| [10406] | 1 | |
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| 2 | |
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| 3 | /* |
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| 4 | orxonox - the future of 3D-vertical-scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation; either version 2, or (at your option) |
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| 11 | any later version. |
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| 12 | |
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| 13 | ### File Specific: |
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| 14 | main-programmer: Patrick Boenzli |
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| 15 | co-programmer: |
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| 16 | */ |
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 18 | |
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| 19 | |
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| 20 | #include "movement_module.h" |
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| 21 | #include "ai_module.h" |
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| 22 | #include "ai_team.h" |
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| 23 | #include "ai_swarm.h" |
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| 24 | #include "ai_engine.h" |
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| 25 | |
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| 26 | #include "player.h" |
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| 27 | #include "playable.h" |
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| 28 | |
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| 29 | #include "weapons/test_gun.h" |
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| 30 | #include "weapons/turret.h" |
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| 31 | #include "weapons/cannon.h" |
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| 32 | |
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| 33 | #include "loading/factory.h" |
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| 34 | #include "debug.h" |
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| 35 | #include "loading/load_param.h" |
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| [10440] | 36 | #include "util/loading/load_param_xml.h" |
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| [10439] | 37 | #include "track/track.h" |
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| [10406] | 38 | |
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| [10531] | 39 | #include "particles/dot_emitter.h" |
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| 40 | #include "particles/emitter_node.h" |
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| 41 | #include "particles/sprite_particles.h" |
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| [10406] | 42 | |
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| [10499] | 43 | #include "weapons/test_gun.h" |
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| 44 | #include "weapons/light_blaster.h" |
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| 45 | #include "weapons/medium_blaster.h" |
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| 46 | #include "weapons/heavy_blaster.h" |
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| 47 | #include "weapons/swarm_launcher.h" |
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| 48 | #include "weapons/spike_thrower.h" |
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| 49 | #include "weapons/acid_launcher.h" |
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| 50 | #include "weapons/boomerang_gun.h" |
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| 51 | #include "weapons/turret.h" |
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| 52 | #include "weapons/cannon.h" |
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| 53 | |
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| [10618] | 54 | #include "tools/mount_point.h" |
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| [10540] | 55 | #include "weapons/weapon_slot.h" |
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| 56 | |
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| [10406] | 57 | #include "npc.h" |
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| 58 | |
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| 59 | ObjectListDefinition(NPC); |
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| 60 | CREATE_FACTORY(NPC); |
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| 61 | |
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| 62 | |
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| 63 | #include "script_class.h" |
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| 64 | CREATE_SCRIPTABLE_CLASS(NPC, |
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| 65 | addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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| 66 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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| 67 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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| 68 | ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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| 69 | ->addMethod("setAbsDir", Executor4<PNode, lua_State*,float,float,float,float>(&PNode::setAbsDir)) |
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| [10459] | 70 | ->addMethod("fire", Executor0<NPC, lua_State*>(&NPC::fire)) |
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| [10498] | 71 | ->addMethod("pause", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::pauseTrack)) |
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| [10512] | 72 | ->addMethod("setAI", Executor1<NPC, lua_State*, bool>(&NPC::setAI)) |
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| [10511] | 73 | ->addMethod("setVisibility", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::setVisibility)) |
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| [10545] | 74 | ->addMethod("destroy", Executor0<NPC, lua_State*/*, WorldEntity**/>(&NPC::destroyThis)) |
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| [10406] | 75 | ); |
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| 76 | |
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| 77 | NPC::NPC(const TiXmlElement* root) |
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| 78 | : weaponMan(this) |
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| 79 | { |
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| 80 | this->registerObject(this, NPC::_objectList); |
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| 81 | |
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| [10552] | 82 | this->toList(OM_GROUP_00); |
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| [10440] | 83 | this->bAIEnabled = false; |
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| [10406] | 84 | |
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| [10499] | 85 | |
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| 86 | |
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| 87 | // create the weapons and their manager |
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| 88 | Weapon* wpRight1 = new LightBlaster (); |
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| 89 | wpRight1->setName( "LightBlaster"); |
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| 90 | Weapon* wpLeft1 = new LightBlaster (); |
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| 91 | wpLeft1->setName( "LightBlaster"); |
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| 92 | |
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| 93 | Weapon* wpRight2 = new MediumBlaster (); |
