[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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[8951] | 117 | |
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[8514] | 118 | /** |
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[8951] | 119 | * @returns the current animation number |
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| 120 | */ |
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| 121 | int GenericNPC::getAnimation() |
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| 122 | { |
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| 123 | if( likely(this->getModel(0) != NULL)) |
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| 124 | return ((InteractiveModel*)this->getModel(0))->getAnimation(); |
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| 125 | else |
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| 126 | return -1; |
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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 | /** |
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| 132 | * @returns true if animation is finished |
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| 133 | */ |
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| 134 | bool GenericNPC::isAnimationFinished() |
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| 135 | { |
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| 136 | if( likely(this->getModel(0) != NULL)) |
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| 137 | return ((InteractiveModel*)this->getModel(0))->isAnimationFinished(); |
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| 138 | else |
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| 139 | return false; |
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| 140 | } |
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| 141 | |
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| 142 | |
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| 143 | |
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| 144 | /** |
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[8514] | 145 | * sets the animation of this npc |
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| 146 | * @param anumationIndex: the animation index |
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| 147 | * @param anumPlaybackMode: the playback mode |
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| 148 | */ |
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[8705] | 149 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
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[8514] | 150 | { |
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| 151 | if( likely(this->getModel(0) != NULL)) |
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| 152 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 153 | |
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| 154 | } |
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| 155 | |
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| 156 | |
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| 157 | /** |
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| 158 | * play a sound |
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| 159 | * @param filename: name of the file |
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| 160 | */ |
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[8705] | 161 | void GenericNPC::playSound(std::string filename) |
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[8913] | 162 | {} |
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[8705] | 163 | |
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[8514] | 164 | |
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| 165 | |
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[8894] | 166 | /** |
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[8908] | 167 | * stops the generic animation |
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[8894] | 168 | */ |
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[8908] | 169 | void GenericNPC::stop() |
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[8913] | 170 | {} |
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| 171 | |
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[8953] | 172 | |
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[8957] | 173 | |
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| 174 | void GenericNPC::initNPC() |
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| 175 | { |
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| 176 | if (!this->behaviourList.empty()) |
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| 177 | { |
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| 178 | switch(this->behaviourList.front().type) |
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| 179 | { |
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| 180 | case Walk: |
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| 181 | if( this->getAnimation() != RUN) |
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| 182 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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| 183 | break; |
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| 184 | case Run: |
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| 185 | if( this->getAnimation() != RUN) |
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| 186 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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| 187 | break; |
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| 188 | case Crouch: |
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| 189 | if( this->getAnimation() != CROUCH_WALK) |
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| 190 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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| 191 | break; |
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| 192 | case LookAt: |
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| 193 | if( this->getAnimation() != STAND) |
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| 194 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 195 | break; |
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| 196 | case Shoot: |
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| 197 | if( this->getAnimation() != STAND) |
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| 198 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 199 | break; |
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| 200 | |
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| 201 | default: |
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| 202 | if( this->getAnimation() != STAND) |
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| 203 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 204 | break; |
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| 205 | |
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| 206 | } |
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| 207 | } |
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| 208 | } |
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| 209 | |
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| 210 | |
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[8913] | 211 | void GenericNPC::nextStep() |
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[8894] | 212 | { |
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[8913] | 213 | if (!this->behaviourList.empty()) |
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| 214 | this->behaviourList.pop_front(); |
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| 215 | else |
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| 216 | return; |
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[8802] | 217 | |
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[8913] | 218 | if (!this->behaviourList.empty()) |
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| 219 | { |
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| 220 | switch(this->behaviourList.front().type) |
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| 221 | { |
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| 222 | case Walk: |
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[8955] | 223 | if( this->getAnimation() != RUN) |
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| 224 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8913] | 225 | break; |
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| 226 | case Run: |
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[8955] | 227 | if( this->getAnimation() != RUN) |
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| 228 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8913] | 229 | break; |
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| 230 | case Crouch: |
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[8955] | 231 | if( this->getAnimation() != CROUCH_WALK) |
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| 232 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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[8913] | 233 | break; |
