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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 "movement_module.h" |
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21 | #include "ai_module.h" |
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22 | #include "ai_team.h" |
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23 | #include "ai_swarm.h" |
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24 | #include "ai_engine.h" |
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25 | |
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26 | #include "player.h" |
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27 | #include "playable.h" |
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28 | |
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29 | #include "weapons/test_gun.h" |
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30 | #include "weapons/turret.h" |
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31 | #include "weapons/cannon.h" |
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32 | |
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33 | #include "loading/factory.h" |
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34 | #include "debug.h" |
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35 | #include "loading/load_param.h" |
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36 | #include "util/loading/load_param_xml.h" |
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37 | #include "track/track.h" |
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38 | |
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39 | |
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40 | #include "weapons/test_gun.h" |
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41 | #include "weapons/light_blaster.h" |
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42 | #include "weapons/medium_blaster.h" |
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43 | #include "weapons/heavy_blaster.h" |
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44 | #include "weapons/swarm_launcher.h" |
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45 | #include "weapons/spike_launcher.h" |
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46 | #include "weapons/spike_thrower.h" |
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47 | #include "weapons/acid_launcher.h" |
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48 | #include "weapons/boomerang_gun.h" |
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49 | #include "weapons/turret.h" |
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50 | #include "weapons/cannon.h" |
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51 | |
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52 | #include "npc.h" |
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53 | |
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54 | ObjectListDefinition(NPC); |
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55 | CREATE_FACTORY(NPC); |
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56 | |
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57 | |
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58 | #include "script_class.h" |
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59 | CREATE_SCRIPTABLE_CLASS(NPC, |
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60 | addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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61 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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62 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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63 | ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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64 | ->addMethod("setAbsDir", Executor4<PNode, lua_State*,float,float,float,float>(&PNode::setAbsDir)) |
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65 | ->addMethod("fire", Executor0<NPC, lua_State*>(&NPC::fire)) |
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66 | ->addMethod("pause", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::pauseTrack)) |
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67 | ); |
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68 | |
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69 | NPC::NPC(const TiXmlElement* root) |
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70 | : weaponMan(this) |
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71 | { |
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72 | this->registerObject(this, NPC::_objectList); |
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73 | |
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74 | this->toList(OM_GROUP_01); |
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75 | this->bAIEnabled = false; |
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76 | |
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77 | |
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78 | |
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79 | // create the weapons and their manager |
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80 | Weapon* wpRight1 = new LightBlaster (); |
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81 | wpRight1->setName( "LightBlaster"); |
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82 | Weapon* wpLeft1 = new LightBlaster (); |
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83 | wpLeft1->setName( "LightBlaster"); |
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84 | |
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85 | Weapon* wpRight2 = new MediumBlaster (); |
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86 | wpRight2->setName( "MediumBlaster"); |
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87 | Weapon* wpLeft2 = new MediumBlaster (); |
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88 | wpLeft2->setName( "MediumBlaster"); |
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89 | |
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90 | Weapon* wpRight3 = new HeavyBlaster (1); |
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91 | wpRight3->setName( "HeavyBlaster"); |
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92 | Weapon* wpLeft3 = new HeavyBlaster (0); |
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93 | wpLeft3->setName( "HeavyBlaster"); |
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94 | |
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95 | Weapon* cannon = new SwarmLauncher(); |
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96 | cannon->setName( "SwarmLauncher"); |
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97 | |
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98 | Weapon* spike = new SpikeThrower(); |
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99 | spike->setName( "SpikeThrower" ); |
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100 | |
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101 | |
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102 | Weapon* acid0 = new AcidLauncher(); |
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103 | acid0->setName( "AcidSplasher" ); |
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104 | |
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105 | Weapon* acid1 = new AcidLauncher(); |
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106 | acid1->setName( "AcidSplasher" ); |
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107 | |
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108 | |
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109 | this->weaponMan.addWeapon( wpLeft1, 0, 0); |
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110 | this->weaponMan.addWeapon( wpRight1, 0, 1); |
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111 | |
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112 | this->weaponMan.addWeapon( wpLeft2, 1, 2); |
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113 | this->weaponMan.addWeapon( wpRight2, 1, 3); |
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114 | |
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115 | this->weaponMan.addWeapon( wpLeft3, 2, 4); |
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116 | this->weaponMan.addWeapon( wpRight3, 2, 5); |
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117 | /* |
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118 | this->weaponMan.addWeapon( wpLeft1, 3, 0); |
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119 | this->weaponMan.addWeapon( wpRight1, 3, 1); |
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120 | |
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121 | this->weaponMan.addWeapon( wpLeft2, 3, 2); |
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122 | this->weaponMan.addWeapon( wpRight2, 3, 3); |
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123 | |
