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source: orxonox.OLD/trunk/src/world_entities/npcs/npc.cc @ 10423

Last change on this file since 10423 was 10406, checked in by snellen, 18 years ago

NPC is now scriptabel, added method atachCurrCameraToWorldEntity to CameraMan and made it scriptable

File size: 6.0 KB
RevLine 
[10406]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
19
20#include "movement_module.h"
21#include "ai_module.h"
22#include "ai_team.h"
23#include "ai_swarm.h"
24#include "ai_engine.h"
25
26#include "player.h"
27#include "playable.h"
28
29#include "weapons/test_gun.h"
30#include "weapons/turret.h"
31#include "weapons/cannon.h"
32
33#include "loading/factory.h"
34#include "debug.h"
35#include "loading/load_param.h"
36
37
38#include "npc.h"
39
40ObjectListDefinition(NPC);
41CREATE_FACTORY(NPC);
42
43
44#include "script_class.h"
45CREATE_SCRIPTABLE_CLASS(NPC,
46                        addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
47                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
48                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
49                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
50                        ->addMethod("setAbsDir", Executor4<PNode, lua_State*,float,float,float,float>(&PNode::setAbsDir))
51                       );
52
53NPC::NPC(const TiXmlElement* root)
54  : weaponMan(this)
55{
56  this->registerObject(this, NPC::_objectList);
57
58  this->toList(OM_GROUP_01);
59
60  if( root != NULL)
61          this->loadParams(root);
62
63  std::cout << "Team Number: " << teamNumber << "\n";
64  std::cout << "Swarm Number:" << swarmNumber << "\n";
65
66  AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance);
67
68  this->bFire = false;
69
70
71    // create the weapons and their manager
72
73
74  this->getWeaponManager().changeWeaponConfig(1);
75//   Weapon* wpRight = new TestGun(0);
76//   wpRight->setName("testGun Right");
77//   Weapon* wpLeft = new TestGun(1);
78//   wpLeft->setName("testGun Left");
79//
80//   wpRight->toList( this->getOMListNumber());
81//   wpLeft->toList( this->getOMListNumber());
82//
83//
84//   this->addWeapon(wpLeft, 1, 0);
85//   this->addWeapon(wpRight,1 ,1);
86//
87//   wpLeft->increaseEnergy( 100);
88//   wpRight->increaseEnergy( 100);
89
90  this->setHealthMax(100);
91  this->setHealth(80);
92
93//   this->getWeaponManager().setSlotCount(7);
94//
95//   this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0));
96//   this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
97//
98//   this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0));
99//   this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
100//
101//   this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5));
102//   this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
103//
104//   this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5));
105//   this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
106//
107//   this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5));
108//   this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
109//
110//   this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5));
111//   this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
112//
113//   this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0));
114//   this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
115//
116//   this->getWeaponManager().getFixedTarget()->setParent(this);
117//   this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0);
118
119}
120
121
122NPC::~NPC ()
123{
124  AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this);
125}
126
127
128
129/**
130 * loads the xml tags
131 * @param root: root xml tag for this element
132 */
133void NPC::loadParams(const TiXmlElement* root)
134{
135   WorldEntity::loadParams(root);
136
137  LoadParam(root, "team", this, NPC, setTeamNumber)
138  .describe("this sets the team number")
139  .defaultValues(0);
140
141  LoadParam(root, "swarm", this, NPC, setSwarmNumber)
142  .describe("this sets the swarm number")
143  .defaultValues(0);
144
145  LoadParam(root, "maxSpeed", this, NPC, setMaxSpeed)
146  .describe("this sets the NPC max Speed")
147  .defaultValues(0);
148
149  LoadParam(root, "attackDistance", this, NPC, setAttackDistance)
150  .describe("this sets the NPC distance to target")
151  .defaultValues(0);
152}
153
154
155/**
156 * @brief adds a Weapon to the NPC.
157 * @param weapon the Weapon to add.
158 * @param configID the Configuration ID to add this weapon to.
159 * @param slotID the slotID to add the Weapon to.
160 */
161bool NPC::addWeapon(Weapon* weapon, int configID, int slotID)
162{
163  weapon->setOwner(this->getOwner());
164
165
166  if(this->weaponMan.addWeapon(weapon, configID, slotID))
167  {
168    return true;
169  }
170  else
171  {
172    if (weapon != NULL)
173      PRINTF(2)("Unable to add Weapon (%s::%s) to %s::%s\n",
174                weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName());
175    else
176      PRINTF(2)("No weapon defined\n");
177    return false;
178
179  }
180}
181
182/**
183 * @brief removes a Weapon.
184 * @param weapon the Weapon to remove.
185 */
186void NPC::removeWeapon(Weapon* weapon)
187{
188  this->weaponMan.removeWeapon(weapon);
189
190}
191
192/**
193 * @brief jumps to the next WeaponConfiguration
194 */
195void NPC::nextWeaponConfig()
196{
197  this->weaponMan.nextWeaponConfig();
198}
199
200/**
201 * @brief moves to the last WeaponConfiguration
202 */
203void NPC::previousWeaponConfig()
204{
205  this->weaponMan.previousWeaponConfig();
206}
207
208
209
210
211/**
212 * ticking
213 * @param dt  time since last tick
214 */
215void NPC::tick(float dt)
216{
217        //std::cout << "fire..\n";
218  this->weaponMan.tick(dt);
219  if (this->bFire)
220    weaponMan.fire();
221  this->bFire = false;
222}
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