[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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[8908] | 19 | #include "generic_npc.h" |
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[8514] | 20 | |
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[8908] | 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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| 29 | |
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| 30 | #include "loading/resource_manager.h" |
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| 31 | |
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[8514] | 32 | |
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| 33 | CREATE_FACTORY(GenericNPC, CL_GENERIC_NPC); |
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| 34 | |
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[8894] | 35 | #include "script_class.h" |
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| 36 | CREATE_SCRIPTABLE_CLASS(GenericNPC, CL_GENERIC_NPC, |
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[8913] | 37 | // Move |
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[8908] | 38 | addMethod("walkTo", ExecutorLua3<GenericNPC,float,float,float>(&GenericNPC::walkTo)) |
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[8917] | 39 | ->addMethod("runTo", ExecutorLua3<GenericNPC,float,float,float>(&GenericNPC::runTo)) |
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[8908] | 40 | ->addMethod("turnTo", ExecutorLua1<GenericNPC,float>(&GenericNPC::turnTo)) |
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[8917] | 41 | ->addMethod("finalGoalReached", ExecutorLua0ret<GenericNPC,bool>(&GenericNPC::finalGoalReached)) |
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[8913] | 42 | // Display |
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[8894] | 43 | ->addMethod("hide", ExecutorLua0<WorldEntity>(&WorldEntity::hide)) |
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| 44 | ->addMethod("unhide", ExecutorLua0<WorldEntity>(&WorldEntity::unhide)) |
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[8913] | 45 | // Coordinates |
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[8894] | 46 | ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX)) |
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| 47 | ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY)) |
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| 48 | ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ)) |
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| 49 | ->addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor)) |
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| 50 | ->addMethod("setAbsDir", ExecutorLua4<PNode,float,float,float,float>(&PNode::setAbsDir)) |
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[8908] | 51 | |
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[8894] | 52 | ); |
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[8514] | 53 | |
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| 54 | |
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[8894] | 55 | |
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[8514] | 56 | /** |
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| 57 | * constructor |
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| 58 | */ |
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| 59 | GenericNPC::GenericNPC(const TiXmlElement* root) |
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[8913] | 60 | : NPC(root) |
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[8514] | 61 | { |
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| 62 | this->init(); |
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| 63 | |
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| 64 | if (root != NULL) |
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| 65 | this->loadParams(root); |
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| 66 | } |
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| 67 | |
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| 68 | |
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| 69 | /** |
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| 70 | * deconstructor |
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| 71 | */ |
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| 72 | GenericNPC::~GenericNPC () |
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[8913] | 73 | {} |
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[8514] | 74 | |
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| 75 | |
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| 76 | /** |
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| 77 | * initializing the npc enity |
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| 78 | */ |
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| 79 | void GenericNPC::init() |
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| 80 | { |
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| 81 | this->setClassID(CL_GENERIC_NPC, "GenericNPC"); |
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| 82 | this->toList(OM_GROUP_00); |
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[8516] | 83 | |
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| 84 | if (this->soundBuffer != NULL) |
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| 85 | ResourceManager::getInstance()->unload(this->soundBuffer); |
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| 86 | this->soundBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/rain.wav", WAV); |
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[8705] | 87 | |
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[8894] | 88 | time = 30.0f; |
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[8705] | 89 | // collision reaction registration |
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[8913] | 90 | // this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); |
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[8514] | 91 | } |
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| 92 | |
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| 93 | |
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| 94 | /** |
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| 95 | * loads the Settings of a MD2Creature from an XML-element. |
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| 96 | * @param root the XML-element to load the MD2Creature's properties from |
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| 97 | */ |
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| 98 | void GenericNPC::loadParams(const TiXmlElement* root) |
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| 99 | { |
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[8705] | 100 | NPC::loadParams(root); |
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[8514] | 101 | |
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| 102 | } |
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| 103 | |
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| 104 | |
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| 105 | /** |
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| 106 | * sets the animation of this npc |
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| 107 | * @param anumationIndex: the animation index |
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| 108 | * @param anumPlaybackMode: the playback mode |
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| 109 | */ |
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| 110 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
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| 111 | { |
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| 112 | if( likely(this->getModel(0) != NULL)) |
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| 113 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 114 | } |
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| 115 | |
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| 116 | |
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| 117 | /** |
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| 118 | * sets the animation of this npc |
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| 119 | * @param anumationIndex: the animation index |
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| 120 | * @param anumPlaybackMode: the playback mode |
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| 121 | */ |
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[8705] | 122 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
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[8514] | 123 | { |
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| 124 | if( likely(this->getModel(0) != NULL)) |