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| 94 | wpRight2->setName( "MediumBlaster"); |
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| 95 | Weapon* wpLeft2 = new MediumBlaster (); |
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| 96 | wpLeft2->setName( "MediumBlaster"); |
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| 97 | |
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| 98 | Weapon* wpRight3 = new HeavyBlaster (1); |
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| 99 | wpRight3->setName( "HeavyBlaster"); |
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| 100 | Weapon* wpLeft3 = new HeavyBlaster (0); |
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| 101 | wpLeft3->setName( "HeavyBlaster"); |
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| 102 | |
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| 103 | Weapon* cannon = new SwarmLauncher(); |
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| 104 | cannon->setName( "SwarmLauncher"); |
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| 105 | |
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| 106 | Weapon* spike = new SpikeThrower(); |
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| 107 | spike->setName( "SpikeThrower" ); |
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| 108 | |
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| 109 | |
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| 110 | Weapon* acid0 = new AcidLauncher(); |
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| 111 | acid0->setName( "AcidSplasher" ); |
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| 112 | |
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| 113 | Weapon* acid1 = new AcidLauncher(); |
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| 114 | acid1->setName( "AcidSplasher" ); |
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| 115 | |
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| 116 | |
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| 117 | this->weaponMan.addWeapon( wpLeft1, 0, 0); |
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| 118 | this->weaponMan.addWeapon( wpRight1, 0, 1); |
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| 119 | |
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| 120 | this->weaponMan.addWeapon( wpLeft2, 1, 2); |
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| 121 | this->weaponMan.addWeapon( wpRight2, 1, 3); |
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| 122 | |
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| 123 | this->weaponMan.addWeapon( wpLeft3, 2, 4); |
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| 124 | this->weaponMan.addWeapon( wpRight3, 2, 5); |
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| 125 | /* |
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| 126 | this->weaponMan.addWeapon( wpLeft1, 3, 0); |
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| 127 | this->weaponMan.addWeapon( wpRight1, 3, 1); |
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| 128 | |
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| 129 | this->weaponMan.addWeapon( wpLeft2, 3, 2); |
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| 130 | this->weaponMan.addWeapon( wpRight2, 3, 3); |
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| 131 | |
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| 132 | this->weaponMan.addWeapon( wpLeft3, 3, 4); |
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| 133 | this->weaponMan.addWeapon( wpRight3, 3, 5); |
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| 134 | */ |
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| 135 | |
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| 136 | this->weaponMan.addWeapon( acid0, 3, 0); |
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| 137 | this->weaponMan.addWeapon( acid1, 3, 1); |
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| 138 | |
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| 139 | |
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| [10406] | 140 | if( root != NULL) |
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| [10440] | 141 | this->loadParams(root); |
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| [10406] | 142 | |
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| [10444] | 143 | if( this->bAIEnabled && ! this->entityTrack) |
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| [10440] | 144 | { |
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| 145 | std::cout << "Team Number: " << teamNumber << "\n"; |
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| 146 | std::cout << "Swarm Number:" << swarmNumber << "\n"; |
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| [10406] | 147 | |
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| [10444] | 148 | AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance); |
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| [10440] | 149 | } |
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| [10406] | 150 | |
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| 151 | this->bFire = false; |
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| [10444] | 152 | if( this->entityTrack) |
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| [10448] | 153 | { |
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| [10444] | 154 | this->setParent(this->entityTrack->getTrackNode()); |
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| [10448] | 155 | this->setRelCoor(0,0,0); |
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| 156 | } |
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| [10406] | 157 | |
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| 158 | |
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| 159 | |
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| 160 | |
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| [10499] | 161 | // this->secWeaponMan.addWeapon( acid0, 2, 2); |
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| 162 | // this->secWeaponMan.addWeapon( acid1, 2, 3); |
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| 163 | |
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| 164 | |
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| 165 | // this->weaponMan.changeWeaponConfig(3); |
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| 166 | |
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| 167 | // this->getWeaponManager().changeWeaponConfig(1); |
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| 168 | |
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| [10406] | 169 | this->setHealthMax(100); |
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| 170 | this->setHealth(80); |
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| 171 | |
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| [10499] | 172 | this->getWeaponManager().setSlotCount(7); |
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| [10406] | 173 | |
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| [10499] | 174 | this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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| 175 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| [10439] | 176 | |
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| [10499] | 177 | this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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| 178 | this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| [10439] | 179 | |
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| [10499] | 180 | this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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| 181 | this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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| [10440] | 182 | |
