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source: orxonox.OLD/trunk/src/world_entities/npcs/npc.cc @ 10539

Last change on this file since 10539 was 10539, checked in by marcscha, 17 years ago

Fixes for weapon systems

File size: 11.6 KB
Line 
1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer:
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19
20#include "movement_module.h"
21#include "ai_module.h"
22#include "ai_team.h"
23#include "ai_swarm.h"
24#include "ai_engine.h"
25
26#include "player.h"
27#include "playable.h"
28
29#include "weapons/test_gun.h"
30#include "weapons/turret.h"
31#include "weapons/cannon.h"
32
33#include "loading/factory.h"
34#include "debug.h"
35#include "loading/load_param.h"
36#include "util/loading/load_param_xml.h"
37#include "track/track.h"
38
39#include "particles/dot_emitter.h"
40#include "particles/emitter_node.h"
41#include "particles/sprite_particles.h"
42
43#include "weapons/test_gun.h"
44#include "weapons/light_blaster.h"
45#include "weapons/medium_blaster.h"
46#include "weapons/heavy_blaster.h"
47#include "weapons/swarm_launcher.h"
48#include "weapons/spike_launcher.h"
49#include "weapons/spike_thrower.h"
50#include "weapons/acid_launcher.h"
51#include "weapons/boomerang_gun.h"
52#include "weapons/turret.h"
53#include "weapons/cannon.h"
54
55#include "npc.h"
56
57ObjectListDefinition(NPC);
58CREATE_FACTORY(NPC);
59
60
61#include "script_class.h"
62CREATE_SCRIPTABLE_CLASS(NPC,
63                        addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
64                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
65                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
66                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
67                        ->addMethod("setAbsDir", Executor4<PNode, lua_State*,float,float,float,float>(&PNode::setAbsDir))
68                        ->addMethod("fire", Executor0<NPC, lua_State*>(&NPC::fire))
69                        ->addMethod("pause", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::pauseTrack))
70                        ->addMethod("setAI", Executor1<NPC, lua_State*, bool>(&NPC::setAI))
71                        ->addMethod("setVisibility", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::setVisibility))
72                        ->addMethod("destroy", Executor0<NPC, lua_State*/*, WorldEntity**/>(&NPC::destroy))
73                       );
74
75NPC::NPC(const TiXmlElement* root)
76  : weaponMan(this)
77{
78  this->registerObject(this, NPC::_objectList);
79
80  this->toList(OM_GROUP_01);
81  this->bAIEnabled = false;
82
83
84
85   // create the weapons and their manager
86  Weapon* wpRight1 = new LightBlaster ();
87  wpRight1->setName( "LightBlaster");
88  Weapon* wpLeft1 = new LightBlaster ();
89  wpLeft1->setName( "LightBlaster");
90
91  Weapon* wpRight2 = new MediumBlaster ();
92  wpRight2->setName( "MediumBlaster");
93  Weapon* wpLeft2 = new MediumBlaster ();
94  wpLeft2->setName( "MediumBlaster");
95
96  Weapon* wpRight3 = new HeavyBlaster (1);
97  wpRight3->setName( "HeavyBlaster");
98  Weapon* wpLeft3 = new HeavyBlaster (0);
99  wpLeft3->setName( "HeavyBlaster");
100
101  Weapon* cannon = new SwarmLauncher();
102  cannon->setName( "SwarmLauncher");
103
104  Weapon* spike = new SpikeThrower();
105  spike->setName( "SpikeThrower" );
106
107
108  Weapon* acid0 = new AcidLauncher();
109  acid0->setName( "AcidSplasher" );
110
111  Weapon* acid1 = new AcidLauncher();
112  acid1->setName( "AcidSplasher" );
113
114
115  this->weaponMan.addWeapon( wpLeft1, 0, 0);
116  this->weaponMan.addWeapon( wpRight1, 0, 1);
117
118  this->weaponMan.addWeapon( wpLeft2, 1, 2);
119  this->weaponMan.addWeapon( wpRight2, 1, 3);
120
121  this->weaponMan.addWeapon( wpLeft3, 2, 4);
122  this->weaponMan.addWeapon( wpRight3, 2, 5);
123/*
124  this->weaponMan.addWeapon( wpLeft1, 3, 0);
125  this->weaponMan.addWeapon( wpRight1, 3, 1);
126
127  this->weaponMan.addWeapon( wpLeft2, 3, 2);
