1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Christoph Renner |
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13 | co-programmer: |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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17 | |
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18 | #include "loading/factory.h" |
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19 | #include "debug.h" |
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20 | #include "loading/load_param.h" |
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21 | #include "util/loading/load_param_xml.h" |
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22 | #include "state.h" |
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23 | #include "player.h" |
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24 | #include "playable.h" |
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25 | |
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26 | #include "particles/dot_emitter.h" |
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27 | #include "particles/emitter_node.h" |
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28 | #include "particles/sprite_particles.h" |
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29 | |
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30 | #include "actionbox_enemy.h" |
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31 | |
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32 | ObjectListDefinition(ActionboxEnemy); |
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33 | CREATE_FACTORY(ActionboxEnemy); |
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34 | |
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35 | ActionboxEnemy::ActionboxEnemy(const TiXmlElement* root) |
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36 | :weaponMan(this) |
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37 | { |
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38 | PRINTF(0)("ActionboxEnemy\n"); |
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39 | |
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40 | this->registerObject(this, ActionboxEnemy::_objectList); |
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41 | this->toList(OM_GROUP_00); |
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42 | |
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43 | this->isActive = true; |
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44 | |
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45 | this->pitch = 0.0f; |
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46 | this->dPitch = 0.0; |
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47 | |
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48 | this->maxSpeed = 30; |
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49 | this->acceleration = 3; |
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50 | this->speed = 0; |
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51 | |
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52 | this->onEscape = false; |
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53 | |
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54 | if ( root ) |
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55 | this->loadParams( root ); |
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56 | |
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57 | |
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58 | this->weaponMan.setParentEntity( this); |
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59 | //weapons: |
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60 | |
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61 | this->weaponMan.setParentEntity( this); |
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62 | |
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63 | this->weaponMan.setSlotCount(8); |
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64 | |
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65 | this->weaponMan.createWeaponSlot(0, 3.270, 1.028, .155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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66 | this->weaponMan.createWeaponSlot(1, 3.270, 1.028, -.155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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67 | this->weaponMan.createWeaponSlot(2, 4.385, .063, .876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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68 | this->weaponMan.createWeaponSlot(3, 4.385, -.063, -.876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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69 | this->weaponMan.createWeaponSlot(4, 1.635, -.612, 2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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70 | this->weaponMan.createWeaponSlot(5, 1.536, -.612, -2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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71 | this->weaponMan.createWeaponSlot(6, 1.536, -.612, 3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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72 | this->weaponMan.createWeaponSlot(7, 1.536, -.612, -3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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73 | |
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74 | |
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75 | this->weaponMan.addWeaponToSlot(0, 0, "RFCannon"); |
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76 | this->weaponMan.addWeaponToSlot(0, 1, "RFCannon"); |
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77 | this->weaponMan.addWeaponToSlot(0, 2, "RFCannon"); |
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78 | this->weaponMan.addWeaponToSlot(0, 3, "RFCannon"); |
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79 | this->weaponMan.addWeaponToSlot(1, 0, "RFCannon"); |
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80 | this->weaponMan.addWeaponToSlot(1, 1, "RFCannon"); |
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81 | this->weaponMan.addWeaponToSlot(1, 2, "RFCannon"); |
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82 | this->weaponMan.addWeaponToSlot(1, 3, "RFCannon"); |
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83 | |
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84 | this->weaponMan.addWeaponToSlot(0, 4, "NadionLaser"); |
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85 | this->weaponMan.addWeaponToSlot(0, 5, "NadionLaser"); |
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86 | this->weaponMan.addWeaponToSlot(2, 4, "NadionLaser"); |
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87 | this->weaponMan.addWeaponToSlot(2, 5, "NadionLaser"); |
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88 | |
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89 | this->weaponMan.addWeaponToSlot(0, 6, "Disruptor"); |
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90 | this->weaponMan.addWeaponToSlot(0, 7, "Disruptor"); |
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91 | this->weaponMan.addWeaponToSlot(3, 6, "Disruptor"); |