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| [10499] | 183 | this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5)); |
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| 184 | this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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| 185 | |
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| 186 | this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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| 187 | this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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| 188 | |
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| 189 | this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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| 190 | this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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| 191 | |
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| 192 | this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0)); |
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| 193 | this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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| 194 | |
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| [10542] | 195 | |
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| 196 | |
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| [10499] | 197 | this->getWeaponManager().getFixedTarget()->setParent(this); |
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| 198 | this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0); |
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| [10546] | 199 | this->bInit = false; |
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| [10406] | 200 | } |
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| 201 | |
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| 202 | |
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| 203 | NPC::~NPC () |
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| 204 | { |
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| [10439] | 205 | if(! this->entityTrack) |
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| [10406] | 206 | AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this); |
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| 207 | } |
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| 208 | |
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| 209 | |
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| 210 | |
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| 211 | /** |
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| 212 | * loads the xml tags |
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| 213 | * @param root: root xml tag for this element |
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| 214 | */ |
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| 215 | void NPC::loadParams(const TiXmlElement* root) |
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| 216 | { |
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| 217 | WorldEntity::loadParams(root); |
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| 218 | |
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| [10440] | 219 | LoadParam(root, "enableAI", this, NPC, enableAI) |
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| 220 | .describe("enables the AI algorithms"); |
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| 221 | |
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| [10406] | 222 | LoadParam(root, "team", this, NPC, setTeamNumber) |
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| 223 | .describe("this sets the team number") |
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| 224 | .defaultValues(0); |
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| 225 | |
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| 226 | LoadParam(root, "swarm", this, NPC, setSwarmNumber) |
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| 227 | .describe("this sets the swarm number") |
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| 228 | .defaultValues(0); |
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| 229 | |
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| 230 | LoadParam(root, "maxSpeed", this, NPC, setMaxSpeed) |
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| 231 | .describe("this sets the NPC max Speed") |
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| 232 | .defaultValues(0); |
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| 233 | |
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| 234 | LoadParam(root, "attackDistance", this, NPC, setAttackDistance) |
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| 235 | .describe("this sets the NPC distance to target") |
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| 236 | .defaultValues(0); |
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| [10440] | 237 | |
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| [10499] | 238 | LoadParam(root, "weapon-config", this, NPC, setWeaponConfig); |
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| 239 | |
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| 240 | // LoadParamXML(root, "Weapons", this, NPC, addWeapons) |
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| 241 | // .describe("creates and adds weapons"); |
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| [10406] | 242 | } |
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| 243 | |
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| [10512] | 244 | void NPC::setAI(bool activate) |
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| 245 | { |
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| 246 | if(activate) AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance); |
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| 247 | else AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this); |
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| 248 | } |
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| [10406] | 249 | |
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| [10545] | 250 | void NPC::destroy( WorldEntity* killer ) |
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| [10531] | 251 | { |
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| [10512] | 252 | |
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| [10531] | 253 | PRINTF(5)("NPC destroy\n"); |
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| 254 | |
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| 255 | EmitterNode* node = NULL; |
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| 256 | DotEmitter* emitter = NULL; |
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| 257 | SpriteParticles* explosionParticles = NULL; |
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| 258 | |
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| 259 | explosionParticles = new SpriteParticles(200); |
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| 260 | explosionParticles->setName("SpaceShipExplosionParticles"); |
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| 261 | explosionParticles->setLifeSpan(.2, .3); |
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| 262 | explosionParticles->setRadius(0.0, 10.0); |
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| 263 | explosionParticles->setRadius(.5, 6.0); |
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| 264 | explosionParticles->setRadius(1.0, 3.0); |
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| 265 | explosionParticles->setColor(0.0, 1,1,1,.9); |