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| 234 | case LookAt: |
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[8955] | 235 | if( this->getAnimation() != STAND) |
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| 236 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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[8913] | 237 | break; |
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| 238 | case Shoot: |
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[8955] | 239 | if( this->getAnimation() != STAND) |
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[8913] | 240 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 241 | break; |
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| 242 | |
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| 243 | default: |
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[8955] | 244 | if( this->getAnimation() != STAND) |
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[8913] | 245 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 246 | break; |
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| 247 | |
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| 248 | } |
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| 249 | } |
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| 250 | else |
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| 251 | { |
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| 252 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 253 | } |
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[8894] | 254 | } |
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| 255 | |
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[8802] | 256 | |
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[8957] | 257 | |
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| 258 | |
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[8908] | 259 | void GenericNPC::walkTo(const Vector& coordinate) |
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[8805] | 260 | { |
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[8936] | 261 | |
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[8909] | 262 | GenericNPC::Anim anim; |
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| 263 | anim.v = coordinate; |
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| 264 | anim.type = Walk; |
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[8955] | 265 | anim.speed = 30.0f; |
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[8909] | 266 | |
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[8955] | 267 | if( this->behaviourList.empty()) |
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| 268 | { |
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| 269 | this->behaviourList.push_back(anim); |
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[8957] | 270 | this->initNPC(); |
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[8955] | 271 | } |
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| 272 | else |
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| 273 | this->behaviourList.push_back(anim); |
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[8805] | 274 | } |
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| 275 | |
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[8908] | 276 | void GenericNPC::walkTo(float x, float y, float z) |
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[8909] | 277 | { |
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[8952] | 278 | //printf("Walking to %f, %f, %f \n",x,y,z); |
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[8909] | 279 | this->walkTo(Vector(x,y,z)); |
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[8894] | 280 | |
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[8909] | 281 | } |
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| 282 | |
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[8908] | 283 | /* running functions */ |
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| 284 | void GenericNPC::runTo(const Vector& coordinate) |
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[8909] | 285 | { |
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| 286 | GenericNPC::Anim anim; |
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| 287 | anim.v = coordinate; |
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| 288 | anim.type = Run; |
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| 289 | |
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[8957] | 290 | if( this->behaviourList.empty()) |
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| 291 | { |
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| 292 | this->behaviourList.push_back(anim); |
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| 293 | this->initNPC(); |
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| 294 | } |
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| 295 | else |
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| 296 | this->behaviourList.push_back(anim); |
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[8909] | 297 | } |
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| 298 | |
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[8908] | 299 | void GenericNPC::runTo(float x, float y, float z) |
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[8909] | 300 | { |
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| 301 | this->runTo(Vector(x,y,z)); |
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| 302 | } |
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[8894] | 303 | |
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[8908] | 304 | /* couching functinos */ |
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| 305 | void GenericNPC::crouchTo(const Vector& coordinate) |
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[8909] | 306 | { |
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| 307 | GenericNPC::Anim anim; |
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| 308 | anim.v = coordinate; |
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| 309 | anim.type = Crouch; |
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| 310 | |
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[8957] | 311 | if( this->behaviourList.empty()) |
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| 312 | { |
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| 313 | this->behaviourList.push_back(anim); |
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| 314 | this->initNPC(); |
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| 315 | } |
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| 316 | else |
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| 317 | this->behaviourList.push_back(anim); |
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[8909] | 318 | } |
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[8908] | 319 | void GenericNPC::crouchTo(float x, float y, float z) |
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[8909] | 320 | { |
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| 321 | this->crouchTo(Vector(x,y,z)); |
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| 322 | } |
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[8894] | 323 | |
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| 324 | |
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| 325 | |
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[8908] | 326 | void GenericNPC::turnTo(float degreeInY) |
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[8909] | 327 | { |
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| 328 | GenericNPC::Anim anim; |
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| 329 | anim.q = Quaternion(Vector(0,1,0), degreeInY); |
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| 330 | anim.type = TurnTo; |
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[8894] | 331 | |
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[8957] | 332 | if( this->behaviourList.empty()) |
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| 333 | { |
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| 334 | this->behaviourList.push_back(anim); |
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| 335 | this->initNPC(); |
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| 336 | } |
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| 337 | else |
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| 338 | this->behaviourList.push_back(anim); |
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[8909] | 339 | } |
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[8894] | 340 | |
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| 341 | |
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[8909] | 342 | |
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[8894] | 343 | /** |
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| 344 | * lookat a world entity |
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| 345 | * @param worldEntity: the worldentity to look at |
