[8514] | 1 | |
---|
| 2 | |
---|
| 3 | /* |
---|
| 4 | orxonox - the future of 3D-vertical-scrollers |
---|
| 5 | |
---|
| 6 | Copyright (C) 2004 orx |
---|
| 7 | |
---|
| 8 | This program is free software; you can redistribute it and/or modify |
---|
| 9 | it under the terms of the GNU General Public License as published by |
---|
| 10 | the Free Software Foundation; either version 2, or (at your option) |
---|
| 11 | any later version. |
---|
| 12 | |
---|
| 13 | ### File Specific |
---|
| 14 | main-programmer: Patrick Boenzli |
---|
| 15 | co-programmer: |
---|
| 16 | */ |
---|
| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
---|
| 18 | |
---|
[9003] | 19 | #include "generic_npc.h" |
---|
[8514] | 20 | |
---|
[9003] | 21 | |
---|
[8514] | 22 | #include "util/loading/factory.h" |
---|
| 23 | #include "util/loading/load_param.h" |
---|
| 24 | |
---|
| 25 | #include "interactive_model.h" |
---|
| 26 | #include "md2/md2Model.h" |
---|
| 27 | |
---|
[8516] | 28 | #include "sound_buffer.h" |
---|
[9869] | 29 | #include "resource_sound_buffer.h" |
---|
[8516] | 30 | |
---|
[9869] | 31 | #include "sound/resource_sound_buffer.h" |
---|
[8516] | 32 | |
---|
[10618] | 33 | #include "environments/bsp_entity.h" |
---|
[8514] | 34 | |
---|
[10114] | 35 | |
---|
| 36 | ObjectListDefinition(GenericNPC); |
---|
[9869] | 37 | CREATE_FACTORY(GenericNPC); |
---|
[8514] | 38 | |
---|
[8894] | 39 | #include "script_class.h" |
---|
[9869] | 40 | CREATE_SCRIPTABLE_CLASS(GenericNPC, |
---|
[9003] | 41 | // Move |
---|
[9869] | 42 | addMethod("walkTo", Executor3<GenericNPC, lua_State*,float,float,float>(&GenericNPC::walkTo)) |
---|
| 43 | ->addMethod("runTo", Executor3<GenericNPC, lua_State*,float,float,float>(&GenericNPC::runTo)) |
---|
| 44 | ->addMethod("turnTo", Executor1<GenericNPC, lua_State*,float>(&GenericNPC::turnTo)) |
---|
| 45 | ->addMethod("finalGoalReached", Executor0ret<GenericNPC, lua_State*,bool>(&GenericNPC::finalGoalReached)) |
---|
| 46 | ->addMethod("stop", Executor0<GenericNPC, lua_State*>(&GenericNPC::stop)) |
---|
| 47 | ->addMethod("resume", Executor0<GenericNPC, lua_State*>(&GenericNPC::resume)) |
---|
| 48 | ->addMethod("playAnimation", Executor2<GenericNPC, lua_State*,int,int>(&GenericNPC::playAnimation)) |
---|
[9003] | 49 | // Display |
---|
[10511] | 50 | ->addMethod("setVisibility", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::setVisibility)) |
---|
[9003] | 51 | // Coordinates |
---|
[9869] | 52 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
---|
| 53 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
---|
| 54 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
---|
| 55 | ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
---|
| 56 | ->addMethod("setAbsDir", Executor4<PNode, lua_State*,float,float,float,float>(&PNode::setAbsDir)) |
---|
[8894] | 57 | ); |
---|
[8514] | 58 | |
---|
| 59 | |
---|
[8894] | 60 | |
---|
[8514] | 61 | /** |
---|
| 62 | * constructor |
---|
| 63 | */ |
---|
| 64 | GenericNPC::GenericNPC(const TiXmlElement* root) |
---|
[9003] | 65 | : NPC(root) |
---|
[8514] | 66 | { |
---|
| 67 | this->init(); |
---|
| 68 | |
---|
