| 1 |  | 
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| 2 |  | 
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| 3 | /* | 
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| 4 | orxonox - the future of 3D-vertical-scrollers | 
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| 5 |  | 
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| 6 | Copyright (C) 2004 orx | 
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| 7 |  | 
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| 8 | This program is free software; you can redistribute it and/or modify | 
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| 9 | it under the terms of the GNU General Public License as published by | 
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| 10 | the Free Software Foundation; either version 2, or (at your option) | 
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| 11 | any later version. | 
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| 12 |  | 
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| 13 | ### File Specific: | 
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| 14 | main-programmer: Patrick Boenzli | 
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| 15 | co-programmer: | 
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| 16 | */ | 
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY | 
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| 18 |  | 
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| 19 |  | 
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| 20 | #include "npc2.h" | 
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| 21 | #include "obb_tree.h" | 
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| 22 |  | 
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| 23 | #include "shader.h" | 
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| 24 | #include "state.h" | 
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| 25 | #include "list.h" | 
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| 26 | #include "stdlibincl.h" | 
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| 27 | #include "debug.h" | 
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| 28 |  | 
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| 29 |  | 
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| 30 | using namespace std; | 
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| 31 |  | 
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| 32 |  | 
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| 33 | NPC2::NPC2() | 
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| 34 | { | 
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| 35 | this->setClassID(CL_NPC, "NPC"); | 
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| 36 |  | 
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| 37 | this->loadModel("models/ships/bolido.obj", 3); | 
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| 38 | this->shader = NULL; | 
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| 39 | if (likely(Shader::checkShaderAbility())) | 
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| 40 | this->shader = Shader::getShader("shaders/toon.vert", "shaders/toon.frag"); | 
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| 41 |  | 
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| 42 | this->obj = gluNewQuadric(); | 
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| 43 |  | 
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| 44 | this->randomRotAxis = VECTOR_RAND(1); | 
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| 45 | } | 
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| 46 |  | 
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| 47 |  | 
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| 48 | NPC2::~NPC2 () | 
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| 49 | { | 
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| 50 | if (this->shader) | 
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| 51 | Shader::unload(this->shader); | 
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| 52 | gluDeleteQuadric(this->obj); | 
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| 53 | } | 
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| 54 |  | 
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| 55 |  | 
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| 56 | void NPC2::collidesWith(WorldEntity* entity, const Vector& location) | 
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| 57 | { | 
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| 58 | if (entity->isA(CL_PROJECTILE)) | 
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| 59 | { | 
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| 60 | PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getName(), entity->getName(), location.x, location.y, location.z); | 
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| 61 | this->applyForce(Vector(0,0,0)-location*1000); | 
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| 62 | } | 
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| 63 | else if (entity->isA(CL_PLAYER)) | 
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| 64 | this->applyForce(Vector(0,0,0)-location*100); | 
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| 65 | else | 
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| 66 | { | 
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| 67 | this->setVisibiliy(false); | 
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| 68 | State::getWorldEntityList()->remove(this); | 
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| 69 | } | 
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| 70 | } | 
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| 71 |  | 
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| 72 |  | 
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| 73 | /** | 
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| 74 | *  the entity is drawn onto the screen with this function | 
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| 75 | * | 
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| 76 | * This is a central function of an entity: call it to let the entity painted to the screen. | 
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| 77 | * Just override this function with whatever you want to be drawn. | 
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| 78 | */ | 
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| 79 | void NPC2::draw() const | 
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| 80 | { | 
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| 81 | glMatrixMode(GL_MODELVIEW); | 
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| 82 | glPushMatrix(); | 
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| 83 | float matrix[4][4]; | 
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| 84 |  | 
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| 85 | /* translate */ | 
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| 86 | glTranslatef (this->getAbsCoor ().x, | 
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| 87 | this->getAbsCoor ().y, | 
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| 88 | this->getAbsCoor ().z); | 
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| 89 | /* rotate */ | 
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| 90 | this->getAbsDir ().matrix (matrix); | 
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| 91 | glMultMatrixf((float*)matrix); | 
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| 92 |  | 
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| 93 | if (this->shader != NULL && this->shader != Shader::getActiveShader()) | 
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| 94 | shader->activateShader(); | 
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| 95 | gluSphere(this->obj, 3, 10, 10); | 
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| 96 | shader->deactivateShader(); | 
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| 97 |  | 
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| 98 |  | 
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| 99 | /*  if (this->model) | 
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| 100 | this->model->draw();*/ | 
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| 101 | glPopMatrix(); | 
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| 102 | } | 
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| 103 |  | 
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| 104 |  | 
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| 105 | void NPC2::tick(float dt) | 
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| 106 | { | 
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| 107 | //  Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor()); | 
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| 108 |  | 
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| 109 | //if (directin.len() < 100) | 
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| 110 | //  this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0)); | 
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| 111 | this->shiftDir(Quaternion(dt, this->randomRotAxis)); | 
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| 112 |  | 
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| 113 | } | 
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| 114 |  | 
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| 115 |  | 
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| 116 |  | 
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