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source: orxonox.OLD/branches/new_class_id/src/world_entities/npcs/generic_npc.cc @ 9716

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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#include "generic_npc.h"
20
21
22#include "util/loading/factory.h"
23#include "util/loading/load_param.h"
24
25#include "interactive_model.h"
26#include "md2/md2Model.h"
27
28#include "sound_buffer.h"
29
30#include "loading/resource_manager.h"
31
32#include "bsp_entity.h"
33
34#include "class_id_DEPRECATED.h"
35ObjectListDefinitionID(GenericNPC, CL_GENERIC_NPC);
36CREATE_FACTORY(GenericNPC);
37
38#include "script_class.h"
39CREATE_SCRIPTABLE_CLASS(GenericNPC, GenericNPC::classID(),
40                        // Move
41                        addMethod("walkTo", ExecutorLua3<GenericNPC,float,float,float>(&GenericNPC::walkTo))
42                        ->addMethod("runTo", ExecutorLua3<GenericNPC,float,float,float>(&GenericNPC::runTo))
43                        ->addMethod("turnTo", ExecutorLua1<GenericNPC,float>(&GenericNPC::turnTo))
44                        ->addMethod("finalGoalReached", ExecutorLua0ret<GenericNPC,bool>(&GenericNPC::finalGoalReached))
45                        ->addMethod("stop", ExecutorLua0<GenericNPC>(&GenericNPC::stop))
46                        ->addMethod("resume", ExecutorLua0<GenericNPC>(&GenericNPC::resume))
47                        ->addMethod("playAnimation", ExecutorLua2<GenericNPC,int,int>(&GenericNPC::playAnimation))
48                        // Display
49                        ->addMethod("hide", ExecutorLua0<WorldEntity>(&WorldEntity::hide))
50                        ->addMethod("unhide", ExecutorLua0<WorldEntity>(&WorldEntity::unhide))
51                        // Coordinates
52                        ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX))
53                        ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY))
54                        ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ))
55                        ->addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor))
56                        ->addMethod("setAbsDir", ExecutorLua4<PNode,float,float,float,float>(&PNode::setAbsDir))
57                       );
58
59
60
61/**
62 * constructor
63 */
64GenericNPC::GenericNPC(const TiXmlElement* root)
65    : NPC(root)
66{
67  this->init();
68
69  if (root != NULL)
70    this->loadParams(root);
71}
72
73
74/**
75 * deconstructor
76 */
77GenericNPC::~GenericNPC ()
78{}
79
80
81/**
82 * initializing the npc enity
83 */
84void GenericNPC::init()
85{
86  this->registerObject(this, GenericNPC::_objectList);
87
88  this->toList(OM_GROUP_00);
89
90  this->soundBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/rain.wav", WAV);
91
92  time = 30.0f;
93
94  this->behaviourList = new std::list<GenericNPC::Anim>;
95
96  // collision reaction registration
97  this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, BspEntity::classID());
98}
99
100
101/**
102 * loads the Settings of a MD2Creature from an XML-element.
103 * @param root the XML-element to load the MD2Creature's properties from
104 */
105void GenericNPC::loadParams(const TiXmlElement* root)
106{
107  NPC::loadParams(root);
108
109}
110
111
112/**
113 * sets the animation of this npc
114 * @param anumationIndex: the animation index
115 * @param anumPlaybackMode: the playback mode
116 */
117void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode)
118{
119  if( likely(this->getModel(0) != NULL))
120    ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode);
121}
122
123
124
125/**
126 * @returns the current animation number
127 */
128int GenericNPC::getAnimation()
129{
130  if( likely(this->getModel(0) != NULL))
131    return ((InteractiveModel*)this->getModel(0))->getAnimation();
132  else
133    return -1;
134}
135
136
137
138/**
139 * @returns true if animation is finished
140 */
141bool GenericNPC::isAnimationFinished()
142{
143  if( likely(this->getModel(0) != NULL))
144    return ((InteractiveModel*)this->getModel(0))->isAnimationFinished();
145  else
146    return false;
147}
148
149
150/**
151 * sets the animation speed of this entity
152 */
153void GenericNPC::setAnimationSpeed(float speed)
154{
155  if( likely(this->getModel(0) != NULL))
156    ((InteractiveModel*)this->getModel(0))->setAnimationSpeed(speed);
157}
158
159
160
161/**
162 * sets the animation of this npc
163 * @param anumationIndex: the animation index
164 * @param anumPlaybackMode: the playback mode
165 */
166void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode)
167{
168  if( likely(this->getModel(0) != NULL))
169    ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode);
170
171}
172
173
174/**
175 * play a sound
176 * @param filename: name of the file
177 */
178void GenericNPC::playSound(const std::string& filename)
179{}
180
181
182
183/**
184 * stops the generic animation
185 */
186void GenericNPC::stop()
187{
188  this->animationStack.push(this->behaviourList);
