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 "util/loading/factory.h" |
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21 | #include "util/loading/load_param.h" |
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22 | |
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23 | #include "interactive_model.h" |
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24 | #include "md2/md2Model.h" |
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25 | |
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26 | #include "sound_buffer.h" |
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27 | |
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28 | #include "loading/resource_manager.h" |
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29 | |
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30 | #include "generic_npc.h" |
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31 | |
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32 | #include "animation/animation3d.h" |
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33 | |
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34 | using namespace std; |
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35 | |
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36 | |
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37 | |
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38 | CREATE_FACTORY(GenericNPC, CL_GENERIC_NPC); |
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39 | |
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40 | #include "script_class.h" |
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41 | CREATE_SCRIPTABLE_CLASS(GenericNPC, CL_GENERIC_NPC, |
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42 | // Move |
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43 | addMethod("walkTo", ExecutorLua3ret<GenericNPC,float,float,float,float>(&GenericNPC::walkTo)) |
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44 | ->addMethod("setTime", ExecutorLua1<GenericNPC,float>(&GenericNPC::setTime)) |
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45 | ->addMethod("turnTo", ExecutorLua4ret<GenericNPC,bool,float,float,float,float>(&GenericNPC::turnTo)) |
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46 | // Display |
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47 | ->addMethod("hide", ExecutorLua0<WorldEntity>(&WorldEntity::hide)) |
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48 | ->addMethod("unhide", ExecutorLua0<WorldEntity>(&WorldEntity::unhide)) |
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49 | // Coordinates |
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50 | ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX)) |
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51 | ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY)) |
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52 | ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ)) |
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53 | ->addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor)) |
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54 | ->addMethod("setAbsDir", ExecutorLua4<PNode,float,float,float,float>(&PNode::setAbsDir)) |
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55 | |
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56 | ); |
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57 | |
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58 | |
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59 | |
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60 | /** |
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61 | * constructor |
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62 | */ |
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63 | GenericNPC::GenericNPC(const TiXmlElement* root) |
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64 | : NPC(root) |
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65 | { |
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66 | this->init(); |
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67 | |
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68 | if (root != NULL) |
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69 | this->loadParams(root); |
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70 | } |
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71 | |
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72 | |
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73 | GenericNPC::GenericNPC() |
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74 | : NPC(NULL) |
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75 | { |
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76 | |
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77 | } |
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78 | |
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79 | /** |
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80 | * deconstructor |
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81 | */ |
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82 | GenericNPC::~GenericNPC () |
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83 | { |
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84 | if( this->currentAnim != NULL) |
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85 | delete this->currentAnim; |
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86 | } |
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87 | |
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88 | |
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89 | /** |
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90 | * initializing the npc enity |
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91 | */ |
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92 | void GenericNPC::init() |
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93 | { |
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94 | this->setClassID(CL_GENERIC_NPC, "GenericNPC"); |
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95 | this->toList(OM_GROUP_00); |
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96 | |
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97 | if (this->soundBuffer != NULL) |
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98 | ResourceManager::getInstance()->unload(this->soundBuffer); |
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99 | this->soundBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/rain.wav", WAV); |
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100 | |
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101 | time = 30.0f; |
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102 | // collision reaction registration |
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103 | // this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); |
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104 | } |
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105 | |
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106 | |
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107 | /** |
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108 | * loads the Settings of a MD2Creature from an XML-element. |
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109 | * @param root the XML-element to load the MD2Creature's properties from |
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110 | */ |
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111 | void GenericNPC::loadParams(const TiXmlElement* root) |
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112 | { |
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113 | NPC::loadParams(root); |
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114 | |
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115 | } |
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116 | |
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117 | |
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118 | /** |
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119 | * sets the animation of this npc |
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120 | * @param anumationIndex: the animation index |
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121 | * @param anumPlaybackMode: the playback mode |
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122 | */ |
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123 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
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124 | { |
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125 | if( likely(this->getModel(0) != NULL)) |
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126 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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127 | } |
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128 | |
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129 | |
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130 | /** |
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131 | * sets the animation of this npc |
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132 | * @param anumationIndex: the animation index |
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133 | * @param anumPlaybackMode: the playback mode |
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134 | */ |
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135 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
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136 | { |
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137 | if( likely(this->getModel(0) != NULL)) |
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138 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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139 | |
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140 | } |
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141 | |
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142 | |
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143 | /** |
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144 | * play a sound |
