[8514] | 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 | |
---|
[9003] | 19 | #include "generic_npc.h" |
---|
[8514] | 20 | |
---|
[9003] | 21 | |
---|
[8514] | 22 | #include "util/loading/factory.h" |
---|
| 23 | #include "util/loading/load_param.h" |
---|
| 24 | |
---|
| 25 | #include "interactive_model.h" |
---|
| 26 | #include "md2/md2Model.h" |
---|
| 27 | |
---|
[8516] | 28 | #include "sound_buffer.h" |
---|
[9869] | 29 | #include "resource_sound_buffer.h" |
---|
[8516] | 30 | |
---|
[9869] | 31 | #include "sound/resource_sound_buffer.h" |
---|
[8516] | 32 | |
---|
[9869] | 33 | #include "bsp_entity.h" |
---|
[8514] | 34 | |
---|
[10114] | 35 | |
---|
| 36 | ObjectListDefinition(GenericNPC); |
---|
[9869] | 37 | CREATE_FACTORY(GenericNPC); |
---|
[8514] | 38 | |
---|
[8894] | 39 | #include "script_class.h" |
---|
[9869] | 40 | CREATE_SCRIPTABLE_CLASS(GenericNPC, |
---|
[9003] | 41 | // Move |
---|
[9869] | 42 | addMethod("walkTo", Executor3<GenericNPC, lua_State*,float,float,float>(&GenericNPC::walkTo)) |
---|
| 43 | ->addMethod("runTo", Executor3<GenericNPC, lua_State*,float,float,float>(&GenericNPC::runTo)) |
---|
| 44 | ->addMethod("turnTo", Executor1<GenericNPC, lua_State*,float>(&GenericNPC::turnTo)) |
---|
| 45 | ->addMethod("finalGoalReached", Executor0ret<GenericNPC, lua_State*,bool>(&GenericNPC::finalGoalReached)) |
---|
| 46 | ->addMethod("stop", Executor0<GenericNPC, lua_State*>(&GenericNPC::stop)) |
---|
| 47 | ->addMethod("resume", Executor0<GenericNPC, lua_State*>(&GenericNPC::resume)) |
---|
| 48 | ->addMethod("playAnimation", Executor2<GenericNPC, lua_State*,int,int>(&GenericNPC::playAnimation)) |
---|
[9003] | 49 | // Display |
---|
[9869] | 50 | ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide)) |
---|
| 51 | ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide)) |
---|
[9003] | 52 | // Coordinates |
---|
[9869] | 53 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
---|
| 54 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
---|
| 55 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
---|
| 56 | ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
---|
| 57 | ->addMethod("setAbsDir", Executor4<PNode, lua_State*,float,float,float,float>(&PNode::setAbsDir)) |
---|
[8894] | 58 | ); |
---|
[8514] | 59 | |
---|
| 60 | |
---|
[8894] | 61 | |
---|
[8514] | 62 | /** |
---|
| 63 | * constructor |
---|
| 64 | */ |
---|
| 65 | GenericNPC::GenericNPC(const TiXmlElement* root) |
---|
[9003] | 66 | : NPC(root) |
---|
[8514] | 67 | { |
---|
| 68 | this->init(); |
---|
| 69 | |
---|
| 70 | if (root != NULL) |
---|
| 71 | this->loadParams(root); |
---|
| 72 | } |
---|
| 73 | |
---|
| 74 | |
---|
| 75 | /** |
---|
| 76 | * deconstructor |
---|
| 77 | */ |
---|
| 78 | GenericNPC::~GenericNPC () |
---|
[9003] | 79 | {} |
---|
[8514] | 80 | |
---|
| 81 | |
---|
| 82 | /** |
---|
| 83 | * initializing the npc enity |
---|
| 84 | */ |
---|
| 85 | void GenericNPC::init() |
---|
| 86 | { |
---|
[9869] | 87 | this->registerObject(this, GenericNPC::_objectList); |
---|
[9235] | 88 | |
---|
[8514] | 89 | this->toList(OM_GROUP_00); |
---|
[8516] | 90 | |
---|
[9869] | 91 | this->soundBuffer = OrxSound::ResourceSoundBuffer("sound/rain.wav"); |
---|
[8705] | 92 | |
---|
[8894] | 93 | time = 30.0f; |
---|
[9003] | 94 | |
---|
[9061] | 95 | this->behaviourList = new std::list<GenericNPC::Anim>; |
---|
| 96 | |
---|
[8705] | 97 | // collision reaction registration |
---|
[10013] | 98 | this->subscribeReaction(CoRe::CREngine::CR_PHYSICS_GROUND_WALK, BspEntity::staticClassID()); |