189  this->behaviourList = new std::list<GenericNPC::Anim>;
190
191  if( this->getAnimation() != STAND)
192    this->setAnimation(STAND, MD2_ANIM_LOOP);
193}
194
195
196/**
197 * continue the generic animation
198 */
199void GenericNPC::resume()
200{
201  if( this->animationStack.size() == 0)
202    return;
203
204  delete this->behaviourList;
205  this->behaviourList = this->animationStack.top();
206  this->animationStack.pop();
207}
208
209
210/**
211 * each animation has to be initialized here
212 */
213/**
214 *
215 */
216void GenericNPC::initNPC()
217{
218  if (!this->behaviourList->empty())
219  {
220    GenericNPC::Anim currentAnimation = this->behaviourList->front();
221
222    switch(this->behaviourList->front().type)
223    {
224      case Walk:
225      {
226        if( this->getAnimation() != RUN)
227          this->setAnimation(RUN, MD2_ANIM_LOOP);
228
229        Vector dir = (currentAnimation.v - this->getAbsCoor());
230        dir.y = 0.0f;
231        dir.normalize();
232        this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)));
233
234        this->setAnimationSpeed(0.5f);
235      }
236        break;
237      case Run:
238      {
239        if( this->getAnimation() != RUN)
240          this->setAnimation(RUN, MD2_ANIM_LOOP);
241
242        Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized();
243        dir.y = 0.0f;
244        dir.getNormalized();
245        this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)));
246
247        this->setAnimationSpeed(1.0f);
248      }
249        break;
250      case Crouch:
251      {
252        if( this->getAnimation() != CROUCH_WALK)
253          this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP);
254
255        Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized();
256        dir.y = 0.0f;
257        dir.getNormalized();
258        this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)));
259
260        this->setAnimationSpeed(1.0f);
261      }
262        break;
263      case LookAt:
264        if( this->getAnimation() != STAND)
265          this->setAnimation(STAND, MD2_ANIM_LOOP);
266        break;
267      case Shoot:
268        if( this->getAnimation() != STAND)
269          this->setAnimation(STAND, MD2_ANIM_LOOP);
270        break;
271
272      default:
273        if( this->getAnimation() != STAND)
274          this->setAnimation(STAND, MD2_ANIM_LOOP);
275        break;
276
277    }
278  }
279}
280
281
282void GenericNPC::nextStep()
283{
284  if (!this->behaviourList->empty())
285    this->behaviourList->pop_front();
286  else
287    return;
288
289
290  if (!this->behaviourList->empty())
291  {
292    GenericNPC::Anim currentAnimation = this->behaviourList->front();
293
294    switch( currentAnimation.type)
295    {
296      case Walk:
297      {
298        if( this->getAnimation() != RUN)
299          this->setAnimation(RUN, MD2_ANIM_LOOP);
300
301
302        Vector dir = (currentAnimation.v - this->getAbsCoor());
303        dir.y = 0.0f;
304        dir.getNormalized();
305        this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0);
306
307        this->setAnimationSpeed(0.5f);
308      }
309        break;
310      case Run:
311      {
312        if( this->getAnimation() != RUN)
313          this->setAnimation(RUN, MD2_ANIM_LOOP);
314
315        Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized();
316        dir.y = 0.0f;
317        dir.getNormalized();
318        this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0);
319
320        this->setAnimationSpeed(1.0f);
321      }
322        break;
323      case Crouch:
324      {
325        if( this->getAnimation() != CROUCH_WALK)
326          this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP);
327
328        Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized();
329        dir.y = 0.0f;
330        dir.getNormalized();
331        this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0);
332
333        this->setAnimationSpeed(1.0f);
334      }
335        break;
336      case LookAt:
337      {
338        if( this->getAnimation() != STAND)
339          this->setAnimation(STAND, MD2_ANIM_LOOP);
340      }
341        break;
342      case Shoot:
343        if( this->getAnimation() != STAND)
344        this->setAnimation(STAND, MD2_ANIM_LOOP);
345        break;
346
347      default:
348        if( this->getAnimation() != STAND)
349        this->setAnimation(STAND, MD2_ANIM_LOOP);
350        break;
351
352    }
353  }
354  else
355  {
356    this->setAnimation(STAND, MD2_ANIM_LOOP);
357  }
358}
359
360
361
362
363void GenericNPC::walkTo(const Vector& coordinate)
364{
365
366  GenericNPC::Anim anim;
367  anim.v = coordinate;
368  anim.type = Walk;
369  anim.speed = 30.0f;
370
371  if( this->behaviourList->empty())
372  {
373    this->behaviourList->push_back(anim);
374    this->initNPC();
375  }
376  else
377    this->behaviourList->push_back(anim);
378}
379
380void GenericNPC::walkTo(float x, float y, float z)
381{
382  //printf("Walking to %f, %f, %f \n",x,y,z);
383  this->walkTo(Vector(x,y,z));
384
