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ghost.cpp
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#define _USE_MATH_DEFINES
#include <cmath>
#include "basic_gl_shapes.h"
#include "ghost.h"
#include "gameboard.h"
#include "GLUT.H"
#include <iostream>
#include <vector>
#include <exception>
Ghost::Ghost(float tr, float tg, float tb, int tx, int ty, float tz) : Creature(tx,ty,tz)
{
angle = 180; // initially all ghosts move to the left
speed = 0.03;
r = tr;
g = tg;
b = tb;
moving = true;
chase = true;
if (index == 1)
{
scatterTileX = GameBoard::DIM_X - 2;
scatterTileY = GameBoard::DIM_Y + 4;
}
}
// Ghost appearance.
void Ghost::Draw(float phi)
{
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glPushMatrix();
// overall ghost parameters:
glTranslatef(x,y,z / 10);
glColor3f(r,g,b);
glScalef(0.25,0.25,0.05);
glPushMatrix();
glScalef(0.2,0.2,1);
glPushMatrix(); // solid body
glPushMatrix();
glScalef(2,0.5,1);
glTranslatef(0,17,0);
Block();
glPopMatrix();
glPushMatrix();
glScalef(4,1,1);
glTranslatef(0,7,0);
Block();
glPopMatrix();
glPushMatrix();
glScalef(6,1.5,1);
glTranslatef(0,3,0);
Block();
glPopMatrix();
glPushMatrix();
glScalef(7,3,1);
Block();
glPopMatrix();
glPopMatrix();
glPushMatrix(); // details
glPushMatrix(); // top details
glTranslatef(4.5,6.5,0);
glScalef(0.5,0.5,1);
Block();
glPopMatrix();
glPushMatrix();
glTranslatef(-4.5,6.5,0);
glScalef(0.5,0.5,1);
Block();
glPopMatrix();
glPushMatrix(); // bot detals
glTranslatef(2,-4,0);
glScalef(1,1,1);
Block();
glPopMatrix();
glPushMatrix();
glTranslatef(-2,-4,0);
glScalef(1,1,1);
Block();
glPopMatrix();
glPushMatrix(); // bot details 2
glTranslatef(3.5,-3.5,0);
glScalef(0.5,0.5,1);
Block();
glPopMatrix();
glPushMatrix();
glTranslatef(-3.5,-3.5,0);
glScalef(0.5,0.5,1);
Block();
glPopMatrix();
glPushMatrix(); // bot details 3
glTranslatef(6,-3.5,0);
glScalef(1,0.5,1);
Block();
glPopMatrix();
glPushMatrix();
glTranslatef(-6,-3.5,0);
glScalef(1,0.5,1);
Block();
glPopMatrix();
glPushMatrix(); // bot details 4
glTranslatef(6.5,-4.5,0);
glScalef(0.5,0.5,1);
Block();
glPopMatrix();
glPushMatrix();
glTranslatef(-6.5,-4.5,0);
glScalef(0.5,0.5,1);
Block();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
void Ghost::onTileChange()
{
//std::cout << "Ghost tile: " << tileX << ", " << tileY << std::endl;
}
bool Ghost::WallCheck(int agle)
{
if (agle == 0)
return GameBoard::isWall(tileX + 1,tileY);
if (agle == 180)
return GameBoard::isWall(tileX - 1,tileY);
if (agle == 90)
return GameBoard::isWall(tileX,tileY + 1);
if (agle == 270)
return GameBoard::isWall(tileX,tileY - 1);
}
// ghost left hand direction
double GetLeftAngle(double angdir)
{
if ((int)angdir + 90 == 360)
return 0;
else
return angdir + 90;
}
// ghost right hand direction
double GetRightAngle(double angdir)
{
if ((int)angdir - 90 == -90)
return 270;
else
return angdir - 90;
}
int Ghost::TargetPythagoras(int agle)
{
int tx = 0;
int ty = 0;
if (agle == 0)
{
tx = tileX + 1;
ty = tileY;
}
if (agle == 180)
{
tx = tileX - 1;
ty = tileY;
}
if (agle == 90)
{
tx = tileX;
ty = tileY + 1;
}
if (agle == 270)
{
tx = tileX;
ty = tileY - 1;
}
return abs(tx * tx - targetTileX * targetTileX) + abs(ty * ty - targetTileY * targetTileY);
}
// Here we will make a decision where should ghost go.
void Ghost::onTileCenter()
{
moving = false;
PadToCenter();
//std::cout << "Ghost at center of tile coords: " << x << ", " << y << std::endl;
//std::cout << "Ghost at center of tile: " << tileX << ", " << tileY << std::endl;
// Dealing with intersections:
std::vector<int> dist(3,10000);
if (!WallCheck(angle))
{
dist[0] = TargetPythagoras(angle);
//std::cout << "Ghost front dist: " << dist[0] << std::endl;
}
if (!WallCheck(GetLeftAngle(angle)))
{
dist[1] = TargetPythagoras(GetLeftAngle(angle));
//std::cout << "Ghost left dist: " << dist[1] << std::endl;
}
if (!WallCheck(GetRightAngle(angle)))
{
dist[2] = TargetPythagoras(GetRightAngle(angle));
//std::cout << "Ghost right dist: " << dist[2] << std::endl;
}
//std::cout << "Ghost Fdist: " << dist[0] << ", Ldist: " << dist[1] << ", Rdist" << dist[2] << std::endl;
int smallest = dist[0];
int idx = 0;
for (int i = 1; i < dist.size(); i++)
{
if (dist[i] < smallest)
{
smallest = dist[i];
idx = i;
}
}
try { if (smallest == 10000) throw 99; }
catch (int e) { std::cout << "Exception " << e << ": THERE CANT BE ANY DEAD CORRIDORS IN THE MAP " << '\n'; }
if (idx == 1)
angle = GetLeftAngle(angle);
else
if (idx == 2)
angle = GetRightAngle(angle);
moving = true;
}