---|
[8514] | 99 | } |
---|
| 100 | |
---|
| 101 | |
---|
| 102 | /** |
---|
| 103 | * loads the Settings of a MD2Creature from an XML-element. |
---|
| 104 | * @param root the XML-element to load the MD2Creature's properties from |
---|
| 105 | */ |
---|
| 106 | void GenericNPC::loadParams(const TiXmlElement* root) |
---|
| 107 | { |
---|
[8705] | 108 | NPC::loadParams(root); |
---|
[8514] | 109 | |
---|
| 110 | } |
---|
| 111 | |
---|
| 112 | |
---|
| 113 | /** |
---|
| 114 | * sets the animation of this npc |
---|
| 115 | * @param anumationIndex: the animation index |
---|
| 116 | * @param anumPlaybackMode: the playback mode |
---|
| 117 | */ |
---|
| 118 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
---|
| 119 | { |
---|
| 120 | if( likely(this->getModel(0) != NULL)) |
---|
| 121 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
---|
| 122 | } |
---|
| 123 | |
---|
| 124 | |
---|
[9003] | 125 | |
---|
[8514] | 126 | /** |
---|
[9003] | 127 | * @returns the current animation number |
---|
| 128 | */ |
---|
| 129 | int GenericNPC::getAnimation() |
---|
| 130 | { |
---|
| 131 | if( likely(this->getModel(0) != NULL)) |
---|
| 132 | return ((InteractiveModel*)this->getModel(0))->getAnimation(); |
---|
| 133 | else |
---|
| 134 | return -1; |
---|
| 135 | } |
---|
| 136 | |
---|
| 137 | |
---|
| 138 | |
---|
| 139 | /** |
---|
| 140 | * @returns true if animation is finished |
---|
| 141 | */ |
---|
| 142 | bool GenericNPC::isAnimationFinished() |
---|
| 143 | { |
---|
| 144 | if( likely(this->getModel(0) != NULL)) |
---|
| 145 | return ((InteractiveModel*)this->getModel(0))->isAnimationFinished(); |
---|
| 146 | else |
---|
| 147 | return false; |
---|
| 148 | } |
---|
| 149 | |
---|
| 150 | |
---|
| 151 | /** |
---|
| 152 | * sets the animation speed of this entity |
---|
| 153 | */ |
---|
| 154 | void GenericNPC::setAnimationSpeed(float speed) |
---|
| 155 | { |
---|
| 156 | if( likely(this->getModel(0) != NULL)) |
---|
| 157 | ((InteractiveModel*)this->getModel(0))->setAnimationSpeed(speed); |
---|
| 158 | } |
---|
| 159 | |
---|
| 160 | |
---|
| 161 | |
---|
| 162 | /** |
---|
[8514] | 163 | * sets the animation of this npc |
---|
| 164 | * @param anumationIndex: the animation index |
---|
| 165 | * @param anumPlaybackMode: the playback mode |
---|
| 166 | */ |
---|
[8705] | 167 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
---|
[8514] | 168 | { |
---|
| 169 | if( likely(this->getModel(0) != NULL)) |
---|
| 170 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
---|
| 171 | |
---|
| 172 | } |
---|
| 173 | |
---|
| 174 | |
---|
| 175 | /** |
---|
| 176 | * play a sound |
---|
| 177 | * @param filename: name of the file |
---|
| 178 | */ |
---|
[9061] | 179 | void GenericNPC::playSound(const std::string& filename) |
---|
[9003] | 180 | {} |
---|
[8705] | 181 | |
---|
[8514] | 182 | |
---|
| 183 | |
---|
| 184 | /** |
---|
[9003] | 185 | * stops the generic animation |
---|
[8514] | 186 | */ |
---|
[9003] | 187 | void GenericNPC::stop() |
---|
[9061] | 188 | { |
---|
| 189 | this->animationStack.push(this->behaviourList); |
---|
| 190 | this->behaviourList = new std::list<GenericNPC::Anim>; |
---|
[9110] | 191 | |
---|
| 192 | if( this->getAnimation() != STAND) |
---|
| 193 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
[9061] | 194 | } |
---|
[8590] | 195 | |
---|
[8802] | 196 | |
---|
[9061] | 197 | /** |
---|
| 198 | * continue the generic animation |
---|
| 199 | */ |
---|
| 200 | void GenericNPC::resume() |
---|
| 201 | { |
---|
[9110] | 202 | if( this->animationStack.size() == 0) |
