| [1853] | 1 | |
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| 2 | |
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| [4597] | 3 | /* |
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| [1853] | 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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| [1855] | 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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| [1853] | 16 | */ |
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| [5357] | 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| [1853] | 18 | |
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| 19 | |
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| [5266] | 20 | #include "npc2.h" |
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| [5033] | 21 | #include "obb_tree.h" |
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| [1853] | 22 | |
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| [5266] | 23 | #include "shader.h" |
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| [4984] | 24 | #include "state.h" |
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| [5064] | 25 | #include "list.h" |
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| [4984] | 26 | |
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| [1858] | 27 | using namespace std; |
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| [1853] | 28 | |
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| [1858] | 29 | |
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| [5266] | 30 | NPC2::NPC2() |
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| [1931] | 31 | { |
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| [4597] | 32 | this->setClassID(CL_NPC, "NPC"); |
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| [4976] | 33 | |
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| [5266] | 34 | this->loadModelWithScale("models/ships/bolido.obj", 3); |
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| [5333] | 35 | this->shader = NULL; |
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| 36 | if (likely(Shader::checkShaderAbility())) |
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| 37 | this->shader = Shader::getShader("shaders/toon.vert", "shaders/toon.frag"); |
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| [5059] | 38 | |
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| [5266] | 39 | this->obj = gluNewQuadric(); |
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| 40 | |
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| [5059] | 41 | this->randomRotAxis = VECTOR_RAND(1); |
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| [1931] | 42 | } |
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| [1853] | 43 | |
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| [5034] | 44 | |
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| [5267] | 45 | NPC2::~NPC2 () |
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| 46 | { |
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| [5363] | 47 | if (this->shader) |
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| 48 | Shader::unload(this->shader); |
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| [5313] | 49 | gluDeleteQuadric(this->obj); |
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| [5267] | 50 | } |
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| [1853] | 51 | |
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| [5267] | 52 | |
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| [5266] | 53 | void NPC2::collidesWith(WorldEntity* entity, const Vector& location) |
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| [5029] | 54 | { |
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| [5053] | 55 | if (entity->isA(CL_PROJECTILE)) |
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| [5258] | 56 | { |
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| [5065] | 57 | PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getName(), entity->getName(), location.x, location.y, location.z); |
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| [5258] | 58 | this->applyForce(Vector(0,0,0)-location*1000); |
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| 59 | } |
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| [5259] | 60 | else if (entity->isA(CL_PLAYER)) |
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| 61 | this->applyForce(Vector(0,0,0)-location*100); |
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| 62 | else |
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| [5258] | 63 | { |
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| 64 | this->setVisibiliy(false); |
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| 65 | State::getWorldEntityList()->remove(this); |
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| 66 | } |
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| [1931] | 67 | } |
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| 68 | |
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| [5029] | 69 | |
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| [5266] | 70 | /** |
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| 71 | * the entity is drawn onto the screen with this function |
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| 72 | * |
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| 73 | * This is a central function of an entity: call it to let the entity painted to the screen. |
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| 74 | * Just override this function with whatever you want to be drawn. |
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| 75 | */ |
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| 76 | void NPC2::draw() |
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| [4984] | 77 | { |
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| [5266] | 78 | glMatrixMode(GL_MODELVIEW); |
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| 79 | glPushMatrix(); |
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| 80 | float matrix[4][4]; |
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| 81 | |
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| 82 | /* translate */ |
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| 83 | glTranslatef (this->getAbsCoor ().x, |
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| 84 | this->getAbsCoor ().y, |
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| 85 | this->getAbsCoor ().z); |
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| 86 | /* rotate */ |
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| 87 | this->getAbsDir ().matrix (matrix); |
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| 88 | glMultMatrixf((float*)matrix); |
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| 89 | |
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| [5323] | 90 | if (this->shader != NULL && this->shader != Shader::getActiveShader()) |
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| 91 | shader->activateShader(); |
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| [5268] | 92 | gluSphere(this->obj, 3, 10, 10); |
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| [5333] | 93 | shader->deactivateShader(); |
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| [5266] | 94 | |
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| 95 | |
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| 96 | /* if (this->model) |
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| 97 | this->model->draw();*/ |
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| 98 | glPopMatrix(); |
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| 99 | } |
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| 100 | |
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| 101 | |
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| 102 | void NPC2::tick(float dt) |
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| 103 | { |
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| [5257] | 104 | // Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor()); |
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| [2036] | 105 | |
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| [4986] | 106 | //if (directin.len() < 100) |
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| [5257] | 107 | // this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0)); |
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| [5060] | 108 | this->shiftDir(Quaternion(dt, this->randomRotAxis)); |
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| [4986] | 109 | |
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| [4984] | 110 | } |
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| 111 | |
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| 112 | |
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| [5033] | 113 | |
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