/* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of Penumbra Overture. * * Penumbra Overture is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Penumbra Overture is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Penumbra Overture. If not, see . */ #include "GameEnemy_Worm.h" #include "Player.h" #include "AttackHandler.h" #include "EffectHandler.h" #include "GameMusicHandler.h" #include "GameSwingDoor.h" #include "MapHandler.h" ////////////////////////////////////////////////////////////////////////// // BASE STATE ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- iGameEnemyState_Worm_Base::iGameEnemyState_Worm_Base(int alId, cInit *apInit, iGameEnemy *apEnemy) : iGameEnemyState(alId,apInit,apEnemy) { mpEnemyWorm = static_cast(mpEnemy); } //----------------------------------------------------------------------- void iGameEnemyState_Worm_Base::OnSeePlayer(const cVector3f &avPosition, float afChance) { if(mpPlayer->GetHealth() <=0) return; if(afChance >= mpEnemyWorm->mfIdleMinSeeChance) { mpEnemy->ChangeState(STATE_HUNT); //mpEnemyWorm->PlaySound(mpEnemyWorm->msIdleFoundPlayerSound); } } bool iGameEnemyState_Worm_Base::OnHearNoise(const cVector3f &avPosition, float afVolume) { /*float afDistance = (mpMover->GetCharBody()->GetPosition() - avPosition).Length(); if(afVolume >= mpEnemyWorm->mfIdleMinHearVolume && afDistance > 0.4f) { mpEnemy->SetTempPosition(avPosition); mpEnemy->ChangeState(STATE_INVESTIGATE); return true; }*/ return false; } void iGameEnemyState_Worm_Base::OnTakeHit(float afDamage) { } void iGameEnemyState_Worm_Base::OnFlashlight(const cVector3f &avPosition) { //mpInit->mpEffectHandler->GetSubTitle()->Add("Flashlight!",0.5f); OnSeePlayer(mpPlayer->GetCharacterBody()->GetFeetPosition(),1.0f); } void iGameEnemyState_Worm_Base::OnDeath(float afDamage) { //mpEnemy->ChangeState(STATE_KNOCKDOWN); mpEnemy->ChangeState(STATE_DEAD); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // IDLE STATE ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cGameEnemyState_Worm_Idle::OnEnterState(iGameEnemyState *apPrevState) { //Animation mpEnemy->PlayAnim("Idle",true,0.2f); //Setup body mpEnemy->SetupBody(); //Setup enemy mpEnemy->SetFOV(mpEnemyWorm->mfIdleFOV); //mpInit->mpMusicHandler->RemoveAttacker(mpEnemy); } //----------------------------------------------------------------------- void cGameEnemyState_Worm_Idle::OnLeaveState(iGameEnemyState *apNextState) { } //----------------------------------------------------------------------- void cGameEnemyState_Worm_Idle::OnUpdate(float afTimeStep) { mpEnemy->ChangeState(STATE_HUNT); return; if(mpMover->IsMoving()==false || mpMover->GetStuckCounter() > 2.0f) { mpMover->ResetStuckCounter(); if(mbStopped==false) { mbStopped = true; mpEnemy->PlayAnim("Idle",false,0.9f); mfNextWalkTime = cMath::RandRectf( mpEnemyWorm->mfIdleMinWaitLength, mpEnemyWorm->mfIdleMaxWaitLength); } else if(mfNextWalkTime <=0) { mbStopped = false; //Animation mpEnemy->UseMoveStateAnimations(); //Setup body mpEnemy->SetupBody(); mpMover->GetCharBody()->SetMaxPositiveMoveSpeed(eCharDir_Forward,mpEnemyWorm->mfHuntSpeed); cAINode *pNode = NULL; if(mpEnemy->GetPatrolNodeNum()==0) { pNode = mpMover->GetAINodeInRange( 1, 5); } else { int lNodeNum = cMath::RandRectl(0,mpEnemy->GetPatrolNodeNum()-1); tString sName = mpEnemy->GetPatrolNode(lNodeNum)->msNodeName; pNode = mpMover->GetNodeContainer()->GetNodeFromName(sName); } if(pNode) { mpMover->MoveToPos(pNode->GetPosition()); } else { mpEnemy->ChangeState(STATE_IDLE); } } else { mfNextWalkTime -= afTimeStep; } } } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // HUNT STATE ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cGameEnemyState_Worm_Hunt::OnEnterState(iGameEnemyState *apPrevState) { //Animation mpEnemy->PlayAnim("Idle",true,0.2f); float fMul = 1.0f; if(mpInit->mbHasHaptics) fMul = 0.6f; //Setup body mpEnemy->SetupBody(); if(mpInit->mDifficulty == eGameDifficulty_Easy) mpMover->GetCharBody()->SetMaxPositiveMoveSpeed(eCharDir_Forward,mpEnemyWorm->mfHuntSpeed*0.7f*fMul); else if(mpInit->mDifficulty == eGameDifficulty_Normal) mpMover->GetCharBody()->SetMaxPositiveMoveSpeed(eCharDir_Forward,mpEnemyWorm->mfHuntSpeed*fMul); else mpMover->GetCharBody()->SetMaxPositiveMoveSpeed(eCharDir_Forward,mpEnemyWorm->mfHuntSpeed*1.2f*fMul); //Setup enemy mpEnemy->SetFOV(mpEnemyWorm->mfHuntFOV); mfUpdatePathCount =0; mfUpdateFreq = 1.0f; mbFreePlayerPath = false; mbLostPlayer = false; mfLostPlayerCount =0; mfMaxLostPlayerCount = mpEnemyWorm->mfHuntForLostPlayerTime; mpInit->mpMusicHandler->AddAttacker(mpEnemy); mfAttackCount = mpEnemyWorm->mfAttackInterval; mfAttackSoundCount =0; mfSoundCount = cMath::RandRectf(mpEnemyWorm->mfHuntSoundMinInteraval, mpEnemyWorm->mfHuntSoundMaxInteraval); } //----------------------------------------------------------------------- void cGameEnemyState_Worm_Hunt::OnLeaveState(iGameEnemyState *apNextState) { } //----------------------------------------------------------------------- void cGameEnemyState_Worm_Hunt::OnUpdate(float afTimeStep) { //cAnimationState *pState = mpEnemy->GetMeshEntity()->GetAnimationState(0); //Log("Anim: %s %f %d\n",pState->GetName(),pState->GetTimePosition(),pState->IsActive()); mpEnemy->SetLastPlayerPos(mpInit->mpPlayer->GetCharacterBody()->GetFeetPosition()); if(mpPlayer->GetHealth() <=0){ mpEnemy->ChangeState(STATE_IDLE); return; } //////////////////////////////// //Check if stuck if(mpMover->GetStuckCounter() > 2.1f) { //mpEnemy->ChangeState(STATE_FLEE); mpMover->ResetStuckCounter(); return; } ////////////////////////////// //Hunt sound count if(mfSoundCount <=0) { mfSoundCount = cMath::RandRectf(mpEnemyWorm->mfHuntSoundMinInteraval, mpEnemyWorm->mfHuntSoundMaxInteraval); mpEnemy->PlaySound(mpEnemyWorm->msHuntSound); } else { mfSoundCount -= afTimeStep; } ////////////////////////////// //Attack sound count if(mfAttackSoundCount >0) { mfAttackSoundCount -= afTimeStep; } //////////////////////////////// //Check if attack should begin if(mfAttackCount <=0) { mfAttackCount = mpEnemyWorm->mfAttackInterval; cVector3f vPos = mpMover->GetCharBody()->GetPosition() + mpMover->GetCharBody()->GetForward() * ( 0 + mpEnemyWorm->mvAttackDamageSize.z/2.0f); cVector3f vRot = cVector3f(0,mpMover->GetCharBody()->GetYaw(),0); cMatrixf mtxOffset = cMath::MatrixRotate(vRot,eEulerRotationOrder_XYZ); mtxOffset.SetTranslation(vPos); eAttackTargetFlag target = eAttackTargetFlag_Player | eAttackTargetFlag_Bodies; if(mpInit->mpAttackHandler->CreateShapeAttack(mpEnemyWorm->GetAttackShape(), mtxOffset, mpMover->GetCharBody()->GetPosition(), mpEnemyWorm->mfAttackDamage, mpEnemyWorm->mfAttackMinMass, mpEnemyWorm->mfAttackMaxMass, mpEnemyWorm->mfAttackMinImpulse, mpEnemyWorm->mfAttackMaxImpulse, mpEnemyWorm->mlAttackStrength, target,NULL)) { if(mfAttackSoundCount<=0) { mpEnemy->PlaySound(mpEnemyWorm->msAttackHitSound); mfAttackSoundCount = mpEnemyWorm->mfAttackHitSoundInterval; } } } else { mfAttackCount -= afTimeStep; } //////////////////////////////// //Update the path if(mfUpdatePathCount <=0) { mfUpdatePathCount = mfUpdateFreq; cAINodeContainer *pNodeCont = mpEnemy->GetMover()->GetNodeContainer(); //Check if there is a free path to the player if(mbLostPlayer == false && mpMover->FreeDirectPathToChar(mpPlayer->GetCharacterBody())) { mbFreePlayerPath = true; mpMover->Stop(); } else { mbFreePlayerPath = false; } //Get path to player if(mbFreePlayerPath==false && mbLostPlayer == false) { if(mpMover->MoveToPos(mpEnemy->GetLastPlayerPos())==false) { mfUpdatePathCount *= 2.0f; } } } else { mfUpdatePathCount -= afTimeStep; } //////////////////////////////// //Go directly towards the player if(mbFreePlayerPath) { //Go towards player mpMover->MoveDirectToPos(mpPlayer->GetCharacterBody()->GetFeetPosition(),afTimeStep); } //////////////////////////////// //Update path search else { if(mbLostPlayer==false && mpMover->IsMoving()==false) { mbLostPlayer = true; mfLostPlayerCount = mfMaxLostPlayerCount; } if(mbLostPlayer) { mpMover->GetCharBody()->Move(eCharDir_Forward,1.0f,afTimeStep); mfLostPlayerCount -= afTimeStep; if(mfLostPlayerCount <= 0 || mpMover->GetStuckCounter()>0.5f) { } } } } //----------------------------------------------------------------------- void cGameEnemyState_Worm_Hunt::OnSeePlayer(const cVector3f &avPosition, float afChance) { if(mbLostPlayer && afChance >= mpEnemyWorm->mfHuntMinSeeChance) { mbLostPlayer = false; mfUpdatePathCount =0; } } //----------------------------------------------------------------------- bool cGameEnemyState_Worm_Hunt::OnHearNoise(const cVector3f &avPosition, float afVolume) { ////////////////////////////////// //If player is lost the sound might be of help if(mbLostPlayer) { //Check if sound can be heard if(afVolume >= mpEnemyWorm->mfHuntMinHearVolume) { //Check if a node is found near the sound. cAINode *pNode = mpMover->GetAINodeAtPosInRange(avPosition,0.0f,5.0f,true, 0.1f); if(pNode) { //Update last player postion. mbLostPlayer = false; mfUpdatePathCount =0; mpEnemy->SetLastPlayerPos(pNode->GetPosition()); return true; } } } return false; } //----------------------------------------------------------------------- void cGameEnemyState_Worm_Hunt::OnDraw() { //mpInit->mpDefaultFont->Draw(cVector3f(230,10,100),14,cColor(1,1,1,1),eFontAlign_Left, // "Freepath: %d",mbFreePlayerPath); } //----------------------------------------------------------------------- void cGameEnemyState_Worm_Hunt::OnPostSceneDraw() { cCamera3D *pCamera = static_cast(mpInit->mpGame->GetScene()->GetCamera()); cVector3f vPos = mpMover->GetCharBody()->GetPosition() + mpMover->GetCharBody()->GetForward() * (0 + mpEnemyWorm->mvAttackDamageSize.z/2.0f); cVector3f vRot = cVector3f(0,mpMover->GetCharBody()->GetYaw(),0); cMatrixf mtxOffset = cMath::MatrixRotate(vRot,eEulerRotationOrder_XYZ); mtxOffset.SetTranslation(vPos); cMatrixf mtxCollider = cMath::MatrixMul(pCamera->GetViewMatrix(),mtxOffset); mpInit->mpGame->GetGraphics()->GetLowLevel()->SetMatrix(eMatrix_ModelView,mtxCollider); cVector3f vSize = mpEnemyWorm->GetAttackShape()->GetSize(); mpInit->mpGame->GetGraphics()->GetLowLevel()->DrawBoxMaxMin(vSize*0.5f,vSize*-0.5f, cColor(1,0,1,1)); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // DEAD STATE ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cGameEnemyState_Worm_Dead::OnEnterState(iGameEnemyState *apPrevState) { //Animation mpEnemy->PlayAnim("Idle",true,0.2f); //Setup body