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source: orxonox.OLD/branches/vs-enhencements/src/world_entities/npcs/actionbox_enemy.cc @ 10660

Last change on this file since 10660 was 10657, checked in by rennerc, 18 years ago

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Christoph Renner
13   co-programmer:
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
17
18#include "loading/factory.h"
19#include "debug.h"
20#include "loading/load_param.h"
21#include "util/loading/load_param_xml.h"
22#include "state.h"
23#include "player.h"
24#include "playable.h"
25
26#include "actionbox_enemy.h"
27
28ObjectListDefinition(ActionboxEnemy);
29CREATE_FACTORY(ActionboxEnemy);
30
31ActionboxEnemy::ActionboxEnemy(const TiXmlElement* root)
32{
33  PRINTF(0)("ActionboxEnemy\n");
34 
35  this->registerObject(this, ActionboxEnemy::_objectList);
36  this->toList(OM_GROUP_00);
37 
38  this->isActive = true;
39 
40  this->pitch = 0.0f;
41  this->dPitch = 0.0;
42 
43  if ( root )
44    this->loadParams( root );
45}
46
47ActionboxEnemy::~ActionboxEnemy()
48{
49}
50
51void ActionboxEnemy::loadParams(const TiXmlElement* root)
52{
53  WorldEntity::loadParams( root );
54}
55
56void ActionboxEnemy::tick( float dt )
57{
58  myDir = this->getAbsDir();
59  myCoor = this->getAbsCoor();
60 
61  this->pitch += this->dPitch*dt;
62  while ( pitch > 2*PI )
63    pitch -= 2*PI;
64  while ( pitch < 0 )
65    pitch += 2*PI;
66 
67  myDir *= qPitch.inverse();
68 
69  qPitch = Quaternion( pitch, Vector( 1, 0, 0 ) );
70 
71  moveTowardsBox( NULL, dt );
72   
73  if ( isActive && State::getActionBox() )
74  {
75    ActionBox* box = State::getActionBox();
76    if ( box->isPointInBox( this->getAbsCoor() ) )
77    {
78      attackPlayer( box, dt );
79    }
80    else
81    {
82      moveTowardsBox( box, dt );
83    }
84  }
85 
86  myDir *= qPitch;
87 
88  this->setAbsDir( myDir );
89  this->setAbsCoor( myCoor );
90}
91
92void ActionboxEnemy::attackPlayer( ActionBox * box, float dt )
93{
94}
95
96void ActionboxEnemy::moveTowardsBox( ActionBox * box, float dt )
97{
98  Vector targetPos = State::getPlayer()->getPlayable()->getAbsCoor();
99  Vector targetDir = targetPos - myCoor;
100 
101  Quaternion cur = myDir;
102  Quaternion rx( dt, Vector( 0, 0, 1 ) );
103 
104  Quaternion tmp1 = cur * rx;
105  Quaternion tmp2 = cur * rx.inverse();
106 
107  Quaternion dec;
108  if ( tmp1.apply( Vector(1, 0, 0) ).dot(targetDir) > tmp2.apply( Vector(1, 0, 0)).dot(targetDir) )
109    dec = tmp1;
110  else
111    dec = tmp2;
112 
113  float dp = dec.apply( Vector(1, 0, 0) ).dot(Vector(0, 1, 0));
114  if ( dp > -0.9 && dp < 0.9 )
115  {
116    cur = dec;
117  }
118 
119  Quaternion ry( dt, cur.inverse().apply( Vector( 0, 1, 0 ) ) );
120 
121  tmp1 = cur * ry;
122  tmp2 = cur * ry.inverse();
123 
124  if ( tmp1.apply( Vector(1, 0, 0) ).dot(targetDir) > tmp2.apply( Vector(1, 0, 0)).dot(targetDir) )
125    cur = tmp1;
126  else
127    cur = tmp2;
128 
129  myDir = cur; 
130}
131
132void ActionboxEnemy::draw( ) const
133{
134#if 0
135  Vector fw = this->getAbsDir().apply( Vector( 1, 0, 0 ) );
136  fw.normalize();
137  fw = fw * 100;
138 
139  Vector mp = this->getAbsCoor();
140  Vector op = mp + fw;
141 
142  Vector targetPos = State::getPlayer()->getPlayable()->getAbsCoor();
143  Vector dv = targetPos - this->getAbsCoor();
144  dv.normalize();
145  dv *= 100;
146  dv += mp;
147 
148  Vector spUp = this->getAbsDir().inverse().apply( this->getAbsDir().apply( Vector( 0, 1, 0 ) ) );
149  spUp.normalize();
150  spUp *= 100;
151  spUp += mp;
152 
153  Vector up = fw.cross( dv );
154  up += mp;
155 
156  //PRINTF(0)("DEBUG\n");
157  //mp.debug();
158  //op.debug();
159 
160  glMatrixMode(GL_MODELVIEW);
161  glPushMatrix();
162
163  glPushAttrib(GL_ENABLE_BIT);
164
165  glDisable(GL_LIGHTING);
166  glDisable(GL_TEXTURE_2D);
167  glDisable(GL_BLEND);
168  glLineWidth(2.0);
169  glColor3f(1.0, 0.0, 0.0 );
170 
171 
172  glBegin(GL_LINE_STRIP);
173    glVertex3f(mp.x, mp.y, mp.z);
174    glVertex3f(op.x, op.y, op.z);
175  glEnd();
176 
177  glColor3f(0.0, 1.0, 0.0 );
178  glBegin(GL_LINE_STRIP);
179    glVertex3f(mp.x, mp.y, mp.z);
180    glVertex3f(dv.x, dv.y, dv.z);
181  glEnd();
182 
183  glColor3f(0.0, 0.0, 1.0 );
184  glBegin(GL_LINE_STRIP);
185    glVertex3f(mp.x, mp.y, mp.z);
186    glVertex3f(up.x, up.y, up.z);
187  glEnd();
188 
189  glColor3f(1.0, 1.0, 1.0 );
190  glBegin(GL_LINE_STRIP);
191    glVertex3f(mp.x, mp.y, mp.z);
192    glVertex3f(spUp.x, spUp.y, spUp.z);
193  glEnd();
194
195  glPopMatrix();
196#endif
197  WorldEntity::draw();
198}
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