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92 | this->weaponMan.addWeaponToSlot(3, 7, "Disruptor"); |
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93 | |
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94 | this->weaponMan.changeWeaponConfig(0); |
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95 | |
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96 | this->weaponMan.getFixedTarget()->setParent(this); |
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97 | this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0); |
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98 | this->weaponMan.hideCrosshair(); |
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99 | } |
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100 | |
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101 | ActionboxEnemy::~ActionboxEnemy() |
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102 | { |
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103 | } |
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104 | |
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105 | void ActionboxEnemy::loadParams(const TiXmlElement* root) |
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106 | { |
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107 | WorldEntity::loadParams( root ); |
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108 | } |
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109 | |
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110 | void ActionboxEnemy::tick( float dt ) |
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111 | { |
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112 | weaponMan.tick( dt ); |
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113 | this->bFire = false; |
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114 | |
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115 | if ( !State::getPlayer() || !State::getPlayer()->getPlayable() ) |
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116 | return; |
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117 | |
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118 | Vector playerDir = State::getPlayer()->getPlayable()->getAbsDir().apply( Vector(1, 0, 0) ); |
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119 | Vector dist = this->getAbsCoor() - State::getPlayer()->getPlayable()->getAbsCoor(); |
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120 | |
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121 | bool behindPlayer = playerDir.dot( dist ) < 0; |
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122 | |
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123 | if ( behindPlayer ) |
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124 | return; |
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125 | |
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126 | myDir = this->getAbsDir(); |
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127 | myCoor = this->getAbsCoor(); |
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128 | |
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129 | this->pitch += this->dPitch*dt; |
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130 | while ( pitch > 2*PI ) |
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131 | pitch -= 2*PI; |
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132 | while ( pitch < 0 ) |
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133 | pitch += 2*PI; |
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134 | |
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135 | myDir *= qPitch.inverse(); |
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136 | |
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137 | qPitch = Quaternion( pitch, Vector( 1, 0, 0 ) ); |
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138 | |
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139 | if ( isActive && State::getActionBox() ) |
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140 | { |
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141 | ActionBox* box = State::getActionBox(); |
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142 | if ( box->isPointInBox( this->getAbsCoor() ) ) |
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143 | { |
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144 | attackPlayer( box, dt ); |
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145 | } |
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146 | else |
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147 | { |
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148 | moveTowardsBox( box, dt ); |
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149 | onEscape = false; |
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150 | } |
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151 | } |
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152 | |
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153 | myDir *= qPitch; |
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154 | |
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155 | this->setAbsDir( myDir ); |
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156 | this->setAbsCoor( myCoor ); |
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157 | } |
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158 | |
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159 | void ActionboxEnemy::attackPlayer( ActionBox * box, float dt ) |
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160 | { |
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161 | if ( !State::getPlayer() || !State::getPlayer()->getPlayable() || !box ) |
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162 | return; |
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163 | |
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164 | float distance = (State::getPlayer()->getPlayable()->getAbsCoor() - getAbsCoor() ).len(); |
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165 | |
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166 | if ( distance > box->getDepth()/4.0 && !onEscape ) |
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167 | { |
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168 | Vector targetPos = State::getPlayer()->getPlayable()->getAbsCoor(); |
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169 | Vector targetDir = State::getPlayer()->getPlayable()->getAbsCoor()-this->getAbsCoor(); |
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170 | moveTowards( targetPos, targetDir, dt ); |
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171 | if ( this->getAbsDir().apply( Vector(1, 0, 0) ).dot(targetDir) > 0.9 ) |
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172 | { |
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173 | this->bFire = true; |
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174 | weaponMan.fire(); |
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175 | } |
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176 | } |
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177 | else |
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178 | { |
