| 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 | ->addMethod("stop", ExecutorLua0<GenericNPC>(&GenericNPC::stop)) |
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| 43 | ->addMethod("resume", ExecutorLua0<GenericNPC>(&GenericNPC::resume)) |
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| 44 | ->addMethod("playAnimation", ExecutorLua2<GenericNPC,int,int>(&GenericNPC::playAnimation)) |
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| 45 | // Display |
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| 46 | ->addMethod("hide", ExecutorLua0<WorldEntity>(&WorldEntity::hide)) |
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| 47 | ->addMethod("unhide", ExecutorLua0<WorldEntity>(&WorldEntity::unhide)) |
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| 48 | // Coordinates |
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| 49 | ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX)) |
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| 50 | ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY)) |
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| 51 | ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ)) |
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| 52 | ->addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor)) |
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| 53 | ->addMethod("setAbsDir", ExecutorLua4<PNode,float,float,float,float>(&PNode::setAbsDir)) |
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| 54 | ); |
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| 55 | |
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| 56 | |
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| 57 | |
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| 58 | /** |
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| 59 | * constructor |
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| 60 | */ |
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| 61 | GenericNPC::GenericNPC(const TiXmlElement* root) |
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| 62 | : NPC(root) |
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| 63 | { |
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| 64 | this->init(); |
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| 65 | |
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| 66 | if (root != NULL) |
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| 67 | this->loadParams(root); |
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| 68 | } |
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| 69 | |
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| 70 | |
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| 71 | /** |
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| 72 | * deconstructor |
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| 73 | */ |
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| 74 | GenericNPC::~GenericNPC () |
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| 75 | {} |
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| 76 | |
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| 77 | |
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| 78 | /** |
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| 79 | * initializing the npc enity |
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| 80 | */ |
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| 81 | void GenericNPC::init() |
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| 82 | { |
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| 83 | this->setClassID(CL_GENERIC_NPC, "GenericNPC"); |
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| 84 | |
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| 85 | this->toList(OM_GROUP_00); |
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| 86 | |
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| 87 | this->soundBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/rain.wav", WAV); |
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| 88 | |
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| 89 | time = 30.0f; |
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| 90 | |
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| 91 | this->behaviourList = new std::list<GenericNPC::Anim>; |
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| 92 | |
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| 93 | // collision reaction registration |
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| 94 | this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); |
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| 95 | } |
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| 96 | |
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| 97 | |
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| 98 | /** |
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| 99 | * loads the Settings of a MD2Creature from an XML-element. |
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| 100 | * @param root the XML-element to load the MD2Creature's properties from |
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| 101 | */ |
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| 102 | void GenericNPC::loadParams(const TiXmlElement* root) |
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| 103 | { |
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| 104 | NPC::loadParams(root); |
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| 105 | |
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| 106 | } |
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| 107 | |
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| 108 | |
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| 109 | /** |
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| 110 | * sets the animation of this npc |
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| 111 | * @param anumationIndex: the animation index |
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| 112 | * @param anumPlaybackMode: the playback mode |
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| 113 | */ |
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| 114 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
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| 115 | { |
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| 116 | if( likely(this->getModel(0) != NULL)) |
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| 117 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 118 | } |
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| 119 | |
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| 120 | |
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| 121 | |
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| 122 | /** |
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| 123 | * @returns the current animation number |
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| 124 | */ |
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| 125 | int GenericNPC::getAnimation() |
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| 126 | { |
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| 127 | if( likely(this->getModel(0) != NULL)) |
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| 128 | return ((InteractiveModel*)this->getModel(0))->getAnimation(); |
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| 129 | else |
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| 130 | return -1; |
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| 131 | } |
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| 132 | |
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| 133 | |
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| 134 | |
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| 135 | /** |
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| 136 | * @returns true if animation is finished |
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| 137 | */ |
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| 138 | bool GenericNPC::isAnimationFinished() |
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| 139 | { |
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| 140 | if( likely(this->getModel(0) != NULL)) |
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| 141 | return ((InteractiveModel*)this->getModel(0))->isAnimationFinished(); |
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| 142 | else |
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| 143 | return false; |
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| 144 | } |
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| 145 | |
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| 146 | |
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| 147 | /** |
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| 148 | * sets the animation speed of this entity |
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| 149 | */ |
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| 150 | void GenericNPC::setAnimationSpeed(float speed) |
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| 151 | { |
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| 152 | if( likely(this->getModel(0) != NULL)) |
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| 153 | ((InteractiveModel*)this->getModel(0))->setAnimationSpeed(speed); |
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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 | /** |
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| 159 | * sets the animation of this npc |
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| 160 | * @param anumationIndex: the animation index |
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| 161 | * @param anumPlaybackMode: the playback mode |
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| 162 | */ |
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| 163 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
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| 164 | { |
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| 165 | if( likely(this->getModel(0) != NULL)) |
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| 166 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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| 167 | |
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| 168 | } |
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| 169 | |
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| 170 | |
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| 171 | /** |
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| 172 | * play a sound |
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| 173 | * @param filename: name of the file |
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| 174 | */ |
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| 175 | void GenericNPC::playSound(const std::string& filename) |
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| 176 | {} |
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| 177 | |
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| 178 | |