| 69 | if (root != NULL) |
---|
| 70 | this->loadParams(root); |
---|
| 71 | } |
---|
| 72 | |
---|
| 73 | |
---|
| 74 | /** |
---|
| 75 | * deconstructor |
---|
| 76 | */ |
---|
| 77 | GenericNPC::~GenericNPC () |
---|
[9003] | 78 | {} |
---|
[8514] | 79 | |
---|
| 80 | |
---|
| 81 | /** |
---|
| 82 | * initializing the npc enity |
---|
| 83 | */ |
---|
| 84 | void GenericNPC::init() |
---|
| 85 | { |
---|
[9869] | 86 | this->registerObject(this, GenericNPC::_objectList); |
---|
[9235] | 87 | |
---|
[8514] | 88 | this->toList(OM_GROUP_00); |
---|
[8516] | 89 | |
---|
[10415] | 90 | // this->soundBuffer = OrxSound::ResourceSoundBuffer("sounds/rain.wav"); |
---|
[8705] | 91 | |
---|
[8894] | 92 | time = 30.0f; |
---|
[9003] | 93 | |
---|
[9061] | 94 | this->behaviourList = new std::list<GenericNPC::Anim>; |
---|
| 95 | |
---|
[8705] | 96 | // collision reaction registration |
---|
[10013] | 97 | this->subscribeReaction(CoRe::CREngine::CR_PHYSICS_GROUND_WALK, BspEntity::staticClassID()); |
---|
[8514] | 98 | } |
---|
| 99 | |
---|
| 100 | |
---|
| 101 | /** |
---|
| 102 | * loads the Settings of a MD2Creature from an XML-element. |
---|
| 103 | * @param root the XML-element to load the MD2Creature's properties from |
---|
| 104 | */ |
---|
| 105 | void GenericNPC::loadParams(const TiXmlElement* root) |
---|
| 106 | { |
---|
[8705] | 107 | NPC::loadParams(root); |
---|
[8514] | 108 | |
---|
| 109 | } |
---|
| 110 | |
---|
| 111 | |
---|
| 112 | /** |
---|
| 113 | * sets the animation of this npc |
---|
| 114 | * @param anumationIndex: the animation index |
---|
| 115 | * @param anumPlaybackMode: the playback mode |
---|
| 116 | */ |
---|
| 117 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
---|
| 118 | { |
---|
| 119 | if( likely(this->getModel(0) != NULL)) |
---|
| 120 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
---|
| 121 | } |
---|
| 122 | |
---|
| 123 | |
---|
[9003] | 124 | |
---|
[8514] | 125 | /** |
---|
[9003] | 126 | * @returns the current animation number |
---|
| 127 | */ |
---|
| 128 | int GenericNPC::getAnimation() |
---|
| 129 | { |
---|
| 130 | if( likely(this->getModel(0) != NULL)) |
---|
| 131 | return ((InteractiveModel*)this->getModel(0))->getAnimation(); |
---|
| 132 | else |
---|
| 133 | return -1; |
---|
| 134 | } |
---|
| 135 | |
---|
| 136 | |
---|
| 137 | |
---|
| 138 | /** |
---|
| 139 | * @returns true if animation is finished |
---|
| 140 | */ |
---|
| 141 | bool GenericNPC::isAnimationFinished() |
---|
| 142 | { |
---|
| 143 | if( likely(this->getModel(0) != NULL)) |
---|
| 144 | return ((InteractiveModel*)this->getModel(0))->isAnimationFinished(); |
---|
| 145 | else |
---|
| 146 | return false; |
---|
| 147 | } |
---|
| 148 | |
---|
| 149 | |
---|
| 150 | /** |
---|
| 151 | * sets the animation speed of this entity |
---|
| 152 | */ |
---|
| 153 | void GenericNPC::setAnimationSpeed(float speed) |
---|
| 154 | { |
---|
| 155 | if( likely(this->getModel(0) != NULL)) |
---|
| 156 | ((InteractiveModel*)this->getModel(0))->setAnimationSpeed(speed); |
---|
| 157 | } |
---|
| 158 | |
---|
| 159 | |
---|
| 160 | |
---|
| 161 | /** |
---|