mpInit->mpMusicHandler->RemoveAttacker(mpEnemy); if(mpEnemyWorm->mpMoveSound) mpEnemyWorm->mpMoveSound->Stop(false); mpEnemyWorm->mpMoveSound = NULL; } //----------------------------------------------------------------------- void cGameEnemyState_Worm_Dead::OnLeaveState(iGameEnemyState *apNextState) { } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cGameEnemy_Worm::cGameEnemy_Worm(cInit *apInit,const tString& asName,TiXmlElement *apGameElem) : iGameEnemy(apInit,asName,apGameElem) { mpMoveSound = NULL; LoadBaseProperties(apGameElem); mbSetFeetAtGroundOnStart = false; mbAttachMeshToBody = false; mbRemoveAttackerOnDisable = false; ////////////////////////////// //State properties msMoveSound = cString::ToString(apGameElem->Attribute("MoveSound"),""); mfIdleFOV = cMath::ToRad(cString::ToFloat(apGameElem->Attribute("IdleFOV"),0)); msIdleFoundPlayerSound = cString::ToString(apGameElem->Attribute("IdleFoundPlayerSound"),""); mfIdleMinSeeChance = cString::ToFloat(apGameElem->Attribute("IdleMinSeeChance"),0); mfIdleMinHearVolume = cString::ToFloat(apGameElem->Attribute("IdleMinHearVolume"),0); mfHuntFOV = cMath::ToRad(cString::ToFloat(apGameElem->Attribute("HuntFOV"),0)); mfHuntSpeed = cString::ToFloat(apGameElem->Attribute("HuntSpeed"),0); mfHuntMinSeeChance = cString::ToFloat(apGameElem->Attribute("IdleMinSeeChance"),0); mfHuntMinHearVolume = cString::ToFloat(apGameElem->Attribute("IdleMinHearVolume"),0); msHuntSound = cString::ToString(apGameElem->Attribute("HuntSound"),""); mfHuntSoundMinInteraval = cString::ToFloat(apGameElem->Attribute("HuntSoundMinInteraval"),0); mfHuntSoundMaxInteraval = cString::ToFloat(apGameElem->Attribute("HuntSoundMaxInteraval"),0); mfAttackInterval = cString::ToFloat(apGameElem->Attribute("AttackInterval"),0); mfAttackDamage = cString::ToFloat(apGameElem->Attribute("AttackDamage"),0); msAttackHitSound = cString::ToString(apGameElem->Attribute("AttackHitSound"),""); mfAttackHitSoundInterval = cString::ToFloat(apGameElem->Attribute("AttackHitSoundInterval"),0); mfAttackMinMass = cString::ToFloat(apGameElem->Attribute("AttackMinMass"),0); mfAttackMaxMass = cString::ToFloat(apGameElem->Attribute("AttackMaxMass"),0); mfAttackMinImpulse = cString::ToFloat(apGameElem->Attribute("AttackMinImpulse"),0); mfAttackMaxImpulse = cString::ToFloat(apGameElem->Attribute("AttackMaxImpulse"),0); mlAttackStrength = cString::ToInt(apGameElem->Attribute("AttackStrength"),0); mvAttackDamageSize = cString::ToVector3f(apGameElem->Attribute("AttackDamageSize"),0); ////////////////////////////// //Set up states AddState(hplNew( cGameEnemyState_Worm_Idle,(STATE_IDLE,mpInit,this)) ); AddState(hplNew( cGameEnemyState_Worm_Hunt,(STATE_HUNT,mpInit,this)) ); AddState(hplNew( cGameEnemyState_Worm_Dead,(STATE_DEAD,mpInit,this)) ); ///////////////////////////// //Internal variables mvLastForward = cVector3f(0,0,1); mlMaxSegmentPostions = 20; mfTurnSpeed = cMath::ToRad(160.0f); } //----------------------------------------------------------------------- cGameEnemy_Worm::~cGameEnemy_Worm() { if(mpMoveSound) mpInit->mpGame->GetScene()->GetWorld3D()->DestroySoundEntity(mpMoveSound); STLDeleteAll(mvTailSegments); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // MESH ENTITY CALLBACK ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cGameEnemy_Worm_MeshCallback::cGameEnemy_Worm_MeshCallback(cGameEnemy_Worm *apWorm) { mpWorm = apWorm; } //----------------------------------------------------------------------- /*OLD