---|
| 203 | return; |
---|
| 204 | |
---|
[9061] | 205 | delete this->behaviourList; |
---|
| 206 | this->behaviourList = this->animationStack.top(); |
---|
| 207 | this->animationStack.pop(); |
---|
| 208 | } |
---|
[8802] | 209 | |
---|
[9061] | 210 | |
---|
| 211 | /** |
---|
| 212 | * each animation has to be initialized here |
---|
| 213 | */ |
---|
[9235] | 214 | /** |
---|
| 215 | * |
---|
| 216 | */ |
---|
[9003] | 217 | void GenericNPC::initNPC() |
---|
| 218 | { |
---|
[9061] | 219 | if (!this->behaviourList->empty()) |
---|
[9003] | 220 | { |
---|
[9061] | 221 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
---|
[8802] | 222 | |
---|
[9061] | 223 | switch(this->behaviourList->front().type) |
---|
[9003] | 224 | { |
---|
| 225 | case Walk: |
---|
| 226 | { |
---|
| 227 | if( this->getAnimation() != RUN) |
---|
| 228 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
---|
[8894] | 229 | |
---|
[9003] | 230 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
---|
| 231 | dir.y = 0.0f; |
---|
[9110] | 232 | dir.normalize(); |
---|
[9003] | 233 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
---|
[8894] | 234 | |
---|
[9003] | 235 | this->setAnimationSpeed(0.5f); |
---|
| 236 | } |
---|
[9869] | 237 | break; |
---|
[9003] | 238 | case Run: |
---|
| 239 | { |
---|
| 240 | if( this->getAnimation() != RUN) |
---|
| 241 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
---|
[8802] | 242 | |
---|
[9003] | 243 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
---|
[9061] | 244 | dir.y = 0.0f; |
---|
| 245 | dir.getNormalized(); |
---|
[9003] | 246 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
---|
[8590] | 247 | |
---|
[9003] | 248 | this->setAnimationSpeed(1.0f); |
---|
| 249 | } |
---|
[9869] | 250 | break; |
---|
[9003] | 251 | case Crouch: |
---|
| 252 | { |
---|
| 253 | if( this->getAnimation() != CROUCH_WALK) |
---|
| 254 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
---|
[8590] | 255 | |
---|
[9003] | 256 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
---|
[9061] | 257 | dir.y = 0.0f; |
---|
| 258 | dir.getNormalized(); |
---|
[9003] | 259 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
---|
[8802] | 260 | |
---|
[9003] | 261 | this->setAnimationSpeed(1.0f); |
---|
| 262 | } |
---|
[9869] | 263 | break; |
---|
[9003] | 264 | case LookAt: |
---|
[9869] | 265 | if( this->getAnimation() != STAND) |
---|
| 266 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
| 267 | break; |
---|
[9003] | 268 | case Shoot: |
---|
[9869] | 269 | if( this->getAnimation() != STAND) |
---|
| 270 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
| 271 | break; |
---|
[8894] | 272 | |
---|
[9003] | 273 | default: |
---|
[9869] | 274 | if( this->getAnimation() != STAND) |
---|
| 275 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
| 276 | break; |
---|
[8894] | 277 | |
---|
[9003] | 278 | } |
---|
| 279 | } |
---|
[8802] | 280 | } |
---|
| 281 | |
---|
| 282 | |
---|
[9003] | 283 | void GenericNPC::nextStep() |
---|
[8805] | 284 | { |
---|
[9061] | 285 | if (!this->behaviourList->empty()) |
---|
| 286 | this->behaviourList->pop_front(); |
---|
[9003] | 287 | else |
---|
| 288 | return; |
---|
[8805] | 289 | |
---|
| 290 | |
---|
[9061] | 291 | if (!this->behaviourList->empty()) |
---|
[9003] | 292 | { |
---|
[9061] | 293 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
---|
[8894] | 294 | |
---|
[9003] | 295 | switch( currentAnimation.type) |
---|
| 296 | { |
---|
| 297 | case Walk: |
---|
| 298 | { |
---|
| 299 | if( this->getAnimation() != RUN) |