128  this->weaponMan.addWeapon( wpRight2, 3, 3);
129
130  this->weaponMan.addWeapon( wpLeft3, 3, 4);
131  this->weaponMan.addWeapon( wpRight3, 3, 5);
132*/
133
134  this->weaponMan.addWeapon( acid0, 3, 0);
135  this->weaponMan.addWeapon( acid1, 3, 1);
136
137
138  if( root != NULL)
139    this->loadParams(root);
140
141  if( this->bAIEnabled && ! this->entityTrack)
142  {
143    std::cout << "Team Number: " << teamNumber << "\n";
144    std::cout << "Swarm Number:" << swarmNumber << "\n";
145
146    AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance);
147  }
148
149  this->bFire = false;
150  if( this->entityTrack)
151  {
152      this->setParent(this->entityTrack->getTrackNode());
153      this->setRelCoor(0,0,0);
154  }
155
156
157
158
159//   this->secWeaponMan.addWeapon( acid0, 2, 2);
160//   this->secWeaponMan.addWeapon( acid1, 2, 3);
161
162
163//   this->weaponMan.changeWeaponConfig(3);
164
165//   this->getWeaponManager().changeWeaponConfig(1);
166
167  this->setHealthMax(100);
168  this->setHealth(80);
169
170  this->getWeaponManager().setSlotCount(7);
171
172  this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0));
173  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
174
175  this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0));
176  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
177
178  this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5));
179  this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
180
181  this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5));
182  this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
183
184  this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5));
185  this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
186
187  this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5));
188  this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
189
190  this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0));
191  this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
192
193  this->getWeaponManager().getFixedTarget()->setParent(this);
194  this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0);
195
196
197
198
199}
200
201
202NPC::~NPC ()
203{
204 if(! this->entityTrack)
205  AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this);
206}
207
208
209
210/**
211 * loads the xml tags
212 * @param root: root xml tag for this element
213 */
214void NPC::loadParams(const TiXmlElement* root)
215{
216   WorldEntity::loadParams(root);
217
218  LoadParam(root, "enableAI", this, NPC, enableAI)
219      .describe("enables the AI algorithms");
220
221  LoadParam(root, "team", this, NPC, setTeamNumber)
222  .describe("this sets the team number")
223  .defaultValues(0);
224
225  LoadParam(root, "swarm", this, NPC, setSwarmNumber)
226  .describe("this sets the swarm number")
227  .defaultValues(0);
228
229  LoadParam(root, "maxSpeed", this, NPC, setMaxSpeed)
230  .describe("this sets the NPC max Speed")
231  .defaultValues(0);
232
233  LoadParam(root, "attackDistance", this, NPC, setAttackDistance)
234  .describe("this sets the NPC distance to target")
235  .defaultValues(0);
236
237  LoadParam(root, "weapon-config", this, NPC, setWeaponConfig);
238
239//   LoadParamXML(root, "Weapons", this, NPC, addWeapons)
240//   .describe("creates and adds weapons");
241}
242
243void NPC::setAI(bool activate)
244{
245     if(activate) AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance);
246     else AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this);
247}
248
249void NPC::destroy( /*WorldEntity* killer*/ )
250{
251
252  PRINTF(5)("NPC destroy\n");
253
254  EmitterNode* node  = NULL;
255  DotEmitter* emitter = NULL;
256  SpriteParticles*  explosionParticles  = NULL;
257
258  explosionParticles = new SpriteParticles(200);
259  explosionParticles->setName("SpaceShipExplosionParticles");
260  explosionParticles->setLifeSpan(.2, .3);
261  explosionParticles->setRadius(0.0, 10.0);