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| 346 | */ |
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[8908] | 347 | void GenericNPC::lookAt(WorldEntity* worldEntity) |
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[8909] | 348 | { |
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| 349 | GenericNPC::Anim anim; |
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| 350 | anim.entity = worldEntity; |
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| 351 | anim.type = LookAt; |
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[8894] | 352 | |
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[8957] | 353 | if( this->behaviourList.empty()) |
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| 354 | { |
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| 355 | this->behaviourList.push_back(anim); |
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| 356 | this->initNPC(); |
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| 357 | } |
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| 358 | else |
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| 359 | this->behaviourList.push_back(anim); |
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[8909] | 360 | } |
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[8894] | 361 | |
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| 362 | |
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| 363 | |
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[8909] | 364 | |
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[8894] | 365 | /** |
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| 366 | * talk to a world entity and play a sound/music/voice |
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| 367 | * @param worldEntity: entity |
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| 368 | * @param dialogNr: sound nr to be played (from the xml load tags) |
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| 369 | */ |
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[8908] | 370 | void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
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[8894] | 371 | {} |
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| 372 | |
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| 373 | |
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| 374 | /** |
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| 375 | * world entity to shoot at if there is any weapon on the npc |
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| 376 | * @param entity: entity to shoot entity |
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| 377 | */ |
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| 378 | void GenericNPC::shootAt(WorldEntity* entity) |
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| 379 | {} |
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| 380 | |
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| 381 | |
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| 382 | |
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| 383 | |
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| 384 | |
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| 385 | |
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| 386 | |
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| 387 | |
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| 388 | |
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| 389 | |
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| 390 | /** |
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[8514] | 391 | * tick this world entity |
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| 392 | * @param time: time in seconds expirded since the last tick |
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| 393 | */ |
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[8914] | 394 | void GenericNPC::tick (float dt) |
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[8514] | 395 | { |
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| 396 | if( likely(this->getModel(0) != NULL)) |
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[8936] | 397 | ((InteractiveModel*)this->getModel(0))->tick(dt); |
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[8894] | 398 | |
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[8909] | 399 | |
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| 400 | if (!this->behaviourList.empty()) |
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| 401 | { |
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[8951] | 402 | GenericNPC::Anim currentAnimation = this->behaviourList.front(); |
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| 403 | switch( currentAnimation.type) |
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[8909] | 404 | { |
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| 405 | case Walk: |
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[8913] | 406 | { |
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[8951] | 407 | |
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[8953] | 408 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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| 409 | if (dest.len() < .5) |
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[8914] | 410 | this->nextStep(); |
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| 411 | else |
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| 412 | { |
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[8954] | 413 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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[8914] | 414 | } |
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[8913] | 415 | } |
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[8909] | 416 | break; |
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[8951] | 417 | |
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[8909] | 418 | case Run: |
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| 419 | break; |
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[8951] | 420 | |
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[8909] | 421 | case Crouch: |
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| 422 | break; |
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[8951] | 423 | |
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[8914] | 424 | case TurnTo: |
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| 425 | //Quaternion direction = this-> |
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| 426 | break; |
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[8951] | 427 | |
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[8909] | 428 | case LookAt: |
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| 429 | break; |
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[8951] | 430 | |
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[8909] | 431 | case Shoot: |
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| 432 | break; |
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| 433 | |
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[8913] | 434 | default: |
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| 435 | break; |
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| 436 | |
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[8909] | 437 | } |
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| 438 | } |
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| 439 | |
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[8514] | 440 | } |
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| 441 | |
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| 442 | |
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| 443 | |
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| 444 | void GenericNPC::destroy() |
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| 445 | { |
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| 446 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
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| 447 | |
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| 448 | if( randi == 1) |
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| 449 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 450 | else if( randi == 2) |
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| 451 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
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| 452 | else if( randi == 3) |
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| 453 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
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| 454 | else if( randi == 4) |
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| 455 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
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| 456 | else |
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| 457 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 458 | } |
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| 459 | |
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