/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Patrick Boenzli co-programmer: */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY #include "movement_module.h" #include "ai_module.h" #include "ai_team.h" #include "ai_swarm.h" #include "ai_engine.h" #include "player.h" #include "playable.h" #include "weapons/test_gun.h" #include "weapons/turret.h" #include "weapons/cannon.h" #include "loading/factory.h" #include "debug.h" #include "loading/load_param.h" #include "util/loading/load_param_xml.h" #include "track/track.h" #include "particles/dot_emitter.h" #include "particles/emitter_node.h" #include "particles/sprite_particles.h" #include "weapons/test_gun.h" #include "weapons/light_blaster.h" #include "weapons/medium_blaster.h" #include "weapons/heavy_blaster.h" #include "weapons/swarm_launcher.h" #include "weapons/spike_launcher.h" #include "weapons/spike_thrower.h" #include "weapons/acid_launcher.h" #include "weapons/boomerang_gun.h" #include "weapons/turret.h" #include "weapons/cannon.h" #include "mount_point.h" #include "weapons/weapon_slot.h" #include "npc.h" ObjectListDefinition(NPC); CREATE_FACTORY(NPC); #include "script_class.h" CREATE_SCRIPTABLE_CLASS(NPC, addMethod("getAbsCoorX", Executor0ret(&PNode::getAbsCoorX)) ->addMethod("getAbsCoorY", Executor0ret(&PNode::getAbsCoorY)) ->addMethod("getAbsCoorZ", Executor0ret(&PNode::getAbsCoorZ)) ->addMethod("setAbsCoor", Executor3(&PNode::setAbsCoor)) ->addMethod("setAbsDir", Executor4(&PNode::setAbsDir)) ->addMethod("fire", Executor0(&NPC::fire)) ->addMethod("pause", Executor1(&WorldEntity::pauseTrack)) ->addMethod("setAI", Executor1(&NPC::setAI)) ->addMethod("setVisibility", Executor1(&WorldEntity::setVisibility)) ->addMethod("destroy", Executor0(&NPC::destroy)) ); NPC::NPC(const TiXmlElement* root) : weaponMan(this) { this->registerObject(this, NPC::_objectList); this->toList(OM_GROUP_01); this->bAIEnabled = false; // create the weapons and their manager Weapon* wpRight1 = new LightBlaster (); wpRight1->setName( "LightBlaster"); Weapon* wpLeft1 = new LightBlaster (); wpLeft1->setName( "LightBlaster"); Weapon* wpRight2 = new MediumBlaster (); wpRight2->setName( "MediumBlaster"); Weapon* wpLeft2 = new MediumBlaster (); wpLeft2->setName( "MediumBlaster"); Weapon* wpRight3 = new HeavyBlaster (1); wpRight3->setName( "HeavyBlaster"); Weapon* wpLeft3 = new HeavyBlaster (0); wpLeft3->setName( "HeavyBlaster"); Weapon* cannon = new SwarmLauncher(); cannon->setName( "SwarmLauncher"); Weapon* spike = new SpikeThrower(); spike->setName( "SpikeThrower" ); Weapon* acid0 = new AcidLauncher(); acid0->setName( "AcidSplasher" ); Weapon* acid1 = new AcidLauncher(); acid1->setName( "AcidSplasher" ); this->weaponMan.addWeapon( wpLeft1, 0, 0); this->weaponMan.addWeapon( wpRight1, 0, 1); this->weaponMan.addWeapon( wpLeft2, 1, 2); this->weaponMan.addWeapon( wpRight2, 1, 3); this->weaponMan.addWeapon( wpLeft3, 2, 4); this->weaponMan.addWeapon( wpRight3, 2, 5); /* this->weaponMan.addWeapon( wpLeft1, 3, 0); this->weaponMan.addWeapon( wpRight1, 3, 1); this->weaponMan.addWeapon( wpLeft2, 3, 2); this->weaponMan.addWeapon( wpRight2, 3, 3); this->weaponMan.addWeapon( wpLeft3, 3, 4); this->weaponMan.addWeapon( wpRight3, 3, 5); */ this->weaponMan.addWeapon( acid0, 3, 0); this->weaponMan.addWeapon( acid1, 3, 1); if( root != NULL) this->loadParams(root); if( this->bAIEnabled && ! this->entityTrack) { std::cout << "Team Number: " << teamNumber << "\n"; std::cout << "Swarm Number:" << swarmNumber << "\n"; AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance); } this->bFire = false; if( this->entityTrack) { this->setParent(this->entityTrack->getTrackNode()); this->setRelCoor(0,0,0); } // this->secWeaponMan.addWeapon( acid0, 2, 2); // this->secWeaponMan.addWeapon( acid1, 2, 3); // this->weaponMan.changeWeaponConfig(3); // this->getWeaponManager().changeWeaponConfig(1); this->setHealthMax(100); this->setHealth(80); this->getWeaponManager().setSlotCount(7); // now get slots from the mount points // const std::vector::const_iterator it = this->beginMountPoints(); // std::vector list = this->getMountPoints(); std::map::iterator it = this->mountPointMap.begin(); // PRINTF(0)("\n\n\n\nsize: %i\n", this->mountPointMap.size()); for( ;it != this->mountPointMap.end(); it++) { PRINTF(0)("5555555555 this npc got mountss\n\n\n"); WeaponSlot* ws = dynamic_cast((*it).second->getMount()); printf("more\n"); if( ws != NULL && ws->isA(WeaponSlot::staticClassID())) { // PRINTF(0)("5555555555 this npc got slots\n\n\n"); this->getWeaponManager().setSlotPosition(ws->getWeaponSlot(), ws->getRelCoor()); this->getWeaponManager().setSlotDirection(ws->getWeaponSlot(), ws->getRelDir()); } } this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0)); this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0)); this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5)); this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5)); this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5)); this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5)); this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0)); this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); this->getWeaponManager().getFixedTarget()->setParent(this); this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0); } NPC::~NPC () { if(! this->entityTrack) AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this); } /** * loads the xml tags * @param root: root xml tag for this element */ void NPC::loadParams(const TiXmlElement* root) { WorldEntity::loadParams(root); LoadParam(root, "enableAI", this, NPC, enableAI) .describe("enables the AI algorithms"); LoadParam(root, "team", this, NPC, setTeamNumber) .describe("this sets the team number") .defaultValues(0); LoadParam(root, "swarm", this, NPC, setSwarmNumber) .describe("this sets the swarm number") .defaultValues(0); LoadParam(root, "maxSpeed", this, NPC, setMaxSpeed) .describe("this sets the NPC max Speed") .defaultValues(0); LoadParam(root, "attackDistance", this, NPC, setAttackDistance) .describe("this sets the NPC distance to target") .defaultValues(0); LoadParam(root, "weapon-config", this, NPC, setWeaponConfig); // LoadParamXML(root, "Weapons", this, NPC, addWeapons) // .describe("creates and adds weapons"); } void NPC::setAI(bool activate) { if(activate) AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance); else AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this); } void NPC::destroy( /*WorldEntity* killer*/ ) { PRINTF(5)("NPC destroy\n"); EmitterNode* node = NULL; DotEmitter* emitter = NULL; SpriteParticles* explosionParticles = NULL; explosionParticles = new SpriteParticles(200); explosionParticles->setName("SpaceShipExplosionParticles"); explosionParticles->setLifeSpan(.2, .3); explosionParticles->setRadius(0.0, 10.0); explosionParticles->setRadius(.5, 6.0); explosionParticles->setRadius(1.0, 3.0); explosionParticles->setColor(0.0, 1,1,1,.9); explosionParticles->setColor(0.1, 1,1,0,.9); explosionParticles->setColor(0.5, .8,.4,0,.5); explosionParticles->setColor(1.0, .2,.2,.2,.5); emitter = new DotEmitter( 2000, 70, 360); //emitter->setSpread( 0, M_2_PI); emitter->setEmissionRate( 200.0); //emitter->setEmissionVelocity( 200.0); //emitter->setSystem( explosionParticles); //emitter->setAbsCoor( this->getAbsCoor()); node = new EmitterNode( .1f); node->setupParticle( emitter, explosionParticles); node->setAbsDir( this->getAbsDir()); node->setVelocity( this->getVelocity() * .9f); node->setAbsCoor( this->getAbsCoor()); if( !node->start()) PRINTF(0)("Explosion node not correctly started!"); /* PNode* node = new PNode(); node->setAbsCoor(this->getAbsCoor()); Explosion* explosion = new Explosion(); explosion->explode( node, Vector(5,5,5)); */ /* if( this->hasPlayer()) { this->setAbsCoor(Vector(-10000,10000,10000)); this->hide(); } else {*/ //this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0))); //} } void NPC::setWeaponConfig(int i) { this->weaponMan.changeWeaponConfig(i); } void NPC::addWeapons(const TiXmlElement* root) { if( root == NULL) return; LOAD_PARAM_START_CYCLE(root, element); { PRINTF(0)("got weapon: %s\n", element->Value()); BaseObject* obj = Factory::fabricate(element); if( obj != NULL && obj->isA( Weapon::staticClassID())) { Weapon* w = dynamic_cast(obj); PRINTF(0)("created a weapon\n"); int preferedSlot = w->getPreferedSlot(); int preferedSide = w->getPreferedSide(); this->addWeapon( w, preferedSide, preferedSlot); } } LOAD_PARAM_END_CYCLE(element); } /** * @brief adds a Weapon to the NPC. * @param weapon the Weapon to add. * @param configID the Configuration ID to add this weapon to. * @param slotID the slotID to add the Weapon to. */ bool NPC::addWeapon(Weapon* weapon, int configID, int slotID) { weapon->setOwner(this->getOwner()); if(this->weaponMan.addWeapon(weapon, configID, slotID)) { return true; } else { if (weapon != NULL) PRINTF(1)("Unable to add Weapon (%s::%s) to %s::%s\n", weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName()); else PRINTF(1)("No weapon defined\n"); return false; } } /** * @brief removes a Weapon. * @param weapon the Weapon to remove. */ void NPC::removeWeapon(Weapon* weapon) { this->weaponMan.removeWeapon(weapon); } /** * @brief jumps to the next WeaponConfiguration */ void NPC::nextWeaponConfig() { this->weaponMan.nextWeaponConfig(); } /** * @brief moves to the last WeaponConfiguration */ void NPC::previousWeaponConfig() { this->weaponMan.previousWeaponConfig(); } /** * ticking * @param dt time since last tick */ void NPC::tick(float dt) { this->weaponMan.tick(dt); if (this->bFire) { std::cout << "fire..\n"; weaponMan.fire(); } this->bFire = false; if(this->entityTrack) this->entityTrack->tick(dt); } void NPC::draw() const { if( this->entityTrack != NULL && this->isDrawTrack()) this->entityTrack->drawGraph(); WorldEntity::draw(); } // HACK just to make sure they explode as nice as possible :) void NPC::hit( float damage, WorldEntity* killer) { this->setDamage(killer->getDamage()); }