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179 | if ( !onEscape ) |
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180 | { |
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181 | Vector ds = this->getAbsCoor() - State::getPlayer()->getPlayable()->getAbsCoor(); |
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182 | float projy = box->getAbsDir().apply( Vector(0, 1, 0) ).dot( ds ); |
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183 | float projz = box->getAbsDir().apply( Vector(0, 0, 1) ).dot( ds ); |
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184 | this->escapePoint = Vector( 0, projy, projz ); |
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185 | this->escapePoint.normalize(); |
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186 | this->escapePoint*= 2*box->getWidth_2(); |
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187 | PRINTF(0)("ESCAPE\n"); |
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188 | } |
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189 | onEscape = true; |
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190 | |
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191 | Vector rEscapePoint = box->getAbsDir().apply(escapePoint); |
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192 | Vector targetPos = State::getPlayer()->getPlayable()->getAbsCoor() + rEscapePoint; |
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193 | Vector targetDir = State::getPlayer()->getPlayable()->getAbsCoor() + rEscapePoint - this->getAbsCoor(); |
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194 | moveTowards( targetPos, targetDir, dt ); |
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195 | } |
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196 | } |
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197 | |
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198 | void ActionboxEnemy::moveTowards( Vector targetPos, Vector targetDir, float dt ) |
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199 | { |
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200 | Quaternion cur = myDir; |
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201 | Quaternion rx( dt, Vector( 0, 0, 1 ) ); |
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202 | |
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203 | Quaternion tmp1 = cur * rx; |
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204 | Quaternion tmp2 = cur * rx.inverse(); |
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205 | |
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206 | Quaternion dec; |
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207 | if ( tmp1.apply( Vector(1, 0, 0) ).dot(targetDir) > tmp2.apply( Vector(1, 0, 0)).dot(targetDir) ) |
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208 | dec = tmp1; |
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209 | else |
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210 | dec = tmp2; |
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211 | |
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212 | float dp = dec.apply( Vector(1, 0, 0) ).dot(Vector(0, 1, 0)); |
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213 | if ( dp > -0.9 && dp < 0.9 ) |
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214 | { |
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215 | cur = dec; |
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216 | } |
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217 | |
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218 | Quaternion ry( dt, cur.inverse().apply( Vector( 0, 1, 0 ) ) ); |
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219 | |
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220 | tmp1 = cur * ry; |
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221 | tmp2 = cur * ry.inverse(); |
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222 | |
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223 | if ( tmp1.apply( Vector(1, 0, 0) ).dot(targetDir) > tmp2.apply( Vector(1, 0, 0)).dot(targetDir) ) |
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224 | cur = tmp1; |
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225 | else |
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226 | cur = tmp2; |
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227 | |
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228 | myDir = cur; |
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229 | |
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230 | Vector fw = cur.apply( Vector(1, 0, 0) ); |
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231 | |
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232 | this->speed += this->acceleration*dt; |
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233 | if ( this->speed > this->maxSpeed ) |
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234 | this->speed = this->maxSpeed; |
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235 | this->myCoor += fw*speed*dt; |
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236 | } |
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237 | |
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238 | void ActionboxEnemy::moveTowardsBox( ActionBox * box, float dt ) |
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239 | { |
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240 | |
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241 | Vector targetPos = box->getAbsCoor() + box->getAbsDir().apply( Vector( 1, 0, 0 ) )*box->getDepth()*0.66f; |
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242 | Vector targetDir = targetPos - myCoor; |
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243 | |
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244 | moveTowards(targetPos, targetDir, dt); |
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245 | } |
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246 | |
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247 | void ActionboxEnemy::draw( ) const |
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248 | { |
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249 | #if 0 |
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250 | Vector fw = this->getAbsDir().apply( Vector( 1, 0, 0 ) ); |
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251 | fw.normalize(); |
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252 | fw = fw * 100; |
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253 | |
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254 | Vector mp = this->getAbsCoor(); |
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255 | Vector op = mp + fw; |
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256 | |
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257 | Vector targetPos = State::getPlayer()->getPlayable()->getAbsCoor(); |
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258 | Vector dv = targetPos - this->getAbsCoor(); |
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259 | dv.normalize(); |
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260 | dv *= 100; |
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261 | dv += mp; |
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262 | |
