Beispiel #1
0
void CKinectProc::BatchAngel(double *data,double *outputData,int height,int width,int channel)
{
	int lineWidth = channel * width;
	for (int i = 0; i < height; ++i)
	{
		vector<double> meanVal(channel,0);
		GetBodyCenter(data + i*lineWidth,width,channel,meanVal);
		std::cout<<"BodyNo:"<<i<<".  "<<" body center ok!"<<std::endl;
		for (int j = 0; j < width; ++j)
		{
			vector<double> val(channel,0);
			GetAngle(data + i*lineWidth + j * channel,&meanVal[0],channel,val);
			for (int k = 0; k < channel; ++k)
			{
				outputData[i*lineWidth + j * channel + k] = val[k];
			}
			//val.clear();
		}
		std::cout<<"BodyNo:"<<i<<".  "<<" Angle ok!"<<std::endl;
		//meanVal.clear(); 
	}	
}
Beispiel #2
0
void Encoder::Load(physics::ModelPtr model, sdf::ElementPtr sdf) {
  this->model = model;

  // Parse SDF properties
  joint = model->GetJoint(sdf->Get<std::string>("joint"));
  if (sdf->HasElement("topic")) {
    topic = sdf->Get<std::string>("topic");
  } else {
    topic = "~/" + sdf->GetAttribute("name")->GetAsString();
  }

  if (sdf->HasElement("units")) {
    radians = sdf->Get<std::string>("units") != "degrees";
  } else {
    radians = true;
  }
  zero = GetAngle();
  stopped = true;
  stop_value = 0;

  gzmsg << "Initializing encoder: " << topic << " joint=" << joint->GetName()
        << " radians=" << radians << std::endl;

  // Connect to Gazebo transport for messaging
  std::string scoped_name =
      model->GetWorld()->GetName() + "::" + model->GetScopedName();
  boost::replace_all(scoped_name, "::", "/");
  node = transport::NodePtr(new transport::Node());
  node->Init(scoped_name);
  command_sub = node->Subscribe(topic + "/control", &Encoder::Callback, this);
  pos_pub = node->Advertise<msgs::Float64>(topic + "/position");
  vel_pub = node->Advertise<msgs::Float64>(topic + "/velocity");

  // Connect to the world update event.
  // This will trigger the Update function every Gazebo iteration
  updateConn = event::Events::ConnectWorldUpdateBegin(
      boost::bind(&Encoder::Update, this, _1));
}
void EDGE_MODULE::Mirror( wxPoint aCentre, bool aMirrorAroundXAxis )
{
    // Mirror an edge of the footprint. the layer is not modified
    // This is a footprint shape modification.
    switch( GetShape() )
    {
    case S_ARC:
        SetAngle( -GetAngle() );
        //Fall through
    default:
    case S_SEGMENT:
        if( aMirrorAroundXAxis )
        {
            MIRROR( m_Start0.y, aCentre.y );
            MIRROR( m_End0.y, aCentre.y );
        }
        else
        {
            MIRROR( m_Start0.x, aCentre.x );
            MIRROR( m_End0.x, aCentre.x );
        }
            break;

    case S_POLYGON:
        // polygon corners coordinates are always relative to the
        // footprint position, orientation 0
        for( unsigned ii = 0; ii < m_PolyPoints.size(); ii++ )
        {
            if( aMirrorAroundXAxis )
                MIRROR( m_PolyPoints[ii].y, aCentre.y );
            else
                MIRROR( m_PolyPoints[ii].x, aCentre.x );
        }
    }

    SetDrawCoord();
}
Beispiel #4
0
/**\brief Accelerates the ship.
 * \sa Model::GetAcceleration
 */
void Ship::Accelerate( void ) {
	Trig *trig = Trig::Instance();
	Coordinate momentum = GetMomentum();
	float angle = static_cast<float>(trig->DegToRad( GetAngle() ));
	float speed = shipStats.GetMaxSpeed()*engineBooster;

	float acceleration = (shipStats.GetForceOutput() *engineBooster ) / shipStats.GetMass();

	momentum += Coordinate( trig->GetCos( angle ) * acceleration * Timer::GetDelta(),
	                -1 * trig->GetSin( angle ) * acceleration * Timer::GetDelta() );

	momentum.EnforceMagnitude(speed);
	