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| 266 | explosionParticles->setColor(0.1, 1,1,0,.9); |
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| 267 | explosionParticles->setColor(0.5, .8,.4,0,.5); |
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| 268 | explosionParticles->setColor(1.0, .2,.2,.2,.5); |
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| 269 | |
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| 270 | |
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| 271 | emitter = new DotEmitter( 2000, 70, 360); |
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| 272 | //emitter->setSpread( 0, M_2_PI); |
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| 273 | emitter->setEmissionRate( 200.0); |
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| 274 | //emitter->setEmissionVelocity( 200.0); |
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| 275 | //emitter->setSystem( explosionParticles); |
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| 276 | //emitter->setAbsCoor( this->getAbsCoor()); |
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| 277 | |
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| 278 | node = new EmitterNode( .1f); |
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| 279 | node->setupParticle( emitter, explosionParticles); |
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| 280 | node->setAbsDir( this->getAbsDir()); |
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| 281 | node->setVelocity( this->getVelocity() * .9f); |
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| 282 | node->setAbsCoor( this->getAbsCoor()); |
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| 283 | if( !node->start()) |
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| 284 | PRINTF(0)("Explosion node not correctly started!"); |
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| 285 | /* |
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| 286 | PNode* node = new PNode(); |
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| 287 | node->setAbsCoor(this->getAbsCoor()); |
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| 288 | Explosion* explosion = new Explosion(); |
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| 289 | explosion->explode( node, Vector(5,5,5)); |
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| 290 | */ |
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| 291 | /* |
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| 292 | if( this->hasPlayer()) |
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| 293 | { |
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| 294 | this->setAbsCoor(Vector(-10000,10000,10000)); |
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| 295 | this->hide(); |
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| 296 | } |
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| 297 | else |
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| 298 | {*/ |
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| 299 | //this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0))); |
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| 300 | //} |
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| 301 | |
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| [10545] | 302 | this->toList(OM_NULL); |
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| 303 | this->setAI( false); |
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| 304 | this->setAbsCoor(-10000,-10000,-10000); |
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| 305 | |
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| [10549] | 306 | |
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| [10531] | 307 | } |
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| 308 | |
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| [10499] | 309 | void NPC::setWeaponConfig(int i) |
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| 310 | { |
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| 311 | this->weaponMan.changeWeaponConfig(i); |
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| 312 | } |
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| 313 | |
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| [10440] | 314 | void NPC::addWeapons(const TiXmlElement* root) |
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| 315 | { |
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| 316 | if( root == NULL) |
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| 317 | return; |
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| 318 | |
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| [10550] | 319 | // LOAD_PARAM_START_CYCLE(root, element); |
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| 320 | // { |
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| 321 | // // PRINTF(0)("got weapon: %s\n", element->Value()); |
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| 322 | // BaseObject* obj = Factory::fabricate(element); |
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| 323 | // if( obj != NULL && obj->isA( Weapon::staticClassID())) |
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| 324 | // { |
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| 325 | // Weapon* w = dynamic_cast<Weapon*>(obj); |
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| 326 | // // PRINTF(0)("created a weapon\n"); |
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| 327 | // int preferedSlot = w->getPreferedSlot(); |
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| 328 | // int preferedSide = w->getPreferedSide(); |
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| 329 | // |
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| 330 | // this->addWeapon( w, preferedSide, preferedSlot); |
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| 331 | // } |
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| 332 | // } |
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| 333 | // LOAD_PARAM_END_CYCLE(element); |
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| [10440] | 334 | } |
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| 335 | |
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| 336 | |
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| [10406] | 337 | /** |
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| 338 | * @brief adds a Weapon to the NPC. |
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| 339 | * @param weapon the Weapon to add. |
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| 340 | * @param configID the Configuration ID to add this weapon to. |
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| 341 | * @param slotID the slotID to add the Weapon to. |
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| 342 | */ |
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| 343 | bool NPC::addWeapon(Weapon* weapon, int configID, int slotID) |
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| 344 | { |
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| 345 | weapon->setOwner(this->getOwner()); |
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| 346 | |
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| 347 | |
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| 348 | if(this->weaponMan.addWeapon(weapon, configID, slotID)) |
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| 349 | { |
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| 350 | return true; |
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| 351 | } |
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| 352 | else |
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| 353 | { |
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| 354 | if (weapon != NULL) |