---|
| 300 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
---|
[8894] | 301 | |
---|
[9061] | 302 | |
---|
[9003] | 303 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
---|
| 304 | dir.y = 0.0f; |
---|
| 305 | dir.getNormalized(); |
---|
| 306 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
---|
[8894] | 307 | |
---|
[9003] | 308 | this->setAnimationSpeed(0.5f); |
---|
| 309 | } |
---|
[9869] | 310 | break; |
---|
[9003] | 311 | case Run: |
---|
| 312 | { |
---|
| 313 | if( this->getAnimation() != RUN) |
---|
| 314 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
---|
[8894] | 315 | |
---|
[9003] | 316 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
---|
[9061] | 317 | dir.y = 0.0f; |
---|
| 318 | dir.getNormalized(); |
---|
[9003] | 319 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
---|
[8894] | 320 | |
---|
[9003] | 321 | this->setAnimationSpeed(1.0f); |
---|
| 322 | } |
---|
[9869] | 323 | break; |
---|
[9003] | 324 | case Crouch: |
---|
| 325 | { |
---|
| 326 | if( this->getAnimation() != CROUCH_WALK) |
---|
| 327 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
---|
[8894] | 328 | |
---|
[9003] | 329 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
---|
[9061] | 330 | dir.y = 0.0f; |
---|
| 331 | dir.getNormalized(); |
---|
[9003] | 332 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
---|
[8894] | 333 | |
---|
[9003] | 334 | this->setAnimationSpeed(1.0f); |
---|
| 335 | } |
---|
[9869] | 336 | break; |
---|
[9003] | 337 | case LookAt: |
---|
| 338 | { |
---|
| 339 | if( this->getAnimation() != STAND) |
---|
| 340 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
| 341 | } |
---|
[9869] | 342 | break; |
---|
[9003] | 343 | case Shoot: |
---|
[9869] | 344 | if( this->getAnimation() != STAND) |
---|
[9003] | 345 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
[9869] | 346 | break; |
---|
[8894] | 347 | |
---|
[9003] | 348 | default: |
---|
[9869] | 349 | if( this->getAnimation() != STAND) |
---|
[9003] | 350 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
[9869] | 351 | break; |
---|
[9003] | 352 | |
---|
| 353 | } |
---|
[8894] | 354 | } |
---|
[9003] | 355 | else |
---|
| 356 | { |
---|
| 357 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
| 358 | } |
---|
[8894] | 359 | } |
---|
| 360 | |
---|
| 361 | |
---|
| 362 | |
---|
| 363 | |
---|
[9003] | 364 | void GenericNPC::walkTo(const Vector& coordinate) |
---|
[8894] | 365 | { |
---|
| 366 | |
---|
[9003] | 367 | GenericNPC::Anim anim; |
---|
| 368 | anim.v = coordinate; |
---|
| 369 | anim.type = Walk; |
---|
| 370 | anim.speed = 30.0f; |
---|
[8894] | 371 | |
---|
[9061] | 372 | if( this->behaviourList->empty()) |
---|
[8894] | 373 | { |
---|
[9061] | 374 | this->behaviourList->push_back(anim); |
---|
[9003] | 375 | this->initNPC(); |
---|
| 376 | } |
---|
| 377 | else |
---|
[9061] | 378 | this->behaviourList->push_back(anim); |
---|
[9003] | 379 | } |
---|
[8894] | 380 | |
---|
[9003] | 381 | void GenericNPC::walkTo(float x, float y, float z) |
---|
| 382 | { |
---|
| 383 | //printf("Walking to %f, %f, %f \n",x,y,z); |
---|
| 384 | this->walkTo(Vector(x,y,z)); |
---|
[8894] | 385 | |
---|
[9003] | 386 | } |
---|
[8894] | 387 | |
---|
[9003] | 388 | /* running functions */ |
---|
| 389 | void GenericNPC::runTo(const Vector& coordinate) |
---|
| 390 | { |
---|
| 391 | GenericNPC::Anim anim; |
---|
| 392 | anim.v = coordinate; |
---|
| 393 | anim.type = Run; |
---|
| 394 | anim.speed = 60.0f; |
---|
[8894] | 395 | |
---|
[9061] | 396 | if( this->behaviourList->empty()) |
