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Changeset 8908 in orxonox.OLD for branches


Ignore:
Timestamp:
Jun 29, 2006, 3:30:20 PM (18 years ago)
Author:
bensch
Message:

orxonox/sp: begin new GenNPC

Location:
branches/single_player_map/src
Files:
3 edited

Legend:

Unmodified
Added
Removed
  • branches/single_player_map/src/lib/util/executor/executor_lua.cc

    r8894 r8908  
    3737template<> void toLua<float>(lua_State* state, float value) { lua_pushnumber(state, (lua_Number) value); };
    3838template<> void toLua<char>(lua_State* state, char value) { lua_pushnumber(state, (lua_Number) value); };
    39 template<> void toLua<const std::string&>(lua_State* state, const std::string& value) {lua_pushstring (state, value.c_str()); }
     39template<> void toLua<const std::string&>(lua_State* state, const std::string& value) { lua_pushstring (state, value.c_str()); }
  • branches/single_player_map/src/world_entities/npcs/generic_npc.cc

    r8894 r8908  
    1717#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
    1818
     19#include "generic_npc.h"
     20
    1921
    2022#include "util/loading/factory.h"
     
    2729
    2830#include "loading/resource_manager.h"
    29 
    30 #include "generic_npc.h"
    31 
    32 #include "animation/animation3d.h"
    33 
    34 using namespace std;
    35 
    3631
    3732
     
    4136CREATE_SCRIPTABLE_CLASS(GenericNPC, CL_GENERIC_NPC,
    4237                       // Move
    43                         addMethod("walkTo", ExecutorLua3ret<GenericNPC,float,float,float,float>(&GenericNPC::walkTo))
    44                         ->addMethod("setTime", ExecutorLua1<GenericNPC,float>(&GenericNPC::setTime))
    45                         ->addMethod("turnTo", ExecutorLua4ret<GenericNPC,bool,float,float,float,float>(&GenericNPC::turnTo))
     38                        addMethod("walkTo", ExecutorLua3<GenericNPC,float,float,float>(&GenericNPC::walkTo))
     39                        ->addMethod("turnTo", ExecutorLua1<GenericNPC,float>(&GenericNPC::turnTo))
    4640                       // Display
    4741                        ->addMethod("hide", ExecutorLua0<WorldEntity>(&WorldEntity::hide))
     
    5347                        ->addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor))
    5448                        ->addMethod("setAbsDir", ExecutorLua4<PNode,float,float,float,float>(&PNode::setAbsDir))
    55                            
     49
    5650                       );
    5751
     
    7165
    7266
    73 GenericNPC::GenericNPC()
    74   : NPC(NULL)
    75 {
    76 
    77 }
    78 
    7967/**
    8068 * deconstructor
     
    8270GenericNPC::~GenericNPC ()
    8371{
    84   if( this->currentAnim != NULL)
    85     delete this->currentAnim;
    8672}
    8773
     
