| 1 | /* |
|---|
| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
|---|
| 3 | * > www.orxonox.net < |
|---|
| 4 | * |
|---|
| 5 | * |
|---|
| 6 | * License notice: |
|---|
| 7 | * |
|---|
| 8 | * This program is free software; you can redistribute it and/or |
|---|
| 9 | * modify it under the terms of the GNU General Public License |
|---|
| 10 | * as published by the Free Software Foundation; either version 2 |
|---|
| 11 | * of the License, or (at your option) any later version. |
|---|
| 12 | * |
|---|
| 13 | * This program is distributed in the hope that it will be useful, |
|---|
| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
|---|
| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|---|
| 16 | * GNU General Public License for more details. |
|---|
| 17 | * |
|---|
| 18 | * You should have received a copy of the GNU General Public License |
|---|
| 19 | * along with this program; if not, write to the Free Software |
|---|
| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
|---|
| 21 | * |
|---|
| 22 | * Author: |
|---|
| 23 | * Marc Dreher |
|---|
| 24 | * Co-authors: |
|---|
| 25 | * .. |
|---|
| 26 | * |
|---|
| 27 | */ |
|---|
| 28 | |
|---|
| 29 | #include "PacmanGhost.h" |
|---|
| 30 | |
|---|
| 31 | #include "core/CoreIncludes.h" |
|---|
| 32 | #include "BulletDynamics/Dynamics/btRigidBody.h" |
|---|
| 33 | |
|---|
| 34 | namespace orxonox |
|---|
| 35 | { |
|---|
| 36 | RegisterClass(PacmanGhost); |
|---|
| 37 | |
|---|
| 38 | /** |
|---|
| 39 | @brief |
|---|
| 40 | Constructor. Registers the object and initializes some default values. |
|---|
| 41 | @param creator |
|---|
| 42 | The creator of this object. |
|---|
| 43 | */ |
|---|
| 44 | PacmanGhost::PacmanGhost(Context* context) : ControllableEntity(context) |
|---|
| 45 | { |
|---|
| 46 | RegisterObject(PacmanGhost); |
|---|
| 47 | |
|---|
| 48 | this->velocity = Vector3(0, 0, 0); |
|---|
| 49 | this->setCollisionType(CollisionType::Dynamic); |
|---|
| 50 | |
|---|
| 51 | this->actuelposition = this->getPosition(); |
|---|
| 52 | |
|---|
| 53 | if(findpos(actuelposition, Vector3(0,-20,0))) |
|---|
| 54 | dontmove = true; |
|---|
| 55 | |
|---|
| 56 | this->target_x = actuelposition.x; |
|---|
| 57 | this->target_z = actuelposition.z; |
|---|
| 58 | |
|---|
| 59 | } |
|---|
| 60 | |
|---|
| 61 | /** |
|---|
| 62 | @brief |
|---|
| 63 | Destructor. Destroys ghost, if present. |
|---|
| 64 | */ |
|---|
| 65 | PacmanGhost::~PacmanGhost() |
|---|
| 66 | { |
|---|
| 67 | // Deletes the controller if the object was initialized and the pointer to the controller is not NULL. |
|---|
| 68 | } |
|---|
| 69 | |
|---|
| 70 | /** |
|---|
| 71 | @brief |
|---|
| 72 | Method for creating a ghost through XML. |
|---|
| 73 | */ |
|---|
| 74 | void PacmanGhost::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
|---|
| 75 | { |
|---|
| 76 | SUPER(PacmanGhost, XMLPort, xmlelement, mode); |
|---|
| 77 | |
|---|
| 78 | } |
|---|
| 79 | |
|---|
| 80 | |
|---|
| 81 | /* //All positions in the map, see documentation |
|---|
| 82 | Vector3 possibleposition[] = {Vector3(20,10,245),Vector3(215,10,245),Vector3(215,10,195),Vector3(185,10,195),Vector3(135,10,195), //0-4 |