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263 | Vector spUp = this->getAbsDir().inverse().apply( this->getAbsDir().apply( Vector( 0, 1, 0 ) ) ); |
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264 | spUp.normalize(); |
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265 | spUp *= 100; |
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266 | spUp += mp; |
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267 | |
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268 | Vector up = fw.cross( dv ); |
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269 | up += mp; |
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270 | |
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271 | //PRINTF(0)("DEBUG\n"); |
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272 | //mp.debug(); |
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273 | //op.debug(); |
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274 | |
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275 | glMatrixMode(GL_MODELVIEW); |
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276 | glPushMatrix(); |
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277 | |
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278 | glPushAttrib(GL_ENABLE_BIT); |
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279 | |
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280 | glDisable(GL_LIGHTING); |
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281 | glDisable(GL_TEXTURE_2D); |
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282 | glDisable(GL_BLEND); |
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283 | glLineWidth(2.0); |
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284 | glColor3f(1.0, 0.0, 0.0 ); |
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285 | |
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286 | |
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287 | glBegin(GL_LINE_STRIP); |
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288 | glVertex3f(mp.x, mp.y, mp.z); |
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289 | glVertex3f(op.x, op.y, op.z); |
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290 | glEnd(); |
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291 | |
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292 | glColor3f(0.0, 1.0, 0.0 ); |
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293 | glBegin(GL_LINE_STRIP); |
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294 | glVertex3f(mp.x, mp.y, mp.z); |
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295 | glVertex3f(dv.x, dv.y, dv.z); |
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296 | glEnd(); |
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297 | |
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298 | glColor3f(0.0, 0.0, 1.0 ); |
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299 | glBegin(GL_LINE_STRIP); |
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300 | glVertex3f(mp.x, mp.y, mp.z); |
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301 | glVertex3f(up.x, up.y, up.z); |
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302 | glEnd(); |
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303 | |
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304 | glColor3f(1.0, 1.0, 1.0 ); |
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305 | glBegin(GL_LINE_STRIP); |
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306 | glVertex3f(mp.x, mp.y, mp.z); |
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307 | glVertex3f(spUp.x, spUp.y, spUp.z); |
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308 | glEnd(); |
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309 | |
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310 | glPopMatrix(); |
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311 | #endif |
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312 | WorldEntity::draw(); |
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313 | } |
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314 | |
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315 | void ActionboxEnemy::destroy( WorldEntity * killer ) |
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316 | { |
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317 | EmitterNode* node = NULL; |
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318 | DotEmitter* emitter = NULL; |
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319 | SpriteParticles* explosionParticles = NULL; |
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320 | |
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321 | explosionParticles = new SpriteParticles(200); |
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322 | explosionParticles->setName("SpaceShipExplosionParticles"); |
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323 | explosionParticles->setLifeSpan(.3, .7); |
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324 | explosionParticles->setRadius(0.0, 10.0); |
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325 | explosionParticles->setRadius(.5, 6.0); |
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326 | explosionParticles->setRadius(1.0, 3.0); |
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327 | explosionParticles->setColor(0.0, 1,1,1,.9); |
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328 | explosionParticles->setColor(0.1, 1,1,0,.9); |
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329 | explosionParticles->setColor(0.5, .8,.4,0,.5); |
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330 | explosionParticles->setColor(1.0, .2,.2,.2,.5); |
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331 | |
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332 | |
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333 | emitter = new DotEmitter( 2000, 70, 360); |
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334 | emitter->setEmissionRate( 200.0); |
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335 | |
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336 | node = new EmitterNode( .4f ); |
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337 | node->setupParticle( emitter, explosionParticles); |
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338 | node->setAbsDir( this->getAbsDir()); |
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339 | node->setVelocity( this->getVelocity() * .9f); |
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340 | node->setAbsCoor( this->getAbsCoor()); |
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341 | if( !node->start()) |
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342 | PRINTF(0)("Explosion node not correctly started!"); |
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343 | |
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344 | this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0))); |
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345 | |
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346 | toList( OM_DEAD ); |
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347 | } |
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