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 "npc_test.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 "debug.h" |
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26 | |
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27 | #include "loading/factory.h" |
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28 | #include "loading/load_param.h" |
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29 | |
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30 | #include "effects/explosion.h" |
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31 | |
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32 | CREATE_FACTORY(NPC2, CL_NPC_TEST2); |
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33 | |
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34 | |
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35 | NPC2::NPC2(const TiXmlElement* root) |
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36 | : NPC(NULL) |
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37 | { |
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38 | this->setClassID(CL_NPC_TEST2, "NPC2"); |
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39 | |
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40 | if ((float)rand()/RAND_MAX > .5f) |
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41 | this->loadModel("models/ships/bolido.obj", 6); |
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42 | else |
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43 | this->loadModel("models/ships/gobblin.obj", 6); |
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44 | |
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45 | |
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46 | |
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47 | |
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48 | this->shader = NULL; |
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49 | if (likely(Shader::checkShaderAbility())) |
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50 | this->shader = Shader::getShader("shaders/toon.vert", "shaders/toon.frag"); |
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51 | |
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52 | this->randomRotAxis = VECTOR_RAND(1); |
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53 | |
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54 | if (root != NULL) |
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55 | this->loadParams(root); |
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56 | } |
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57 | |
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58 | |
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59 | NPC2::~NPC2 () |
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60 | { |
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61 | if (this->shader) |
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62 | Shader::unload(this->shader); |
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63 | } |
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64 | |
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65 | |
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66 | void NPC2::loadParams(const TiXmlElement* root) |
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67 | { |
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68 | NPC::loadParams(root); |
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69 | |
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70 | } |
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71 | |
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72 | |
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73 | void NPC2::destroy(WorldEntity* killer) |
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74 | { |
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75 | Explosion::explode(this, Vector(10,10,10)); |
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76 | this->toList(OM_DEAD); |
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77 | |
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78 | } |
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79 | |
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80 | |
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81 | |
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82 | /** |
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83 | * the entity is drawn onto the screen with this function |
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84 | * |
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85 | * This is a central function of an entity: call it to let the entity painted to the screen. |
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86 | * Just override this function with whatever you want to be drawn. |
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87 | */ |
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88 | void NPC2::draw() const |
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89 | { |
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90 | glMatrixMode(GL_MODELVIEW); |
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91 | glPushMatrix(); |
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92 | float matrix[4][4]; |
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93 | |
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94 | /* translate */ |
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95 | glTranslatef (this->getAbsCoor ().x, |
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96 | this->getAbsCoor ().y, |
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97 | this->getAbsCoor ().z); |
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98 | /* rotate */ |
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99 | this->getAbsDir ().matrix (matrix); |
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100 | glMultMatrixf((float*)matrix); |
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101 | |
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102 | if (this->shader != NULL && this->shader != Shader::getActiveShader()) |
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103 | shader->activateShader(); |
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104 | |
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105 | this->getModel()->draw(); |
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106 | shader->deactivateShader(); |
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107 | |
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108 | |
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109 | /* if (this->model) |
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110 | this->model->draw();*/ |
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111 | glPopMatrix(); |
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112 | } |
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113 | |
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114 | |
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115 | void NPC2::tick(float dt) |
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116 | { |
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117 | // Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor()); |
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118 | |
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119 | //if (directin.len() < 100) |
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120 | // this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0)); |
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121 | this->shiftDir(Quaternion(dt, this->randomRotAxis)); |
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122 | |
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123 | } |
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124 | |
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125 | |
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126 | |
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