[8514] | 162 | * sets the animation of this npc |
---|
| 163 | * @param anumationIndex: the animation index |
---|
| 164 | * @param anumPlaybackMode: the playback mode |
---|
| 165 | */ |
---|
[8705] | 166 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
---|
[8514] | 167 | { |
---|
| 168 | if( likely(this->getModel(0) != NULL)) |
---|
| 169 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
---|
| 170 | |
---|
| 171 | } |
---|
| 172 | |
---|
| 173 | |
---|
| 174 | /** |
---|
| 175 | * play a sound |
---|
| 176 | * @param filename: name of the file |
---|
| 177 | */ |
---|
[9061] | 178 | void GenericNPC::playSound(const std::string& filename) |
---|
[9003] | 179 | {} |
---|
[8705] | 180 | |
---|
[8514] | 181 | |
---|
| 182 | |
---|
| 183 | /** |
---|
[9003] | 184 | * stops the generic animation |
---|
[8514] | 185 | */ |
---|
[9003] | 186 | void GenericNPC::stop() |
---|
[9061] | 187 | { |
---|
| 188 | this->animationStack.push(this->behaviourList); |
---|
| 189 | this->behaviourList = new std::list<GenericNPC::Anim>; |
---|
[9110] | 190 | |
---|
| 191 | if( this->getAnimation() != STAND) |
---|
| 192 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
[9061] | 193 | } |
---|
[8590] | 194 | |
---|
[8802] | 195 | |
---|
[9061] | 196 | /** |
---|
| 197 | * continue the generic animation |
---|
| 198 | */ |
---|
| 199 | void GenericNPC::resume() |
---|
| 200 | { |
---|
[9110] | 201 | if( this->animationStack.size() == 0) |
---|
| 202 | return; |
---|
| 203 | |
---|
[9061] | 204 | delete this->behaviourList; |
---|
| 205 | this->behaviourList = this->animationStack.top(); |
---|
| 206 | this->animationStack.pop(); |
---|
| 207 | } |
---|
[8802] | 208 | |
---|
[9061] | 209 | |
---|
| 210 | /** |
---|
| 211 | * each animation has to be initialized here |
---|
| 212 | */ |
---|
[9235] | 213 | /** |
---|
| 214 | * |
---|
| 215 | */ |
---|
[9003] | 216 | void GenericNPC::initNPC() |
---|
| 217 | { |
---|
[9061] | 218 | if (!this->behaviourList->empty()) |
---|
[9003] | 219 | { |
---|
[9061] | 220 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
---|
[8802] | 221 | |
---|
[9061] | 222 | switch(this->behaviourList->front().type) |
---|
[9003] | 223 | { |
---|
| 224 | case Walk: |
---|
| 225 | { |
---|
| 226 | if( this->getAnimation() != RUN) |
---|
| 227 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
---|
[8894] | 228 | |
---|
[9003] | 229 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
---|
| 230 | dir.y = 0.0f; |
---|
[9110] | 231 | dir.normalize(); |
---|
[9003] | 232 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
---|
[8894] | 233 | |
---|
[9003] | 234 | this->setAnimationSpeed(0.5f); |
---|
| 235 | } |
---|
[9869] | 236 | break; |
---|
[9003] | 237 | case Run: |
---|
| 238 | { |
---|
| 239 | if( this->getAnimation() != RUN) |
---|
| 240 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
---|
[8802] | 241 | |
---|
[9003] | 242 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
---|
[9061] | 243 | dir.y = 0.0f; |
---|
| 244 | dir.getNormalized(); |
---|
[9003] | 245 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
---|
[8590] | 246 | |
---|