	SetMomentum( momentum );
	
	status.isAccelerating = true;
	// Play engine sound
	float engvol = OPTION(float,"options/sound/engines");
	Coordinate offset = GetWorldPosition() - Camera::Instance()->GetFocusCoordinate();
	if ( this->GetDrawOrder() == DRAW_ORDER_SHIP )
		engvol = engvol * NON_PLAYER_SOUND_RATIO ;
	this->engine->GetSound()->SetVolume( engvol );
	this->engine->GetSound()->PlayNoRestart( offset );
}
void EDGE_MODULE::Flip(const wxPoint& aCentre )
{
    wxPoint pt;

    switch( GetShape() )
    {
    case S_ARC:
        SetAngle( -GetAngle() );
        //Fall through
    default:
    case S_SEGMENT:
        pt = GetStart();
        pt.y -= aCentre.y;
        pt.y  = -pt.y;
        pt.y += aCentre.y;
        SetStart( pt );

        pt = GetEnd();
        pt.y -= aCentre.y;
        pt.y  = -pt.y;
        pt.y += aCentre.y;
        SetEnd( pt );

        NEGATE( m_Start0.y );
        NEGATE( m_End0.y );
        break;

    case S_POLYGON:
        // polygon corners coordinates are always relative to the
        // footprint position, orientation 0
        for( unsigned ii = 0; ii < m_PolyPoints.size(); ii++ )
            NEGATE( m_PolyPoints[ii].y );
    }

    SetLayer( FlipLayer( GetLayer() ) );
}
void EDGE_MODULE::Flip( const wxPoint& aCentre )
{
    wxPoint pt;

    switch( GetShape() )
    {
    case S_ARC:
        SetAngle( -GetAngle() );
        //Fall through
    default:
    case S_SEGMENT:
        pt = GetStart();
        MIRROR( pt.y, aCentre.y );
        SetStart( pt );

        pt = GetEnd();
        MIRROR( pt.y, aCentre.y );
        SetEnd( pt );

        MIRROR( m_Start0.y, 0 );
        MIRROR( m_End0.y, 0 );
        break;

    case S_POLYGON:
        // polygon corners coordinates are always relative to the
        // footprint position, orientation 0
        for( unsigned ii = 0; ii < m_PolyPoints.size(); ii++ )
            MIRROR( m_PolyPoints[ii].y, 0 );
    }

    // DRAWSEGMENT items are not usually on copper layers, but
    // it can happen in microwave apps.
    // However, currently, only on Front or Back layers.
    // So the copper layers count is not taken in account
    SetLayer( FlipLayer( GetLayer() ) );
}
Beispiel #7
0
std::string
Simbox::getStormHeader(int cubetype, int nx, int ny, int nz, bool flat, bool ascii) const
{
  if(flat == false)
    assert(topName_ != "");
  std::string header;
  if(ascii == false)
    header = "storm_petro_binary\n";
  else
    header = "storm_petro_ascii\n";

  header += "0 "+NRLib::ToString(cubetype) +" "+ NRLib::ToString(RMISSING,6)+"\n";
  header += "FFTGrid\n";
  if(flat == false)
    header += NRLib::ToString(GetXMin(),6) +" "+ NRLib::ToString(GetLX(),6) +" "+ NRLib::ToString(GetYMin(),6) +" "+ NRLib::ToString(GetLY(),6) +" "+ topName_ +" "+ botName_ +" 0.0 0.0\n";
  else
    header += NRLib::ToString(GetXMin(),6) +" "+ NRLib::ToString(GetLX(),6) +" "+ NRLib::ToString(GetYMin(),6) +" "+ NRLib::ToString(GetLY(),6) +" 0.0 "+ NRLib::ToString(GetLZ(),6)+" 0.0 0.0\n";

  header += NRLib::ToString(GetLZ(),6) +" "+ NRLib::ToString(GetAngle()*180/NRLib::Pi,6)+"\n\n";
  header += NRLib::ToString(nx) +" "+ NRLib::ToString(ny) +" "+ NRLib::ToString(nz)+"\n";
  std::string strHeader(header);

  return(strHeader);
}
void ribi::QtPathArrowItem::paint(QPainter *painter, const QStyleOptionGraphicsItem *, QWidget *)
{
  painter->setRenderHint(QPainter::Antialiasing);
  if (this->isSelected() || this->hasFocus())
  {
    painter->setPen(m_focus_pen);
  }
  else
  {
    painter->setPen(m_pen);
  }
  {
    //Draw the lines
    painter->drawLine(m_tail_pos,m_mid_pos[0]);
    const std::size_t max = m_mid_pos.size() - 1; //-1, because the line goes to the next index
    for (std::size_t i = 0; i!= max; ++i)
    {
      painter->drawLine(m_mid_pos[i],m_mid_pos[i+1]);
    }
    painter->drawLine(m_mid_pos[ m_mid_pos.size() - 1 ],m_head_pos);
  }