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| 179 | |
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| 180 | /** |
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| 181 | * stops the generic animation |
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| 182 | */ |
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| 183 | void GenericNPC::stop() |
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| 184 | { |
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| 185 | this->animationStack.push(this->behaviourList); |
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| 186 | this->behaviourList = new std::list<GenericNPC::Anim>; |
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| 187 | |
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| 188 | if( this->getAnimation() != STAND) |
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| 189 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 190 | } |
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| 191 | |
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| 192 | |
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| 193 | /** |
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| 194 | * continue the generic animation |
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| 195 | */ |
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| 196 | void GenericNPC::resume() |
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| 197 | { |
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| 198 | if( this->animationStack.size() == 0) |
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| 199 | return; |
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| 200 | |
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| 201 | delete this->behaviourList; |
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| 202 | this->behaviourList = this->animationStack.top(); |
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| 203 | this->animationStack.pop(); |
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| 204 | } |
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| 205 | |
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| 206 | |
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| 207 | /** |
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| 208 | * each animation has to be initialized here |
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| 209 | */ |
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| 210 | /** |
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| 211 | * |
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| 212 | */ |
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| 213 | void GenericNPC::initNPC() |
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| 214 | { |
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| 215 | if (!this->behaviourList->empty()) |
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| 216 | { |
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| 217 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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| 218 | |
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| 219 | switch(this->behaviourList->front().type) |
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| 220 | { |
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| 221 | case Walk: |
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| 222 | { |
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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 | |
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| 226 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
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| 227 | dir.y = 0.0f; |
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| 228 | dir.normalize(); |
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| 229 | 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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| 230 | |
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| 231 | this->setAnimationSpeed(0.5f); |
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| 232 | } |
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| 233 | break; |
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| 234 | case Run: |
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| 235 | { |
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| 236 | if( this->getAnimation() != RUN) |
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| 237 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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| 238 | |
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| 239 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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| 240 | dir.y = 0.0f; |
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| 241 | dir.getNormalized(); |
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| 242 | 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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| 243 | |
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| 244 | this->setAnimationSpeed(1.0f); |
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| 245 | } |
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| 246 | break; |
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| 247 | case Crouch: |
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| 248 | { |
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| 249 | if( this->getAnimation() != CROUCH_WALK) |
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| 250 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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| 251 | |
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| 252 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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| 253 | dir.y = 0.0f; |
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| 254 | dir.getNormalized(); |
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| 255 | 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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| 256 | |
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| 257 | this->setAnimationSpeed(1.0f); |
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| 258 | } |
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| 259 | break; |
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| 260 | case LookAt: |
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| 261 | if( this->getAnimation() != STAND) |
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| 262 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 263 | break; |
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| 264 | case Shoot: |
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| 265 | if( this->getAnimation() != STAND) |
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| 266 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 267 | break; |
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| 268 | |
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| 269 | default: |
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| 270 | if( this->getAnimation() != STAND) |
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| 271 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 272 | break; |
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| 273 | |
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| 274 | } |
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| 275 | } |
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| 276 | } |
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| 277 | |
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| 278 | |
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| 279 | void GenericNPC::nextStep() |
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| 280 | { |
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| 281 | if (!this->behaviourList->empty()) |
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| 282 | this->behaviourList->pop_front(); |
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| 283 | else |
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| 284 | return; |
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| 285 | |
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| 286 | |
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| 287 | if (!this->behaviourList->empty()) |
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| 288 | { |
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| 289 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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| 290 | |
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| 291 | switch( currentAnimation.type) |
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| 292 | { |
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| 293 | case Walk: |
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| 294 | { |
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| 295 | if( this->getAnimation() != RUN) |
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| 296 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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| 297 | |
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| 298 | |
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| 299 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
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| 300 | dir.y = 0.0f; |
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| 301 | dir.getNormalized(); |
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| 302 | 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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| 303 | |
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| 304 | this->setAnimationSpeed(0.5f); |
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| 305 | } |
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| 306 | break; |
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| 307 | case Run: |
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| 308 | { |
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| 309 | if( this->getAnimation() != RUN) |
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| 310 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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| 311 | |
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| 312 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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| 313 | dir.y = 0.0f; |
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| 314 | dir.getNormalized(); |
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| 315 | 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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| 316 | |
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| 317 | this->setAnimationSpeed(1.0f); |
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| 318 | } |
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| 319 | break; |
