[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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| 19 | |
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| 20 | #include "util/loading/factory.h" |
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| 21 | #include "util/loading/load_param.h" |
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| 22 | |
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| 23 | #include "interactive_model.h" |
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| 24 | #include "md2/md2Model.h" |
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| 25 | |
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[8516] | 26 | #include "sound_buffer.h" |
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| 27 | |
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| 28 | #include "loading/resource_manager.h" |
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| 29 | |
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[8514] | 30 | #include "generic_npc.h" |
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| 31 | |
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[8802] | 32 | #include "animation/animation3d.h" |
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| 33 | |
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[8514] | 34 | using namespace std; |
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| 35 | |
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| 36 | |
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| 37 | |
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| 38 | CREATE_FACTORY(GenericNPC, CL_GENERIC_NPC); |
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| 39 | |
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[8811] | 40 | #include "script_class.h" |
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| 41 | CREATE_SCRIPTABLE_CLASS(GenericNPC, CL_GENERIC_NPC, |
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[8815] | 42 | //addMethod("walkTo", ExecutorLua7ret<GenericNPC,float, float, float, float, float, float, float, float>(&GenericNPC::walkTo)) |
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| 43 | addMethod("walkTo", ExecutorLua3ret<GenericNPC,float,float,float,float>(&GenericNPC::walkTo)) |
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[8823] | 44 | ->addMethod("setTime", ExecutorLua1<GenericNPC,float>(&GenericNPC::setTime)) |
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[8829] | 45 | ->addMethod("turnTo", ExecutorLua4ret<GenericNPC,bool,float,float,float,float>(&GenericNPC::turnTo)) |
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[8811] | 46 | ); |
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[8514] | 47 | |
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| 48 | |
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[8811] | 49 | |
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[8514] | 50 | /** |
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| 51 | * constructor |
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| 52 | */ |
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| 53 | GenericNPC::GenericNPC(const TiXmlElement* root) |
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| 54 | : NPC(root) |
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| 55 | { |
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| 56 | this->init(); |
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| 57 | |
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| 58 | if (root != NULL) |
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| 59 | this->loadParams(root); |
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| 60 | } |
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| 61 | |
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| 62 | |
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[8811] | 63 | GenericNPC::GenericNPC() |
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| 64 | : NPC(NULL) |
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| 65 | { |
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[8814] | 66 | |
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[8811] | 67 | } |
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| 68 | |
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[8514] | 69 | /** |
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| 70 | * deconstructor |
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| 71 | */ |
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| 72 | GenericNPC::~GenericNPC () |
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[8802] | 73 | { |
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| 74 | if( this->currentAnim != NULL) |
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| 75 | delete this->currentAnim; |
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| 76 | } |
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[8514] | 77 | |
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| 78 | |
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| 79 | /** |
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| 80 | * initializing the npc enity |
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| 81 | */ |
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| 82 | void GenericNPC::init() |
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| 83 | { |
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| 84 | this->setClassID(CL_GENERIC_NPC, "GenericNPC"); |
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| 85 | this->toList(OM_GROUP_00); |
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[8516] | 86 | |
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| 87 | if (this->soundBuffer != NULL) |
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| 88 | ResourceManager::getInstance()->unload(this->soundBuffer); |
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| 89 | this->soundBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/rain.wav", WAV); |
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[8705] | 90 | |
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[8823] | 91 | time = 30.0f; |
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[8705] | 92 | // collision reaction registration |
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[8706] | 93 | // this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); |
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[8514] | 94 | } |
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| 95 | |
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| 96 | |
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| 97 | /** |
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| 98 | * loads the Settings of a MD2Creature from an XML-element. |
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| 99 | * @param root the XML-element to load the MD2Creature's properties from |
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| 100 | */ |
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| 101 | void GenericNPC::loadParams(const TiXmlElement* root) |
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| 102 | { |
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[8705] | 103 | NPC::loadParams(root); |
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[8514] | 104 | |
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| 105 | } |
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| 106 | |
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| 107 | |
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| 108 | /** |
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| 109 | * sets the animation of this npc |
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| 110 | * @param anumationIndex: the animation index |
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| 111 | * @param anumPlaybackMode: the playback mode |
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| 112 | */ |
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| 113 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
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| 114 | { |
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| 115 | if( likely(this->getModel(0) != NULL)) |
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| 116 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 117 | } |