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124 | this->weaponMan.addWeapon( wpLeft3, 3, 4); |
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125 | this->weaponMan.addWeapon( wpRight3, 3, 5); |
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126 | */ |
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127 | |
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128 | this->weaponMan.addWeapon( acid0, 3, 0); |
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129 | this->weaponMan.addWeapon( acid1, 3, 1); |
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130 | |
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131 | |
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132 | if( root != NULL) |
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133 | this->loadParams(root); |
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134 | |
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135 | if( this->bAIEnabled && ! this->entityTrack) |
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136 | { |
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137 | std::cout << "Team Number: " << teamNumber << "\n"; |
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138 | std::cout << "Swarm Number:" << swarmNumber << "\n"; |
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139 | |
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140 | AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance); |
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141 | } |
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142 | |
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143 | this->bFire = false; |
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144 | if( this->entityTrack) |
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145 | { |
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146 | this->setParent(this->entityTrack->getTrackNode()); |
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147 | this->setRelCoor(0,0,0); |
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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 | // this->secWeaponMan.addWeapon( acid0, 2, 2); |
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154 | // this->secWeaponMan.addWeapon( acid1, 2, 3); |
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155 | |
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156 | |
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157 | // this->weaponMan.changeWeaponConfig(3); |
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158 | |
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159 | // this->getWeaponManager().changeWeaponConfig(1); |
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160 | |
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161 | this->setHealthMax(100); |
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162 | this->setHealth(80); |
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163 | |
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164 | this->getWeaponManager().setSlotCount(7); |
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165 | |
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166 | this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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167 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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168 | |
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169 | this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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170 | this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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171 | |
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172 | this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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173 | this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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174 | |
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175 | this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5)); |
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176 | this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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177 | |
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178 | this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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179 | this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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180 | |
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181 | this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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182 | this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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183 | |
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184 | this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0)); |
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185 | this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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186 | |
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187 | this->getWeaponManager().getFixedTarget()->setParent(this); |
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188 | this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0); |
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189 | |
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190 | |
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191 | |
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192 | |
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193 | } |
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194 | |
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195 | |
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196 | NPC::~NPC () |
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197 | { |
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198 | if(! this->entityTrack) |
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199 | AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this); |
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200 | } |
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201 | |
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202 | |
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203 | |
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204 | /** |
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205 | * loads the xml tags |
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206 | * @param root: root xml tag for this element |
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207 | */ |
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208 | void NPC::loadParams(const TiXmlElement* root) |
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209 | { |
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210 | WorldEntity::loadParams(root); |
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211 | |
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212 | LoadParam(root, "enableAI", this, NPC, enableAI) |
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213 | .describe("enables the AI algorithms"); |
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214 | |
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215 | LoadParam(root, "team", this, NPC, setTeamNumber) |
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216 | .describe("this sets the team number") |
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217 | .defaultValues(0); |
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218 | |
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219 | LoadParam(root, "swarm", this, NPC, setSwarmNumber) |
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220 | .describe("this sets the swarm number") |
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221 | .defaultValues(0); |
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222 | |
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223 | LoadParam(root, "maxSpeed", this, NPC, setMaxSpeed) |
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224 | .describe("this sets the NPC max Speed") |
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225 | .defaultValues(0); |
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226 | |
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227 | LoadParam(root, "attackDistance", this, NPC, setAttackDistance) |
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228 | .describe("this sets the NPC distance to target") |
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229 | .defaultValues(0); |
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230 | |
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231 | LoadParam(root, "weapon-config", this, NPC, setWeaponConfig); |
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232 | |
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233 | // LoadParamXML(root, "Weapons", this, NPC, addWeapons) |