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| 320 | case Crouch: |
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| 321 | { |
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| 322 | if( this->getAnimation() != CROUCH_WALK) |
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| 323 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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| 324 | |
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| 325 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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| 326 | dir.y = 0.0f; |
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| 327 | dir.getNormalized(); |
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| 328 | 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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| 329 | |
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| 330 | this->setAnimationSpeed(1.0f); |
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| 331 | } |
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| 332 | break; |
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| 333 | case LookAt: |
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| 334 | { |
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| 335 | if( this->getAnimation() != STAND) |
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| 336 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 337 | } |
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| 338 | break; |
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| 339 | case Shoot: |
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| 340 | if( this->getAnimation() != STAND) |
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| 341 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 342 | break; |
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| 343 | |
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| 344 | default: |
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| 345 | if( this->getAnimation() != STAND) |
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| 346 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 347 | break; |
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| 348 | |
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| 349 | } |
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| 350 | } |
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| 351 | else |
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| 352 | { |
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| 353 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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| 354 | } |
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| 355 | } |
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| 356 | |
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| 357 | |
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| 358 | |
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| 359 | |
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| 360 | void GenericNPC::walkTo(const Vector& coordinate) |
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| 361 | { |
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| 362 | |
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| 363 | GenericNPC::Anim anim; |
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| 364 | anim.v = coordinate; |
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| 365 | anim.type = Walk; |
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| 366 | anim.speed = 30.0f; |
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| 367 | |
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| 368 | if( this->behaviourList->empty()) |
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| 369 | { |
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| 370 | this->behaviourList->push_back(anim); |
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| 371 | this->initNPC(); |
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| 372 | } |
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| 373 | else |
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| 374 | this->behaviourList->push_back(anim); |
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| 375 | } |
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| 376 | |
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| 377 | void GenericNPC::walkTo(float x, float y, float z) |
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| 378 | { |
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| 379 | //printf("Walking to %f, %f, %f \n",x,y,z); |
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| 380 | this->walkTo(Vector(x,y,z)); |
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| 381 | |
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| 382 | } |
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| 383 | |
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| 384 | /* running functions */ |
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| 385 | void GenericNPC::runTo(const Vector& coordinate) |
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| 386 | { |
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| 387 | GenericNPC::Anim anim; |
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| 388 | anim.v = coordinate; |
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| 389 | anim.type = Run; |
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| 390 | anim.speed = 60.0f; |
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| 391 | |
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| 392 | if( this->behaviourList->empty()) |
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| 393 | { |
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| 394 | this->behaviourList->push_back(anim); |
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| 395 | this->initNPC(); |
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| 396 | } |
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| 397 | else |
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| 398 | this->behaviourList->push_back(anim); |
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| 399 | } |
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| 400 | |
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| 401 | void GenericNPC::runTo(float x, float y, float z) |
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| 402 | { |
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| 403 | this->runTo(Vector(x,y,z)); |
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| 404 | } |
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| 405 | |
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| 406 | /* couching functinos */ |
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| 407 | void GenericNPC::crouchTo(const Vector& coordinate) |
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| 408 | { |
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| 409 | GenericNPC::Anim anim; |
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| 410 | anim.v = coordinate; |
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| 411 | anim.type = Crouch; |
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| 412 | |
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| 413 | if( this->behaviourList->empty()) |
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| 414 | { |
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| 415 | this->behaviourList->push_back(anim); |
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| 416 | this->initNPC(); |
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| 417 | } |
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| 418 | else |
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| 419 | this->behaviourList->push_back(anim); |
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| 420 | } |
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| 421 | void GenericNPC::crouchTo(float x, float y, float z) |
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| 422 | { |
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| 423 | this->crouchTo(Vector(x,y,z)); |
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| 424 | } |
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| 425 | |
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| 426 | |
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| 427 | |
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| 428 | void GenericNPC::turnTo(float degreeInY) |
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| 429 | { |
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| 430 | GenericNPC::Anim anim; |
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| 431 | anim.q = Quaternion(Vector(0,1,0), degreeInY); |
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| 432 | anim.type = TurnTo; |
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| 433 | |
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| 434 | if( this->behaviourList->empty()) |
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| 435 | { |
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| 436 | this->behaviourList->push_back(anim); |
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| 437 | this->initNPC(); |
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| 438 | } |
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| 439 | else |
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| 440 | this->behaviourList->push_back(anim); |
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| 441 | } |
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| 442 | |
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| 443 | |
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| 444 | |
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| 445 | /** |
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| 446 | * lookat a world entity |
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| 447 | * @param worldEntity: the worldentity to look at |
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| 448 | */ |
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| 449 | void GenericNPC::lookAt(WorldEntity* worldEntity) |
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| 450 | { |
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| 451 | GenericNPC::Anim anim; |
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| 452 | anim.entity = worldEntity; |
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| 453 | anim.type = LookAt; |
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| 454 | |
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| 455 | if( this->behaviourList->empty()) |
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| 456 | { |
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| 457 | this->behaviourList->push_back(anim); |
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| 458 | this->initNPC(); |
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| 459 | } |
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| 460 | else |
