[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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[9003] | 19 | #include "generic_npc.h" |
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[8514] | 20 | |
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[9003] | 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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[9003] | 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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[8894] | 43 | ->addMethod("hide", ExecutorLua0<WorldEntity>(&WorldEntity::hide)) |
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| 44 | ->addMethod("unhide", ExecutorLua0<WorldEntity>(&WorldEntity::unhide)) |
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[9003] | 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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[9003] | 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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[9003] | 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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[9003] | 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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[9003] | 89 | |
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[8705] | 90 | // collision reaction registration |
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[9026] | 91 | // this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); |
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[8514] | 92 | } |
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| 93 | |
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| 94 | |
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| 95 | /** |
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| 96 | * loads the Settings of a MD2Creature from an XML-element. |
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| 97 | * @param root the XML-element to load the MD2Creature's properties from |
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| 98 | */ |
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| 99 | void GenericNPC::loadParams(const TiXmlElement* root) |
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| 100 | { |
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[8705] | 101 | NPC::loadParams(root); |
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[8514] | 102 | |
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| 103 | } |
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| 104 | |
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| 105 | |
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| 106 | /** |
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| 107 | * sets the animation of this npc |
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| 108 | * @param anumationIndex: the animation index |
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| 109 | * @param anumPlaybackMode: the playback mode |
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| 110 | */ |
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| 111 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
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| 112 | { |
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| 113 | if( likely(this->getModel(0) != NULL)) |
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| 114 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 115 | } |
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| 116 | |
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| 117 | |
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[9003] | 118 | |
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[8514] | 119 | /** |
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[9003] | 120 | * @returns the current animation number |
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| 121 | */ |
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| 122 | int GenericNPC::getAnimation() |
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| 123 | { |
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| 124 | if( likely(this->getModel(0) != NULL)) |
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| 125 | return ((InteractiveModel*)this->getModel(0))->getAnimation(); |
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| 126 | else |
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| 127 | return -1; |
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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 | /** |
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| 133 | * @returns true if animation is finished |
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| 134 | */ |
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| 135 | bool GenericNPC::isAnimationFinished() |
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| 136 | { |
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| 137 | if( likely(this->getModel(0) != NULL)) |
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| 138 | return ((InteractiveModel*)this->getModel(0))->isAnimationFinished(); |
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| 139 | else |
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| 140 | return false; |
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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 speed of this entity |
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| 146 | */ |
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| 147 | void GenericNPC::setAnimationSpeed(float speed) |
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| 148 | { |
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| 149 | if( likely(this->getModel(0) != NULL)) |
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| 150 | ((InteractiveModel*)this->getModel(0))->setAnimationSpeed(speed); |
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| 151 | } |
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| 152 | |
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| 153 | |
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| 154 | |
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| 155 | /** |
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[8514] | 156 | * sets the animation of this npc |
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| 157 | * @param anumationIndex: the animation index |
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| 158 | * @param anumPlaybackMode: the playback mode |
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| 159 | */ |
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[8705] | 160 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
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[8514] | 161 | { |
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| 162 | if( likely(this->getModel(0) != NULL)) |
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| 163 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 164 | |
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| 165 | } |
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| 166 | |
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| 167 | |
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| 168 | /** |
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| 169 | * play a sound |
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| 170 | * @param filename: name of the file |
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| 171 | */ |
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[8705] | 172 | void GenericNPC::playSound(std::string filename) |
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[9003] | 173 | {} |
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[8705] | 174 | |
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[8514] | 175 | |
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| 176 | |
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| 177 | /** |
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[9003] | 178 | * stops the generic animation |
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[8514] | 179 | */ |
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[9003] | 180 | void GenericNPC::stop() |
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| 181 | {} |
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[8590] | 182 | |
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[8802] | 183 | |
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| 184 | |
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[9003] | 185 | void GenericNPC::initNPC() |
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| 186 | { |
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| 187 | if (!this->behaviourList.empty()) |
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| 188 | { |
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| 189 | GenericNPC::Anim currentAnimation = this->behaviourList.front(); |
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[8802] | 190 | |
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[9003] | 191 | switch(this->behaviourList.front().type) |
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| 192 | { |
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| 193 | case Walk: |
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| 194 | { |
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| 195 | if( this->getAnimation() != RUN) |
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| 196 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8894] | 197 | |
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[9003] | 198 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
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| 199 | dir.y = 0.0f; |
