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 | } |
---|