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source: orxonox.OLD/branches/blink/src/world_entities/npcs/npc.cc

Last change on this file was 10459, checked in by snellen, 18 years ago

npc: fire is scriptable

File size: 7.3 KB
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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
40#include "npc.h"
41
42ObjectListDefinition(NPC);
43CREATE_FACTORY(NPC);
44
45
46#include "script_class.h"
47CREATE_SCRIPTABLE_CLASS(NPC,
48                        addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
49                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
50                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
51                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
52                        ->addMethod("setAbsDir", Executor4<PNode, lua_State*,float,float,float,float>(&PNode::setAbsDir))
53                        ->addMethod("fire", Executor0<NPC, lua_State*>(&NPC::fire))
54
55                       );
56
57NPC::NPC(const TiXmlElement* root)
58  : weaponMan(this)
59{
60  this->registerObject(this, NPC::_objectList);
61
62  this->toList(OM_GROUP_01);
63  this->bAIEnabled = false;
64
65  if( root != NULL)
66    this->loadParams(root);
67
68  if( this->bAIEnabled && ! this->entityTrack)
69  {
70    std::cout << "Team Number: " << teamNumber << "\n";
71    std::cout << "Swarm Number:" << swarmNumber << "\n";
72
73    AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance);
74  }
75
76  this->bFire = false;
77  if( this->entityTrack)
78  {
79      this->setParent(this->entityTrack->getTrackNode());
80      this->setRelCoor(0,0,0);
81  }
82
83    // create the weapons and their manager
84
85
86  this->getWeaponManager().changeWeaponConfig(1);
87//   Weapon* wpRight = new TestGun(0);
88//   wpRight->setName("testGun Right");
89//   Weapon* wpLeft = new TestGun(1);
90//   wpLeft->setName("testGun Left");
91//
92//   wpRight->toList( this->getOMListNumber());
93//   wpLeft->toList( this->getOMListNumber());
94//
95//
96//   this->addWeapon(wpLeft, 1, 0);
97//   this->addWeapon(wpRight,1 ,1);
98//
99//   wpLeft->increaseEnergy( 100);
100//   wpRight->increaseEnergy( 100);
101
102  this->setHealthMax(100);
103  this->setHealth(80);
104
105//   this->getWeaponManager().setSlotCount(7);
106//
107//   this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0));
108//   this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
109//
110//   this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0));
111//   this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
112//
113//   this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5));
114//   this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
115//
116//   this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5));
117//   this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
118//
119//   this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5));
120//   this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
121//
122//   this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5));
123//   this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
124//
125//   this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0));
126//   this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
127//
128//   this->getWeaponManager().getFixedTarget()->setParent(this);
129//   this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0);
130
131
132
133
134}
135
136
137NPC::~NPC ()
138{
139 if(! this->entityTrack)
140  AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this);
141}
142
143
144
145/**
146 * loads the xml tags
147 * @param root: root xml tag for this element
148 */
149void NPC::loadParams(const TiXmlElement* root)
150{
151   WorldEntity::loadParams(root);
152
153  LoadParam(root, "enableAI", this, NPC, enableAI)
154      .describe("enables the AI algorithms");
155
156  LoadParam(root, "team", this, NPC, setTeamNumber)
157  .describe("this sets the team number")
158  .defaultValues(0);
159
160  LoadParam(root, "swarm", this, NPC, setSwarmNumber)
161  .describe("this sets the swarm number")
162  .defaultValues(0);
163
164  LoadParam(root, "maxSpeed", this, NPC, setMaxSpeed)
165  .describe("this sets the NPC max Speed")
166  .defaultValues(0);
167
168  LoadParam(root, "attackDistance", this, NPC, setAttackDistance)
169  .describe("this sets the NPC distance to target")
170  .defaultValues(0);
171
172  LoadParamXML(root, "Weapons", this, NPC, addWeapons)
173  .describe("creates and adds weapons");
174}
175
176
177void NPC::addWeapons(const TiXmlElement* root)
178{
179  if( root == NULL)
180    return;
181
182  LOAD_PARAM_START_CYCLE(root, element);
183  {
184    PRINTF(0)("got weapon: %s\n", element->Value());
185    BaseObject* obj = Factory::fabricate(element);
186    if( obj != NULL && obj->isA( Weapon::staticClassID()))
187    {
188      Weapon* w = dynamic_cast<Weapon*>(obj);
189      PRINTF(0)("created a weapon\n");
190      int preferedSlot = w->getPreferedSlot();
191      int preferedSide = w->getPreferedSide();
192
193      this->addWeapon( w, preferedSide, preferedSlot);
194    }
195  }
196  LOAD_PARAM_END_CYCLE(element);
197}
198
199
200/**
201 * @brief adds a Weapon to the NPC.
202 * @param weapon the Weapon to add.
203 * @param configID the Configuration ID to add this weapon to.
204 * @param slotID the slotID to add the Weapon to.
205 */
206bool NPC::addWeapon(Weapon* weapon, int configID, int slotID)
207{
208  weapon->setOwner(this->getOwner());
209
210
211  if(this->weaponMan.addWeapon(weapon, configID, slotID))
212  {
213    return true;
214  }
215  else
216  {
217    if (weapon != NULL)
218      PRINTF(1)("Unable to add Weapon (%s::%s) to %s::%s\n",
219                weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName());
220    else
221      PRINTF(1)("No weapon defined\n");
222    return false;
223
224  }
225}
226
227/**
228 * @brief removes a Weapon.
229 * @param weapon the Weapon to remove.
230 */
231void NPC::removeWeapon(Weapon* weapon)
232{
233  this->weaponMan.removeWeapon(weapon);
234
235}
236
237/**
238 * @brief jumps to the next WeaponConfiguration
239 */
240void NPC::nextWeaponConfig()
241{
242  this->weaponMan.nextWeaponConfig();
243}
244
245/**
246 * @brief moves to the last WeaponConfiguration
247 */
248void NPC::previousWeaponConfig()
249{
250  this->weaponMan.previousWeaponConfig();
251}
252
253
254
255
256/**
257 * ticking
258 * @param dt  time since last tick
259 */
260void NPC::tick(float dt)
261{
262        //std::cout << "fire..\n";
263  this->weaponMan.tick(dt);
264  if (this->bFire)
265    weaponMan.fire();
266  this->bFire = false;
267
268 if(this->entityTrack)
269    this->entityTrack->tick(dt);
270
271}
272
273void NPC::draw() const
274{
275 if( this->entityTrack != NULL && this->isDrawTrack())
276  this->entityTrack->drawGraph();
277
278 WorldEntity::draw();
279}
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