---|
[9003] | 397 | { |
---|
[9061] | 398 | this->behaviourList->push_back(anim); |
---|
[9003] | 399 | this->initNPC(); |
---|
[8894] | 400 | } |
---|
[9003] | 401 | else |
---|
[9061] | 402 | this->behaviourList->push_back(anim); |
---|
[9003] | 403 | } |
---|
[8894] | 404 | |
---|
[9003] | 405 | void GenericNPC::runTo(float x, float y, float z) |
---|
| 406 | { |
---|
| 407 | this->runTo(Vector(x,y,z)); |
---|
[8894] | 408 | } |
---|
| 409 | |
---|
[9003] | 410 | /* couching functinos */ |
---|
| 411 | void GenericNPC::crouchTo(const Vector& coordinate) |
---|
| 412 | { |
---|
| 413 | GenericNPC::Anim anim; |
---|
| 414 | anim.v = coordinate; |
---|
| 415 | anim.type = Crouch; |
---|
[8894] | 416 | |
---|
[9061] | 417 | if( this->behaviourList->empty()) |
---|
[9003] | 418 | { |
---|
[9061] | 419 | this->behaviourList->push_back(anim); |
---|
[9003] | 420 | this->initNPC(); |
---|
| 421 | } |
---|
| 422 | else |
---|
[9061] | 423 | this->behaviourList->push_back(anim); |
---|
[9003] | 424 | } |
---|
| 425 | void GenericNPC::crouchTo(float x, float y, float z) |
---|
[8894] | 426 | { |
---|
[9003] | 427 | this->crouchTo(Vector(x,y,z)); |
---|
[8894] | 428 | } |
---|
| 429 | |
---|
| 430 | |
---|
| 431 | |
---|
[9003] | 432 | void GenericNPC::turnTo(float degreeInY) |
---|
[8894] | 433 | { |
---|
[9003] | 434 | GenericNPC::Anim anim; |
---|
| 435 | anim.q = Quaternion(Vector(0,1,0), degreeInY); |
---|
| 436 | anim.type = TurnTo; |
---|
[8894] | 437 | |
---|
[9061] | 438 | if( this->behaviourList->empty()) |
---|
[8894] | 439 | { |
---|
[9061] | 440 | this->behaviourList->push_back(anim); |
---|
[9003] | 441 | this->initNPC(); |
---|
[8894] | 442 | } |
---|
[9003] | 443 | else |
---|
[9061] | 444 | this->behaviourList->push_back(anim); |
---|
[8894] | 445 | } |
---|
| 446 | |
---|
| 447 | |
---|
[9003] | 448 | |
---|
[8894] | 449 | /** |
---|
| 450 | * lookat a world entity |
---|
| 451 | * @param worldEntity: the worldentity to look at |
---|
| 452 | */ |
---|
[9003] | 453 | void GenericNPC::lookAt(WorldEntity* worldEntity) |
---|
[8894] | 454 | { |
---|
[9003] | 455 | GenericNPC::Anim anim; |
---|
| 456 | anim.entity = worldEntity; |
---|
| 457 | anim.type = LookAt; |
---|
[8894] | 458 | |
---|
[9061] | 459 | if( this->behaviourList->empty()) |
---|
[8894] | 460 | { |
---|
[9061] | 461 | this->behaviourList->push_back(anim); |
---|
[9003] | 462 | this->initNPC(); |
---|
[8894] | 463 | } |
---|
[9003] | 464 | else |
---|
[9061] | 465 | this->behaviourList->push_back(anim); |
---|
[8894] | 466 | } |
---|
| 467 | |
---|
| 468 | |
---|
| 469 | |
---|
[9003] | 470 | |
---|
[8894] | 471 | /** |
---|
| 472 | * talk to a world entity and play a sound/music/voice |
---|
| 473 | * @param worldEntity: entity |
---|
| 474 | * @param dialogNr: sound nr to be played (from the xml load tags) |
---|
| 475 | */ |
---|
[9003] | 476 | void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
---|
[8894] | 477 | {} |
---|
| 478 | |
---|
| 479 | |
---|
| 480 | /** |
---|
| 481 | * world entity to shoot at if there is any weapon on the npc |
---|
| 482 | * @param entity: entity to shoot entity |
---|
| 483 | */ |
---|
| 484 | void GenericNPC::shootAt(WorldEntity* entity) |
---|
| 485 | {} |
---|
| 486 | |
---|
| 487 | |
---|
| 488 | |
---|
| 489 | |
---|
| 490 | |
---|
| 491 | |
---|
| 492 | |
---|
| 493 | |
---|
| 494 | |
---|
| 495 | |
---|
| 496 | /** |
---|
[8514] | 497 | * tick this world entity |
---|
| 498 | * @param time: time in seconds expirded since the last tick |
---|
| 499 | */ |
---|
