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source: orxonox.OLD/trunk/src/world_entities/npcs/npc.cc @ 10545

Last change on this file since 10545 was 10545, checked in by marcscha, 17 years ago

pirate explosion fix

File size: 12.3 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 "mount_point.h"
56#include "weapons/weapon_slot.h"
57
58#include "npc.h"
59
60ObjectListDefinition(NPC);
61CREATE_FACTORY(NPC);
62
63
64#include "script_class.h"
65CREATE_SCRIPTABLE_CLASS(NPC,
66                        addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
67                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
68                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
69                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
70                        ->addMethod("setAbsDir", Executor4<PNode, lua_State*,float,float,float,float>(&PNode::setAbsDir))
71                        ->addMethod("fire", Executor0<NPC, lua_State*>(&NPC::fire))
72                        ->addMethod("pause", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::pauseTrack))
73                        ->addMethod("setAI", Executor1<NPC, lua_State*, bool>(&NPC::setAI))
74                        ->addMethod("setVisibility", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::setVisibility))
75                        ->addMethod("destroy", Executor0<NPC, lua_State*/*, WorldEntity**/>(&NPC::destroyThis))
76                       );
77
78NPC::NPC(const TiXmlElement* root)
79  : weaponMan(this)
80{
81  this->registerObject(this, NPC::_objectList);
82
83  this->toList(OM_GROUP_00);
84  this->bAIEnabled = false;
85
86
87
88   // create the weapons and their manager
89  Weapon* wpRight1 = new LightBlaster ();
90  wpRight1->setName( "LightBlaster");
91  Weapon* wpLeft1 = new LightBlaster ();
92  wpLeft1->setName( "LightBlaster");
93
94  Weapon* wpRight2 = new MediumBlaster ();
95  wpRight2->setName( "MediumBlaster");
96  Weapon* wpLeft2 = new MediumBlaster ();
97  wpLeft2->setName( "MediumBlaster");
98
99  Weapon* wpRight3 = new HeavyBlaster (1);
100  wpRight3->setName( "HeavyBlaster");
101  Weapon* wpLeft3 = new HeavyBlaster (0);
102  wpLeft3->setName( "HeavyBlaster");
103
104  Weapon* cannon = new SwarmLauncher();
105  cannon->setName( "SwarmLauncher");
106
107  Weapon* spike = new SpikeThrower();
108  spike->setName( "SpikeThrower" );
109
110
111  Weapon* acid0 = new AcidLauncher();
112  acid0->setName( "AcidSplasher" );
113
114  Weapon* acid1 = new AcidLauncher();
115  acid1->setName( "AcidSplasher" );
116
117
118  this->weaponMan.addWeapon( wpLeft1, 0, 0);
119  this->weaponMan.addWeapon( wpRight1, 0, 1);
120
121  this->weaponMan.addWeapon( wpLeft2, 1, 2);
122  this->weaponMan.addWeapon( wpRight2, 1, 3);
123
124  this->weaponMan.addWeapon( wpLeft3, 2, 4);
125  this->weaponMan.addWeapon( wpRight3, 2, 5);
126/*
127  this->weaponMan.addWeapon( wpLeft1, 3, 0);
128  this->weaponMan.addWeapon( wpRight1, 3, 1);
129
130  this->weaponMan.addWeapon( wpLeft2, 3, 2);
131  this->weaponMan.addWeapon( wpRight2, 3, 3);
132
133  this->weaponMan.addWeapon( wpLeft3, 3, 4);
134  this->weaponMan.addWeapon( wpRight3, 3, 5);
135*/
136
137  this->weaponMan.addWeapon( acid0, 3, 0);
138  this->weaponMan.addWeapon( acid1, 3, 1);
139
140
141  if( root != NULL)
142    this->loadParams(root);
143
144  if( this->bAIEnabled && ! this->entityTrack)
145  {
146    std::cout << "Team Number: " << teamNumber << "\n";
147    std::cout << "Swarm Number:" << swarmNumber << "\n";
148
149    AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance);
150  }
151
152  this->bFire = false;
153  if( this->entityTrack)
154  {
155      this->setParent(this->entityTrack->getTrackNode());
156      this->setRelCoor(0,0,0);
157  }
158
159
160
161
162//   this->secWeaponMan.addWeapon( acid0, 2, 2);
163//   this->secWeaponMan.addWeapon( acid1, 2, 3);
164
165
