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 "npc_test.h" |
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21 | #include <stdio.h> |
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22 | |
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23 | #include "state.h" |
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24 | #include "debug.h" |
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25 | |
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26 | #include "loading/factory.h" |
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27 | #include "loading/load_param.h" |
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28 | |
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29 | #include "md2/md2Model.h" |
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30 | #include "player.h" |
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31 | #include "playable.h" |
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32 | |
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33 | #include "weapons/test_gun.h" |
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34 | #include "weapons/turret.h" |
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35 | #include "weapons/cannon.h" |
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36 | |
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37 | |
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38 | ObjectListDefinition(NPC2); |
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39 | CREATE_FACTORY(NPC2); |
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40 | |
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41 | |
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42 | NPC2::NPC2(const TiXmlElement* root) |
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43 | { |
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44 | this->registerObject(this, NPC2::_objectList); |
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45 | |
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46 | if (root != NULL) |
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47 | this->loadParams(root); |
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48 | |
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49 | |
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50 | // create the weapons and their manager |
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51 | |
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52 | |
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53 | this->getWeaponManager().changeWeaponConfig(1); |
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54 | Weapon* wpRight = new TestGun(0); |
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55 | wpRight->setName("testGun Right"); |
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56 | Weapon* wpLeft = new TestGun(1); |
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57 | wpLeft->setName("testGun Left"); |
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58 | |
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59 | this->addWeapon(wpLeft, 1, 0); |
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60 | this->addWeapon(wpRight,1 ,1); |
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61 | |
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62 | this->setHealthMax(100); |
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63 | this->setHealth(80); |
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64 | |
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65 | this->getWeaponManager().setSlotCount(7); |
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66 | |
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67 | this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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68 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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69 | |
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70 | this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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71 | this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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72 | |
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73 | this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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74 | this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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75 | |
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76 | this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5)); |
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77 | this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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78 | |
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79 | this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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80 | this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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81 | |
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82 | this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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83 | this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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84 | |
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85 | this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0)); |
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86 | this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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87 | |
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88 | this->getWeaponManager().getFixedTarget()->setParent(this); |
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89 | this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0); |
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90 | |
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91 | } |
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92 | |
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93 | NPC2::~NPC2() |
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94 | { |
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95 | } |
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96 | |
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97 | void NPC2::loadParams(const TiXmlElement* root) |
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98 | { |
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99 | NPC::loadParams(root); |
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100 | |
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101 | } |
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102 | |
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103 | |
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104 | |
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105 | void NPC2::tick(float dt) |
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106 | { |
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107 | |
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108 | |
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109 | |
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110 | |
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111 | // animating the md2 model |
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112 | if( likely(this->getModel(0) != NULL) && this->getModel(0)->isA(MD2Model::staticClassID())) |
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113 | ((MD2Model*)this->getModel(0))->tick(dt); |
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114 | } |
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115 | |
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116 | |
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117 | |
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