    151137
    152138
    153 /**
    154  * walt to
    155  * @param coordinate: coordinate to go to
    156  */
    157 float GenericNPC::walkTo(float x, float y, float z, float qu, float qx, float qy, float qz)
    158 {
    159   Vector destCoor = Vector(x, y, z);
    160   Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu);
    161 
    162   // check if this is the current goal
    163   if( this->destCoor != destCoor || this->destDir != destDir)
    164   {
    165     this->destCoor = destCoor;
    166     this->destDir = destDir;
    167 
    168     //float time = 100.0f;
    169 
    170     if( this->currentAnim != NULL)
    171       delete this->currentAnim;
    172 
    173     this->currentAnim = new Animation3D(this);
    174     this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), 0.0f, ANIM_LINEAR, ANIM_LINEAR);
    175     this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR);
    176     this->currentAnim->addKeyFrame(this->destCoor, this->destDir, time, ANIM_LINEAR, ANIM_LINEAR);
    177 
    178     this->currentAnim->setInfinity(ANIM_INF_CONSTANT);
    179     this->currentAnim->play();
    180 
    181     this->setAnimation(RUN, MD2_ANIM_LOOP);
    182   }
    183 
    184   // calculate the distance
    185   Vector distance = this->getAbsCoor() - this->destCoor;
    186   return distance.len();
    187 }
    188 
    189 
    190 /**
    191  * walk to a specific place with direction
    192  *
    193  * @param x: x coordinate to go to
    194  * @param y: y coordinate to go to
    195  * @param z: z coordinate to go to
    196  *
    197  * without turning itself
    198  */
    199 float GenericNPC::walkTo(float x, float y, float z)
    200 {
    201   Quaternion q = this->getAbsDir();
    202 
    203   //printf("%s moving to %f, %f, %f \n",this->getName(),x,y,z);
    204 
    205   return this->walkTo(x, y, z, q.w, q.v.x, q.v.y, q.v.z);
    206 }
    207 
    208 /**
    209  * walk to a specific place with direction
    210  *
    211  * @param x: x coordinate to go to
    212  * @param y: y coordinate to go to
    213  * @param qu: angle to rotate
    214  * @param qx: x coordinate of rotation vector
    215  * @param qy: y coordinate of rotation vector
    216  * @param qz: z coordinate of rotation vector
    217  *
    218  */
    219 float GenericNPC::walkTo(float x, float y, float qu, float qx, float qy, float qz)
    220 {
    221   return this->walkTo(x, y, 0.0f, qu, qx, qy, qz);
    222 }
    223 
    224 
    225 /**
    226  * walk to a specific place with direction
    227  *
    228  * @param coor: vector place
    229  * @param dir: direction
    230  *
    231  */
    232 float GenericNPC::walkTo(const Vector& coor, const Quaternion& dir)
    233 {
    234   return this->walkTo(coor.x, coor.y, coor.z, dir.w, dir.v.x, dir.v.y, dir.v.z);
    235 }
    236 
    237 
    238 
    239 /**
    240  * run to a specific place with direction
    241  *
    242  * @param x: x coordinate to go to
    243  * @param y: y coordinate to go to
    244  * @param z: z coordinate to go to
    245  * @param qu: angle to rotate
    246  * @param qx: x coordinate of rotation vector
    247  * @param qy: y coordinate of rotation vector
    248  * @param qz: z coordinate of rotation vector
    249  *
    250  */
    251 float GenericNPC::runTo(float x, float y, float z, float qu, float qx, float qy, float qz)
    252 {
    253   Vector destCoor = Vector(x, y, z);
    254   Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu);
    255 
    256   // check if this is the current goal
    257   if( this->destCoor != destCoor || this->destDir != destDir)
    258   {
    259     this->destCoor = destCoor;
    260     this->destDir = destDir;
    261 
    262     float time = 5.0f;
    263 
    264     if( this->currentAnim != NULL)
    265       delete this->currentAnim;
    266 
    267     this->currentAnim = new Animation3D(this);
    268     this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR);
    269     this->currentAnim->addKeyFrame(this->destCoor, this->destDir, time, ANIM_LINEAR, ANIM_LINEAR);
    270 
    271 
    272     this->currentAnim->setInfinity(ANIM_INF_CONSTANT);
    273     this->currentAnim->play();
    274 
    275     this->setAnimation(RUN, MD2_ANIM_LOOP);
    276   }
    277 
    278   // calculate the distance
    279   Vector distance = this->getAbsCoor() - this->destCoor;
    280   return distance.len();
    281 }
    282 
    283 
    284 /**
    285  * run to a specific place with direction
    286  *
    287  * @param x: x coordinate to go to
    288  * @param y: y coordinate to go to
    289  * @param qu: angle to rotate
    290  * @param qx: x coordinate of rotation vector
    291  * @param qy: y coordinate of rotation vector
    292  * @param qz: z coordinate of rotation vector
    293  *
    294  */
    295 float GenericNPC::runTo(float x, float y, float qu, float qx, float qy, float qz)
    296 {
    297   this->runTo(x, y, 0.0f, qu, qx, qy, qz);
    298 }
    299 
    300 
    301 /**
    302  * run to a specific place with direction
    303  *
    304  * @param coor: vector place
    305  * @param dir: direction
    306  *
    307  */
    308 float GenericNPC::runTo(const Vector& coordinate, const Quaternion& dir)
    309 {
    310   this->runTo(coordinate.x, coordinate.y, coordinate.z, dir.w, dir.v.x, dir.v.y, dir.v.z);
    311 }
    312 
    313 
    314 /**
    315  * crouch to a specific place with direction
    316  *
    317  * @param x: x coordinate to go to
    318  * @param y: y coordinate to go to
    319  * @param z: z coordinate to go to
    320  * @param qu: angle to rotate
    321  * @param qx: x coordinate of rotation vector
    322  * @param qy: y coordinate of rotation vector
    323  * @param qz: z coordinate of rotation vector
    324  *
    325  */
    326 float GenericNPC::crouchTo(float x, float y, float z, float qu, float qx, float qy, float qz)
    327 {
    328   Vector destCoor = Vector(x, y, z);
    329   Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu);
    330 
    331   // check if this is the current goal
    332   if( this->destCoor != destCoor || this->destDir != destDir)
    333   {
    334     this->destCoor = destCoor;
    335     this->destDir = destDir;
    336 
    337 
    338     if( this->currentAnim != NULL)
    339       delete this->currentAnim;
    340 
    341     this->currentAnim = new Animation3D(this);
    342     this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR);
    343     this->currentAnim->addKeyFrame(this->destCoor, this->destDir, time, ANIM_LINEAR, ANIM_LINEAR);
    344 
    345 
    346     this->currentAnim->setInfinity(ANIM_INF_CONSTANT);
    347     this->currentAnim->play();
    348 
    349     this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP);
    350   }
    351 
    352   // calculate the distance
    353   Vector distance = this->getAbsCoor() - this->destCoor;
    354   return distance.len();
    355 }
    356 
    357 
    358 /**
    359  * couch to a specific place with direction
    360  *
    361  * @param x: x coordinate to go to
    362  * @param y: y coordinate to go to
    363  * @param qu: angle to rotate
    364  * @param qx: x coordinate of rotation vector
    365  * @param qy: y coordinate of rotation vector
    366  * @param qz: z coordinate of rotation vector
    367  *
    368  */
    369 float GenericNPC::crouchTo(float x, float y, float qu, float qx, float qy, float qz)
    370 {
    371   this->crouchTo(x, y, 0.0f, qu, qx, qy, qz);
    372 }
    373 
    374 
    375 
    376 /**
    377  * crouch to a specific place with direction
    378  *
    379  * @param coor: vector place
    380  * @param dir: direction
    381  *
    382  */
    383 float GenericNPC::crouchTo(const Vector& coordinate, const Quaternion& dir)
    384 {
    385   this->crouchTo(coordinate.x, coordinate.y, coordinate.z, dir.w, dir.v.x, dir.v.y, dir.v.z);
    386 }
    387 
    388139
    389140/**
     