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| 200 | dir.getNormalized(); |
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| 201 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
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[8894] | 202 | |
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[9003] | 203 | this->setAnimationSpeed(0.5f); |
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| 204 | } |
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| 205 | break; |
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| 206 | case Run: |
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| 207 | { |
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| 208 | if( this->getAnimation() != RUN) |
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| 209 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8802] | 210 | |
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[9003] | 211 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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| 212 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
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[8590] | 213 | |
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[9003] | 214 | this->setAnimationSpeed(1.0f); |
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| 215 | } |
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| 216 | break; |
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| 217 | case Crouch: |
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| 218 | { |
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| 219 | if( this->getAnimation() != CROUCH_WALK) |
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| 220 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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[8590] | 221 | |
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[9003] | 222 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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| 223 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
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[8802] | 224 | |
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[9003] | 225 | this->setAnimationSpeed(1.0f); |
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| 226 | } |
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| 227 | break; |
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| 228 | case LookAt: |
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| 229 | if( this->getAnimation() != STAND) |
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| 230 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 231 | break; |
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| 232 | case Shoot: |
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| 233 | if( this->getAnimation() != STAND) |
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| 234 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 235 | break; |
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[8894] | 236 | |
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[9003] | 237 | default: |
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| 238 | if( this->getAnimation() != STAND) |
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| 239 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 240 | break; |
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[8894] | 241 | |
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[9003] | 242 | } |
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| 243 | } |
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[8802] | 244 | } |
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| 245 | |
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| 246 | |
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[9003] | 247 | void GenericNPC::nextStep() |
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[8805] | 248 | { |
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[9003] | 249 | if (!this->behaviourList.empty()) |
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| 250 | this->behaviourList.pop_front(); |
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| 251 | else |
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| 252 | return; |
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[8805] | 253 | |
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| 254 | |
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[9003] | 255 | if (!this->behaviourList.empty()) |
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| 256 | { |
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| 257 | GenericNPC::Anim currentAnimation = this->behaviourList.front(); |
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[8894] | 258 | |
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[9003] | 259 | switch( currentAnimation.type) |
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| 260 | { |
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| 261 | case Walk: |
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| 262 | { |
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| 263 | if( this->getAnimation() != RUN) |
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| 264 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8894] | 265 | |
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[9003] | 266 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
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| 267 | dir.y = 0.0f; |
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| 268 | dir.getNormalized(); |
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| 269 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
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[8894] | 270 | |
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[9003] | 271 | this->setAnimationSpeed(0.5f); |
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| 272 | } |
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| 273 | break; |
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| 274 | case Run: |
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| 275 | { |
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| 276 | if( this->getAnimation() != RUN) |
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| 277 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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[8894] | 278 | |
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[9003] | 279 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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| 280 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
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[8894] | 281 | |
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[9003] | 282 | this->setAnimationSpeed(1.0f); |
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| 283 | } |
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| 284 | break; |
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| 285 | case Crouch: |
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| 286 | { |
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| 287 | if( this->getAnimation() != CROUCH_WALK) |
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| 288 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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[8894] | 289 | |
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[9003] | 290 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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| 291 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
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[8894] | 292 | |
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[9003] | 293 | this->setAnimationSpeed(1.0f); |
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| 294 | } |
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| 295 | break; |
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| 296 | case LookAt: |
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| 297 | { |
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| 298 | if( this->getAnimation() != STAND) |
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| 299 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 300 | } |
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| 301 | break; |
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| 302 | case Shoot: |
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| 303 | if( this->getAnimation() != STAND) |
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| 304 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 305 | break; |
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[8894] | 306 | |
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[9003] | 307 | default: |
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| 308 | if( this->getAnimation() != STAND) |
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| 309 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 310 | break; |
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| 311 | |
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| 312 | } |
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[8894] | 313 | } |
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[9003] | 314 | else |
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| 315 | { |
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| 316 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 317 | } |
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[8894] | 318 | } |
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| 319 | |
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| 320 | |
