scummvm/engines/hpl1/penumbra-overture/GameEnemy_Worm.cpp
2024-08-10 22:51:56 +03:00

960 lines
32 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#include "hpl1/penumbra-overture/GameEnemy_Worm.h"
#include "hpl1/penumbra-overture/AttackHandler.h"
#include "hpl1/penumbra-overture/EffectHandler.h"
#include "hpl1/penumbra-overture/GameMusicHandler.h"
#include "hpl1/penumbra-overture/GameSwingDoor.h"
#include "hpl1/penumbra-overture/MapHandler.h"
#include "hpl1/penumbra-overture/Player.h"
//////////////////////////////////////////////////////////////////////////
// BASE STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
iGameEnemyState_Worm_Base::iGameEnemyState_Worm_Base(int alId, cInit *apInit, iGameEnemy *apEnemy)
: iGameEnemyState(alId, apInit, apEnemy) {
mpEnemyWorm = static_cast<cGameEnemy_Worm *>(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;
// 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 position.
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<cCamera3D *>(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);
mlMaxSegmentPositions = 20;
mfTurnSpeed = cMath::ToRad(160.0f);
}
//-----------------------------------------------------------------------
cGameEnemy_Worm::~cGameEnemy_Worm() {
if (mpMoveSound)
mpInit->mpGame->GetScene()->GetWorld3D()->DestroySoundEntity(mpMoveSound);
STLDeleteAll(mvTailSegments);
hplDelete(mpMeshCallback);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// 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->mvPosition);
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;
Common::List<cVector3f>::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() > mlMaxSegmentPositions)
mlstRootPositions.pop_front();
// Get smooth position
mvRootPosition = 0;
Common::List<cVector3f>::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 position of segment
// Get add newer pos and smooth all the previous
cVector3f vPrevPos = pSegment->mvPosition;
pSegment->mlstPositions.push_back(vSegBackPos);
if ((int)pSegment->mlstPositions.size() > mlMaxSegmentPositions) {
pSegment->mlstPositions.pop_front();
}
pSegment->mvPosition = 0;
Common::List<cVector3f>::iterator posIt2 = pSegment->mlstPositions.begin();
for (; posIt2 != pSegment->mlstPositions.end(); ++posIt2) {
pSegment->mvPosition += *posIt2;
}
pSegment->mvPosition = pSegment->mvPosition / (float)pSegment->mlstPositions.size();
/////////////////////////////////////////////
// Get the movement vector
cVector3f vSegMovement = pSegment->mvPosition - vPrevPos;
/////////////////////////////////////////////
// Update body position
pSegment->mpBody->SetPosition(pSegment->mvPosition);
//////////////////////////////////////////////
// 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->mvPosition +
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->mvPosition, 0.3f, cColor(1, 1));
pLowLevelGfx->DrawLine(pSegment->mvPosition,
pSegment->mvPosition + 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->mvPosition = 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->mvPosition);
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());
}
}
//-----------------------------------------------------------------------