    392143void GenericNPC::stop()
    393144{
    394   if( this->currentAnim != NULL)
    395   {
    396     this->currentAnim->stop();
    397     delete this->currentAnim;
    398     this->currentAnim = NULL;
    399 
    400     this->setAnimation(STAND, MD2_ANIM_LOOP);
    401   }
    402 }
     145
     146}
     147
     148
     149void GenericNPC::walkTo(const Vector& coordinate)
     150{
     151}
     152
     153void GenericNPC::walkTo(float x, float y)
     154{}
     155
     156void GenericNPC::walkTo(float x, float y, float z)
     157{}
     158
     159/* running functions */
     160void GenericNPC::runTo(const Vector& coordinate)
     161{}
     162void GenericNPC::runTo(float x, float y)
     163{}
     164void GenericNPC::runTo(float x, float y, float z)
     165{}
     166
     167/* couching functinos */
     168void GenericNPC::crouchTo(const Vector& coordinate)
     169{}
     170void GenericNPC::crouchTo(float x, float y)
     171{}
     172void GenericNPC::crouchTo(float x, float y, float z)
     173{}
     174
     175
     176
     177void GenericNPC::turnTo(float degreeInY)
     178{}
     179
    403180
    404181
     
    407184 * @param worldEntity: the worldentity to look at
    408185 */
    409 float GenericNPC::lookAt(WorldEntity* worldEntity)
    410 {}
    411 
    412 
    413 /**
    414  * turns to a given direction
    415  */
    416 bool GenericNPC::turnTo(float qu, float qx, float qy, float qz)
    417 {
    418   Quaternion destDir = Quaternion(Vector(qx, qy, qz).getNormalized(), qu);
    419 
    420   printf("Turning: %f, %f, %f, %f \n",qu,qx,qy,qz);
    421   // check if this is the current goal
    422   if( this->destDir != destDir)
    423   {
    424 //     if( this->currentAnim != NULL)
    425 //       this->currentAnim->stop();
    426 //
    427     PRINTF(0)("SET ANIMATION\n");
    428     this->destDir = destDir;
    429 //
    430 
    431 
    432     if( this->currentAnim != NULL)
    433       delete this->currentAnim;
    434 
    435     this->setAbsDir(destDir);
    436 /*
    437     this->currentAnim = new Animation3D(this);
    438     this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), 0.0f, ANIM_LINEAR, ANIM_LINEAR);
    439     this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR);
    440     this->currentAnim->addKeyFrame(this->getAbsCoor(), this->destDir, time, ANIM_LINEAR, ANIM_LINEAR);
    441 
    442 
    443     this->currentAnim->setInfinity(ANIM_INF_CONSTANT);
    444     this->currentAnim->play();*/
    445 
    446     this->setAnimation(STAND, MD2_ANIM_LOOP);
    447   }
    448 
    449   // calculate the distance
    450   Vector distance = this->getAbsCoor() - this->destCoor;
    451   return distance.len();
    452 }
     186void GenericNPC::lookAt(WorldEntity* worldEntity)
     187{}
     188
    453189
    454190
     
