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 | this->agility = 1; |
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52 | |
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53 | this->onEscape = false; |
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54 | this->escaped = false; |
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55 | this->endPoint = Vector(0, 0, 0); |
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56 | |
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57 | this->weaponMan.setParentEntity( this); |
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58 | //weapons: |
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59 | |
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60 | this->weaponMan.setParentEntity( this); |
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61 | |
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62 | this->weaponMan.setSlotCount(8); |
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63 | |
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64 | this->weaponMan.createWeaponSlot(0, 3.270, 1.028, .155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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65 | this->weaponMan.createWeaponSlot(1, 3.270, 1.028, -.155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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66 | this->weaponMan.createWeaponSlot(2, 4.385, .063, .876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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67 | this->weaponMan.createWeaponSlot(3, 4.385, -.063, -.876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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68 | this->weaponMan.createWeaponSlot(4, 1.635, -.612, 2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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69 | this->weaponMan.createWeaponSlot(5, 1.536, -.612, -2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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70 | this->weaponMan.createWeaponSlot(6, 1.536, -.612, 3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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71 | this->weaponMan.createWeaponSlot(7, 1.536, -.612, -3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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72 | |
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73 | |
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74 | this->weaponMan.addWeaponToSlot(0, 0, "RFCannon"); |
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75 | this->weaponMan.addWeaponToSlot(0, 1, "RFCannon"); |
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76 | // this->weaponMan.addWeaponToSlot(0, 2, "RFCannon"); |
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77 | // this->weaponMan.addWeaponToSlot(0, 3, "RFCannon"); |
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78 | // this->weaponMan.addWeaponToSlot(1, 0, "RFCannon"); |
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79 | // this->weaponMan.addWeaponToSlot(1, 1, "RFCannon"); |
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80 | // this->weaponMan.addWeaponToSlot(1, 2, "RFCannon"); |
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81 | // this->weaponMan.addWeaponToSlot(1, 3, "RFCannon"); |
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82 | |
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83 | /* this->weaponMan.addWeaponToSlot(0, 4, "NadionLaser"); |
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84 | this->weaponMan.addWeaponToSlot(0, 5, "NadionLaser"); |
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85 | this->weaponMan.addWeaponToSlot(2, 4, "NadionLaser"); |
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86 | this->weaponMan.addWeaponToSlot(2, 5, "NadionLaser"); |
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87 | |
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88 | this->weaponMan.addWeaponToSlot(0, 6, "Disruptor"); |
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89 | this->weaponMan.addWeaponToSlot(0, 7, "Disruptor"); |
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90 | this->weaponMan.addWeaponToSlot(3, 6, "Disruptor"); |
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91 | this->weaponMan.addWeaponToSlot(3, 7, "Disruptor");*/ |
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92 | |
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93 | this->weaponMan.changeWeaponConfig(0); |
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94 | |
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95 | this->weaponMan.getFixedTarget()->setParent(this); |
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96 | this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0); |
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97 | this->weaponMan.hideCrosshair(); |
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98 | |
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99 | if ( root ) |
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100 | { |
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101 | this->loadParams( root ); |
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102 | } |
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103 | } |
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104 | |
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105 | ActionboxEnemy::~ActionboxEnemy() |
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106 | { |
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107 | } |
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108 | |
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109 | void ActionboxEnemy::loadParams(const TiXmlElement* root) |
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110 | { |
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111 | WorldEntity::loadParams( root ); |
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112 | |
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113 | LoadParam(root, "endPoint", this, ActionboxEnemy, setEndPoint); |
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114 | LoadParam(root, "maxSpeed", this, ActionboxEnemy, setMaxSpeed); |
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115 | LoadParam(root, "agility", this, ActionboxEnemy, setAgility); |
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116 | LoadParam(root, "acceleration", this, ActionboxEnemy, setAcceleration); |
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117 | LoadParam(root, "active", this, ActionboxEnemy, setActive); |
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118 | } |
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119 | |
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120 | void ActionboxEnemy::tick( float dt ) |
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121 | { |
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122 | // printf("ABEGROUP: %d\n", this->getOMListNumber()); |
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123 | |
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124 | if ( escaped ) |
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125 | { |
