[1853] | 1 | |
---|
| 2 | |
---|
[4597] | 3 | /* |
---|
[1853] | 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. |
---|
[1855] | 12 | |
---|
| 13 | ### File Specific: |
---|
| 14 | main-programmer: Patrick Boenzli |
---|
| 15 | co-programmer: |
---|
[1853] | 16 | */ |
---|
| 17 | |
---|
| 18 | |
---|
[5266] | 19 | #include "npc2.h" |
---|
[5033] | 20 | #include "obb_tree.h" |
---|
[1853] | 21 | |
---|
[5266] | 22 | #include "shader.h" |
---|
[4984] | 23 | #include "state.h" |
---|
[5064] | 24 | #include "list.h" |
---|
[4984] | 25 | |
---|
[1858] | 26 | using namespace std; |
---|
[1853] | 27 | |
---|
[1858] | 28 | |
---|
[5266] | 29 | NPC2::NPC2() |
---|
[1931] | 30 | { |
---|
[4597] | 31 | this->setClassID(CL_NPC, "NPC"); |
---|
[4976] | 32 | |
---|
[5266] | 33 | this->loadModelWithScale("models/ships/bolido.obj", 3); |
---|
[5333] | 34 | this->shader = NULL; |
---|
| 35 | if (likely(Shader::checkShaderAbility())) |
---|
| 36 | this->shader = Shader::getShader("shaders/toon.vert", "shaders/toon.frag"); |
---|
[5059] | 37 | |
---|
[5266] | 38 | this->obj = gluNewQuadric(); |
---|
| 39 | |
---|
[5059] | 40 | this->randomRotAxis = VECTOR_RAND(1); |
---|
[1931] | 41 | } |
---|
[1853] | 42 | |
---|
[5034] | 43 | |
---|
[5267] | 44 | NPC2::~NPC2 () |
---|
| 45 | { |
---|
[5323] | 46 | Shader::unload(this->shader); |
---|
[5313] | 47 | gluDeleteQuadric(this->obj); |
---|
[5267] | 48 | } |
---|
[1853] | 49 | |
---|
[5267] | 50 | |
---|
[5266] | 51 | void NPC2::collidesWith(WorldEntity* entity, const Vector& location) |
---|
[5029] | 52 | { |
---|
[5053] | 53 | if (entity->isA(CL_PROJECTILE)) |
---|
[5258] | 54 | { |
---|
[5065] | 55 | PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getName(), entity->getName(), location.x, location.y, location.z); |
---|
[5258] | 56 | this->applyForce(Vector(0,0,0)-location*1000); |
---|
| 57 | } |
---|
[5259] | 58 | else if (entity->isA(CL_PLAYER)) |
---|
| 59 | this->applyForce(Vector(0,0,0)-location*100); |
---|
| 60 | else |
---|
[5258] | 61 | { |
---|
| 62 | this->setVisibiliy(false); |
---|
| 63 | State::getWorldEntityList()->remove(this); |
---|
| 64 | } |
---|
[1931] | 65 | } |
---|
| 66 | |
---|
[5029] | 67 | |
---|
[5266] | 68 | /** |
---|
| 69 | * the entity is drawn onto the screen with this function |
---|
| 70 | * |
---|
| 71 | * This is a central function of an entity: call it to let the entity painted to the screen. |
---|
| 72 | * Just override this function with whatever you want to be drawn. |
---|
| 73 | */ |
---|
| 74 | void NPC2::draw() |
---|
[4984] | 75 | { |
---|
[5266] | 76 | glMatrixMode(GL_MODELVIEW); |
---|
| 77 | glPushMatrix(); |
---|
| 78 | float matrix[4][4]; |
---|
| 79 | |
---|
| 80 | /* translate */ |
---|
| 81 | glTranslatef (this->getAbsCoor ().x, |
---|
| 82 | this->getAbsCoor ().y, |
---|
| 83 | this->getAbsCoor ().z); |
---|
| 84 | /* rotate */ |
---|
| 85 | this->getAbsDir ().matrix (matrix); |
---|
| 86 | glMultMatrixf((float*)matrix); |
---|
| 87 | |
---|
[5323] | 88 | if (this->shader != NULL && this->shader != Shader::getActiveShader()) |
---|
| 89 | shader->activateShader(); |
---|
[5268] | 90 | gluSphere(this->obj, 3, 10, 10); |
---|
[5333] | 91 | shader->deactivateShader(); |
---|
[5266] | 92 | |
---|
| 93 | |
---|
| 94 | /* if (this->model) |
---|
| 95 | this->model->draw();*/ |
---|
| 96 | glPopMatrix(); |
---|
| 97 | } |
---|
| 98 | |
---|
| 99 | |
---|
| 100 | void NPC2::tick(float dt) |
---|
| 101 | { |
---|
[5257] | 102 | // Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor()); |
---|
[2036] | 103 | |
---|
[4986] | 104 | //if (directin.len() < 100) |
---|
[5257] | 105 | // this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0)); |
---|
[5060] | 106 | this->shiftDir(Quaternion(dt, this->randomRotAxis)); |
---|
[4986] | 107 | |
---|
[4984] | 108 | } |
---|
| 109 | |
---|
| 110 | |
---|
[5033] | 111 | |
---|