385}
386
387/* running functions */
388void GenericNPC::runTo(const Vector& coordinate)
389{
390  GenericNPC::Anim anim;
391  anim.v = coordinate;
392  anim.type = Run;
393  anim.speed = 60.0f;
394
395  if( this->behaviourList->empty())
396  {
397    this->behaviourList->push_back(anim);
398    this->initNPC();
399  }
400  else
401    this->behaviourList->push_back(anim);
402}
403
404void GenericNPC::runTo(float x, float y, float z)
405{
406  this->runTo(Vector(x,y,z));
407}
408
409/* couching functinos */
410void GenericNPC::crouchTo(const Vector& coordinate)
411{
412  GenericNPC::Anim anim;
413  anim.v = coordinate;
414  anim.type = Crouch;
415
416  if( this->behaviourList->empty())
417  {
418    this->behaviourList->push_back(anim);
419    this->initNPC();
420  }
421  else
422    this->behaviourList->push_back(anim);
423}
424void GenericNPC::crouchTo(float x, float y, float z)
425{
426  this->crouchTo(Vector(x,y,z));
427}
428
429
430
431void GenericNPC::turnTo(float degreeInY)
432{
433  GenericNPC::Anim anim;
434  anim.q = Quaternion(Vector(0,1,0), degreeInY);
435  anim.type = TurnTo;
436
437  if( this->behaviourList->empty())
438  {
439    this->behaviourList->push_back(anim);
440    this->initNPC();
441  }
442  else
443    this->behaviourList->push_back(anim);
444}
445
446
447
448/**
449 * lookat a world entity
450 * @param worldEntity: the worldentity to look at
451 */
452void GenericNPC::lookAt(WorldEntity* worldEntity)
453{
454  GenericNPC::Anim anim;
455  anim.entity = worldEntity;
456  anim.type = LookAt;
457
458  if( this->behaviourList->empty())
459  {
460    this->behaviourList->push_back(anim);
461    this->initNPC();
462  }
463  else
464    this->behaviourList->push_back(anim);
465}
466
467
468
469
470/**
471 * talk to a world entity and play a sound/music/voice
472 * @param worldEntity: entity
473 * @param dialogNr: sound nr to be played (from the xml load tags)
474 */
475void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr)
476{}
477
478
479/**
480 * world entity to shoot at if there is any weapon on the npc
481 * @param entity: entity to shoot entity
482 */
483void GenericNPC::shootAt(WorldEntity* entity)
484{}
485
486
487
488
489
490
491
492
493
494
495/**
496 * tick this world entity
497 * @param time: time in seconds expirded since the last tick
498 */
499void GenericNPC::tick (float dt)
500{
501  if( likely(this->getModel(0) != NULL))
502    ((InteractiveModel*)this->getModel(0))->tick(dt);
503
504
505  if (!this->behaviourList->empty())
506  {
507    GenericNPC::Anim currentAnimation = this->behaviourList->front();
508
509    switch( currentAnimation.type)
510    {
511      case Walk:
512        {
513          Vector dest = currentAnimation.v - this->getAbsCoor();
514          dest.y = 0.0f;
515          if (dest.len() < .5)
516          {
517            this->nextStep();
518          }
519          else
520          {
521            Vector move = dest.getNormalized() * currentAnimation.speed * dt;
522            this->shiftCoor(move);
523          }
524        }
525        break;
526
527      case Run:
528      {
529        Vector dest = currentAnimation.v - this->getAbsCoor();
530        dest.y = 0.0f;
531        if (dest.len() < .5)
532          this->nextStep();
533        else
534        {
535          this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt);
536        }
537      }
538      break;
539
540      case Crouch:
541      {
542        Vector dest = currentAnimation.v - this->getAbsCoor();
543        dest.y = 0.0f;
544        if (dest.len() < .5)
545          this->nextStep();
546        else
547        {
548          this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt);
549        }
550      }
551      break;
552
553      case TurnTo:
554        //Quaternion direction = this->
555        break;
556
557      case LookAt:
558        break;
559
560      case Shoot:
561        break;
562
563      default:
564        break;
565
566    }
567  }
568
569  // physical falling of the player
570  if( !this->isOnGround())
571  {
572    this->fallVelocity += 300.0f * dt;
573    //velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity;
574   // PRINTF(0)("%s is not on ground\n", this->getName());
575    this->shiftCoor(Vector(0, -this->fallVelocity * dt,0));
576
577  }
578  else
579  {
580    this->fallVelocity = 0.0f;
581  }
582
583}
584
585
586
587void GenericNPC::destroy(WorldEntity* killer)
588{
589  int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX);
590
591  this->setAnimationSpeed(1.0f);
592
593  if( randi == 1)
594    this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE);
595  else if( randi == 2)
596    this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE);
597  else if( randi == 3)
598    this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE);
599  else if( randi == 4)
600    this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE);
601  else
602    this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE);
603}
604
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