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126 | moveTowards( endPoint, endPoint - this->getAbsCoor(), dt ); |
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127 | return; |
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128 | } |
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129 | |
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130 | weaponMan.tick( dt ); |
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131 | this->bFire = false; |
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132 | |
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133 | if ( !State::getPlayer() || !State::getPlayer()->getPlayable() ) |
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134 | return; |
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135 | |
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136 | Vector playerDir = State::getPlayer()->getPlayable()->getAbsDir().apply( Vector(1, 0, 0) ); |
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137 | Vector dist = this->getAbsCoor() - State::getPlayer()->getPlayable()->getAbsCoor(); |
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138 | |
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139 | bool behindPlayer = playerDir.dot( dist ) < 0; |
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140 | |
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141 | if ( behindPlayer ) |
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142 | { |
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143 | this->escaped = true; |
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144 | PRINTF(0)("MOVING TOWARDS ENDPOINT\n"); |
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145 | return; |
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146 | } |
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147 | |
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148 | myDir = this->getAbsDir(); |
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149 | myCoor = this->getAbsCoor(); |
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150 | |
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151 | this->pitch += this->dPitch*dt; |
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152 | while ( pitch > 2*PI ) |
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153 | pitch -= 2*PI; |
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154 | while ( pitch < 0 ) |
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155 | pitch += 2*PI; |
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156 | |
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157 | myDir *= qPitch.inverse(); |
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158 | |
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159 | qPitch = Quaternion( pitch, Vector( 1, 0, 0 ) ); |
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160 | |
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161 | if ( isActive && State::getActionBox() ) |
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162 | { |
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163 | ActionBox* box = State::getActionBox(); |
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164 | if ( box->isPointInBox( this->getAbsCoor() ) ) |
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165 | { |
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166 | attackPlayer( box, dt ); |
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167 | } |
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168 | else |
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169 | { |
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170 | moveTowardsBox( box, dt ); |
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171 | onEscape = false; |
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172 | } |
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173 | } |
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174 | |
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175 | myDir *= qPitch; |
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176 | |
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177 | this->setAbsDir( myDir ); |
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178 | this->setAbsCoor( myCoor ); |
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179 | } |
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180 | |
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181 | void ActionboxEnemy::attackPlayer( ActionBox * box, float dt ) |
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182 | { |
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183 | if ( !State::getPlayer() || !State::getPlayer()->getPlayable() || !box ) |
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184 | return; |
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185 | |
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186 | float distance = (State::getPlayer()->getPlayable()->getAbsCoor() - getAbsCoor() ).len(); |
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187 | |
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188 | if ( distance > box->getDepth()/4.0 && !onEscape ) |
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189 | { |
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190 | Vector targetPos = State::getPlayer()->getPlayable()->getAbsCoor(); |
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191 | Vector targetDir = State::getPlayer()->getPlayable()->getAbsCoor()-this->getAbsCoor(); |
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192 | moveTowards( targetPos, targetDir, dt ); |
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193 | if ( this->getAbsDir().apply( Vector(1, 0, 0) ).dot(targetDir) > 0.9 && State::getPlayer()->getPlayable()->getOMListNumber()!=OM_DEAD ) |
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194 | { |
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195 | this->bFire = true; |
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196 | weaponMan.fire(); |
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197 | } |
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198 | } |
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199 | else |
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200 | { |
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201 | if ( !onEscape ) |
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202 | { |
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203 | Vector ds = this->getAbsCoor() - State::getPlayer()->getPlayable()->getAbsCoor(); |
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204 | float projy = box->getAbsDir().apply( Vector(0, 1, 0) ).dot( ds ); |
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205 | float projz = box->getAbsDir().apply( Vector(0, 0, 1) ).dot( ds ); |
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206 | this->escapePoint = Vector( 0, projy, projz ); |
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207 | this->escapePoint.normalize(); |
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208 | this->escapePoint*= 2*box->getWidth_2(); |
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209 | PRINTF(0)("ESCAPE\n"); |
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210 | } |