[9003] | 247 | this->setAnimationSpeed(1.0f); |
---|
| 248 | } |
---|
[9869] | 249 | break; |
---|
[9003] | 250 | case Crouch: |
---|
| 251 | { |
---|
| 252 | if( this->getAnimation() != CROUCH_WALK) |
---|
| 253 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
---|
[8590] | 254 | |
---|
[9003] | 255 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
---|
[9061] | 256 | dir.y = 0.0f; |
---|
| 257 | dir.getNormalized(); |
---|
[9003] | 258 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
---|
[8802] | 259 | |
---|
[9003] | 260 | this->setAnimationSpeed(1.0f); |
---|
| 261 | } |
---|
[9869] | 262 | break; |
---|
[9003] | 263 | case LookAt: |
---|
[9869] | 264 | if( this->getAnimation() != STAND) |
---|
| 265 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
| 266 | break; |
---|
[9003] | 267 | case Shoot: |
---|
[9869] | 268 | if( this->getAnimation() != STAND) |
---|
| 269 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
| 270 | break; |
---|
[8894] | 271 | |
---|
[9003] | 272 | default: |
---|
[9869] | 273 | if( this->getAnimation() != STAND) |
---|
| 274 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
| 275 | break; |
---|
[8894] | 276 | |
---|
[9003] | 277 | } |
---|
| 278 | } |
---|
[8802] | 279 | } |
---|
| 280 | |
---|
| 281 | |
---|
[9003] | 282 | void GenericNPC::nextStep() |
---|
[8805] | 283 | { |
---|
[9061] | 284 | if (!this->behaviourList->empty()) |
---|
| 285 | this->behaviourList->pop_front(); |
---|
[9003] | 286 | else |
---|
| 287 | return; |
---|
[8805] | 288 | |
---|
| 289 | |
---|
[9061] | 290 | if (!this->behaviourList->empty()) |
---|
[9003] | 291 | { |
---|
[9061] | 292 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
---|
[8894] | 293 | |
---|
[9003] | 294 | switch( currentAnimation.type) |
---|
| 295 | { |
---|
| 296 | case Walk: |
---|
| 297 | { |
---|
| 298 | if( this->getAnimation() != RUN) |
---|
| 299 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
---|
[8894] | 300 | |
---|
[9061] | 301 | |
---|
[9003] | 302 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
---|
| 303 | dir.y = 0.0f; |
---|
| 304 | dir.getNormalized(); |
---|
| 305 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
---|
[8894] | 306 | |
---|
[9003] | 307 | this->setAnimationSpeed(0.5f); |
---|
| 308 | } |
---|
[9869] | 309 | break; |
---|
[9003] | 310 | case Run: |
---|
| 311 | { |
---|
| 312 | if( this->getAnimation() != RUN) |
---|
| 313 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
---|
[8894] | 314 | |
---|
[9003] | 315 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
---|
[9061] | 316 | dir.y = 0.0f; |
---|
| 317 | dir.getNormalized(); |
---|
[9003] | 318 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
---|
[8894] | 319 | |
---|
[9003] | 320 | this->setAnimationSpeed(1.0f); |
---|
| 321 | } |
---|
[9869] | 322 | break; |
---|
[9003] | 323 | case Crouch: |
---|
| 324 | { |
---|
| 325 | if( this->getAnimation() != CROUCH_WALK) |
---|
| 326 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
---|
[8894] | 327 | |
---|
[9003] | 328 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
---|
[9061] | 329 | dir.y = 0.0f; |
---|
