9003] | 346 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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[9746] | 347 | break; |
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[8894] | 348 | |
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[9003] | 349 | default: |
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[9746] | 350 | if( this->getAnimation() != STAND) |
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[9003] | 351 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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[9746] | 352 | break; |
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[9003] | 353 | |
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| 354 | } |
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[8894] | 355 | } |
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[9003] | 356 | else |
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| 357 | { |
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| 358 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 359 | } |
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[8894] | 360 | } |
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| 361 | |
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| 362 | |
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| 363 | |
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| 364 | |
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[9003] | 365 | void GenericNPC::walkTo(const Vector& coordinate) |
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[8894] | 366 | { |
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| 367 | |
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[9003] | 368 | GenericNPC::Anim anim; |
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| 369 | anim.v = coordinate; |
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| 370 | anim.type = Walk; |
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| 371 | anim.speed = 30.0f; |
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[8894] | 372 | |
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[9061] | 373 | if( this->behaviourList->empty()) |
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[8894] | 374 | { |
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[9061] | 375 | this->behaviourList->push_back(anim); |
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[9003] | 376 | this->initNPC(); |
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| 377 | } |
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| 378 | else |
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[9061] | 379 | this->behaviourList->push_back(anim); |
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[9003] | 380 | } |
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[8894] | 381 | |
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[9003] | 382 | void GenericNPC::walkTo(float x, float y, float z) |
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| 383 | { |
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| 384 | //printf("Walking to %f, %f, %f \n",x,y,z); |
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| 385 | this->walkTo(Vector(x,y,z)); |
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[8894] | 386 | |
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[9003] | 387 | } |
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[8894] | 388 | |
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[9003] | 389 | /* running functions */ |
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| 390 | void GenericNPC::runTo(const Vector& coordinate) |
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| 391 | { |
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| 392 | GenericNPC::Anim anim; |
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| 393 | anim.v = coordinate; |
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| 394 | anim.type = Run; |
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| 395 | anim.speed = 60.0f; |
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[8894] | 396 | |
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[9061] | 397 | if( this->behaviourList->empty()) |
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[9003] | 398 | { |
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[9061] | 399 | this->behaviourList->push_back(anim); |
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[9003] | 400 | this->initNPC(); |
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[8894] | 401 | } |
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[9003] | 402 | else |
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[9061] | 403 | this->behaviourList->push_back(anim); |
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[9003] | 404 | } |
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[8894] | 405 | |
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[9003] | 406 | void GenericNPC::runTo(float x, float y, float z) |
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| 407 | { |
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| 408 | this->runTo(Vector(x,y,z)); |
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[8894] | 409 | } |
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| 410 | |
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[9003] | 411 | /* couching functinos */ |
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| 412 | void GenericNPC::crouchTo(const Vector& coordinate) |
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| 413 | { |
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| 414 | GenericNPC::Anim anim; |
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| 415 | anim.v = coordinate; |
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| 416 | anim.type = Crouch; |
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[8894] | 417 | |
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[9061] | 418 | if( this->behaviourList->empty()) |
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[9003] | 419 | { |
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[9061] | 420 | this->behaviourList->push_back(anim); |
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[9003] | 421 | this->initNPC(); |
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| 422 | } |
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| 423 | else |
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[9061] | 424 | this->behaviourList->push_back(anim); |
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[9003] | 425 | } |
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| 426 | void GenericNPC::crouchTo(float x, float y, float z) |
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[8894] | 427 | { |
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[9003] | 428 | this->crouchTo(Vector(x,y,z)); |
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[8894] | 429 | } |
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| 430 | |
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| 431 | |
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| 432 | |
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[9003] | 433 | void GenericNPC::turnTo(float degreeInY) |
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[8894] | 434 | { |
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[9003] | 435 | GenericNPC::Anim anim; |
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| 436 | anim.q = Quaternion(Vector(0,1,0), degreeInY); |
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| 437 | anim.type = TurnTo; |
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[8894] | 438 | |
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[9061] | 439 | if( this->behaviourList->empty()) |
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[8894] | 440 | { |
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[9061] | 441 | this->behaviourList->push_back(anim); |
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[9003] | 442 | this->initNPC(); |
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[8894] | 443 | } |
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[9003] | 444 | else |
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[9061] | 445 | this->behaviourList->push_back(anim); |
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[8894] | 446 | } |
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| 447 | |
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| 448 | |
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[9003] | 449 | |
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[8894] | 450 | /** |
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| 451 | * lookat a world entity |
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| 452 | * @param worldEntity: the worldentity to look at |
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| 453 | */ |
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[9003] | 454 | void GenericNPC::lookAt(WorldEntity* worldEntity) |
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[8894] | 455 | { |
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[9003] | 456 | GenericNPC::Anim anim; |
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| 457 | anim.entity = worldEntity; |
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| 458 | anim.type = LookAt; |
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[8894] | 459 | |
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[9061] | 460 | if( this->behaviourList->empty()) |
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[8894] | 461 | { |
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[9061] | 462 | this->behaviourList->push_back(anim); |
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[9003] | 463 | this->initNPC(); |
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[8894] | 464 | } |
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[9003] | 465 | else |
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[9061] | 466 | this->behaviourList->push_back(anim); |
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[8894] | 467 | } |
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| 468 | |
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| 469 | |
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| 470 | |
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[9003] | 471 | |