  const double sz = 10.0; //pixels
  if (m_tail)
  {
    const double pi = boost::math::constants::pi<double>();
    const double dx = m_mid_pos[0].x() - m_tail_pos.x();
    const double dy = m_mid_pos[0].y() - m_tail_pos.y();
    double angle = GetAngle(dx,dy);
    if (dy >= 0.0) angle = (1.0 * pi) + angle;
    //const QPointF m_tail_pos(m_tail_x,m_tail_y);
    const QPointF p1
      = m_tail_pos + QPointF(
         std::sin(angle + pi + (pi * 0.1)) * sz,
        -std::cos(angle + pi + (pi * 0.1)) * sz);
    const QPointF p2
      = m_tail_pos + QPointF(
         std::sin(angle + pi - (pi * 0.1)) * sz,
        -std::cos(angle + pi - (pi * 0.1)) * sz);
    painter->drawPolygon(QPolygonF() << m_tail_pos << p1 << p2);
  }
  if (m_head)
  {
    const double pi = boost::math::constants::pi<double>();
    const double dx = m_head_pos.x() - m_mid_pos[m_mid_pos.size() - 1].x();
    const double dy = m_head_pos.y() - m_mid_pos[m_mid_pos.size() - 1].y();
    double angle = GetAngle(dx,dy);
    if (dy >= 0.0) angle = (1.0 * pi) + angle;
    const QPointF p1
      = m_head_pos + QPointF(
         std::sin(angle +  0.0 + (pi * 0.1)) * sz,
        -std::cos(angle +  0.0 + (pi * 0.1)) * sz);
    const QPointF p2
      = m_head_pos + QPointF(
         std::sin(angle +  0.0 - (pi * 0.1)) * sz,
        -std::cos(angle +  0.0 - (pi * 0.1)) * sz);

    painter->drawPolygon(QPolygonF() << m_head_pos << p1 << p2);
  }
}
int WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
			LPSTR lpCmdLine, int nCmdShow)
{
	WNDCLASSEX window_class = {}; 
	window_class.cbSize = sizeof(window_class);

    window_class.style = CS_HREDRAW | CS_VREDRAW;
	window_class.lpfnWndProc = WindowCallback;
    window_class.hInstance = hInstance;
    window_class.hCursor = LoadCursor(NULL, IDC_ARROW);
    window_class.lpszClassName = "WCPetroCanada";
	
	RegisterClassEx(&window_class);

	HWND window = CreateWindowEx(WS_EX_OVERLAPPEDWINDOW, "WCPetroCanada", "Game :)", WS_OVERLAPPEDWINDOW,
							     CW_USEDEFAULT, CW_USEDEFAULT,
								 1280, 720,
								 NULL, NULL, hInstance, NULL);
	
	ShowWindow(window, nCmdShow);
	UpdateWindow(window);

	RECT client_rect = {};
	GetClientRect(window, &client_rect);
	
	Framebuffer backbuffer = {};
	backbuffer.width = client_rect.right;
	backbuffer.height = client_rect.bottom;
	backbuffer.pixels = (uint32_t *)VirtualAlloc(NULL, backbuffer.width * backbuffer.height * sizeof(uint32_t ), MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
	HDC window_context = GetDC(window);
	
	BITMAPINFO bitmap_info = {};
	bitmap_info.bmiHeader.biSize = sizeof(bitmap_info);
	bitmap_info.bmiHeader.biWidth = backbuffer.width;
	bitmap_info.bmiHeader.biHeight = backbuffer.height;
	bitmap_info.bmiHeader.biPlanes = 1;
	bitmap_info.bmiHeader.biBitCount = 32;
	bitmap_info.bmiHeader.biCompression = BI_RGB;
	
	LoadedBitmap player_head = LoadBitmap("petro.bmp");
	
	MSG message;
	bool open = true;
	Vector2 velocity = V2(0, 0);
	Vector2 position = V2(200, 200);
	float timestep = 1.0f; //TODO proper timestep
	