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| 118 | |
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| 119 | |
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| 120 | /** |
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| 121 | * sets the animation of this npc |
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| 122 | * @param anumationIndex: the animation index |
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| 123 | * @param anumPlaybackMode: the playback mode |
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| 124 | */ |
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[8705] | 125 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
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[8514] | 126 | { |
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| 127 | if( likely(this->getModel(0) != NULL)) |
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| 128 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 129 | |
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| 130 | } |
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| 131 | |
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| 132 | |
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| 133 | /** |
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| 134 | * play a sound |
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| 135 | * @param filename: name of the file |
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| 136 | */ |
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[8705] | 137 | void GenericNPC::playSound(std::string filename) |
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[8514] | 138 | { |
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[8705] | 139 | |
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[8514] | 140 | } |
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| 141 | |
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| 142 | |
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| 143 | /** |
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| 144 | * walt to |
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| 145 | * @param coordinate: coordinate to go to |
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| 146 | */ |
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[8783] | 147 | float GenericNPC::walkTo(float x, float y, float z, float qu, float qx, float qy, float qz) |
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[8590] | 148 | { |
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[8802] | 149 | Vector destCoor = Vector(x, y, z); |
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| 150 | Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu); |
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[8590] | 151 | |
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[8802] | 152 | // check if this is the current goal |
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[8816] | 153 | if( this->destCoor != destCoor || this->destDir != destDir) |
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[8802] | 154 | { |
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[8810] | 155 | this->destCoor = destCoor; |
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| 156 | this->destDir = destDir; |
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[8802] | 157 | |
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[8829] | 158 | //float time = 100.0f; |
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[8802] | 159 | |
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| 160 | if( this->currentAnim != NULL) |
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| 161 | delete this->currentAnim; |
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| 162 | |
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| 163 | this->currentAnim = new Animation3D(this); |
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[8829] | 164 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), 0.0f, ANIM_LINEAR, ANIM_LINEAR); |
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[8825] | 165 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR); |
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[8816] | 166 | this->currentAnim->addKeyFrame(this->destCoor, this->destDir, time, ANIM_LINEAR, ANIM_LINEAR); |
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[8812] | 167 | |
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[8816] | 168 | this->currentAnim->setInfinity(ANIM_INF_CONSTANT); |
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| 169 | this->currentAnim->play(); |
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| 170 | |
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[8812] | 171 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8802] | 172 | } |
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| 173 | |
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| 174 | // calculate the distance |
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| 175 | Vector distance = this->getAbsCoor() - this->destCoor; |
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| 176 | return distance.len(); |
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[8590] | 177 | } |
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| 178 | |
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| 179 | |
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[8810] | 180 | /** |
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| 181 | * walk to a specific place with direction |
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| 182 | * |
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| 183 | * @param x: x coordinate to go to |
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| 184 | * @param y: y coordinate to go to |
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| 185 | * @param z: z coordinate to go to |
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| 186 | * |
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| 187 | * without turning itself |
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| 188 | */ |
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| 189 | float GenericNPC::walkTo(float x, float y, float z) |
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| 190 | { |
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| 191 | Quaternion q = this->getAbsDir(); |
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[8816] | 192 | |
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[8822] | 193 | //printf("%s moving to %f, %f, %f \n",this->getName(),x,y,z); |
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[8802] | 194 | |
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[8810] | 195 | return this->walkTo(x, y, z, q.w, q.v.x, q.v.y, q.v.z); |
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| 196 | } |
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| 197 | |
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[8590] | 198 | /** |
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[8802] | 199 | * walk to a specific place with direction |
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| 200 | * |
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| 201 | * @param x: x coordinate to go to |
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| 202 | * @param y: y coordinate to go to |
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| 203 | * @param qu: angle to rotate |
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| 204 | * @param qx: x coordinate of rotation vector |
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| 205 | * @param qy: y coordinate of rotation vector |
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| 206 | * @param qz: z coordinate of rotation vector |
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| 207 | * |
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| 208 | */ |
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| 209 | float GenericNPC::walkTo(float x, float y, float qu, float qx, float qy, float qz) |
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| 210 | { |
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| 211 | return this->walkTo(x, y, 0.0f, qu, qx, qy, qz); |
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| 212 | } |