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| [10443] | 355 | PRINTF(1)("Unable to add Weapon (%s::%s) to %s::%s\n", |
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| [10406] | 356 | weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName()); |
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| 357 | else |
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| [10443] | 358 | PRINTF(1)("No weapon defined\n"); |
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| [10406] | 359 | return false; |
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| 360 | |
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| 361 | } |
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| 362 | } |
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| 363 | |
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| 364 | /** |
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| 365 | * @brief removes a Weapon. |
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| 366 | * @param weapon the Weapon to remove. |
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| 367 | */ |
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| 368 | void NPC::removeWeapon(Weapon* weapon) |
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| 369 | { |
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| 370 | this->weaponMan.removeWeapon(weapon); |
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| 371 | |
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| 372 | } |
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| 373 | |
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| 374 | /** |
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| 375 | * @brief jumps to the next WeaponConfiguration |
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| 376 | */ |
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| 377 | void NPC::nextWeaponConfig() |
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| 378 | { |
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| 379 | this->weaponMan.nextWeaponConfig(); |
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| 380 | } |
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| 381 | |
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| 382 | /** |
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| 383 | * @brief moves to the last WeaponConfiguration |
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| 384 | */ |
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| 385 | void NPC::previousWeaponConfig() |
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| 386 | { |
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| 387 | this->weaponMan.previousWeaponConfig(); |
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| 388 | } |
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| 389 | |
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| 390 | |
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| 391 | |
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| 392 | |
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| 393 | /** |
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| 394 | * ticking |
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| 395 | * @param dt time since last tick |
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| 396 | */ |
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| 397 | void NPC::tick(float dt) |
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| 398 | { |
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| [10546] | 399 | if( !this->bInit) |
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| 400 | { |
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| 401 | // now get slots from the mount points |
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| 402 | std::map<int, MountPoint*>::iterator it = this->mountPointMap.begin(); |
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| 403 | for( ;it != this->mountPointMap.end(); it++) |
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| 404 | { |
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| 405 | WeaponSlot* ws = dynamic_cast<WeaponSlot*>((*it).second->getMount()); |
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| 406 | if( ws != NULL && ws->isA(WeaponSlot::staticClassID())) |
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| 407 | { |
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| 408 | int slot = ws->getWeaponSlot(); |
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| 409 | int side = ws->getWeaponSide(); |
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| [10549] | 410 | this->getWeaponManager().setSlotPosition(slot, (*it).second->getCenter()); |
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| [10546] | 411 | this->getWeaponManager().setSlotDirection(slot, ws->getRelDir()); |
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| [10550] | 412 | // PRINTF(0)("setting slot %i\n", slot); |
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| 413 | // (*it).second->getCenter().debug(); |
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| [10546] | 414 | } |
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| 415 | } |
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| 416 | this->bInit = true; |
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| 417 | } |
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| 418 | |
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| 419 | |
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| 420 | |
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| [10406] | 421 | this->weaponMan.tick(dt); |
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| 422 | if (this->bFire) |
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| [10499] | 423 | { |
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| [10406] | 424 | weaponMan.fire(); |
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| [10499] | 425 | } |
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| [10406] | 426 | this->bFire = false; |
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| [10439] | 427 | |
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| 428 | if(this->entityTrack) |
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| 429 | this->entityTrack->tick(dt); |
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| 430 | |
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| [10406] | 431 | } |
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| [10447] | 432 | |
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| 433 | void NPC::draw() const |
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| 434 | { |
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| [10449] | 435 | if( this->entityTrack != NULL && this->isDrawTrack()) |
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| 436 | this->entityTrack->drawGraph(); |
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| 437 | |
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| [10447] | 438 | WorldEntity::draw(); |
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| [10498] | 439 | } |
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| [10539] | 440 | |
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| 441 | // HACK just to make sure they explode as nice as possible :) |
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| 442 | void NPC::hit( float damage, WorldEntity* killer) |
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| 443 | { |
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| [10545] | 444 | this->destroy( killer); |
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| [10539] | 445 | this->setDamage(killer->getDamage()); |
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| [10545] | 446 | } |
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