[1853] | 1 | |
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| 2 | |
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[4597] | 3 | /* |
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[1853] | 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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[1855] | 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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[1853] | 16 | */ |
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[5357] | 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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[1853] | 18 | |
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| 19 | |
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[5682] | 20 | #include "npc_test.h" |
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[5033] | 21 | #include "obb_tree.h" |
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[1853] | 22 | |
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[5266] | 23 | #include "shader.h" |
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[4984] | 24 | #include "state.h" |
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[5511] | 25 | #include "debug.h" |
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[4984] | 26 | |
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[9235] | 27 | #include "loading/factory.h" |
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| 28 | #include "loading/load_param.h" |
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[5511] | 29 | |
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[9235] | 30 | #include "effects/explosion.h" |
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[1853] | 31 | |
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[10114] | 32 | |
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| 33 | ObjectListDefinition(NPC2); |
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[9869] | 34 | CREATE_FACTORY(NPC2); |
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[1858] | 35 | |
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[9235] | 36 | NPC2::NPC2(const TiXmlElement* root) |
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[8724] | 37 | : NPC(NULL) |
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[1931] | 38 | { |
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[9869] | 39 | this->registerObject(this, NPC2::_objectList); |
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[4976] | 40 | |
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[10147] | 41 | // if ((float)rand()/RAND_MAX > .5f) |
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| 42 | // this->loadModel("models/ships/bolido.obj", 6); |
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| 43 | // else |
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| 44 | // this->loadModel("models/ships/gobblin.obj", 6); |
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[5621] | 45 | |
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[9235] | 46 | |
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| 47 | |
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| 48 | |
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[5333] | 49 | this->shader = NULL; |
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[9869] | 50 | // if (likely(Shader::checkShaderAbility())) |
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| 51 | //this->shader = Shader::getShader("shaders/toon.vert", "shaders/toon.frag"); |
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[5059] | 52 | |
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[9235] | 53 | this->randomRotAxis = VECTOR_RAND(1); |
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[5266] | 54 | |
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[9235] | 55 | if (root != NULL) |
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| 56 | this->loadParams(root); |
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[1931] | 57 | } |
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[1853] | 58 | |
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[5034] | 59 | |
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[5267] | 60 | NPC2::~NPC2 () |
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[9869] | 61 | {} |
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[1853] | 62 | |
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[5267] | 63 | |
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[9235] | 64 | void NPC2::loadParams(const TiXmlElement* root) |
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| 65 | { |
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| 66 | NPC::loadParams(root); |
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[1931] | 67 | |
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[9235] | 68 | } |
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| 69 | |
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| 70 | |
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| 71 | void NPC2::destroy(WorldEntity* killer) |
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| 72 | { |
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| 73 | Explosion::explode(this, Vector(10,10,10)); |
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| 74 | this->toList(OM_DEAD); |
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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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[5266] | 80 | /** |
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| 81 | * the entity is drawn onto the screen with this function |
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| 82 | * |
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| 83 | * This is a central function of an entity: call it to let the entity painted to the screen. |
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| 84 | * Just override this function with whatever you want to be drawn. |
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| 85 | */ |
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[10147] | 86 | // void NPC2::draw() const |
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| 87 | // { |
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| 88 | // glMatrixMode(GL_MODELVIEW); |
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| 89 | // glPushMatrix(); |
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| 90 | // float matrix[4][4]; |
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| 91 | // |
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| 92 | // /* translate */ |
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| 93 | // glTranslatef (this->getAbsCoor ().x, |
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| 94 | // this->getAbsCoor ().y, |
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| 95 | // this->getAbsCoor ().z); |
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| 96 | // /* rotate */ |
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| 97 | // this->getAbsDir ().matrix (matrix); |
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| 98 | // glMultMatrixf((float*)matrix); |
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| 99 | // |
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| 100 | // // if (this->shader != NULL && this->shader != Shader::getActiveShader()) |
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| 101 | // // shader->activateShader(); |
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| 102 | // |
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| 103 | // if( this->getModel()) |
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| 104 | // this->getModel()->draw(); |
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| 105 | // // shader->deactivateShader(); |
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| 106 | // |
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| 107 | // |
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| 108 | // /* if (this->model) |
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| 109 | // this->model->draw();*/ |
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| 110 | // glPopMatrix(); |
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| 111 | // } |
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[9235] | 112 | |
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| 113 | |
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[5266] | 114 | void NPC2::tick(float dt) |
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| 115 | { |
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[5257] | 116 | // Vector direction = (State::getCameraTarget()->getAbsCoor() - this->getAbsCoor()); |
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[2036] | 117 | |
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[4986] | 118 | //if (directin.len() < 100) |
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[5257] | 119 | // this->shiftCoor(direction *dt * 5 * exp(-direction.len() / 30.0)); |
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[9235] | 120 | // this->shiftDir(Quaternion(dt, this->randomRotAxis)); |
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[4986] | 121 | |
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[4984] | 122 | } |
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| 123 | |
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| 124 | |
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[5033] | 125 | |
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