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145 | * @param filename: name of the file |
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146 | */ |
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147 | void GenericNPC::playSound(std::string filename) |
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148 | { |
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149 | |
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150 | } |
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151 | |
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152 | |
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153 | /** |
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154 | * walt to |
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155 | * @param coordinate: coordinate to go to |
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156 | */ |
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157 | float GenericNPC::walkTo(float x, float y, float z, float qu, float qx, float qy, float qz) |
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158 | { |
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159 | Vector destCoor = Vector(x, y, z); |
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160 | Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu); |
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161 | |
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162 | // check if this is the current goal |
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163 | if( this->destCoor != destCoor || this->destDir != destDir) |
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164 | { |
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165 | this->destCoor = destCoor; |
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166 | this->destDir = destDir; |
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167 | |
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168 | //float time = 100.0f; |
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169 | |
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170 | if( this->currentAnim != NULL) |
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171 | delete this->currentAnim; |
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172 | |
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173 | this->currentAnim = new Animation3D(this); |
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174 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), 0.0f, ANIM_LINEAR, ANIM_LINEAR); |
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175 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR); |
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176 | this->currentAnim->addKeyFrame(this->destCoor, this->destDir, time, ANIM_LINEAR, ANIM_LINEAR); |
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177 | |
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178 | this->currentAnim->setInfinity(ANIM_INF_CONSTANT); |
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179 | this->currentAnim->play(); |
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180 | |
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181 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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182 | } |
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183 | |
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184 | // calculate the distance |
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185 | Vector distance = this->getAbsCoor() - this->destCoor; |
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186 | return distance.len(); |
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187 | } |
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188 | |
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189 | |
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190 | /** |
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191 | * walk to a specific place with direction |
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192 | * |
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193 | * @param x: x coordinate to go to |
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194 | * @param y: y coordinate to go to |
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195 | * @param z: z coordinate to go to |
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196 | * |
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197 | * without turning itself |
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198 | */ |
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199 | float GenericNPC::walkTo(float x, float y, float z) |
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200 | { |
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201 | Quaternion q = this->getAbsDir(); |
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202 | |
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203 | //printf("%s moving to %f, %f, %f \n",this->getName(),x,y,z); |
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204 | |
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205 | return this->walkTo(x, y, z, q.w, q.v.x, q.v.y, q.v.z); |
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206 | } |
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207 | |
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208 | /** |
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209 | * walk to a specific place with direction |
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210 | * |
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211 | * @param x: x coordinate to go to |
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212 | * @param y: y coordinate to go to |
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213 | * @param qu: angle to rotate |
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214 | * @param qx: x coordinate of rotation vector |
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215 | * @param qy: y coordinate of rotation vector |
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216 | * @param qz: z coordinate of rotation vector |
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217 | * |
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218 | */ |
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219 | float GenericNPC::walkTo(float x, float y, float qu, float qx, float qy, float qz) |
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220 | { |
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221 | return this->walkTo(x, y, 0.0f, qu, qx, qy, qz); |
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222 | } |
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223 | |
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224 | |
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225 | /** |
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226 | * walk to a specific place with direction |
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227 | * |
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228 | * @param coor: vector place |
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229 | * @param dir: direction |
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230 | * |
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231 | */ |
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232 | float GenericNPC::walkTo(const Vector& coor, const Quaternion& dir) |
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233 | { |
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234 | return this->walkTo(coor.x, coor.y, coor.z, dir.w, dir.v.x, dir.v.y, dir.v.z); |
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235 | } |
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236 | |
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237 | |
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238 | |
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239 | /** |
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240 | * run to a specific place with direction |
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241 | * |
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242 | * @param x: x coordinate to go to |
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243 | * @param y: y coordinate to go to |
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244 | * @param z: z coordinate to go to |
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245 | * @param qu: angle to rotate |
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246 | * @param qx: x coordinate of rotation vector |
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247 | * @param qy: y coordinate of rotation vector |
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248 | * @param qz: z coordinate of rotation vector |
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249 | * |
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250 | */ |
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251 | float GenericNPC::runTo(float x, float y, float z, float qu, float qx, float qy, float qz) |
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252 | { |
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253 | Vector destCoor = Vector(x, y, z); |
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254 | Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu); |
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255 | |
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256 | // check if this is the current goal |
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257 | if( this->destCoor != destCoor || this->destDir != destDir) |
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258 | { |
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259 | this->destCoor = destCoor; |
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260 | this->destDir = destDir; |
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261 | |
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262 | float time = 5.0f; |
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263 | |
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264 | if( this->currentAnim != NULL) |