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| 213 | |
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| 214 | |
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| 215 | /** |
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[8805] | 216 | * walk to a specific place with direction |
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| 217 | * |
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| 218 | * @param coor: vector place |
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| 219 | * @param dir: direction |
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| 220 | * |
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| 221 | */ |
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| 222 | float GenericNPC::walkTo(const Vector& coor, const Quaternion& dir) |
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| 223 | { |
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| 224 | return this->walkTo(coor.x, coor.y, coor.z, dir.w, dir.v.x, dir.v.y, dir.v.z); |
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| 225 | } |
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| 226 | |
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| 227 | |
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[8814] | 228 | |
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[8805] | 229 | /** |
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[8814] | 230 | * run to a specific place with direction |
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| 231 | * |
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| 232 | * @param x: x coordinate to go to |
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| 233 | * @param y: y coordinate to go to |
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| 234 | * @param z: z coordinate to go to |
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| 235 | * @param qu: angle to rotate |
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| 236 | * @param qx: x coordinate of rotation vector |
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| 237 | * @param qy: y coordinate of rotation vector |
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| 238 | * @param qz: z coordinate of rotation vector |
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| 239 | * |
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| 240 | */ |
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| 241 | float GenericNPC::runTo(float x, float y, float z, float qu, float qx, float qy, float qz) |
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[8817] | 242 | { |
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| 243 | Vector destCoor = Vector(x, y, z); |
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| 244 | Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu); |
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[8814] | 245 | |
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[8817] | 246 | // check if this is the current goal |
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| 247 | if( this->destCoor != destCoor || this->destDir != destDir) |
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| 248 | { |
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| 249 | this->destCoor = destCoor; |
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| 250 | this->destDir = destDir; |
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[8814] | 251 | |
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[8817] | 252 | float time = 5.0f; |
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| 253 | |
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| 254 | if( this->currentAnim != NULL) |
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| 255 | delete this->currentAnim; |
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| 256 | |
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| 257 | this->currentAnim = new Animation3D(this); |
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| 258 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR); |
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| 259 | this->currentAnim->addKeyFrame(this->destCoor, this->destDir, time, ANIM_LINEAR, ANIM_LINEAR); |
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| 260 | |
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[8825] | 261 | |
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[8817] | 262 | this->currentAnim->setInfinity(ANIM_INF_CONSTANT); |
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| 263 | this->currentAnim->play(); |
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| 264 | |
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| 265 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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| 266 | } |
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| 267 | |
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| 268 | // calculate the distance |
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| 269 | Vector distance = this->getAbsCoor() - this->destCoor; |
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| 270 | return distance.len(); |
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| 271 | } |
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| 272 | |
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| 273 | |
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[8814] | 274 | /** |
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| 275 | * run to a specific place with direction |
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| 276 | * |
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| 277 | * @param x: x coordinate to go to |
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| 278 | * @param y: y coordinate to go to |
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| 279 | * @param qu: angle to rotate |
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| 280 | * @param qx: x coordinate of rotation vector |
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| 281 | * @param qy: y coordinate of rotation vector |
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| 282 | * @param qz: z coordinate of rotation vector |
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| 283 | * |
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| 284 | */ |
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| 285 | float GenericNPC::runTo(float x, float y, float qu, float qx, float qy, float qz) |
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[8817] | 286 | { |
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| 287 | this->runTo(x, y, 0.0f, qu, qx, qy, qz); |
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| 288 | } |
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[8814] | 289 | |
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| 290 | |
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[8817] | 291 | /** |
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| 292 | * run to a specific place with direction |
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| 293 | * |
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| 294 | * @param coor: vector place |
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| 295 | * @param dir: direction |
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| 296 | * |
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| 297 | */ |
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| 298 | float GenericNPC::runTo(const Vector& coordinate, const Quaternion& dir) |
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| 299 | { |
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| 300 | this->runTo(coordinate.x, coordinate.y, coordinate.z, dir.w, dir.v.x, dir.v.y, dir.v.z); |
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| 301 | } |
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[8814] | 302 | |
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[8817] | 303 | |
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[8814] | 304 | /** |
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| 305 | * crouch to a specific place with direction |
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| 306 | * |
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| 307 | * @param x: x coordinate to go to |