	EntityArray entities = {};
	Entity *player_entity = MakeEntity(&entities, EntityType_Player, V2(200, 200), player_head.width, player_head.height, V2(10, 10));
	MakeEntity(&entities, EntityType_Box, V2(50, 50), 100, 100);
	
	bool w_down = false;
	bool a_down = false;
	bool s_down = false;
	bool d_down = false;
	bool q_down = false;
	
	while(open)
	{
		while(PeekMessage(&message, NULL, 0,
						  0, PM_REMOVE))
		{
			if(message.message == WM_QUIT)
			{
				open = false;
			}
			else if(message.message == WM_KEYDOWN)
			{
				if(message.wParam == W_KEY_CODE)
				{
					w_down = true;
				}
				else if(message.wParam == S_KEY_CODE)
				{
					s_down = true;
				}
				else if(message.wParam == D_KEY_CODE)
				{
					d_down = true;
				}
				else if(message.wParam == A_KEY_CODE)
				{
					a_down = true;
				}
				else if(message.wParam == Q_KEY_CODE)
				{
					q_down = true;
				}
			}
			else if(message.message == WM_KEYUP)
			{
				if(message.wParam == W_KEY_CODE)
				{
					w_down = false;
				}
				else if(message.wParam == S_KEY_CODE)
				{
					s_down = false;
				}
				else if(message.wParam == D_KEY_CODE)
				{
					d_down = false;
				}
				else if(message.wParam == A_KEY_CODE)
				{
					a_down = false;
				}
				else if(message.wParam == Q_KEY_CODE)
				{
					q_down = false;
				}
			}
			
			TranslateMessage(&message);
			DispatchMessage(&message);
		}
		
		DrawRectangle(0, 0, backbuffer.width, backbuffer.height, backbuffer, V4(0.0f, 0.0f, 0.0f, 1.0f));
		DrawRectangle(100, 100, 100, 100, backbuffer, V4(position.x / (float)backbuffer.width, position.y / (float)backbuffer.height, 0.0f, 1.0f));
		DrawRectangle(100, 100, 150, 150, backbuffer, V4(0.0f, 1.0f, 0.0f, 0.25f));
		
		for(int i = 0; i < entities.count; i++)
		{
			Entity *entity = entities.entities + i;
			
			if(entity->type != EntityType_Invalid)
			{	
				Vector2 acceleration = V2(0, 0);
				
				if(entity == player_entity)
				{
					float multiplier = 1.0f;
					
					if(w_down)
					{
						acceleration = acceleration + V2(0, 1);
					}
					
					if(s_down)
					{
						acceleration = acceleration + V2(0, -1);
					}
					
					if(d_down)
					{
						acceleration = acceleration + V2(1, 0);
					}
					
					if(a_down)
					{
						acceleration = acceleration + V2(-1, 0);
					}
					
					if(q_down)
					{
						multiplier = 5.0f;
					}
					
					if(Length(acceleration) > 0)
					{
						acceleration = Normalize(acceleration) * multiplier;
					}
				}
				
				acceleration = acceleration - (entity->velocity * 0.05f);
				Vector2 new_velocity = (acceleration * timestep) + entity->velocity;
				Vector2 new_position = (acceleration * 0.5f * timestep * timestep) + (new_velocity * timestep) + GetCenter(entity->bounds);
				Rect2 collision_box = RectPosSize(new_position.x, new_position.y, GetWidth(entity->bounds), GetHeight(entity->bounds));
				bool intersects = false;
			
				for(int j = 0; j < entities.count; j++)
				{
					if(j != i)
					{
						Entity *other_entity = entities.entities + j;
						intersects = intersects || Intersect(other_entity->bounds, collision_box);
					}
				}
				
				if(!intersects)
				{
					entity->velocity = new_velocity;
					entity->bounds = RectPosSize(new_position.x, new_position.y, GetWidth(entity->bounds), GetHeight(entity->bounds));
				}
				else
				{
					entity->velocity = V2(0, 0);
				}
				
				switch(entity->type)
				{
					case EntityType_Box:
					{
						DrawRectangle(entity->bounds.min.x, entity->bounds.min.y,
									  GetWidth(entity->bounds), GetHeight(entity->bounds),
									  backbuffer, V4(1.0f, 0.0f, 0.0f, 1.0f));
					}
					break;
					
					case EntityType_Player:
					{
						float angle = GetAngle(entity->velocity);
						Direction direction = AngleToDirection(angle);
						Vector4 color = V4(1.0f, 1.0f, 1.0f, 0.0f);
						
						if(direction == Direction_Up)
						{
							color = V4(1.0f, 0.0f, 0.0f, 1.0f);
						}
						else if(direction == Direction_Down)
						{
							color = V4(1.0f, 1.0f, 0.0f, 1.0f);
						}
						else if(direction == Direction_Left)
						{
							color = V4(0.0f, 1.0f, 1.0f, 1.0f);
						}
						else if(direction == Direction_Right)
						{
							color = V4(0.0f, 1.0f, 0.0f, 1.0f);
						}
						
						char output[255];
						sprintf(output, "%f\n", angle);
						OutputDebugStringA(output);
						