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265 | delete this->currentAnim; |
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266 | |
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267 | this->currentAnim = new Animation3D(this); |
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268 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR); |
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269 | this->currentAnim->addKeyFrame(this->destCoor, this->destDir, time, ANIM_LINEAR, ANIM_LINEAR); |
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270 | |
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271 | |
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272 | this->currentAnim->setInfinity(ANIM_INF_CONSTANT); |
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273 | this->currentAnim->play(); |
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274 | |
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275 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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276 | } |
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277 | |
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278 | // calculate the distance |
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279 | Vector distance = this->getAbsCoor() - this->destCoor; |
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280 | return distance.len(); |
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281 | } |
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282 | |
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283 | |
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284 | /** |
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285 | * run to a specific place with direction |
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286 | * |
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287 | * @param x: x coordinate to go to |
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288 | * @param y: y coordinate to go to |
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289 | * @param qu: angle to rotate |
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290 | * @param qx: x coordinate of rotation vector |
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291 | * @param qy: y coordinate of rotation vector |
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292 | * @param qz: z coordinate of rotation vector |
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293 | * |
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294 | */ |
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295 | float GenericNPC::runTo(float x, float y, float qu, float qx, float qy, float qz) |
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296 | { |
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297 | this->runTo(x, y, 0.0f, qu, qx, qy, qz); |
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298 | } |
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299 | |
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300 | |
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301 | /** |
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302 | * run to a specific place with direction |
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303 | * |
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304 | * @param coor: vector place |
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305 | * @param dir: direction |
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306 | * |
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307 | */ |
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308 | float GenericNPC::runTo(const Vector& coordinate, const Quaternion& dir) |
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309 | { |
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310 | this->runTo(coordinate.x, coordinate.y, coordinate.z, dir.w, dir.v.x, dir.v.y, dir.v.z); |
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311 | } |
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312 | |
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313 | |
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314 | /** |
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315 | * crouch to a specific place with direction |
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316 | * |
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317 | * @param x: x coordinate to go to |
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318 | * @param y: y coordinate to go to |
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319 | * @param z: z coordinate to go to |
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320 | * @param qu: angle to rotate |
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321 | * @param qx: x coordinate of rotation vector |
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322 | * @param qy: y coordinate of rotation vector |
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323 | * @param qz: z coordinate of rotation vector |
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324 | * |
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325 | */ |
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326 | float GenericNPC::crouchTo(float x, float y, float z, float qu, float qx, float qy, float qz) |
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327 | { |
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328 | Vector destCoor = Vector(x, y, z); |
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329 | Quaternion destDir = Quaternion(Vector(qx, qy, qz), qu); |
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330 | |
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331 | // check if this is the current goal |
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332 | if( this->destCoor != destCoor || this->destDir != destDir) |
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333 | { |
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334 | this->destCoor = destCoor; |
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335 | this->destDir = destDir; |
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336 | |
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337 | |
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338 | if( this->currentAnim != NULL) |
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339 | delete this->currentAnim; |
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340 | |
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341 | this->currentAnim = new Animation3D(this); |
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342 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR); |
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343 | this->currentAnim->addKeyFrame(this->destCoor, this->destDir, time, ANIM_LINEAR, ANIM_LINEAR); |
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344 | |
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345 | |
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346 | this->currentAnim->setInfinity(ANIM_INF_CONSTANT); |
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347 | this->currentAnim->play(); |
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348 | |
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349 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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350 | } |
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351 | |
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352 | // calculate the distance |
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353 | Vector distance = this->getAbsCoor() - this->destCoor; |
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354 | return distance.len(); |
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355 | } |
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356 | |
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357 | |
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358 | /** |
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359 | * couch to a specific place with direction |
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360 | * |
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361 | * @param x: x coordinate to go to |
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362 | * @param y: y coordinate to go to |
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363 | * @param qu: angle to rotate |
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364 | * @param qx: x coordinate of rotation vector |
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365 | * @param qy: y coordinate of rotation vector |
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366 | * @param qz: z coordinate of rotation vector |
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367 | * |
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368 | */ |
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369 | float GenericNPC::crouchTo(float x, float y, float qu, float qx, float qy, float qz) |
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370 | { |
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371 | this->crouchTo(x, y, 0.0f, qu, qx, qy, qz); |
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372 | } |
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373 | |
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374 | |
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375 | |
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376 | /** |
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377 | * crouch to a specific place with direction |
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378 | * |
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379 | * @param coor: vector place |
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380 | * @param dir: direction |
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381 | * |
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382 | */ |
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383 | float GenericNPC::crouchTo(const Vector& coordinate, const Quaternion& dir) |
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384 | { |