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| 321 | |
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| 322 | |
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[9003] | 323 | void GenericNPC::walkTo(const Vector& coordinate) |
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[8894] | 324 | { |
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| 325 | |
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[9003] | 326 | GenericNPC::Anim anim; |
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| 327 | anim.v = coordinate; |
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| 328 | anim.type = Walk; |
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| 329 | anim.speed = 30.0f; |
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[8894] | 330 | |
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[9003] | 331 | if( this->behaviourList.empty()) |
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[8894] | 332 | { |
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[9003] | 333 | this->behaviourList.push_back(anim); |
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| 334 | this->initNPC(); |
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| 335 | } |
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| 336 | else |
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| 337 | this->behaviourList.push_back(anim); |
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| 338 | } |
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[8894] | 339 | |
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[9003] | 340 | void GenericNPC::walkTo(float x, float y, float z) |
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| 341 | { |
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| 342 | //printf("Walking to %f, %f, %f \n",x,y,z); |
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| 343 | this->walkTo(Vector(x,y,z)); |
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[8894] | 344 | |
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[9003] | 345 | } |
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[8894] | 346 | |
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[9003] | 347 | /* running functions */ |
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| 348 | void GenericNPC::runTo(const Vector& coordinate) |
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| 349 | { |
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| 350 | GenericNPC::Anim anim; |
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| 351 | anim.v = coordinate; |
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| 352 | anim.type = Run; |
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| 353 | anim.speed = 60.0f; |
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[8894] | 354 | |
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[9003] | 355 | if( this->behaviourList.empty()) |
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| 356 | { |
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| 357 | this->behaviourList.push_back(anim); |
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| 358 | this->initNPC(); |
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[8894] | 359 | } |
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[9003] | 360 | else |
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| 361 | this->behaviourList.push_back(anim); |
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| 362 | } |
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[8894] | 363 | |
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[9003] | 364 | void GenericNPC::runTo(float x, float y, float z) |
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| 365 | { |
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| 366 | this->runTo(Vector(x,y,z)); |
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[8894] | 367 | } |
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| 368 | |
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[9003] | 369 | /* couching functinos */ |
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| 370 | void GenericNPC::crouchTo(const Vector& coordinate) |
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| 371 | { |
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| 372 | GenericNPC::Anim anim; |
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| 373 | anim.v = coordinate; |
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| 374 | anim.type = Crouch; |
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[8894] | 375 | |
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[9003] | 376 | if( this->behaviourList.empty()) |
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| 377 | { |
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| 378 | this->behaviourList.push_back(anim); |
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| 379 | this->initNPC(); |
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| 380 | } |
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| 381 | else |
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| 382 | this->behaviourList.push_back(anim); |
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| 383 | } |
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| 384 | void GenericNPC::crouchTo(float x, float y, float z) |
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[8894] | 385 | { |
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[9003] | 386 | this->crouchTo(Vector(x,y,z)); |
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[8894] | 387 | } |
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| 388 | |
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| 389 | |
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| 390 | |
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[9003] | 391 | void GenericNPC::turnTo(float degreeInY) |
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[8894] | 392 | { |
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[9003] | 393 | GenericNPC::Anim anim; |
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| 394 | anim.q = Quaternion(Vector(0,1,0), degreeInY); |
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| 395 | anim.type = TurnTo; |
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[8894] | 396 | |
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[9003] | 397 | if( this->behaviourList.empty()) |
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[8894] | 398 | { |
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[9003] | 399 | this->behaviourList.push_back(anim); |
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| 400 | this->initNPC(); |
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[8894] | 401 | } |
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[9003] | 402 | else |
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| 403 | this->behaviourList.push_back(anim); |
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[8894] | 404 | } |
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| 405 | |
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| 406 | |
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[9003] | 407 | |
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[8894] | 408 | /** |
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| 409 | * lookat a world entity |
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| 410 | * @param worldEntity: the worldentity to look at |
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| 411 | */ |
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[9003] | 412 | void GenericNPC::lookAt(WorldEntity* worldEntity) |
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[8894] | 413 | { |
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[9003] | 414 | GenericNPC::Anim anim; |
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| 415 | anim.entity = worldEntity; |
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| 416 | anim.type = LookAt; |
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[8894] | 417 | |
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[9003] | 418 | if( this->behaviourList.empty()) |
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[8894] | 419 | { |
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[9003] | 420 | this->behaviourList.push_back(anim); |
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| 421 | this->initNPC(); |
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[8894] | 422 | } |
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[9003] | 423 | else |
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| 424 | this->behaviourList.push_back(anim); |
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[8894] | 425 | } |
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| 426 | |
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| 427 | |
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| 428 | |
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[9003] | 429 | |
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[8894] | 430 | /** |
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| 431 | * talk to a world entity and play a sound/music/voice |
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| 432 | * @param worldEntity: entity |
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| 433 | * @param dialogNr: sound nr to be played (from the xml load tags) |
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| 434 | */ |
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[9003] | 435 | void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
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[8894] | 436 | {} |
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| 437 | |
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| 438 | |