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234 | // .describe("creates and adds weapons"); |
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235 | } |
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236 | |
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237 | |
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238 | void NPC::setWeaponConfig(int i) |
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239 | { |
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240 | this->weaponMan.changeWeaponConfig(i); |
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241 | } |
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242 | |
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243 | void NPC::addWeapons(const TiXmlElement* root) |
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244 | { |
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245 | if( root == NULL) |
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246 | return; |
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247 | |
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248 | LOAD_PARAM_START_CYCLE(root, element); |
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249 | { |
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250 | PRINTF(0)("got weapon: %s\n", element->Value()); |
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251 | BaseObject* obj = Factory::fabricate(element); |
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252 | if( obj != NULL && obj->isA( Weapon::staticClassID())) |
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253 | { |
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254 | Weapon* w = dynamic_cast<Weapon*>(obj); |
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255 | PRINTF(0)("created a weapon\n"); |
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256 | int preferedSlot = w->getPreferedSlot(); |
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257 | int preferedSide = w->getPreferedSide(); |
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258 | |
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259 | this->addWeapon( w, preferedSide, preferedSlot); |
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260 | } |
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261 | } |
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262 | LOAD_PARAM_END_CYCLE(element); |
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263 | } |
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264 | |
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265 | |
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266 | /** |
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267 | * @brief adds a Weapon to the NPC. |
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268 | * @param weapon the Weapon to add. |
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269 | * @param configID the Configuration ID to add this weapon to. |
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270 | * @param slotID the slotID to add the Weapon to. |
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271 | */ |
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272 | bool NPC::addWeapon(Weapon* weapon, int configID, int slotID) |
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273 | { |
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274 | weapon->setOwner(this->getOwner()); |
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275 | |
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276 | |
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277 | if(this->weaponMan.addWeapon(weapon, configID, slotID)) |
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278 | { |
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279 | return true; |
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280 | } |
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281 | else |
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282 | { |
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283 | if (weapon != NULL) |
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284 | PRINTF(1)("Unable to add Weapon (%s::%s) to %s::%s\n", |
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285 | weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName()); |
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286 | else |
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287 | PRINTF(1)("No weapon defined\n"); |
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288 | return false; |
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289 | |
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290 | } |
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291 | } |
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292 | |
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293 | /** |
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294 | * @brief removes a Weapon. |
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295 | * @param weapon the Weapon to remove. |
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296 | */ |
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297 | void NPC::removeWeapon(Weapon* weapon) |
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298 | { |
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299 | this->weaponMan.removeWeapon(weapon); |
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300 | |
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301 | } |
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302 | |
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303 | /** |
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304 | * @brief jumps to the next WeaponConfiguration |
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305 | */ |
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306 | void NPC::nextWeaponConfig() |
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307 | { |
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308 | this->weaponMan.nextWeaponConfig(); |
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309 | } |
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310 | |
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311 | /** |
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312 | * @brief moves to the last WeaponConfiguration |
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313 | */ |
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314 | void NPC::previousWeaponConfig() |
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315 | { |
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316 | this->weaponMan.previousWeaponConfig(); |
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317 | } |
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318 | |
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319 | |
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320 | |
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321 | |
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322 | /** |
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323 | * ticking |
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324 | * @param dt time since last tick |
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325 | */ |
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326 | void NPC::tick(float dt) |
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327 | { |
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328 | this->weaponMan.tick(dt); |
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329 | if (this->bFire) |
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330 | { |
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331 | std::cout << "fire..\n"; |
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332 | weaponMan.fire(); |
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333 | } |
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334 | this->bFire = false; |
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335 | |
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336 | if(this->entityTrack) |
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337 | this->entityTrack->tick(dt); |
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338 | |
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339 | } |
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340 | |
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341 | void NPC::draw() const |
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342 | { |
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343 | if( this->entityTrack != NULL && this->isDrawTrack()) |
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344 | this->entityTrack->drawGraph(); |
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345 | |
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346 | WorldEntity::draw(); |
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347 | } |
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