CALC MATRIX VERSION: cMatrixf mtxRot = cMatrixf::Identity; mtxRot.SetRight(mpWorm->mvRootRight*-1); //*-1 = straange mtxRot.SetUp(mpWorm->mvRootUp); mtxRot.SetForward(mpWorm->mvRootForward); mtxRot = cMath::MatrixInverse(mtxRot); iCharacterBody *pCharBody = mpWorm->mpMover->GetCharBody(); cMeshEntity *pEntity = mpWorm->mpMeshEntity; cMatrixf mtxEntity = mtxRot; //mtxEntity = cMath::MatrixMul(pCharBody->GetEntityPostOffset(),mtxEntity); mtxEntity.SetTranslation(mtxEntity.GetTranslation() + mpWorm->mvRootPosition + pCharBody->GetEntityOffset().GetTranslation()); //mtxEntity = cMath::MatrixMul(mtxEntity,pCharBody->GetEntityOffset()); //pEntity->GetRootNode()->SetMatrix(mtxEntity); pEntity->SetMatrix(mtxEntity); //mpWorm->mpRootBone->SetWorldMatrix(mtxEntity); */ void cGameEnemy_Worm_MeshCallback::AfterAnimationUpdate(cMeshEntity *apMeshEntity, float afTimeStep) { // Set bone matrix of root //if(mpWorm->mbAttachMeshToBody==false) if(mpWorm->mpMover->GetCharBody()->GetEntity()==NULL) { iCharacterBody *pCharBody = mpWorm->mpMover->GetCharBody(); cMeshEntity *pEntity = mpWorm->mpMeshEntity; cMatrixf mtxEntity = cMatrixf::Identity; cVector3f vAngles = cMath::GetAngleFromPoints3D(0,mpWorm->mvRootForward); mtxEntity = cMath::MatrixRotate(cVector3f(-vAngles.x,kPif+vAngles.y,0),eEulerRotationOrder_XYZ); mtxEntity.SetTranslation(mtxEntity.GetTranslation() + mpWorm->mvRootPosition + pCharBody->GetEntityOffset().GetTranslation()); pEntity->SetMatrix(mtxEntity); } //return; // Set bone matrix of segments for(size_t i=0; i< mpWorm->mvTailSegments.size();++i) { cWormTailSegment *pSegment = mpWorm->mvTailSegments[i]; ////////////////////////////////////////////////// //Change orientation according to forward cMatrixf mtxTrans = cMatrixf::Identity; { /*mtxTrans.SetRight(pSegment->mvRight*-1); //*-1 = straaange mtxTrans.SetUp(pSegment->mvUp); mtxTrans.SetForward(pSegment->mvForward); mtxTrans = cMath::MatrixInverse(mtxTrans);*/ cVector3f vAngles = cMath::GetAngleFromPoints3D(0,pSegment->mvForward); mtxTrans = cMath::MatrixRotate(cVector3f(-vAngles.x,kPif+vAngles.y,0),eEulerRotationOrder_XYZ); mtxTrans = cMath::MatrixMul(mtxTrans, pSegment->m_mtxBaseRot); } //////////////////////////////////////// //Set world matrix of bone mtxTrans.SetTranslation(pSegment->mvPostion); pSegment->mpBone->SetWorldMatrix(mtxTrans); } } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cVector3Smoother::cVector3Smoother() { mlMaxVecs = 20; } void cVector3Smoother::Add(const cVector3f& avVec) { mlstVecs.push_back(avVec); if((int)mlstVecs.size() > mlMaxVecs) mlstVecs.pop_front(); } cVector3f cVector3Smoother::GetAverage() { cVector3f vAverage=0; std::list::iterator it = mlstVecs.begin(); for(; it != mlstVecs.end(); ++it) { vAverage += *it; } return vAverage / (float)mlstVecs.size(); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cGameEnemy_Worm::OnLoad() { mbFirstUpdate = true; mvFirstUpdatePos = mpMover->GetCharBody()->GetPosition(); mvRootPosition = mvFirstUpdatePos; mvLastForward = mpMover->GetCharBody()->GetForward(); //Create attack shape iPhysicsWorld *pPhysicsWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld(); mpAttackShape = pPhysicsWorld->CreateBoxShape(mvAttackDamageSize,NULL); mpMeshCallback = hplNew( cGameEnemy_Worm_MeshCallback, (this) ); mpMeshEntity->SetCallback(mpMeshCallback); //Set up enemy ChangeState(STATE_IDLE); SetupTail(); } //----------------------------------------------------------------------- cVector3f gvBackPos, gvPrevBackPos; void cGameEnemy_Worm::OnUpdate(float afTimeStep) { cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D(); iCharacterBody *pCharBody = mpMover->GetCharBody(); cVector3f vMovement; //////////////////////////////////////// //Update movesound if(mlCurrentState == STATE_HUNT) { if(mpMoveSound==NULL) { mpMoveSound = pWorld->CreateSoundEntity("WormMove",msMoveSound,true); //Log("created move sound...