    459195 * @param dialogNr: sound nr to be played (from the xml load tags)
    460196 */
    461 float GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr)
     197void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr)
    462198{}
    463199
  • branches/single_player_map/src/world_entities/npcs/generic_npc.h

    r8894 r8908  
    1010#include "npc.h"
    1111
    12 #include <string>
    1312
    1413#include "sound_source.h"
    15 
    16 #include "vector.h"
    17 #include "quaternion.h"
    18 
    1914
    2015namespace OrxSound{ class SoundSource; }
     
    2722class GenericNPC : public NPC
    2823{
     24
     25
    2926 public:
    30   GenericNPC();
    31   GenericNPC(const TiXmlElement* root);
     27  GenericNPC(const TiXmlElement* root = NULL);
    3228  virtual ~GenericNPC ();
    3329
    34   void init();
    3530  virtual void loadParams(const TiXmlElement* root);
    3631
     
    4035
    4136
    42   /* npc controlling functions */
    4337
     38  bool finalGoalReached() const { return this->behaviourList.empty(); };
     39
     40  /* npc controlling functions to be Queued */
    4441  /* walking functions */
    45   float walkTo(const Vector& coordinate, const Quaternion& dir);
    46   float walkTo(float x, float y, float z);
    47   float walkTo(float x, float y, float z, float qu, float qx, float qy, float qz);
    48   float walkTo(float x, float y, float qu, float qx, float qy, float qz);
     42  void walkTo(const Vector& coordinate);
     43  void walkTo(float x, float y);
     44  void walkTo(float x, float y, float z);
    4945
    5046  /* running functions */
    51   float runTo(const Vector& coordinate, const Quaternion& dir);
    52   float runTo(float x, float y, float z, float qu, float qx, float qy, float qz);
    53   float runTo(float x, float y, float qu, float qx, float qy, float qz);
     47  void runTo(const Vector& coordinate);
     48  void runTo(float x, float y);
     49  void runTo(float x, float y, float z);
    5450
    5551  /* couching functinos */
    56   float crouchTo(const Vector& coordinate, const Quaternion& dir);
    57   float crouchTo(float x, float y, float z, float qu, float qx, float qy, float qz);
    58   float crouchTo(float x, float y, float qu, float qx, float qy, float qz);
     52  void crouchTo(const Vector& coordinate);
     53  void crouchTo(float x, float y);
     54  void crouchTo(float x, float y, float z);
    5955
    6056  /* stopping the movement */
     
    6258
    6359  /* some oriantation functions */
    64   float lookAt(WorldEntity* worldEntity);
    65   bool turnTo(float qu, float qx, float qy, float qz);
     60  void lookAt(WorldEntity* worldEntity);
     61  void turnTo(float qu, float qx, float qy, float qz);
     62  void turnTo(float degreeInY);
    6663
    6764  /* talking funcitons*/
    68   float talkTo(WorldEntity* worldEntity, int dialogNr);
     65  void talkTo(WorldEntity* worldEntity, int dialogNr);
    6966
    7067  /* shooting functions */
     
    7774  void playSound(int i);
    7875
    79   void setTime(float newTime){ this->time = newTime; };
    80  
    8176  virtual void tick (float time);
    8277
     
    8479  void destroy();
    8580
     81  private:
     82    void init();
     83
    8684
    8785 private:
     86
     87   typedef enum {
     88    Walk,
     89    Run,
     90    Crouch,
     91    Jump,
     92    TurnTo,
     93    LookAt,
     94    TalkTo,
     95
     96    Shoot,
     97
     98
     99   } AnimType;
     100
     101   typedef struct Anim
     102   {
     103     Anim();
     104
     105     Vector        v;
     106     Quaternion    q;
     107
     108
     109     WorldEntity*  entity;
     110     float         speed;
     111
     112
     113     AnimType      type;
     114   };
     115   typedef std::list<GenericNPC::Anim>     genNPCAnimList;
     116
     117
     118
    88119   OrxSound::SoundSource                   soundSource;
    89120   OrxSound::SoundBuffer*                  soundBuffer;
    90121   float                                   soundVolume;
    91122
     123   std::list<GenericNPC::Anim>             behaviourList;
    92124   Vector                                  destCoor;
    93125   Quaternion                              destDir;
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