|---|
| 83 | Vector3(185,10,150),Vector3(135,10,150),Vector3(215,10,150),Vector3(215,10,105),Vector3(135,10,105), //5-9 |
|---|
| 84 | Vector3(135,10,15),Vector3(135,10,-85),Vector3(215,10,-85),Vector3(135,10,-135),Vector3(215,10,-135), //10-14 |
|---|
| 85 | Vector3(215,10,-195),Vector3(135,10,-195),Vector3(20,10,195),Vector3(-20,10,195),Vector3(-20,10,245), //15-19 |
|---|
| 86 | Vector3(-215,10,245),Vector3(-215,10,195),Vector3(-185,10,195),Vector3(-135,10,195),Vector3(-70,10,195), //20-24 |
|---|
| 87 | Vector3(70,10,195),Vector3(70,10,150),Vector3(20,10,150),Vector3(-20,10,150),Vector3(-70,10,150), //25-29 |
|---|
| 88 | Vector3(-135,10,150),Vector3(-185,10,150),Vector3(-215,10,150),Vector3(-215,10,105),Vector3(-135,10,105), //30-34 |
|---|
| 89 | Vector3(-70,10,105),Vector3(-20,10,105),Vector3(20,10,105),Vector3(70,10,105),Vector3(70,10,60), //35-39 |
|---|
| 90 | Vector3(0,10,60),Vector3(-70,10,60),Vector3(-135,10,15),Vector3(-70,10,60),Vector3(0,10,15), //40-44 |
|---|
| 91 | Vector3(70,10,15),Vector3(-70,10,-35),Vector3(-20,10,-35),Vector3(20,10,-35),Vector3(70,10,-35), //45-49 |
|---|
| 92 | Vector3(70,10,-85),Vector3(20,10,-85),Vector3(-20,10,-85),Vector3(-70,10,-85),Vector3(-135,10,-85), //50-54 |
|---|
| 93 | Vector3(-215,10,-85),Vector3(-215,10,-135),Vector3(-135,10,-135),Vector3(-70,10,-135),Vector3(-20,10,-135), //55-59 |
|---|
| 94 | Vector3(20,10,-135),Vector3(70,10,-135),Vector3(20,10,-195),Vector3(-20,10,-195),Vector3(-135,10,-195), //60-64 |
|---|
| 95 | Vector3(-215,10,-195),Vector3(0,10,-35)}; //65-66*/ |
|---|
| 96 | |
|---|
| 97 | /** |
|---|
| 98 | @brief |
|---|
| 99 | Defines which actions the ghost has to take in each tick. |
|---|
| 100 | @param dt |
|---|
| 101 | The length of the tick. |
|---|
| 102 | */ |
|---|
| 103 | void PacmanGhost::tick(float dt) |
|---|
| 104 | { |
|---|
| 105 | SUPER(PacmanGhost, tick, dt); |
|---|
| 106 | |
|---|
| 107 | this->actuelposition = this->getPosition(); |
|---|
| 108 | |
|---|
| 109 | //Stop, if target arrived |
|---|
| 110 | if((abs(this->actuelposition.x - this->target_x)<0.5) && (abs(this->actuelposition.z - this->target_z)<0.5)){ |
|---|
| 111 | this->ismoving = false; |
|---|
| 112 | } |
|---|
| 113 | |
|---|
| 114 | //Move, if ghost hasn't arrived yet |
|---|
| 115 | if(this->ismoving){ |
|---|
| 116 | if(!(abs(this->actuelposition.z-target_z)<0.5)) { |
|---|
| 117 | velocity = Vector3(0,0,-sgn(this->actuelposition.z-this->target_z)); |
|---|
| 118 | move(dt, actuelposition, velocity); |
|---|
| 119 | } |
|---|
| 120 | if(!(abs(this->actuelposition.x-target_x)<0.5)){ |
|---|
| 121 | velocity = Vector3(-sgn(this->actuelposition.x-this->target_x),0,0); |
|---|
| 122 | move(dt, actuelposition, velocity); |
|---|
| 123 | } |
|---|
| 124 | } |
|---|
| 125 | |
|---|
| 126 | } |
|---|
| 127 | |
|---|
| 128 | |
|---|
| 129 | //Random choice of new target (not used in game, but useful) |
|---|
| 130 | void PacmanGhost::setnewTarget(int firstdec){ |
|---|
| 131 | |
|---|
| 132 | decision = rand()%1; |
|---|
| 133 | switch(decision){ |
|---|
| 134 | case 0: |
|---|
| 135 | this->target_x = possibleposition[firstdec].x; |