| 330 | dir.getNormalized(); |
---|
[9003] | 331 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
---|
[8894] | 332 | |
---|
[9003] | 333 | this->setAnimationSpeed(1.0f); |
---|
| 334 | } |
---|
[9869] | 335 | break; |
---|
[9003] | 336 | case LookAt: |
---|
| 337 | { |
---|
| 338 | if( this->getAnimation() != STAND) |
---|
| 339 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
| 340 | } |
---|
[9869] | 341 | break; |
---|
[9003] | 342 | case Shoot: |
---|
[9869] | 343 | if( this->getAnimation() != STAND) |
---|
[9003] | 344 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
[9869] | 345 | break; |
---|
[8894] | 346 | |
---|
[9003] | 347 | default: |
---|
[9869] | 348 | if( this->getAnimation() != STAND) |
---|
[9003] | 349 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
[9869] | 350 | break; |
---|
[9003] | 351 | |
---|
| 352 | } |
---|
[8894] | 353 | } |
---|
[9003] | 354 | else |
---|
| 355 | { |
---|
| 356 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
| 357 | } |
---|
[8894] | 358 | } |
---|
| 359 | |
---|
| 360 | |
---|
| 361 | |
---|
| 362 | |
---|
[9003] | 363 | void GenericNPC::walkTo(const Vector& coordinate) |
---|
[8894] | 364 | { |
---|
| 365 | |
---|
[9003] | 366 | GenericNPC::Anim anim; |
---|
| 367 | anim.v = coordinate; |
---|
| 368 | anim.type = Walk; |
---|
| 369 | anim.speed = 30.0f; |
---|
[8894] | 370 | |
---|
[9061] | 371 | if( this->behaviourList->empty()) |
---|
[8894] | 372 | { |
---|
[9061] | 373 | this->behaviourList->push_back(anim); |
---|
[9003] | 374 | this->initNPC(); |
---|
| 375 | } |
---|
| 376 | else |
---|
[9061] | 377 | this->behaviourList->push_back(anim); |
---|
[9003] | 378 | } |
---|
[8894] | 379 | |
---|
[9003] | 380 | void GenericNPC::walkTo(float x, float y, float z) |
---|
| 381 | { |
---|
| 382 | //printf("Walking to %f, %f, %f \n",x,y,z); |
---|
| 383 | this->walkTo(Vector(x,y,z)); |
---|
[8894] | 384 | |
---|
[9003] | 385 | } |
---|
[8894] | 386 | |
---|
[9003] | 387 | /* running functions */ |
---|
| 388 | void GenericNPC::runTo(const Vector& coordinate) |
---|
| 389 | { |
---|
| 390 | GenericNPC::Anim anim; |
---|
| 391 | anim.v = coordinate; |
---|
| 392 | anim.type = Run; |
---|
| 393 | anim.speed = 60.0f; |
---|
[8894] | 394 | |
---|
[9061] | 395 | if( this->behaviourList->empty()) |
---|
[9003] | 396 | { |
---|
[9061] | 397 | this->behaviourList->push_back(anim); |
---|
[9003] | 398 | this->initNPC(); |
---|
[8894] | 399 | } |
---|
[9003] | 400 | else |
---|
[9061] | 401 | this->behaviourList->push_back(anim); |
---|
[9003] | 402 | } |
---|
[8894] | 403 | |
---|
[9003] | 404 | void GenericNPC::runTo(float x, float y, float z) |
---|
| 405 | { |
---|
| 406 | this->runTo(Vector(x,y,z)); |
---|
[8894] | 407 | } |
---|
| 408 | |
---|
[9003] | 409 | /* couching functinos */ |
---|
| 410 | void GenericNPC::crouchTo(const Vector& coordinate) |
---|
| 411 | { |
---|
| 412 | GenericNPC::Anim anim; |
---|
| 413 | anim.v = coordinate; |
---|
| 414 | anim.type = Crouch; |
---|
[8894] | 415 | |
---|
[9061] | 416 | if( this->behaviourList->empty()) |
---|
[9003] | 417 | { |
---|
[9061] | 418 | this->behaviourList->push_back(anim); |