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| 461 | this->behaviourList->push_back(anim); |
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| 462 | } |
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| 463 | |
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| 464 | |
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| 465 | |
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| 466 | |
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| 467 | /** |
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| 468 | * talk to a world entity and play a sound/music/voice |
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| 469 | * @param worldEntity: entity |
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| 470 | * @param dialogNr: sound nr to be played (from the xml load tags) |
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| 471 | */ |
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| 472 | void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
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| 473 | {} |
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| 474 | |
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| 475 | |
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| 476 | /** |
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| 477 | * world entity to shoot at if there is any weapon on the npc |
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| 478 | * @param entity: entity to shoot entity |
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| 479 | */ |
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| 480 | void GenericNPC::shootAt(WorldEntity* entity) |
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| 481 | {} |
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| 482 | |
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| 483 | |
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| 484 | |
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| 485 | |
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| 486 | |
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| 487 | |
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| 488 | |
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| 489 | |
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| 490 | |
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| 491 | |
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| 492 | /** |
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| 493 | * tick this world entity |
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| 494 | * @param time: time in seconds expirded since the last tick |
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| 495 | */ |
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| 496 | void GenericNPC::tick (float dt) |
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| 497 | { |
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| 498 | if( likely(this->getModel(0) != NULL)) |
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| 499 | ((InteractiveModel*)this->getModel(0))->tick(dt); |
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| 500 | |
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| 501 | |
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| 502 | if (!this->behaviourList->empty()) |
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| 503 | { |
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| 504 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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| 505 | |
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| 506 | switch( currentAnimation.type) |
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| 507 | { |
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| 508 | case Walk: |
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| 509 | { |
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| 510 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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| 511 | dest.y = 0.0f; |
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| 512 | if (dest.len() < .5) |
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| 513 | { |
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| 514 | this->nextStep(); |
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| 515 | } |
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| 516 | else |
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| 517 | { |
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| 518 | Vector move = dest.getNormalized() * currentAnimation.speed * dt; |
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| 519 | this->shiftCoor(move); |
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| 520 | } |
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| 521 | } |
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| 522 | break; |
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| 523 | |
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| 524 | case Run: |
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| 525 | { |
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| 526 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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| 527 | dest.y = 0.0f; |
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| 528 | if (dest.len() < .5) |
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| 529 | this->nextStep(); |
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| 530 | else |
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| 531 | { |
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| 532 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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| 533 | } |
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| 534 | } |
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| 535 | break; |
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| 536 | |
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| 537 | case Crouch: |
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| 538 | { |
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| 539 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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| 540 | dest.y = 0.0f; |
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| 541 | if (dest.len() < .5) |
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| 542 | this->nextStep(); |
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| 543 | else |
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| 544 | { |
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| 545 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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| 546 | } |
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| 547 | } |
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| 548 | break; |
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| 549 | |
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| 550 | case TurnTo: |
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| 551 | //Quaternion direction = this-> |
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| 552 | break; |
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| 553 | |
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| 554 | case LookAt: |
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| 555 | break; |
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| 556 | |
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| 557 | case Shoot: |
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| 558 | break; |
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| 559 | |
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| 560 | default: |
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| 561 | break; |
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| 562 | |
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| 563 | } |
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| 564 | } |
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| 565 | |
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| 566 | // physical falling of the player |
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| 567 | if( !this->isOnGround()) |
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| 568 | { |
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| 569 | this->fallVelocity += 300.0f * dt; |
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| 570 | //velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
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| 571 | // PRINTF(0)("%s is not on ground\n", this->getName()); |
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| 572 | this->shiftCoor(Vector(0, -this->fallVelocity * dt,0)); |
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| 573 | |
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| 574 | } |
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| 575 | else |
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| 576 | { |
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| 577 | this->fallVelocity = 0.0f; |
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| 578 | } |
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| 579 | |
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| 580 | } |
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| 581 | |
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| 582 | |
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| 583 | |
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| 584 | void GenericNPC::destroy(WorldEntity* killer) |
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| 585 | { |
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| 586 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
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| 587 | |
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| 588 | this->setAnimationSpeed(1.0f); |
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| 589 | |
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| 590 | if( randi == 1) |
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| 591 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 592 | else if( randi == 2) |
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| 593 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
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| 594 | else if( randi == 3) |
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| 595 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
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| 596 | else if( randi == 4) |
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| 597 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
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| 598 | else |
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| 599 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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| 600 | } |
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| 601 | |
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