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 "npc2.h" |
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21 | #include "obb_tree.h" |
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22 | |
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23 | #include "shader.h" |
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24 | #include "state.h" |
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25 | #include "list.h" |
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26 | #include "stdlibincl.h" |
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27 | |
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28 | using namespace std; |
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29 | |
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30 | |
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31 | NPC2::NPC2() |
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32 | { |
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33 | this->setClassID(CL_NPC, "NPC"); |
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34 | |
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35 | this->loadModel("models/ships/bolido.obj", 3); |
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36 | this->shader = NULL; |
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37 | if (likely(Shader::checkShaderAbility())) |
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38 | this->shader = Shader::getShader("shaders/toon.vert", "shaders/toon.frag"); |
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39 | |
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40 | this->obj = gluNewQuadric(); |
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41 | |
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42 | this->randomRotAxis = VECTOR_RAND(1); |
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43 | } |
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44 | |
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45 | |
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46 | NPC2::~NPC2 () |
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47 | { |
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48 | if (this->shader) |
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49 | Shader::unload(this->shader); |
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50 | gluDeleteQuadric(this->obj); |
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51 | } |
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52 | |
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53 | |
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54 | void NPC2::collidesWith(WorldEntity* entity, const Vector& location) |
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55 | { |
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56 | if (entity->isA(CL_PROJECTILE)) |
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57 | { |
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58 | PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getName(), entity->getName(), location.x, location.y, location.z); |
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59 | this->applyForce(Vector(0,0,0)-location*1000); |
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60 | } |
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61 | else if (entity->isA(CL_PLAYER)) |
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62 | this->applyForce(Vector(0,0,0)-location*100); |
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63 | else |
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64 | { |
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65 | this->setVisibiliy(false); |
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66 | State::getWorldEntityList()->remove(this); |
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67 | } |
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68 | } |
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69 | |
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70 | |
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71 | /** |
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72 | * the entity is drawn onto the screen with this function |
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73 | * |
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74 | * This is a central function of an entity: call it to let the entity painted to the screen. |
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75 | * Just override this function with whatever you want to be drawn. |
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76 | */ |
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77 | void NPC2::draw() const |
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78 | { |
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79 | glMatrixMode(GL_MODELVIEW); |
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80 | glPushMatrix(); |
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81 | float matrix[4][4]; |
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82 | |
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83 | /* translate */ |
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84 | glTranslatef (this->getAbsCoor ().x, |
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85 | this->getAbsCoor ().y, |
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86 | this->getAbsCoor ().z); |
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87 | /* rotate */ |
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88 | this->getAbsDir ().matrix (matrix); |
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89 | glMultMatrixf((float*)matrix); |
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90 | |
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91 | if (this->shader != NULL && this->shader != Shader::getActiveShader()) |
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92 | shader->activateShader(); |
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93 | gluSphere(this->obj, 3, 10, 10); |
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94 | shader->deactivateShader(); |
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95 | |
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96 | |
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97 | /* if (this->model) |
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98 | this->model->draw();*/ |
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99 | glPopMatrix(); |
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100 | } |
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101 | |
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102 | |
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103 | void NPC2::tick(float dt) |
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104 | { |
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105 | // Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor()); |
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106 | |
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107 | //if (directin.len() < 100) |
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108 | // this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0)); |
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109 | this->shiftDir(Quaternion(dt, this->randomRotAxis)); |
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110 | |
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111 | } |
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112 | |
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113 | |
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114 | |
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