---|
[9003] | 419 | this->initNPC(); |
---|
| 420 | } |
---|
| 421 | else |
---|
[9061] | 422 | this->behaviourList->push_back(anim); |
---|
[9003] | 423 | } |
---|
| 424 | void GenericNPC::crouchTo(float x, float y, float z) |
---|
[8894] | 425 | { |
---|
[9003] | 426 | this->crouchTo(Vector(x,y,z)); |
---|
[8894] | 427 | } |
---|
| 428 | |
---|
| 429 | |
---|
| 430 | |
---|
[9003] | 431 | void GenericNPC::turnTo(float degreeInY) |
---|
[8894] | 432 | { |
---|
[9003] | 433 | GenericNPC::Anim anim; |
---|
| 434 | anim.q = Quaternion(Vector(0,1,0), degreeInY); |
---|
| 435 | anim.type = TurnTo; |
---|
[8894] | 436 | |
---|
[9061] | 437 | if( this->behaviourList->empty()) |
---|
[8894] | 438 | { |
---|
[9061] | 439 | this->behaviourList->push_back(anim); |
---|
[9003] | 440 | this->initNPC(); |
---|
[8894] | 441 | } |
---|
[9003] | 442 | else |
---|
[9061] | 443 | this->behaviourList->push_back(anim); |
---|
[8894] | 444 | } |
---|
| 445 | |
---|
| 446 | |
---|
[9003] | 447 | |
---|
[8894] | 448 | /** |
---|
| 449 | * lookat a world entity |
---|
| 450 | * @param worldEntity: the worldentity to look at |
---|
| 451 | */ |
---|
[9003] | 452 | void GenericNPC::lookAt(WorldEntity* worldEntity) |
---|
[8894] | 453 | { |
---|
[9003] | 454 | GenericNPC::Anim anim; |
---|
| 455 | anim.entity = worldEntity; |
---|
| 456 | anim.type = LookAt; |
---|
[8894] | 457 | |
---|
[9061] | 458 | if( this->behaviourList->empty()) |
---|
[8894] | 459 | { |
---|
[9061] | 460 | this->behaviourList->push_back(anim); |
---|
[9003] | 461 | this->initNPC(); |
---|
[8894] | 462 | } |
---|
[9003] | 463 | else |
---|
[9061] | 464 | this->behaviourList->push_back(anim); |
---|
[8894] | 465 | } |
---|
| 466 | |
---|
| 467 | |
---|
| 468 | |
---|
[9003] | 469 | |
---|
[8894] | 470 | /** |
---|
| 471 | * talk to a world entity and play a sound/music/voice |
---|
| 472 | * @param worldEntity: entity |
---|
| 473 | * @param dialogNr: sound nr to be played (from the xml load tags) |
---|
| 474 | */ |
---|
[9003] | 475 | void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
---|
[8894] | 476 | {} |
---|
| 477 | |
---|
| 478 | |
---|
| 479 | /** |
---|
| 480 | * world entity to shoot at if there is any weapon on the npc |
---|
| 481 | * @param entity: entity to shoot entity |
---|
| 482 | */ |
---|
| 483 | void GenericNPC::shootAt(WorldEntity* entity) |
---|
| 484 | {} |
---|
| 485 | |
---|
| 486 | |
---|
| 487 | |
---|
| 488 | |
---|
| 489 | |
---|
| 490 | |
---|
| 491 | |
---|
| 492 | |
---|
| 493 | |
---|
| 494 | |
---|
| 495 | /** |
---|
[8514] | 496 | * tick this world entity |
---|
| 497 | * @param time: time in seconds expirded since the last tick |
---|
| 498 | */ |
---|
[9003] | 499 | void GenericNPC::tick (float dt) |
---|
[8514] | 500 | { |
---|
| 501 | if( likely(this->getModel(0) != NULL)) |
---|
[9003] | 502 | ((InteractiveModel*)this->getModel(0))->tick(dt); |
---|
[8894] | 503 | |
---|
[9003] | 504 | |
---|
[9061] | 505 | if (!this->behaviourList->empty()) |
---|
[9003] | 506 | { |
---|
[9061] | 507 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
---|
[9003] | 508 | |
---|