[9003] | 500 | void GenericNPC::tick (float dt) |
---|
[8514] | 501 | { |
---|
| 502 | if( likely(this->getModel(0) != NULL)) |
---|
[9003] | 503 | ((InteractiveModel*)this->getModel(0))->tick(dt); |
---|
[8894] | 504 | |
---|
[9003] | 505 | |
---|
[9061] | 506 | if (!this->behaviourList->empty()) |
---|
[9003] | 507 | { |
---|
[9061] | 508 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
---|
[9003] | 509 | |
---|
| 510 | switch( currentAnimation.type) |
---|
| 511 | { |
---|
| 512 | case Walk: |
---|
[9869] | 513 | { |
---|
| 514 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
---|
| 515 | dest.y = 0.0f; |
---|
| 516 | if (dest.len() < .5) |
---|
[9003] | 517 | { |
---|
[9869] | 518 | this->nextStep(); |
---|
[9003] | 519 | } |
---|
[9869] | 520 | else |
---|
| 521 | { |
---|
| 522 | Vector move = dest.getNormalized() * currentAnimation.speed * dt; |
---|
| 523 | this->shiftCoor(move); |
---|
| 524 | } |
---|
| 525 | } |
---|
| 526 | break; |
---|
[9003] | 527 | |
---|
| 528 | case Run: |
---|
| 529 | { |
---|
| 530 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
---|
[9110] | 531 | dest.y = 0.0f; |
---|
[9003] | 532 | if (dest.len() < .5) |
---|
| 533 | this->nextStep(); |
---|
| 534 | else |
---|
| 535 | { |
---|
| 536 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
---|
| 537 | } |
---|
| 538 | } |
---|
| 539 | break; |
---|
| 540 | |
---|
| 541 | case Crouch: |
---|
| 542 | { |
---|
| 543 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
---|
[9110] | 544 | dest.y = 0.0f; |
---|
[9003] | 545 | if (dest.len() < .5) |
---|
| 546 | this->nextStep(); |
---|
| 547 | else |
---|
| 548 | { |
---|
| 549 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
---|
| 550 | } |
---|
| 551 | } |
---|
| 552 | break; |
---|
| 553 | |
---|
| 554 | case TurnTo: |
---|
[9869] | 555 | //Quaternion direction = this-> |
---|
| 556 | break; |
---|
[9003] | 557 | |
---|
| 558 | case LookAt: |
---|
[9869] | 559 | break; |
---|
[9003] | 560 | |
---|
| 561 | case Shoot: |
---|
[9869] | 562 | break; |
---|
[9003] | 563 | |
---|
| 564 | default: |
---|
[9869] | 565 | break; |
---|
[9003] | 566 | |
---|
| 567 | } |
---|
| 568 | } |
---|
| 569 | |
---|
| 570 | // physical falling of the player |
---|
[9061] | 571 | if( !this->isOnGround()) |
---|
| 572 | { |
---|
| 573 | this->fallVelocity += 300.0f * dt; |
---|
| 574 | //velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
---|
[9869] | 575 | // PRINTF(0)("%s is not on ground\n", this->getName()); |
---|
[9061] | 576 | this->shiftCoor(Vector(0, -this->fallVelocity * dt,0)); |
---|
[9003] | 577 | |
---|
[9061] | 578 | } |
---|
| 579 | else |
---|
| 580 | { |
---|
| 581 | this->fallVelocity = 0.0f; |
---|
| 582 | } |
---|
[9003] | 583 | |
---|
[8514] | 584 | } |
---|
| 585 | |
---|
| 586 | |
---|
| 587 | |
---|
[9235] | 588 | void GenericNPC::destroy(WorldEntity* killer) |
---|
[8514] | 589 | { |
---|
| 590 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
---|
| 591 | |
---|
[9003] | 592 | this->setAnimationSpeed(1.0f); |
---|
| 593 | |
---|
[8514] | 594 | if( randi == 1) |
---|
| 595 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
---|
| 596 | else if( randi == 2) |
---|
| 597 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
---|
| 598 | else if( randi == 3) |
---|
| 599 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
---|
| 600 | else if( randi == 4) |
---|
| 601 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
---|
| 602 | else |
---|
| 603 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
---|
| 604 | } |
---|
| 605 | |
---|