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[8894] | 472 | /** |
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| 473 | * talk to a world entity and play a sound/music/voice |
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| 474 | * @param worldEntity: entity |
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| 475 | * @param dialogNr: sound nr to be played (from the xml load tags) |
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| 476 | */ |
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[9003] | 477 | void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
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[8894] | 478 | {} |
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| 479 | |
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| 480 | |
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| 481 | /** |
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| 482 | * world entity to shoot at if there is any weapon on the npc |
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| 483 | * @param entity: entity to shoot entity |
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| 484 | */ |
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| 485 | void GenericNPC::shootAt(WorldEntity* entity) |
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| 486 | {} |
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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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[8514] | 498 | * tick this world entity |
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| 499 | * @param time: time in seconds expirded since the last tick |
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| 500 | */ |
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[9003] | 501 | void GenericNPC::tick (float dt) |
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[8514] | 502 | { |
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| 503 | if( likely(this->getModel(0) != NULL)) |
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[9003] | 504 | ((InteractiveModel*)this->getModel(0))->tick(dt); |
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[8894] | 505 | |
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[9003] | 506 | |
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[9061] | 507 | if (!this->behaviourList->empty()) |
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[9003] | 508 | { |
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[9061] | 509 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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[9003] | 510 | |
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| 511 | switch( currentAnimation.type) |
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| 512 | { |
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| 513 | case Walk: |
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[9746] | 514 | { |
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| 515 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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| 516 | dest.y = 0.0f; |
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| 517 | if (dest.len() < .5) |
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[9003] | 518 | { |
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[9746] | 519 | this->nextStep(); |
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[9003] | 520 | } |
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[9746] | 521 | else |
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| 522 | { |
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| 523 | Vector move = dest.getNormalized() * currentAnimation.speed * dt; |
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| 524 | this->shiftCoor(move); |
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| 525 | } |
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| 526 | } |
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| 527 | break; |
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[9003] | 528 | |
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| 529 | case Run: |
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| 530 | { |
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| 531 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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[9110] | 532 | dest.y = 0.0f; |
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[9003] | 533 | if (dest.len() < .5) |
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| 534 | this->nextStep(); |
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| 535 | else |
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| 536 | { |
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| 537 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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| 538 | } |
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| 539 | } |
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| 540 | break; |
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| 541 | |
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| 542 | case Crouch: |
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| 543 | { |
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| 544 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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[9110] | 545 | dest.y = 0.0f; |
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[9003] | 546 | if (dest.len() < .5) |
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| 547 | this->nextStep(); |
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| 548 | else |
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| 549 | { |
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| 550 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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| 551 | } |
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| 552 | } |
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| 553 | break; |
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| 554 | |
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| 555 | case TurnTo: |
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[9746] | 556 | //Quaternion direction = this-> |
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| 557 | break; |
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[9003] | 558 | |
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| 559 | case LookAt: |
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[9746] | 560 | break; |
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[9003] | 561 | |
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| 562 | case Shoot: |
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[9746] | 563 | break; |
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[9003] | 564 | |
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| 565 | default: |
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[9746] | 566 | break; |
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[9003] | 567 | |
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| 568 | } |
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| 569 | } |
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| 570 | |
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| 571 | // physical falling of the player |
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[9061] | 572 | if( !this->isOnGround()) |
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| 573 | { |
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| 574 | this->fallVelocity += 300.0f * dt; |
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| 575 | //velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
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[9746] | 576 | // PRINTF(0)("%s is not on ground\n", this->getName()); |
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[9061] | 577 | this->shiftCoor(Vector(0, -this->fallVelocity * dt,0)); |
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[9003] | 578 | |
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[9061] | 579 | } |
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| 580 | else |
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| 581 | { |
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| 582 | this->fallVelocity = 0.0f; |
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| 583 | } |
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[9003] | 584 | |
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[8514] | 585 | } |
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| 586 | |
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| 587 | |
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| 588 | |
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[9235] | 589 | void GenericNPC::destroy(WorldEntity* killer) |
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[8514] | 590 | { |
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| 591 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
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| 592 | |
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[9003] | 593 | this->setAnimationSpeed(1.0f); |
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| 594 | |
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[8514] | 595 | if( randi == 1) |
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| 596 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 597 | else if( randi == 2) |
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| 598 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
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| 599 | else if( randi == 3) |
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| 600 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
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| 601 | else if( randi == 4) |
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| 602 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
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| 603 | else |
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| 604 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 605 | } |
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| 606 | |
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