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385 | this->crouchTo(coordinate.x, coordinate.y, coordinate.z, dir.w, dir.v.x, dir.v.y, dir.v.z); |
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386 | } |
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387 | |
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388 | |
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389 | /** |
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390 | * stops the generic animation |
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391 | */ |
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392 | void GenericNPC::stop() |
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393 | { |
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394 | if( this->currentAnim != NULL) |
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395 | { |
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396 | this->currentAnim->stop(); |
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397 | delete this->currentAnim; |
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398 | this->currentAnim = NULL; |
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399 | |
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400 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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401 | } |
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402 | } |
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403 | |
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404 | |
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405 | /** |
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406 | * lookat a world entity |
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407 | * @param worldEntity: the worldentity to look at |
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408 | */ |
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409 | float GenericNPC::lookAt(WorldEntity* worldEntity) |
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410 | {} |
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411 | |
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412 | |
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413 | /** |
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414 | * turns to a given direction |
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415 | */ |
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416 | bool GenericNPC::turnTo(float qu, float qx, float qy, float qz) |
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417 | { |
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418 | Quaternion destDir = Quaternion(Vector(qx, qy, qz).getNormalized(), qu); |
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419 | |
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420 | printf("Turning: %f, %f, %f, %f \n",qu,qx,qy,qz); |
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421 | // check if this is the current goal |
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422 | if( this->destDir != destDir) |
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423 | { |
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424 | // if( this->currentAnim != NULL) |
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425 | // this->currentAnim->stop(); |
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426 | // |
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427 | PRINTF(0)("SET ANIMATION\n"); |
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428 | this->destDir = destDir; |
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429 | // |
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430 | |
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431 | |
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432 | if( this->currentAnim != NULL) |
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433 | delete this->currentAnim; |
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434 | |
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435 | this->setAbsDir(destDir); |
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436 | /* |
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437 | this->currentAnim = new Animation3D(this); |
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438 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), 0.0f, ANIM_LINEAR, ANIM_LINEAR); |
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439 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->getAbsDir(), time, ANIM_LINEAR, ANIM_LINEAR); |
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440 | this->currentAnim->addKeyFrame(this->getAbsCoor(), this->destDir, time, ANIM_LINEAR, ANIM_LINEAR); |
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441 | |
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442 | |
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443 | this->currentAnim->setInfinity(ANIM_INF_CONSTANT); |
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444 | this->currentAnim->play();*/ |
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445 | |
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446 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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447 | } |
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448 | |
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449 | // calculate the distance |
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450 | Vector distance = this->getAbsCoor() - this->destCoor; |
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451 | return distance.len(); |
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452 | } |
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453 | |
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454 | |
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455 | |
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456 | /** |
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457 | * talk to a world entity and play a sound/music/voice |
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458 | * @param worldEntity: entity |
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459 | * @param dialogNr: sound nr to be played (from the xml load tags) |
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460 | */ |
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461 | float GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
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462 | {} |
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463 | |
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464 | |
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465 | /** |
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466 | * world entity to shoot at if there is any weapon on the npc |
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467 | * @param entity: entity to shoot entity |
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468 | */ |
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469 | void GenericNPC::shootAt(WorldEntity* entity) |
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470 | {} |
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471 | |
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472 | |
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473 | |
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474 | |
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475 | |
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476 | |
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477 | |
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478 | |
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479 | |
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480 | |
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481 | /** |
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482 | * tick this world entity |
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483 | * @param time: time in seconds expirded since the last tick |
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484 | */ |
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485 | void GenericNPC::tick (float time) |
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486 | { |
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487 | if( likely(this->getModel(0) != NULL)) |
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488 | ((InteractiveModel*)this->getModel(0))->tick(time); |
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489 | |
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490 | } |
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491 | |
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492 | |
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493 | |
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494 | void GenericNPC::destroy() |
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495 | { |
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496 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
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497 | |
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498 | if( randi == 1) |
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499 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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500 | else if( randi == 2) |
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501 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
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502 | else if( randi == 3) |
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503 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
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504 | else if( randi == 4) |
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505 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
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506 | else |
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507 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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508 | } |
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509 | |
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