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344 lines (306 loc) · 8.88 KB
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// g_enemy.cpp
#include "g_util.h"
#include "g_enemy.h"
g_enemy::g_enemy()
{
xpos = -18.0;
zpos = -10.0;
//hit = 0;
life = 50;
kill = false;
MONSTER_SPEED = 0.7;
MONSTER_CLIP = 8.1;
moving_forward=true;
strafe_left=true;
heading = 0;
collider = newCollisionModel3D();
if(collider == NULL )
exit(1);
collider->addTriangle( -2.0f, -2.0f, -2.0f, -2.0f, -2.0f, 2.0f, -2.0f, 2.0f, 2.0f );
collider->addTriangle( -2.0f, -2.0f, 2.0f, -2.0f, 2.0f, 2.0f, -2.0f, 2.0f, -2.0f );
collider->addTriangle( 2.0f, -2.0f, -2.0f, 2.0f, -2.0f, 2.0f, 2.0f, 2.0f, 2.0f );
collider->addTriangle( 2.0f, -2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, -2.0f );
collider->addTriangle( -2.0f, -2.0f, -2.0f, 2.0f, -2.0f, -2.0f, 2.0f, -2.0f, 2.0f );
collider->addTriangle( 2.0f, -2.0f, -2.0f, 2.0f, -2.0f, 2.0f, -2.0f, -2.0f, 2.0f );
collider->addTriangle( -2.0f, 2.0f, -2.0f, 2.0f, 2.0f, -2.0f, 2.0f, 2.0f, 2.0f );
collider->addTriangle( 2.0f, 2.0f, -2.0f, 2.0f, 2.0f, 2.0f, -2.0f, 2.0f, 2.0f );
collider->addTriangle( -2.0f, -2.0f, -2.0f, -2.0f, 2.0f, -2.0f, 2.0f, 2.0f, -2.0f );
collider->addTriangle( -2.0f, 2.0f, -2.0f, 2.0f, 2.0f, -2.0f, 2.0f, -2.0f, -2.0f );
collider->addTriangle( -2.0f, -2.0f, 2.0f, -2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f );
collider->addTriangle( -2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, -2.0f, 2.0f );
collider->finalize ();
}
void g_enemy::SetColliderTransform( void )
{
collider->setTransform(mv_matrix);
}
void g_enemy::Die( void )
{
kill = true;
moving_forward = false;
}
bool g_enemy::IsDead( void )
{
return kill;
}
void g_enemy::Hurt( int damage )
{
life -= damage;
if ( life <= 0 )
{
Die();
}
}
void g_enemy::Respawn( g_world *World )
{
kill = false;
life = 50;
moving_forward = true;
static GLfloat random = 0;
static GLint target_x = 0;
static GLint target_z = 0;
random = ((float)rand()/RAND_MAX);
target_x = 80*random;
random = ((float)rand()/RAND_MAX);
target_z = 80*random;
if (World->block[target_z][target_x] == 0)
{
xpos = -target_x;
zpos = -target_z;
}
else
{
Respawn( World );
}
}
void g_enemy::Update_AI( g_world *World, CollisionModel3D *model_player,
g_framerate *FrameRate ) //, g_player *Player )
{
float monster_speed = MONSTER_SPEED*FrameRate->speedfactor;
if (moving_forward)
{
int pushcol, pushrow;
lastx = xpos;
lastz = zpos;
xpos -= (sin(heading*piover180) * MONSTER_CLIP);
zpos -= (cos(heading*piover180) * MONSTER_CLIP);
/* perform collision detection */
row = (-lastx + ground_radius)/(2*ground_radius);
col = (-zpos + ground_radius)/(2*ground_radius);
int zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 4) || (zu == 77))//|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (-zpos >= 0))
{
pushz = zpos;
pushz -= (cos(heading*piover180) * 8.1);
zpos = lastz;
zpos -= (cos(heading*piover180) * monster_speed);
pushcol = (-pushz + ground_radius)/(2*ground_radius);
if(zu == 4)
{
if(World->block[pushcol][row] == 0)
{
//play push sound
World->block[col][row] = 0;
World->block[pushcol][row] = 4;
}
else
{
zpos = lastz;
col = (-zpos + ground_radius)/(2*ground_radius);
int k = 1+(int) (200*rand()/(RAND_MAX+1.0));
if ( k % 2 )
heading+=90;
else
heading-=90;
}
}
}
else
{
zpos = lastz;
col = (-zpos + ground_radius)/(2*ground_radius);
int k = 1+(int) (200*rand()/(RAND_MAX+1.0));
if ( k % 2 )
heading+=90;
else
heading-=90;
}
row = (-xpos + ground_radius)/(2*ground_radius);
col = (-lastz + ground_radius)/(2*ground_radius);
zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 4) || (zu == 77)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (-xpos >= 0))
{
pushx = xpos;
pushx -= (sin(heading*piover180) * 8.1f);
xpos = lastx;
xpos -= (sin(heading*piover180) * monster_speed);
pushrow = (-pushx + ground_radius)/(2*ground_radius);
if(zu == 4)
{
if(World->block[col][pushrow] == 0)