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| 308 | * @param y: y coordinate to go to |
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| 309 | * @param z: z coordinate to go to |
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| 310 | * @param qu: angle to rotate |
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| 311 | * @param qx: x coordinate of rotation vector |
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| 312 | * @param qy: y coordinate of rotation vector |
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| 313 | * @param qz: z coordinate of rotation vector |
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| 314 | * |
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| 315 | */ |
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| 316 | float GenericNPC::crouchTo(float x, float y, float z, float qu, float qx, float qy, float qz) |
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[8818] | 317 | { |
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| 318 | Vector destCoor = Vector(x, y, z); |
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| 319 | Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu); |
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[8814] | 320 | |
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[8818] | 321 | // check if this is the current goal |
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| 322 | if( this->destCoor != destCoor || this->destDir != destDir) |
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| 323 | { |
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| 324 | this->destCoor = destCoor; |
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| 325 | this->destDir = destDir; |
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[8814] | 326 | |
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[8818] | 327 | |
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| 328 | if( this->currentAnim != NULL) |
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| 329 | delete this->currentAnim; |
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| 330 | |
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| 331 | this->currentAnim = new Animation3D(this); |
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| 332 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR); |
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| 333 | this->currentAnim->addKeyFrame(this->destCoor, this->destDir, time, ANIM_LINEAR, ANIM_LINEAR); |
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| 334 | |
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[8823] | 335 | |
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[8818] | 336 | this->currentAnim->setInfinity(ANIM_INF_CONSTANT); |
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| 337 | this->currentAnim->play(); |
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| 338 | |
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| 339 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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| 340 | } |
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| 341 | |
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| 342 | // calculate the distance |
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| 343 | Vector distance = this->getAbsCoor() - this->destCoor; |
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| 344 | return distance.len(); |
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| 345 | } |
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| 346 | |
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| 347 | |
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[8814] | 348 | /** |
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| 349 | * couch to a specific place with direction |
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| 350 | * |
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| 351 | * @param x: x coordinate to go to |
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| 352 | * @param y: y coordinate to go to |
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| 353 | * @param qu: angle to rotate |
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| 354 | * @param qx: x coordinate of rotation vector |
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| 355 | * @param qy: y coordinate of rotation vector |
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| 356 | * @param qz: z coordinate of rotation vector |
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| 357 | * |
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| 358 | */ |
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| 359 | float GenericNPC::crouchTo(float x, float y, float qu, float qx, float qy, float qz) |
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[8818] | 360 | { |
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| 361 | this->crouchTo(x, y, 0.0f, qu, qx, qy, qz); |
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| 362 | } |
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[8814] | 363 | |
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| 364 | |
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| 365 | |
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[8817] | 366 | /** |
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[8818] | 367 | * crouch to a specific place with direction |
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| 368 | * |
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| 369 | * @param coor: vector place |
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| 370 | * @param dir: direction |
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| 371 | * |
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| 372 | */ |
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| 373 | float GenericNPC::crouchTo(const Vector& coordinate, const Quaternion& dir) |
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| 374 | { |
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| 375 | this->crouchTo(coordinate.x, coordinate.y, coordinate.z, dir.w, dir.v.x, dir.v.y, dir.v.z); |
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| 376 | } |
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| 377 | |
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| 378 | |
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| 379 | /** |
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[8817] | 380 | * stops the generic animation |
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| 381 | */ |
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| 382 | void GenericNPC::stop() |
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[8818] | 383 | { |
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| 384 | if( this->currentAnim != NULL) |
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| 385 | { |
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| 386 | this->currentAnim->stop(); |
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| 387 | delete this->currentAnim; |
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| 388 | this->currentAnim = NULL; |
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[8817] | 389 | |
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[8818] | 390 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 391 | } |
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| 392 | } |
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[8817] | 393 | |
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[8818] | 394 | |
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[8819] | 395 | /** |
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| 396 | * lookat a world entity |
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| 397 | * @param worldEntity: the worldentity to look at |
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| 398 | */ |
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[8814] | 399 | float GenericNPC::lookAt(WorldEntity* worldEntity) |
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| 400 | {} |
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| 401 | |
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| 402 | |
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[8819] | 403 | /** |