166//   this->weaponMan.changeWeaponConfig(3);
167
168//   this->getWeaponManager().changeWeaponConfig(1);
169
170  this->setHealthMax(100);
171  this->setHealth(80);
172
173  this->getWeaponManager().setSlotCount(7);
174
175  this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0));
176  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
177
178  this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0));
179  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
180
181  this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5));
182  this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
183
184  this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5));
185  this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
186
187  this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5));
188  this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
189
190  this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5));
191  this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
192
193  this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0));
194  this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
195
196
197  // now get slots from the mount points
198  std::map<int, MountPoint*>::iterator it = this->mountPointMap.begin();
199  for( ;it != this->mountPointMap.end(); it++)
200  {
201    WeaponSlot* ws = dynamic_cast<WeaponSlot*>((*it).second->getMount());
202    if( ws != NULL && ws->isA(WeaponSlot::staticClassID()))
203    {
204      int slot = ws->getWeaponSlot();
205      int side = ws->getWeaponSide();
206      this->getWeaponManager().setSlotPosition(slot, ws->getRelCoor());
207      this->getWeaponManager().setSlotDirection(slot, ws->getRelDir());
208      PRINTF(0)("setting slot %i\n", slot);
209    }
210  }
211
212  this->getWeaponManager().getFixedTarget()->setParent(this);
213  this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0);
214}
215
216
217NPC::~NPC ()
218{
219 if(! this->entityTrack)
220  AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this);
221}
222
223
224
225/**
226 * loads the xml tags
227 * @param root: root xml tag for this element
228 */
229void NPC::loadParams(const TiXmlElement* root)
230{
231   WorldEntity::loadParams(root);
232
233  LoadParam(root, "enableAI", this, NPC, enableAI)
234      .describe("enables the AI algorithms");
235
236  LoadParam(root, "team", this, NPC, setTeamNumber)
237  .describe("this sets the team number")
238  .defaultValues(0);
239
240  LoadParam(root, "swarm", this, NPC, setSwarmNumber)
241  .describe("this sets the swarm number")
242  .defaultValues(0);
243
244  LoadParam(root, "maxSpeed", this, NPC, setMaxSpeed)
245  .describe("this sets the NPC max Speed")
246  .defaultValues(0);
247
248  LoadParam(root, "attackDistance", this, NPC, setAttackDistance)
249  .describe("this sets the NPC distance to target")
250  .defaultValues(0);
251
252  LoadParam(root, "weapon-config", this, NPC, setWeaponConfig);
253
254//   LoadParamXML(root, "Weapons", this, NPC, addWeapons)
255//   .describe("creates and adds weapons");
256}
257
258void NPC::setAI(bool activate)
259{
260     if(activate) AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance);
261     else AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this);
262}
263
264void NPC::destroy( WorldEntity* killer )
265{
266
267  PRINTF(5)("NPC destroy\n");
268
269  EmitterNode* node  = NULL;
270  DotEmitter* emitter = NULL;
271  SpriteParticles*  explosionParticles  = NULL;
272
273  explosionParticles = new SpriteParticles(200);
274  explosionParticles->setName("SpaceShipExplosionParticles");
275  explosionParticles->setLifeSpan(.2, .3);
276  explosionParticles->setRadius(0.0, 10.0);
277  explosionParticles->setRadius(.5, 6.0);
278  explosionParticles->setRadius(1.0, 3.0);
279  explosionParticles->setColor(0.0, 1,1,1,.9);
280  explosionParticles->setColor(0.1,  1,1,0,.9);
281  explosionParticles->setColor(0.5, .8,.4,0,.5);
