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 | #include "generic_npc.h" |
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20 | |
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21 | |
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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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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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32 | |
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33 | CREATE_FACTORY(GenericNPC, CL_GENERIC_NPC); |
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34 | |
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35 | #include "script_class.h" |
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36 | CREATE_SCRIPTABLE_CLASS(GenericNPC, CL_GENERIC_NPC, |
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37 | // Move |
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38 | addMethod("walkTo", ExecutorLua3<GenericNPC,float,float,float>(&GenericNPC::walkTo)) |
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39 | ->addMethod("runTo", ExecutorLua3<GenericNPC,float,float,float>(&GenericNPC::runTo)) |
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40 | ->addMethod("turnTo", ExecutorLua1<GenericNPC,float>(&GenericNPC::turnTo)) |
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41 | ->addMethod("finalGoalReached", ExecutorLua0ret<GenericNPC,bool>(&GenericNPC::finalGoalReached)) |
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42 | // Display |
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43 | ->addMethod("hide", ExecutorLua0<WorldEntity>(&WorldEntity::hide)) |
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44 | ->addMethod("unhide", ExecutorLua0<WorldEntity>(&WorldEntity::unhide)) |
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45 | // Coordinates |
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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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51 | |
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52 | ); |
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53 | |
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54 | |
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55 | |
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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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60 | : NPC(root) |
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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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73 | {} |
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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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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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87 | |
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88 | time = 30.0f; |
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89 | // collision reaction registration |
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90 | // this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); |
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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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100 | NPC::loadParams(root); |
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101 | |
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102 | } |
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103 | |
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104 | |
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105 | /** |
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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 | /** |
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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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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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149 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
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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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161 | void GenericNPC::playSound(std::string filename) |
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162 | {} |
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163 | |
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164 | |
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165 | |
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166 | /** |
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167 | * stops the generic animation |
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168 | */ |
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169 | void GenericNPC::stop() |
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170 | {} |
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171 | |
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172 | |
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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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211 | void GenericNPC::nextStep() |
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212 | { |
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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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217 | |
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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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223 | if( this->getAnimation() != RUN) |
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224 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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225 | break; |
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226 | case Run: |
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227 | if( this->getAnimation() != RUN) |
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228 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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229 | break; |
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230 | case Crouch: |
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231 | if( this->getAnimation() != CROUCH_WALK) |
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232 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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233 | break; |
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234 | case LookAt: |
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235 | if( this->getAnimation() != STAND) |
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236 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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237 | break; |
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238 | case Shoot: |
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239 | if( this->getAnimation() != STAND) |
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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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244 | if( this->getAnimation() != STAND) |
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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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254 | } |
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255 | |
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256 | |
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257 | |
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258 | |
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259 | void GenericNPC::walkTo(const Vector& coordinate) |
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260 | { |
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261 | |
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262 | GenericNPC::Anim anim; |
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263 | anim.v = coordinate; |
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264 | anim.type = Walk; |
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265 | anim.speed = 30.0f; |
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266 | |
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267 | if( this->behaviourList.empty()) |
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268 | { |
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269 | this->behaviourList.push_back(anim); |
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270 | this->initNPC(); |
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271 | } |
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272 | else |
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273 | this->behaviourList.push_back(anim); |
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274 | } |
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275 | |
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276 | void GenericNPC::walkTo(float x, float y, float z) |
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277 | { |
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278 | //printf("Walking to %f, %f, %f \n",x,y,z); |
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279 | this->walkTo(Vector(x,y,z)); |
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280 | |
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281 | } |
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282 | |
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283 | /* running functions */ |
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284 | void GenericNPC::runTo(const Vector& coordinate) |
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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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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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297 | } |
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298 | |
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299 | void GenericNPC::runTo(float x, float y, float z) |
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300 | { |
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301 | this->runTo(Vector(x,y,z)); |
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302 | } |
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303 | |
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304 | /* couching functinos */ |
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305 | void GenericNPC::crouchTo(const Vector& coordinate) |
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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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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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318 | } |
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319 | void GenericNPC::crouchTo(float x, float y, float z) |
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320 | { |
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321 | this->crouchTo(Vector(x,y,z)); |
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322 | } |
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323 | |
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324 | |
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325 | |
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326 | void GenericNPC::turnTo(float degreeInY) |
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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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331 | |
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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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339 | } |
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340 | |
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341 | |
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342 | |
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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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347 | void GenericNPC::lookAt(WorldEntity* worldEntity) |
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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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352 | |
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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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360 | } |
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361 | |
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362 | |
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363 | |
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364 | |
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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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370 | void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
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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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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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394 | void GenericNPC::tick (float dt) |
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395 | { |
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396 | if( likely(this->getModel(0) != NULL)) |
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397 | ((InteractiveModel*)this->getModel(0))->tick(dt); |
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398 | |
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399 | |
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400 | if (!this->behaviourList.empty()) |
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401 | { |
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402 | GenericNPC::Anim currentAnimation = this->behaviourList.front(); |
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403 | switch( currentAnimation.type) |
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404 | { |
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405 | case Walk: |
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406 | { |
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407 | |
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408 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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409 | if (dest.len() < .5) |
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410 | this->nextStep(); |
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411 | else |
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412 | { |
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413 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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414 | } |
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415 | } |
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416 | break; |
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417 | |
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418 | case Run: |
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419 | break; |
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420 | |
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421 | case Crouch: |
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422 | break; |
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423 | |
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424 | case TurnTo: |
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425 | //Quaternion direction = this-> |
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426 | break; |
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427 | |
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428 | case LookAt: |
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429 | break; |
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430 | |
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431 | case Shoot: |
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432 | break; |
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433 | |
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434 | default: |
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435 | break; |
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436 | |
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437 | } |
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438 | } |
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439 | |
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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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