{
//play push sound
World->block[col][row] = 0;
World->block[col][pushrow] = 4;
}
else
{
xpos = lastx;
row = (-xpos + ground_radius)/(2*ground_radius);
int k = 1+(int) (200*rand()/(RAND_MAX+1.0));
if ( k % 2 )
heading+=90;
else
heading-=90;
}
}
}
else
{
xpos = lastx;
row = (-xpos + ground_radius)/(2*ground_radius);
int k = 1+(int) (200*rand()/(RAND_MAX+1.0));
if ( k % 2 )
heading+=90;
else
heading-=90;
}
}
/*****************************************/
if (moving_backward)
{
float lastx, lastz;
lastx = xpos;
lastz = zpos;
xpos += (float)sin(heading*piover180) * MONSTER_CLIP;
zpos += (float)cos(heading*piover180) * MONSTER_CLIP;
// perform collision detection
row = (lastx + ground_radius)/(2*ground_radius);
col = (zpos + ground_radius)/(2*ground_radius);
int zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 20)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (zpos >= 0)) { zpos = lastz;
zpos += (float)cos(heading*piover180) * monster_speed; }
else
{
zpos = lastz;
col = (zpos + ground_radius)/(2*ground_radius);
heading++;
}
row = (xpos + ground_radius)/(2*ground_radius);
col = (lastz + ground_radius)/(2*ground_radius);
zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 20)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (xpos >= 0)) { xpos = lastx;
xpos += (float)sin(heading*piover180) * monster_speed; }
else
{
xpos = lastx;
row = (xpos + ground_radius)/(2*ground_radius);
heading++;
}
}
if (strafe_left)
{
float lastx, lastz;
lastx = xpos;
lastz = zpos;
xpos += (float)sin((heading - 90)*piover180) * MONSTER_CLIP;
zpos += (float)cos((heading - 90)*piover180) * MONSTER_CLIP;
// perform collision detection
row = (lastx + ground_radius)/(2*ground_radius);
col = (zpos + ground_radius)/(2*ground_radius);
int zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 20)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (zpos >= 0)) { zpos = lastz;
zpos += (float)cos((heading - 90)*piover180) * monster_speed; }
else
{
zpos = lastz;
col = (zpos + ground_radius)/(2*ground_radius);
}
row = (xpos + ground_radius)/(2*ground_radius);
col = (lastz + ground_radius)/(2*ground_radius);
zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 20)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (xpos >= 0)) { xpos = lastx;
xpos += (float)sin((heading - 90)*piover180) * monster_speed; }
else
{
xpos = lastx;
row = (xpos + ground_radius)/(2*ground_radius);
}
}
if (strafe_right)
{
float lastx, lastz;
lastx = xpos;
lastz = zpos;
xpos += (float)sin((heading + 90)*piover180) * MONSTER_CLIP;
zpos += (float)cos((heading + 90)*piover180) * MONSTER_CLIP;
// perform collision detection
row = (lastx + ground_radius)/(2*ground_radius);
col = (zpos + ground_radius)/(2*ground_radius);
int zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 20)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (zpos >= 0)) { zpos = lastz;
zpos += (float)cos((heading + 90)*piover180) * monster_speed; }
else
{
zpos = lastz;
col = (zpos + ground_radius)/(2*ground_radius);
}
row = (xpos + ground_radius)/(2*ground_radius);
col = (lastz + ground_radius)/(2*ground_radius);
zu = World->block[col][row];
if (((zu == 0) || (zu == 66) || (zu == 6) || (zu == 20)) //|| (zu == 13) || (zu == 12) || (zu == 11)
&& (col < max_block) && (row < max_block) && (col >= 0)
&& (row >= 0) && (xpos >= 0)) { xpos = lastx;
xpos += (float)sin((heading + 90)*piover180) * monster_speed; }
else
{
xpos = lastx;
row = (xpos + ground_radius)/(2*ground_radius);
}
}
}
void g_enemy::Rotate()
{
GLfloat sceneroty = heading - 90;
glRotatef(sceneroty,0,1.0f,0);
}
void g_enemy::Translate()
{
GLfloat xtrans = xpos;
GLfloat ztrans = zpos;
glTranslatef(-xtrans, 0.8, -ztrans);
}
bool g_enemy::Is_Shooting()
{
return shooting;
}
int g_enemy::Get_Row()
{
return row;
}
int g_enemy::Get_Col()
{
return col;
}
float g_enemy::Get_xpos()
{
return xpos;
}
float g_enemy::Get_zpos()
{
return zpos;
}