282  explosionParticles->setColor(1.0, .2,.2,.2,.5);
283
284
285  emitter = new DotEmitter( 2000, 70, 360);
286  //emitter->setSpread( 0, M_2_PI);
287  emitter->setEmissionRate( 200.0);
288  //emitter->setEmissionVelocity( 200.0);
289  //emitter->setSystem( explosionParticles);
290  //emitter->setAbsCoor( this->getAbsCoor());
291
292  node  = new EmitterNode( .1f);
293  node->setupParticle( emitter, explosionParticles);
294  node->setAbsDir( this->getAbsDir());
295  node->setVelocity( this->getVelocity() * .9f);
296  node->setAbsCoor( this->getAbsCoor());
297  if( !node->start())
298    PRINTF(0)("Explosion node not correctly started!");
299/*
300  PNode* node          = new PNode();
301  node->setAbsCoor(this->getAbsCoor());
302  Explosion* explosion = new Explosion();
303  explosion->explode( node, Vector(5,5,5));
304*/
305/*
306  if( this->hasPlayer())
307  {
308        this->setAbsCoor(Vector(-10000,10000,10000));
309        this->hide();
310  }
311  else
312  {*/
313    //this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0)));
314  //}
315
316  this->toList(OM_NULL);
317  this->setAI( false);
318  this->setAbsCoor(-10000,-10000,-10000);
319 
320
321}
322
323void NPC::setWeaponConfig(int i)
324{
325  this->weaponMan.changeWeaponConfig(i);
326}
327
328void NPC::addWeapons(const TiXmlElement* root)
329{
330  if( root == NULL)
331    return;
332
333  LOAD_PARAM_START_CYCLE(root, element);
334  {
335    PRINTF(0)("got weapon: %s\n", element->Value());
336    BaseObject* obj = Factory::fabricate(element);
337    if( obj != NULL && obj->isA( Weapon::staticClassID()))
338    {
339      Weapon* w = dynamic_cast<Weapon*>(obj);
340      PRINTF(0)("created a weapon\n");
341      int preferedSlot = w->getPreferedSlot();
342      int preferedSide = w->getPreferedSide();
343
344      this->addWeapon( w, preferedSide, preferedSlot);
345    }
346  }
347  LOAD_PARAM_END_CYCLE(element);
348}
349
350
351/**
352 * @brief adds a Weapon to the NPC.
353 * @param weapon the Weapon to add.
354 * @param configID the Configuration ID to add this weapon to.
355 * @param slotID the slotID to add the Weapon to.
356 */
357bool NPC::addWeapon(Weapon* weapon, int configID, int slotID)
358{
359  weapon->setOwner(this->getOwner());
360
361
362  if(this->weaponMan.addWeapon(weapon, configID, slotID))
363  {
364    return true;
365  }
366  else
367  {
368    if (weapon != NULL)
369      PRINTF(1)("Unable to add Weapon (%s::%s) to %s::%s\n",
370                weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName());
371    else
372      PRINTF(1)("No weapon defined\n");
373    return false;
374
375  }
376}
377
378/**
379 * @brief removes a Weapon.
380 * @param weapon the Weapon to remove.
381 */
382void NPC::removeWeapon(Weapon* weapon)
383{
384  this->weaponMan.removeWeapon(weapon);
385
386}
387
388/**
389 * @brief jumps to the next WeaponConfiguration
390 */
391void NPC::nextWeaponConfig()
392{
393  this->weaponMan.nextWeaponConfig();
394}
395
396/**
397 * @brief moves to the last WeaponConfiguration
398 */
399void NPC::previousWeaponConfig()
400{
401  this->weaponMan.previousWeaponConfig();
402}
403
404
405
406
407/**
408 * ticking
409 * @param dt  time since last tick
410 */
411void NPC::tick(float dt)
412{
413  this->weaponMan.tick(dt);
414  if (this->bFire)
415  {
416    std::cout << "fire..\n";
417    weaponMan.fire();
418  }
419  this->bFire = false;
420
421 if(this->entityTrack)
422    this->entityTrack->tick(dt);
423
424}
425
426void NPC::draw() const
427{
428 if( this->entityTrack != NULL && this->isDrawTrack())
429  this->entityTrack->drawGraph();
430
431 WorldEntity::draw();
432}
433
434// HACK just to make sure they explode as nice as possible :)
435void NPC::hit( float damage, WorldEntity* killer)
436{
437  this->destroy( killer);
438  this->setDamage(killer->getDamage());
439}
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