\n"); } else { if(pWorld->SoundEntityExists(mpMoveSound)) { //Log("Updating move sound..."); mpMoveSound->SetPosition(pCharBody->GetPosition()); //Log("done\n"); } else { mpMoveSound = NULL; } } } else { if(mpMoveSound) { pWorld->DestroySoundEntity(mpMoveSound); mpMoveSound = NULL; } } //////////////////////////////////////// //Check so the body is moving if(pCharBody->GetForceVelocity().Length() < 0.0001f && pCharBody->GetMoveSpeed(eCharDir_Forward) < 0.001f) { return; } ///////////////////////////////////////// // Get the position of the worm cVector3f vPrevRootPos = mvRootPosition; //Add newer position to list if(mbFirstUpdate) {mlstRootPositions.push_back(mvFirstUpdatePos);mbFirstUpdate = false;} else mlstRootPositions.push_back(pCharBody->GetPosition()); if((int)mlstRootPositions.size() >mlMaxSegmentPostions) mlstRootPositions.pop_front(); //Get smooth position mvRootPosition =0; std::list::iterator posIt = mlstRootPositions.begin(); for(; posIt != mlstRootPositions.end(); ++posIt) { mvRootPosition += *posIt; } mvRootPosition = mvRootPosition / (float)mlstRootPositions.size(); //Get movement this update vMovement = mvRootPosition - vPrevRootPos; ///////////////////////////////////////// // Calculate direction vectors if(vMovement.SqrLength()>0.00001f) mvRootGoalForward = cMath::Vector3Normalize(vMovement); else mvRootGoalForward = mvRootGoalForward; //Rotate vectors to get closer to goal { float fAngleDist = cMath::Vector3Angle(mvRootForward, mvRootGoalForward); if(fAngleDist > 0.001f) { //Iterate to split the turning into 10 smaller parts cVector3f vTurnVec = cMath::Vector3Cross(mvRootForward, mvRootGoalForward); cQuaternion qRotation; if(fAngleDist <= afTimeStep*mfTurnSpeed) qRotation = cQuaternion(fAngleDist, vTurnVec); else qRotation = cQuaternion(afTimeStep*mfTurnSpeed, vTurnVec); cMatrixf mtxRot = cMath::MatrixQuaternion(qRotation); mvRootForward = cMath::MatrixMul(mtxRot,mvRootForward); //mvRootForward.y=0; mvRootForward.Normalise(); /*cVector3f vLastRight = mvRootRight; mvRootRight = cMath::MatrixMul( mtxRot, mvRootRight); mvRootRight.y =0; mvRootRight.Normalise(); //Make sure x-z plane mvRootUp = cMath::Vector3Cross(mvRootRight,mvRootForward); mvRootUp.Normalise();*/ } } //////////////////////////////////////// // Get the ass position and direction cVector3f vSegForward = mvRootForward; cVector3f vSegBackPos = mpRootBone->GetWorldPosition() + vSegForward * -mvTailSegments[0]->mfDistToFront; gvBackPos = vSegBackPos; ///////////////////////////////////////// // Iterate the segments. for(size_t i=0; i< mvTailSegments.size();++i) { cWormTailSegment *pSegment = mvTailSegments[i]; ////////////////////////////////// //Change postion of segment //Get add newer pos and smooth all the previuos cVector3f vPrevPos = pSegment->mvPostion; pSegment->mlstPositions.push_back(vSegBackPos); if((int)pSegment->mlstPositions.size() >mlMaxSegmentPostions) { pSegment->mlstPositions.pop_front(); } pSegment->mvPostion =0; std::list::iterator posIt = pSegment->mlstPositions.begin(); for(; posIt != pSegment->mlstPositions.end(); ++posIt) { pSegment->mvPostion += *posIt; } pSegment->mvPostion = pSegment->mvPostion / (float)pSegment->mlstPositions.size(); ///////////////////////////////////////////// //Get the movement vector cVector3f vSegMovement = pSegment->mvPostion - vPrevPos; ///////////////////////////////////////////// //Update body position pSegment->mpBody->SetPosition(pSegment->mvPostion); ////////////////////////////////////////////// //Get the direction vector of the segment { if(vSegMovement.SqrLength() > 0.00001f) pSegment->mvGoalForward = cMath::Vector3Normalize(vSegMovement); //Used for more stiff worms //pSegment->mvGoalForward = vSegForward; float fAngleDist = cMath::Vector3Angle(pSegment->mvForward,pSegment->mvGoalForward); if(fAngleDist > 0.001f) { cVector3f vTurnVec = cMath::Vector3Cross(pSegment->mvForward,pSegment->mvGoalForward); cQuaternion qRotation; if(fAngleDist <= afTimeStep*mfTurnSpeed) qRotation = cQuaternion(fAngleDist, vTurnVec); else qRotation = cQuaternion(afTimeStep*mfTurnSpeed, vTurnVec); pSegment->mvForward = cMath::MatrixMul( cMath::MatrixQuaternion(qRotation), pSegment->mvForward); pSegment->mvForward.Normalise(); /*pSegment->mvRight = cMath::MatrixMul( cMath::MatrixQuaternion(qRotation), pSegment->mvRight); pSegment->mvRight.y =0; pSegment->mvRight.Normalise(); pSegment->mvUp = cMath::Vector3Cross(pSegment->mvRight,pSegment->mvForward); pSegment->mvUp.Normalise();*/ } } vSegForward = pSegment->mvForward; //////////////////////////////////////// //Set the New back pos if(i < mvTailSegments.size()-1) { vSegBackPos = pSegment->mvPostion + pSegment->mvForward * -mvTailSegments[i+1]->mfDistToFront; } } } //----------------------------------------------------------------------- void cGameEnemy_Worm::ExtraPostSceneDraw() { iLowLevelGraphics *pLowLevelGfx = mpInit->mpGame->GetGraphics()->GetLowLevel(); pLowLevelGfx->SetDepthTestActive(false); //pLowLevelGfx->DrawLine(mpRootBone->GetWorldPosition(),gvBackPos,cColor(1,1)); pLowLevelGfx->DrawLine(mpRootBone->GetWorldPosition(), mpRootBone->GetWorldPosition() + mvRootForward,cColor(0,0,1,1)); pLowLevelGfx->DrawLine(mpRootBone->GetWorldPosition(), mpRootBone->GetWorldPosition() + mvRootUp,cColor(0,1,0,1)); pLowLevelGfx->DrawLine(mpRootBone->GetWorldPosition(), mpRootBone->GetWorldPosition() + mvRootRight,cColor(1,0,0,1)); pLowLevelGfx->DrawSphere(mpRootBone->GetWorldPosition(),0.3f,cColor(1,0,1,1)); for(size_t i=0; i< mvTailSegments.size();++i) { cWormTailSegment *pSegment = mvTailSegments[i]; pLowLevelGfx->DrawSphere(pSegment->mvPostion,0.3f,cColor(1,1)); pLowLevelGfx->DrawLine( pSegment->mvPostion, pSegment->mvPostion + pSegment->mvForward * 0.5f, cColor(1,0,1,1)); cVector3f vForward = cMath::MatrixMul(cMatrixf::Identity,pSegment->mvForward); cVector3f vRight = cMath::MatrixMul(cMatrixf::Identity,pSegment->mvRight); cVector3f vUp = cMath::MatrixMul(cMatrixf::Identity,pSegment->mvUp); cVector3f vPos = pSegment->mpBone->GetWorldPosition(); pLowLevelGfx->DrawLine(vPos,vPos+vRight*0.6f,cColor(1,0,0,1)); pLowLevelGfx->DrawLine(vPos,vPos+vUp*0.6f,cColor(0,1,0,1)); pLowLevelGfx->DrawLine(vPos,vPos+vForward*0.6f,cColor(0,0,1,1)); //pLowLevelGfx->DrawLine( pSegment->mvPostion,pSegment->mvBackPos,cColor(0,0,1,1)); } pLowLevelGfx->SetDepthTestActive(true); } //----------------------------------------------------------------------- void cGameEnemy_Worm::ShowPlayer(const cVector3f& avPlayerFeetPos) { if( mlCurrentState == STATE_IDLE || mlCurrentState == STATE_PATROL || mlCurrentState == STATE_INVESTIGATE) { mvLastPlayerPos = avPlayerFeetPos; ChangeState(STATE_HUNT); } } //----------------------------------------------------------------------- bool cGameEnemy_Worm::MoveToPos(const cVector3f& avFeetPos) { if( mlCurrentState == STATE_IDLE || mlCurrentState == STATE_PATROL) { SetTempPosition(avFeetPos); ChangeState(STATE_INVESTIGATE); return true; } else { return false; } } //----------------------------------------------------------------------- bool cGameEnemy_Worm::IsFighting() { if( mfHealth <= 0 || IsActive()==false) return false; if( mlCurrentState == STATE_IDLE || mlCurrentState == STATE_PATROL || mlCurrentState == STATE_INVESTIGATE) return false; return true; } //----------------------------------------------------------------------- void cGameEnemy_Worm::SetupTail() { //Log("Setting up tail!\n"); iCharacterBody *pCharBody = mpMover->GetCharBody(); cMeshEntity *pEntity = mpMeshEntity; //Set up character body pCharBody->SetCollideCharacter(false); //Set up mesh entity matrix. //Do not set any rotation here since then the base //bone matrices will not be correct. if(mbAttachMeshToBody==false) { cMatrixf mtxEntity = cMatrixf::Identity; mtxEntity.SetTranslation(pCharBody->GetPosition() + pCharBody->GetEntityOffset().GetTranslation()); pEntity->SetMatrix(mtxEntity); } //Get root bone and directions mpRootBone = mpMeshEntity->GetBoneStateFromName("Root"); mvRootForward = mpMover->GetCharBody()->GetForward(); mvRootUp = mpMover->GetCharBody()->GetUp(); mvRootRight = mpMover->GetCharBody()->GetRight(); mvTailSegments.resize(7); for(int i=0; i<7; ++i) { //Create and set to right data mvTailSegments[i] = hplNew( cWormTailSegment, () ); cWormTailSegment *pSegment = mvTailSegments[i]; if(i==0){ mpRootSegment = pSegment; } else { mvTailSegments[i-1]->mpChildSegment = pSegment; } ///////////////////////////////////////// //Set up //Get bones tString sBoneName = "Tail0"+cString::ToString(i+1); pSegment->mpBone = mpMeshEntity->GetBoneStateFromName(sBoneName); pSegment->mpBone->SetActive(false); //Start Position,forward and rotation pSegment->mvPostion = pSegment->mpBone->GetWorldPosition(); pSegment->mvForward = mpMover->GetCharBody()->GetForward(); pSegment->mvUp = mpMover->GetCharBody()->GetUp(); pSegment->mvRight = mpMover->GetCharBody()->GetRight(); pSegment->mvGoalForward = pSegment->mvForward; //Get the rotation it needs to be pointed forward. pSegment->m_mtxBaseRot = mvTailSegments[i]->mpBone->GetWorldMatrix().GetRotation(); //Create body iPhysicsWorld *pPhysicsWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld(); iCollideShape *pShape = pPhysicsWorld->CreateSphereShape(pCharBody->GetSize().x/2.0f,NULL); pSegment->mpBody = pPhysicsWorld->CreateBody("Tail0"+cString::ToString(i+1),pShape); pSegment->mpBody->SetMass(0); pSegment->mpBody->SetPosition(pSegment->mvPostion); pSegment->mpBody->SetIsCharacter(true); pSegment->mpBody->SetActive(IsActive()); mvBodies.push_back(pSegment->mpBody); if(i==0) { pSegment->mfDistToFront = cMath::Vector3Dist( mpRootBone->GetWorldPosition(), pSegment->mpBone->GetWorldPosition()); } else { pSegment->mfDistToFront = cMath::Vector3Dist( mvTailSegments[i-1]->mpBone->GetWorldPosition(), pSegment->mpBone->GetWorldPosition()); } //Log("%d Dist: %f Fwd: %s\n",i,pSegment->mfDistToFront,pSegment->mvForward.ToString().c_str()); } } //-----------------------------------------------------------------------