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| 125 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 126 | |
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| 127 | } |
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| 128 | |
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| 129 | |
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| 130 | /** |
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| 131 | * play a sound |
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| 132 | * @param filename: name of the file |
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| 133 | */ |
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[8705] | 134 | void GenericNPC::playSound(std::string filename) |
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[8913] | 135 | {} |
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[8705] | 136 | |
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[8514] | 137 | |
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| 138 | |
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[8894] | 139 | /** |
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[8908] | 140 | * stops the generic animation |
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[8894] | 141 | */ |
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[8908] | 142 | void GenericNPC::stop() |
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[8913] | 143 | {} |
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| 144 | |
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| 145 | void GenericNPC::nextStep() |
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[8894] | 146 | { |
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[8913] | 147 | if (!this->behaviourList.empty()) |
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| 148 | this->behaviourList.pop_front(); |
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| 149 | else |
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| 150 | return; |
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[8802] | 151 | |
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[8913] | 152 | if (!this->behaviourList.empty()) |
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| 153 | { |
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| 154 | switch(this->behaviourList.front().type) |
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| 155 | { |
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| 156 | case Walk: |
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| 157 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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| 158 | break; |
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| 159 | case Run: |
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| 160 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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| 161 | break; |
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| 162 | case Crouch: |
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| 163 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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| 164 | break; |
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| 165 | case LookAt: |
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| 166 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 167 | |
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| 168 | break; |
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| 169 | case Shoot: |
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| 170 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 171 | break; |
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| 172 | |
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| 173 | default: |
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| 174 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 175 | break; |
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| 176 | |
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| 177 | } |
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| 178 | } |
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| 179 | else |
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| 180 | { |
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| 181 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 182 | } |
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[8894] | 183 | } |
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| 184 | |
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[8802] | 185 | |
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[8908] | 186 | void GenericNPC::walkTo(const Vector& coordinate) |
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[8805] | 187 | { |
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[8936] | 188 | |
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[8909] | 189 | GenericNPC::Anim anim; |
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| 190 | anim.v = coordinate; |
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| 191 | anim.type = Walk; |
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| 192 | |
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| 193 | this->behaviourList.push_back(anim); |
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[8805] | 194 | } |
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| 195 | |
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[8908] | 196 | void GenericNPC::walkTo(float x, float y, float z) |
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[8909] | 197 | { |
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[8915] | 198 | printf("Walking to %f, %f, %f \n",x,y,z); |
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[8909] | 199 | this->walkTo(Vector(x,y,z)); |
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[8894] | 200 | |
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[8909] | 201 | } |
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| 202 | |
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[8908] | 203 | /* running functions */ |
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| 204 | void GenericNPC::runTo(const Vector& coordinate) |
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[8909] | 205 | { |
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| 206 | GenericNPC::Anim anim; |
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| 207 | anim.v = coordinate; |
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| 208 | anim.type = Run; |
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| 209 | |
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| 210 | this->behaviourList.push_back(anim); |
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| 211 | } |
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| 212 | |
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[8908] | 213 | void GenericNPC::runTo(float x, float y, float z) |
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[8909] | 214 | { |
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| 215 | this->runTo(Vector(x,y,z)); |
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| 216 | } |
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[8894] | 217 | |
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[8908] | 218 | /* couching functinos */ |
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| 219 | void GenericNPC::crouchTo(const Vector& coordinate) |
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[8909] | 220 | { |
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| 221 | GenericNPC::Anim anim; |
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| 222 | anim.v = coordinate; |
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| 223 | anim.type = Crouch; |
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| 224 | |
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| 225 | this->behaviourList.push_back(anim); |
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| 226 | } |
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[8908] | 227 | void GenericNPC::crouchTo(float x, float y, float z) |
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[8909] | 228 | { |
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| 229 | this->crouchTo(Vector(x,y,z)); |
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| 230 | } |
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[8894] | 231 | |
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| 232 | |
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| 233 | |
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[8908] | 234 | void GenericNPC::turnTo(float degreeInY) |
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[8909] | 235 | { |
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| 236 | GenericNPC::Anim anim; |
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| 237 | anim.q = Quaternion(Vector(0,1,0), degreeInY); |