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| 439 | /** |
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| 440 | * world entity to shoot at if there is any weapon on the npc |
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| 441 | * @param entity: entity to shoot entity |
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| 442 | */ |
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| 443 | void GenericNPC::shootAt(WorldEntity* entity) |
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| 444 | {} |
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| 445 | |
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| 446 | |
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| 447 | |
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| 448 | |
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| 449 | |
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| 450 | |
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| 451 | |
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| 452 | |
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| 453 | |
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| 454 | |
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| 455 | /** |
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[8514] | 456 | * tick this world entity |
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| 457 | * @param time: time in seconds expirded since the last tick |
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| 458 | */ |
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[9003] | 459 | void GenericNPC::tick (float dt) |
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[8514] | 460 | { |
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| 461 | if( likely(this->getModel(0) != NULL)) |
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[9003] | 462 | ((InteractiveModel*)this->getModel(0))->tick(dt); |
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[8894] | 463 | |
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[9003] | 464 | |
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| 465 | if (!this->behaviourList.empty()) |
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| 466 | { |
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| 467 | GenericNPC::Anim currentAnimation = this->behaviourList.front(); |
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| 468 | |
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| 469 | switch( currentAnimation.type) |
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| 470 | { |
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| 471 | case Walk: |
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| 472 | { |
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| 473 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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| 474 | if (dest.len() < .5) |
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| 475 | this->nextStep(); |
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| 476 | else |
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| 477 | { |
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| 478 | dest.y = 0.0f; |
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| 479 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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| 480 | |
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| 481 | } |
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| 482 | } |
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| 483 | break; |
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| 484 | |
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| 485 | case Run: |
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| 486 | { |
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| 487 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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| 488 | if (dest.len() < .5) |
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| 489 | this->nextStep(); |
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| 490 | else |
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| 491 | { |
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| 492 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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| 493 | } |
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| 494 | } |
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| 495 | break; |
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| 496 | |
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| 497 | case Crouch: |
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| 498 | { |
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| 499 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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| 500 | if (dest.len() < .5) |
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| 501 | this->nextStep(); |
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| 502 | else |
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| 503 | { |
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| 504 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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| 505 | } |
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| 506 | } |
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| 507 | break; |
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| 508 | |
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| 509 | case TurnTo: |
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| 510 | //Quaternion direction = this-> |
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| 511 | break; |
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| 512 | |
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| 513 | case LookAt: |
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| 514 | break; |
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| 515 | |
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| 516 | case Shoot: |
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| 517 | break; |
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| 518 | |
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| 519 | default: |
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| 520 | break; |
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| 521 | |
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| 522 | } |
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| 523 | } |
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| 524 | |
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| 525 | // physical falling of the player |
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[9026] | 526 | // if( !this->isOnGround()) |
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| 527 | // { |
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| 528 | // this->fallVelocity += 300.0f * dt; |
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| 529 | // velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
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| 530 | // // PRINTF(0)("%s is not on ground\n", this->getName()); |
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| 531 | // this->shiftCoor(Vector(0, -this->fallVelocity * dt,0)); |
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| 532 | // } |
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| 533 | // else |
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| 534 | // { |
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| 535 | // this->fallVelocity = 0.0f; |
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| 536 | // } |
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[9003] | 537 | |
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| 538 | |
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[9026] | 539 | |
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[8514] | 540 | } |
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| 541 | |
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| 542 | |
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| 543 | |
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| 544 | void GenericNPC::destroy() |
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| 545 | { |
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| 546 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
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| 547 | |
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[9003] | 548 | this->setAnimationSpeed(1.0f); |
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| 549 | |
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[8514] | 550 | if( randi == 1) |
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| 551 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 552 | else if( randi == 2) |
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| 553 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
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| 554 | else if( randi == 3) |
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| 555 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
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| 556 | else if( randi == 4) |
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| 557 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
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| 558 | else |
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| 559 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 560 | } |
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| 561 | |
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