| 509 | switch( currentAnimation.type) |
---|
| 510 | { |
---|
| 511 | case Walk: |
---|
[9869] | 512 | { |
---|
| 513 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
---|
| 514 | dest.y = 0.0f; |
---|
| 515 | if (dest.len() < .5) |
---|
[9003] | 516 | { |
---|
[9869] | 517 | this->nextStep(); |
---|
[9003] | 518 | } |
---|
[9869] | 519 | else |
---|
| 520 | { |
---|
| 521 | Vector move = dest.getNormalized() * currentAnimation.speed * dt; |
---|
| 522 | this->shiftCoor(move); |
---|
| 523 | } |
---|
| 524 | } |
---|
| 525 | break; |
---|
[9003] | 526 | |
---|
| 527 | case Run: |
---|
| 528 | { |
---|
| 529 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
---|
[9110] | 530 | dest.y = 0.0f; |
---|
[9003] | 531 | if (dest.len() < .5) |
---|
| 532 | this->nextStep(); |
---|
| 533 | else |
---|
| 534 | { |
---|
| 535 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
---|
| 536 | } |
---|
| 537 | } |
---|
| 538 | break; |
---|
| 539 | |
---|
| 540 | case Crouch: |
---|
| 541 | { |
---|
| 542 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
---|
[9110] | 543 | dest.y = 0.0f; |
---|
[9003] | 544 | if (dest.len() < .5) |
---|
| 545 | this->nextStep(); |
---|
| 546 | else |
---|
| 547 | { |
---|
| 548 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
---|
| 549 | } |
---|
| 550 | } |
---|
| 551 | break; |
---|
| 552 | |
---|
| 553 | case TurnTo: |
---|
[9869] | 554 | //Quaternion direction = this-> |
---|
| 555 | break; |
---|
[9003] | 556 | |
---|
| 557 | case LookAt: |
---|
[9869] | 558 | break; |
---|
[9003] | 559 | |
---|
| 560 | case Shoot: |
---|
[9869] | 561 | break; |
---|
[9003] | 562 | |
---|
| 563 | default: |
---|
[9869] | 564 | break; |
---|
[9003] | 565 | |
---|
| 566 | } |
---|
| 567 | } |
---|
| 568 | |
---|
| 569 | // physical falling of the player |
---|
[9061] | 570 | if( !this->isOnGround()) |
---|
| 571 | { |
---|
| 572 | this->fallVelocity += 300.0f * dt; |
---|
| 573 | //velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
---|
[9869] | 574 | // PRINTF(0)("%s is not on ground\n", this->getName()); |
---|
[9061] | 575 | this->shiftCoor(Vector(0, -this->fallVelocity * dt,0)); |
---|
[9003] | 576 | |
---|
[9061] | 577 | } |
---|
| 578 | else |
---|
| 579 | { |
---|
| 580 | this->fallVelocity = 0.0f; |
---|
| 581 | } |
---|
[9003] | 582 | |
---|
[8514] | 583 | } |
---|
| 584 | |
---|
| 585 | |
---|
| 586 | |
---|
[9235] | 587 | void GenericNPC::destroy(WorldEntity* killer) |
---|
[8514] | 588 | { |
---|
| 589 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
---|
| 590 | |
---|
[9003] | 591 | this->setAnimationSpeed(1.0f); |
---|
| 592 | |
---|
[8514] | 593 | if( randi == 1) |
---|
| 594 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
---|
| 595 | else if( randi == 2) |
---|
| 596 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
---|
| 597 | else if( randi == 3) |
---|
| 598 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
---|
| 599 | else if( randi == 4) |
---|
| 600 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
---|
| 601 | else |
---|
| 602 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
---|
| 603 | } |
---|
| 604 | |
---|