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| 238 | anim.type = TurnTo; |
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[8894] | 239 | |
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[8909] | 240 | this->behaviourList.push_back(anim); |
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| 241 | } |
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[8894] | 242 | |
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| 243 | |
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[8909] | 244 | |
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[8894] | 245 | /** |
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| 246 | * lookat a world entity |
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| 247 | * @param worldEntity: the worldentity to look at |
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| 248 | */ |
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[8908] | 249 | void GenericNPC::lookAt(WorldEntity* worldEntity) |
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[8909] | 250 | { |
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| 251 | GenericNPC::Anim anim; |
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| 252 | anim.entity = worldEntity; |
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| 253 | anim.type = LookAt; |
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[8894] | 254 | |
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[8909] | 255 | this->behaviourList.push_back(anim); |
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| 256 | } |
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[8894] | 257 | |
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| 258 | |
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| 259 | |
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[8909] | 260 | |
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[8894] | 261 | /** |
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| 262 | * talk to a world entity and play a sound/music/voice |
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| 263 | * @param worldEntity: entity |
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| 264 | * @param dialogNr: sound nr to be played (from the xml load tags) |
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| 265 | */ |
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[8908] | 266 | void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
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[8894] | 267 | {} |
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| 268 | |
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| 269 | |
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| 270 | /** |
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| 271 | * world entity to shoot at if there is any weapon on the npc |
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| 272 | * @param entity: entity to shoot entity |
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| 273 | */ |
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| 274 | void GenericNPC::shootAt(WorldEntity* entity) |
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| 275 | {} |
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| 276 | |
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| 277 | |
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| 278 | |
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| 279 | |
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| 280 | |
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| 281 | |
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| 282 | |
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| 283 | |
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| 284 | |
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| 285 | |
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| 286 | /** |
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[8514] | 287 | * tick this world entity |
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| 288 | * @param time: time in seconds expirded since the last tick |
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| 289 | */ |
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[8914] | 290 | void GenericNPC::tick (float dt) |
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[8514] | 291 | { |
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| 292 | if( likely(this->getModel(0) != NULL)) |
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[8936] | 293 | ((InteractiveModel*)this->getModel(0))->tick(dt); |
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[8894] | 294 | |
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[8909] | 295 | |
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| 296 | if (!this->behaviourList.empty()) |
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| 297 | { |
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| 298 | switch(this->behaviourList.front().type) |
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| 299 | { |
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| 300 | case Walk: |
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[8913] | 301 | { |
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[8914] | 302 | Vector dir = this->getAbsCoor() - this->behaviourList.front().v; |
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| 303 | if (dir.len() < .5) |
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| 304 | this->nextStep(); |
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| 305 | else |
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| 306 | { |
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| 307 | this->shiftCoor(dir.getNormalized() * dt); |
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| 308 | } |
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[8913] | 309 | } |
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[8909] | 310 | break; |
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| 311 | case Run: |
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| 312 | break; |
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| 313 | case Crouch: |
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| 314 | break; |
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[8914] | 315 | case TurnTo: |
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| 316 | //Quaternion direction = this-> |
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| 317 | break; |
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[8909] | 318 | case LookAt: |
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| 319 | break; |
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| 320 | case Shoot: |
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| 321 | break; |
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| 322 | |
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[8913] | 323 | default: |
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| 324 | break; |
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| 325 | |
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[8909] | 326 | } |
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| 327 | } |
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| 328 | |
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[8514] | 329 | } |
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| 330 | |
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| 331 | |
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| 332 | |
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| 333 | void GenericNPC::destroy() |
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| 334 | { |
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| 335 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
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| 336 | |
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| 337 | if( randi == 1) |
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| 338 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 339 | else if( randi == 2) |
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| 340 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
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| 341 | else if( randi == 3) |
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| 342 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
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| 343 | else if( randi == 4) |
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| 344 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
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| 345 | else |
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| 346 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 347 | } |
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| 348 | |
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