262  explosionParticles->setRadius(.5, 6.0);
263  explosionParticles->setRadius(1.0, 3.0);
264  explosionParticles->setColor(0.0, 1,1,1,.9);
265  explosionParticles->setColor(0.1,  1,1,0,.9);
266  explosionParticles->setColor(0.5, .8,.4,0,.5);
267  explosionParticles->setColor(1.0, .2,.2,.2,.5);
268
269
270  emitter = new DotEmitter( 2000, 70, 360);
271  //emitter->setSpread( 0, M_2_PI);
272  emitter->setEmissionRate( 200.0);
273  //emitter->setEmissionVelocity( 200.0);
274  //emitter->setSystem( explosionParticles);
275  //emitter->setAbsCoor( this->getAbsCoor());
276
277  node  = new EmitterNode( .1f);
278  node->setupParticle( emitter, explosionParticles);
279  node->setAbsDir( this->getAbsDir());
280  node->setVelocity( this->getVelocity() * .9f);
281  node->setAbsCoor( this->getAbsCoor());
282  if( !node->start())
283    PRINTF(0)("Explosion node not correctly started!");
284/*
285  PNode* node          = new PNode();
286  node->setAbsCoor(this->getAbsCoor());
287  Explosion* explosion = new Explosion();
288  explosion->explode( node, Vector(5,5,5));
289*/
290/*
291  if( this->hasPlayer())
292  {
293        this->setAbsCoor(Vector(-10000,10000,10000));
294        this->hide();
295  }
296  else
297  {*/
298    //this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0)));
299  //}
300
301}
302
303void NPC::setWeaponConfig(int i)
304{
305  this->weaponMan.changeWeaponConfig(i);
306}
307
308void NPC::addWeapons(const TiXmlElement* root)
309{
310  if( root == NULL)
311    return;
312
313  LOAD_PARAM_START_CYCLE(root, element);
314  {
315    PRINTF(0)("got weapon: %s\n", element->Value());
316    BaseObject* obj = Factory::fabricate(element);
317    if( obj != NULL && obj->isA( Weapon::staticClassID()))
318    {
319      Weapon* w = dynamic_cast<Weapon*>(obj);
320      PRINTF(0)("created a weapon\n");
321      int preferedSlot = w->getPreferedSlot();
322      int preferedSide = w->getPreferedSide();
323
324      this->addWeapon( w, preferedSide, preferedSlot);
325    }
326  }
327  LOAD_PARAM_END_CYCLE(element);
328}
329
330
331/**
332 * @brief adds a Weapon to the NPC.
333 * @param weapon the Weapon to add.
334 * @param configID the Configuration ID to add this weapon to.
335 * @param slotID the slotID to add the Weapon to.
336 */
337bool NPC::addWeapon(Weapon* weapon, int configID, int slotID)
338{
339  weapon->setOwner(this->getOwner());
340
341
342  if(this->weaponMan.addWeapon(weapon, configID, slotID))
343  {
344    return true;
345  }
346  else
347  {
348    if (weapon != NULL)
349      PRINTF(1)("Unable to add Weapon (%s::%s) to %s::%s\n",
350                weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName());
351    else
352      PRINTF(1)("No weapon defined\n");
353    return false;
354
355  }
356}
357
358/**
359 * @brief removes a Weapon.
360 * @param weapon the Weapon to remove.
361 */
362void NPC::removeWeapon(Weapon* weapon)
363{
364  this->weaponMan.removeWeapon(weapon);
365
366}
367
368/**
369 * @brief jumps to the next WeaponConfiguration
370 */
371void NPC::nextWeaponConfig()
372{
373  this->weaponMan.nextWeaponConfig();
374}
375
376/**
377 * @brief moves to the last WeaponConfiguration
378 */
379void NPC::previousWeaponConfig()
380{
381  this->weaponMan.previousWeaponConfig();
382}
383
384
385
386
387/**
388 * ticking
389 * @param dt  time since last tick
390 */
391void NPC::tick(float dt)
392{
393  this->weaponMan.tick(dt);
394  if (this->bFire)
395  {
396    std::cout << "fire..\n";
397    weaponMan.fire();
398  }
399  this->bFire = false;
400
401 if(this->entityTrack)
402    this->entityTrack->tick(dt);
403
404}
405
406void NPC::draw() const
407{
408 if( this->entityTrack != NULL && this->isDrawTrack())
409  this->entityTrack->drawGraph();
410
411 WorldEntity::draw();
412}
413
414// HACK just to make sure they explode as nice as possible :)
415void NPC::hit( float damage, WorldEntity* killer)
416{
417  this->setDamage(killer->getDamage());
418}
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