						DrawRectangle(300,
									  300,
									  10, 10,
									  backbuffer, color);
						
						DrawRectangle(entity->bounds.min.x,
									  entity->bounds.min.y,
									  GetWidth(entity->bounds), GetHeight(entity->bounds),
									  backbuffer, intersects ? V4(0.5f, 0.0f, 0.0f, 0.5f) : V4(0.5f, 0.5f, 0.5f, 0.5f));
		
						DrawBitmap(entity->bounds.min.x,
								   entity->bounds.min.y,
								   GetWidth(entity->bounds), GetHeight(entity->bounds),
								   backbuffer, player_head);
					}
					break;
				}
			}
		}
		
		StretchDIBits(window_context,
					  0, 0, backbuffer.width, backbuffer.height,
					  0, 0, backbuffer.width, backbuffer.height,
					  backbuffer.pixels, &bitmap_info, DIB_RGB_COLORS, SRCCOPY);
	}
	
	return 0;
}
Beispiel #10
0
bool Shooter::IsAtAngle(){
	bool ontarget=angle_pid->OnTarget();
	GetAngle();
	return ontarget;
}
Beispiel #11
0
/**
*@brief ÒÑ֪бÂÊ»ñµÃœÇ¶È
*@param rake [in] бÂÊ
*@return œÇ¶ÈÊý
*/
float CalHOT::GetRakeAngle(float rake)
{
    return GetAngle(GetRakeRadian(rake));
}
Beispiel #12
0
void CPlayers::RenderPlayer(
	const CNetObj_Character *pPrevChar,
	const CNetObj_Character *pPlayerChar,
	const CNetObj_PlayerInfo *pPrevInfo,
	const CNetObj_PlayerInfo *pPlayerInfo
	)
{
	CNetObj_Character Prev;
	CNetObj_Character Player;
	Prev = *pPrevChar;
	Player = *pPlayerChar;

	CNetObj_PlayerInfo pInfo = *pPlayerInfo;
	CTeeRenderInfo RenderInfo = m_pClient->m_aClients[pInfo.m_ClientId].m_RenderInfo;

	// check for teamplay modes
	bool IsTeamplay = false;
	bool NewTick = m_pClient->m_NewTick;
	if(m_pClient->m_Snap.m_pGameobj)
		IsTeamplay = (m_pClient->m_Snap.m_pGameobj->m_Flags&GAMEFLAG_TEAMS) != 0;

	// check for ninja	
	if (Player.m_Weapon == WEAPON_NINJA)
	{
		// change the skin for the player to the ninja
		int Skin = m_pClient->m_pSkins->Find("x_ninja");
		if(Skin != -1)
		{
			if(IsTeamplay)
				RenderInfo.m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture;
			else
			{
				RenderInfo.m_Texture = m_pClient->m_pSkins->Get(Skin)->m_OrgTexture;
				RenderInfo.m_ColorBody = vec4(1,1,1,1);
				RenderInfo.m_ColorFeet = vec4(1,1,1,1);
			}
		}	
	}
	
	// set size
	RenderInfo.m_Size = 64.0f;

	float IntraTick = Client()->IntraGameTick();
	
	if(Player.m_Health < 0) // dont render dead players
		return;

	float Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, IntraTick)/256.0f;
	
	//float angle = 0;
	
	if(pInfo.m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
	{
		// just use the direct input if it's local player we are rendering
		Angle = GetAngle(m_pClient->m_pControls->m_MousePos);
	}
	else
	{
		/*
		float mixspeed = Client()->FrameTime()*2.5f;
		if(player.attacktick != prev.attacktick) // shooting boosts the mixing speed
			mixspeed *= 15.0f;
		
		// move the delta on a constant speed on a x^2 curve
		float current = g_GameClient.m_aClients[info.cid].angle;
		float target = player.angle/256.0f;
		float delta = angular_distance(current, target);
		float sign = delta < 0 ? -1 : 1;
		float new_delta = delta - 2*mixspeed*sqrt(delta*sign)*sign + mixspeed*mixspeed;
		