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[8824] | 404 | * turns to a given direction |
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| 405 | */ |
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| 406 | bool GenericNPC::turnTo(float qu, float qx, float qy, float qz) |
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| 407 | { |
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| 408 | Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu); |
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| 409 | |
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[8829] | 410 | printf("Turning: %f, %f, %f, %f \n",qu,qx,qy,qz); |
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[8824] | 411 | // check if this is the current goal |
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[8829] | 412 | this->destDir.debug(); |
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| 413 | destDir.debug(); |
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[8824] | 414 | if( this->destDir != destDir) |
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| 415 | { |
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[8829] | 416 | // if( this->currentAnim != NULL) |
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| 417 | // this->currentAnim->stop(); |
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| 418 | // |
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| 419 | PRINTF(0)("SET ANIMATION\n"); |
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| 420 | this->destDir = destDir; |
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| 421 | // |
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| 422 | |
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| 423 | |
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[8824] | 424 | if( this->currentAnim != NULL) |
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| 425 | delete this->currentAnim; |
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[8829] | 426 | |
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| 427 | this->setAbsDirSoft(destDir, 0.1f); |
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| 428 | /* |
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[8824] | 429 | this->currentAnim = new Animation3D(this); |
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[8829] | 430 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), 0.0f, ANIM_LINEAR, ANIM_LINEAR); |
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[8824] | 431 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR); |
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| 432 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->destDir, time, ANIM_LINEAR, ANIM_LINEAR); |
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| 433 | |
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[8829] | 434 | |
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[8824] | 435 | this->currentAnim->setInfinity(ANIM_INF_CONSTANT); |
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[8829] | 436 | this->currentAnim->play();*/ |
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| 437 | |
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[8825] | 438 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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[8824] | 439 | } |
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| 440 | |
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| 441 | // calculate the distance |
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| 442 | Vector distance = this->getAbsCoor() - this->destCoor; |
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| 443 | return distance.len(); |
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| 444 | } |
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| 445 | |
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| 446 | |
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| 447 | |
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| 448 | /** |
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[8819] | 449 | * talk to a world entity and play a sound/music/voice |
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| 450 | * @param worldEntity: entity |
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| 451 | * @param dialogNr: sound nr to be played (from the xml load tags) |
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| 452 | */ |
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[8814] | 453 | float GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
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| 454 | {} |
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| 455 | |
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[8819] | 456 | |
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| 457 | /** |
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| 458 | * world entity to shoot at if there is any weapon on the npc |
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| 459 | * @param entity: entity to shoot entity |
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| 460 | */ |
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[8814] | 461 | void GenericNPC::shootAt(WorldEntity* entity) |
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| 462 | {} |
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| 463 | |
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| 464 | |
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| 465 | |
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| 466 | |
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| 467 | |
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| 468 | |
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| 469 | |
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| 470 | |
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| 471 | |
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| 472 | |
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| 473 | /** |
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[8514] | 474 | * tick this world entity |
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| 475 | * @param time: time in seconds expirded since the last tick |
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| 476 | */ |
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| 477 | void GenericNPC::tick (float time) |
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| 478 | { |
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| 479 | if( likely(this->getModel(0) != NULL)) |
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| 480 | ((InteractiveModel*)this->getModel(0))->tick(time); |
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[8816] | 481 | |
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[8514] | 482 | } |
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| 483 | |
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| 484 | |
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| 485 | |
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| 486 | void GenericNPC::destroy() |
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| 487 | { |
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| 488 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
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| 489 | |
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| 490 | if( randi == 1) |
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| 491 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 492 | else if( randi == 2) |
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| 493 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
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| 494 | else if( randi == 3) |
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| 495 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
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| 496 | else if( randi == 4) |
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| 497 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
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| 498 | else |
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| 499 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 500 | } |
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| 501 | |
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