|---|
| 136 | this->target_z = possibleposition[firstdec].z; |
|---|
| 137 | this->ismoving = true; |
|---|
| 138 | break; |
|---|
| 139 | } |
|---|
| 140 | } |
|---|
| 141 | |
|---|
| 142 | //Change this with other ghost |
|---|
| 143 | void PacmanGhost::changewith(PacmanGhost* otherghost){ |
|---|
| 144 | |
|---|
| 145 | while(lockmove){}; |
|---|
| 146 | lockmove = true; //Prevent change of target while ghost is changed |
|---|
| 147 | |
|---|
| 148 | otherghost->setPosition(this->getPosition()); |
|---|
| 149 | this->setPosition(0,-20,0); |
|---|
| 150 | otherghost->target_x = this->target_x; |
|---|
| 151 | otherghost->target_z = this->target_z; |
|---|
| 152 | otherghost->ismoving = this->ismoving; |
|---|
| 153 | |
|---|
| 154 | this->dontmove = true; |
|---|
| 155 | otherghost->dontmove = false; |
|---|
| 156 | |
|---|
| 157 | lockmove = false; |
|---|
| 158 | } |
|---|
| 159 | |
|---|
| 160 | //Move ghost with rotation |
|---|
| 161 | void PacmanGhost::move(float dt, Vector3 actuelposition, Vector3 velocity){ |
|---|
| 162 | if(!dontmove){ |
|---|
| 163 | this->setPosition(Vector3(actuelposition.x+speed*velocity.x*dt,10,actuelposition.z+speed*velocity.z*dt)); |
|---|
| 164 | |
|---|
| 165 | //Rotate ghost in the direction of movement |
|---|
| 166 | if((abs(abs(velocity.x)-1)<0.1) && (abs(velocity.z-0)<0.1)) |
|---|
| 167 | if(velocity.x<0){ |
|---|
| 168 | this->setOrientation(Quaternion(Radian(-1.57), Vector3(0, 1, 0))); |
|---|
| 169 | } |
|---|
| 170 | else{ |
|---|
| 171 | this->setOrientation(Quaternion(Radian(1.57), Vector3(0, 1, 0))); |
|---|
| 172 | } |
|---|
| 173 | if((abs(abs(velocity.z)-1)<0.1) && (abs(velocity.x-0)<0.1)) |
|---|
| 174 | if(velocity.z<0){ |
|---|
| 175 | this->setOrientation(Quaternion(Radian(3.14), Vector3(0, 1, 0))); |
|---|
| 176 | } |
|---|
| 177 | else{ |
|---|
| 178 | this->setOrientation(Quaternion(Radian(0), Vector3(0, 1, 0))); |
|---|
| 179 | } |
|---|
| 180 | |
|---|
| 181 | } |
|---|
| 182 | } |
|---|
| 183 | |
|---|
| 184 | //Check if there is a collision |
|---|
| 185 | bool PacmanGhost::findpos(Vector3 one, Vector3 other){ |
|---|
| 186 | if((abs(one.x - other.x)<0.5) && (abs(one.y - other.y)<0.5) && (abs(one.z - other.z)<0.5)) return true; |
|---|
| 187 | return false; |
|---|
| 188 | } |
|---|
| 189 | |
|---|
| 190 | //Change ability to move |
|---|
| 191 | void PacmanGhost::changemovability(){ |
|---|
| 192 | if(dontmove){ |
|---|
| 193 | dontmove = false;} |
|---|
| 194 | else{ |
|---|
| 195 | dontmove = true; |
|---|
| 196 | } |
|---|
| 197 | } |
|---|
| 198 | |
|---|
| 199 | //ResetGhost |
|---|
| 200 | void PacmanGhost::resetGhost(){ |
|---|
| 201 | |
|---|
| 202 | this->setPosition(this->resetposition); |
|---|
| 203 | this->ismoving = false; |
|---|
| 204 | this->actuelposition = this->getPosition(); |
|---|
| 205 | |
|---|
| 206 | this->target_x = actuelposition.x; |
|---|
| 207 | this->target_z = actuelposition.z; |
|---|
| 208 | |
|---|
| 209 | } |
|---|
| 210 | |
|---|
| 211 | //Increase speed of ghosts |
|---|
| 212 | void PacmanGhost::levelupvelo(){ |
|---|
| 213 | speed ++; |
|---|
| 214 | } |
|---|
| 215 | } |
|---|