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211 | onEscape = true; |
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212 | |
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213 | Vector rEscapePoint = box->getAbsDir().apply(escapePoint + Vector( -10, 0, 0 )); |
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214 | Vector targetPos = State::getPlayer()->getPlayable()->getAbsCoor() + rEscapePoint; |
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215 | Vector targetDir = State::getPlayer()->getPlayable()->getAbsCoor() + rEscapePoint - this->getAbsCoor(); |
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216 | moveTowards( targetPos, targetDir, dt ); |
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217 | } |
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218 | } |
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219 | |
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220 | void ActionboxEnemy::moveTowards( Vector targetPos, Vector targetDir, float dt ) |
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221 | { |
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222 | Quaternion cur = myDir; |
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223 | Quaternion rx( agility*dt, Vector( 0, 0, 1 ) ); |
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224 | |
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225 | Quaternion tmp1 = cur * rx; |
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226 | Quaternion tmp2 = cur * rx.inverse(); |
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227 | |
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228 | Quaternion dec; |
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229 | if ( tmp1.apply( Vector(1, 0, 0) ).dot(targetDir) > tmp2.apply( Vector(1, 0, 0)).dot(targetDir) ) |
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230 | dec = tmp1; |
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231 | else |
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232 | dec = tmp2; |
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233 | |
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234 | float dp = dec.apply( Vector(1, 0, 0) ).dot(Vector(0, 1, 0)); |
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235 | if ( dp > -0.9 && dp < 0.9 ) |
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236 | { |
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237 | cur = dec; |
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238 | } |
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239 | |
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240 | Quaternion ry( agility*dt, cur.inverse().apply( Vector( 0, 1, 0 ) ) ); |
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241 | |
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242 | tmp1 = cur * ry; |
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243 | tmp2 = cur * ry.inverse(); |
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244 | |
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245 | if ( tmp1.apply( Vector(1, 0, 0) ).dot(targetDir) > tmp2.apply( Vector(1, 0, 0)).dot(targetDir) ) |
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246 | cur = tmp1; |
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247 | else |
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248 | cur = tmp2; |
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249 | |
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250 | myDir = cur; |
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251 | |
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252 | Vector fw = cur.apply( Vector(1, 0, 0) ); |
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253 | |
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254 | this->speed += this->acceleration*dt; |
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255 | if ( this->speed > this->maxSpeed ) |
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256 | this->speed = this->maxSpeed; |
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257 | this->myCoor += fw*speed*dt; |
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258 | } |
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259 | |
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260 | void ActionboxEnemy::moveTowardsBox( ActionBox * box, float dt ) |
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261 | { |
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262 | Vector targetPos = box->getAbsCoor() + box->getAbsDir().apply( Vector( 1, 0, 0 ) )*box->getDepth()*0.66f; |
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263 | Vector targetDir = targetPos - myCoor; |
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264 | |
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265 | Vector boxDir = box->getAbsDir().apply( Vector(1, 0, 0 ) ); |
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266 | float boxDist = boxDir.dot( targetDir ); |
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267 | |
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268 | if ( boxDist > 0 ) |
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269 | { |
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270 | Vector myRelCoor = this->getAbsCoor() - box->getAbsCoor(); |
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271 | float newDist = boxDir.dot( myRelCoor ); |
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272 | targetPos = box->getAbsCoor() + box->getAbsDir().apply( Vector( 1, 0, 0 ) )* newDist * 0.8; |
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273 | targetDir = targetPos - myCoor; |
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274 | } |
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275 | |
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276 | moveTowards(targetPos, targetDir, dt); |
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277 | } |
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278 | |
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279 | void ActionboxEnemy::draw( ) const |
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280 | { |
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281 | #if 0 |
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282 | Vector fw = this->getAbsDir().apply( Vector( 1, 0, 0 ) ); |
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283 | fw.normalize(); |
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284 | fw = fw * 100; |
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285 | |
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286 | Vector mp = this->getAbsCoor(); |
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287 | Vector op = mp + fw; |
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288 | |
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289 | Vector targetPos = State::getPlayer()->getPlayable()->getAbsCoor(); |
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290 | Vector dv = targetPos - this->getAbsCoor(); |
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291 | dv.normalize(); |
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292 | dv *= 100; |
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293 | dv += mp; |
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294 | |
