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