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295 | Vector spUp = this->getAbsDir().inverse().apply( this->getAbsDir().apply( Vector( 0, 1, 0 ) ) ); |
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296 | spUp.normalize(); |
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297 | spUp *= 100; |
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298 | spUp += mp; |
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299 | |
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300 | Vector up = fw.cross( dv ); |
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301 | up += mp; |
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302 | |
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303 | //PRINTF(0)("DEBUG\n"); |
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304 | //mp.debug(); |
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305 | //op.debug(); |
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306 | |
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307 | glMatrixMode(GL_MODELVIEW); |
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308 | glPushMatrix(); |
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309 | |
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310 | glPushAttrib(GL_ENABLE_BIT); |
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311 | |
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312 | glDisable(GL_LIGHTING); |
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313 | glDisable(GL_TEXTURE_2D); |
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314 | glDisable(GL_BLEND); |
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315 | glLineWidth(2.0); |
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316 | glColor3f(1.0, 0.0, 0.0 ); |
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317 | |
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318 | |
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319 | glBegin(GL_LINE_STRIP); |
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320 | glVertex3f(mp.x, mp.y, mp.z); |
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321 | glVertex3f(op.x, op.y, op.z); |
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322 | glEnd(); |
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323 | |
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324 | glColor3f(0.0, 1.0, 0.0 ); |
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325 | glBegin(GL_LINE_STRIP); |
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326 | glVertex3f(mp.x, mp.y, mp.z); |
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327 | glVertex3f(dv.x, dv.y, dv.z); |
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328 | glEnd(); |
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329 | |
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330 | glColor3f(0.0, 0.0, 1.0 ); |
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331 | glBegin(GL_LINE_STRIP); |
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332 | glVertex3f(mp.x, mp.y, mp.z); |
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333 | glVertex3f(up.x, up.y, up.z); |
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334 | glEnd(); |
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335 | |
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336 | glColor3f(1.0, 1.0, 1.0 ); |
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337 | glBegin(GL_LINE_STRIP); |
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338 | glVertex3f(mp.x, mp.y, mp.z); |
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339 | glVertex3f(spUp.x, spUp.y, spUp.z); |
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340 | glEnd(); |
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341 | |
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342 | glPopMatrix(); |
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343 | #endif |
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344 | WorldEntity::draw(); |
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345 | } |
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346 | |
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347 | void ActionboxEnemy::destroy( WorldEntity * killer ) |
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348 | { |
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349 | EmitterNode* node = NULL; |
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350 | DotEmitter* emitter = NULL; |
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351 | SpriteParticles* explosionParticles = NULL; |
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352 | |
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353 | explosionParticles = new SpriteParticles(2000); |
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354 | explosionParticles->setName("SpaceShipExplosionParticles"); |
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355 | explosionParticles->setLifeSpan(.3, .7); |
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356 | explosionParticles->setRadius(0.0, 10.0); |
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357 | explosionParticles->setRadius(.5, 6.0); |
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358 | explosionParticles->setRadius(1.0, 3.0); |
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359 | explosionParticles->setColor(0.0, 1,1,1,.9); |
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360 | explosionParticles->setColor(0.1, 1,1,0,.9); |
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361 | explosionParticles->setColor(0.5, .8,.4,0,.5); |
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362 | explosionParticles->setColor(1.0, .2,.2,.2,.5); |
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363 | |
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364 | |
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365 | emitter = new DotEmitter( 2000, 70, 360); |
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366 | emitter->setEmissionRate( 200.0); |
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367 | |
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368 | node = new EmitterNode( .4f ); |
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369 | node->setupParticle( emitter, explosionParticles); |
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370 | node->setAbsDir( this->getAbsDir()); |
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371 | node->setVelocity( this->getVelocity() * .9f); |
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372 | node->setAbsCoor( this->getAbsCoor()); |
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373 | if( !node->start()) |
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374 | PRINTF(0)("Explosion node not correctly started!"); |
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375 | |
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376 | this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0))); |
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377 | |
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378 | toList( OM_DEAD ); |
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379 | } |
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380 | |
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