		// make sure that it doesn't vibrate when it's still
		if(fabs(delta) < 2/256.0f)
			angle = target;
		else
			angle = angular_approach(current, target, fabs(delta-new_delta));

		g_GameClient.m_aClients[info.cid].angle = angle;*/
	}
	
	// use preditect players if needed
	if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
	{
		if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pLocalCharacter->m_Health < 0) || (m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_GameOver))
		{
		}
		else
		{
			// apply predicted results
			m_pClient->m_PredictedChar.Write(&Player);
			m_pClient->m_PredictedPrevChar.Write(&Prev);
			IntraTick = Client()->PredIntraGameTick();
			NewTick = m_pClient->m_NewPredictedTick;
		}
	}
	
	vec2 Direction = GetDirection((int)(Angle*256.0f));
	vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
	vec2 Vel = mix(vec2(Prev.m_VelX/256.0f, Prev.m_VelY/256.0f), vec2(Player.m_VelX/256.0f, Player.m_VelY/256.0f), IntraTick);
	
	m_pClient->m_pFlow->Add(Position, Vel*100.0f, 10.0f);
	
	RenderInfo.m_GotAirJump = Player.m_Jumped&2?0:1;
	
	
	// detect events
	if(NewTick)
	{
		// detect air jump
		if(!RenderInfo.m_GotAirJump && !(Prev.m_Jumped&2))
			m_pClient->m_pEffects->AirJump(Position);
	}

	if(Prev.m_Health < 0) // Don't flicker from previous position
		Position = vec2(Player.m_X, Player.m_Y);

	bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1;
	bool InAir = !Collision()->CheckPoint(Player.m_X, Player.m_Y+16);
	bool WantOtherDir = (Player.m_Direction == -1 && Vel.x > 0) || (Player.m_Direction == 1 && Vel.x < 0);

	// evaluate animation
	float WalkTime = fmod(absolute(Position.x), 100.0f)/100.0f;
	CAnimState State;
	State.Set(&g_pData->m_aAnimations[ANIM_BASE], 0);

	if(InAir)
		State.Add(&g_pData->m_aAnimations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
	else if(Stationary)
		State.Add(&g_pData->m_aAnimations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
	else if(!WantOtherDir)
		State.Add(&g_pData->m_aAnimations[ANIM_WALK], WalkTime, 1.0f);

	if (Player.m_Weapon == WEAPON_HAMMER)
	{
		float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + Client()->GameTickTime();
		State.Add(&g_pData->m_aAnimations[ANIM_HAMMER_SWING], clamp(ct*5.0f,0.0f,1.0f), 1.0f);
	}
	if (Player.m_Weapon == WEAPON_NINJA)
	{
		float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + Client()->GameTickTime();
		State.Add(&g_pData->m_aAnimations[ANIM_NINJA_SWING], clamp(ct*2.0f,0.0f,1.0f), 1.0f);
	}
	
	// do skidding
	if(!InAir && WantOtherDir && length(Vel*50) > 500.0f)
	{
		static int64 SkidSoundTime = 0;
		if(time_get()-SkidSoundTime > time_freq()/10)
		{
			m_pClient->m_pSounds->Play(CSounds::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, Position);
			SkidSoundTime = time_get();
		}
		
		m_pClient->m_pEffects->SkidTrail(
			Position+vec2(-Player.m_Direction*6,12),
			vec2(-Player.m_Direction*100*length(Vel),-50)
		);
	}

	// draw gun
	{
		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
		Graphics()->QuadsBegin();
		Graphics()->QuadsSetRotation(State.GetAttach()->m_Angle*pi*2+Angle);

		// normal weapons
		int iw = clamp(Player.m_Weapon, 0, NUM_WEAPONS-1);
		RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_pSpriteBody, Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);

		vec2 Dir = Direction;
		float Recoil = 0.0f;
		vec2 p;
		if (Player.m_Weapon == WEAPON_HAMMER)
		{
			// Static position for hammer
			p = Position + vec2(State.GetAttach()->m_X, State.GetAttach()->m_Y);
			p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
			// if attack is under way, bash stuffs
			if(Direction.x < 0)
			{
				Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2);
				p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx;
			}
			else
			{
				Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2);
			}
			RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
		}
		else if (Player.m_Weapon == WEAPON_NINJA)
		{
			p = Position;
			p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;

			if(Direction.x < 0)
			{
				Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2);
				p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx;
				m_pClient->m_pEffects->PowerupShine(p+vec2(32,0), vec2(32,12));
			}
			else
			{
				Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2);
				m_pClient->m_pEffects->PowerupShine(p-vec2(32,0), vec2(32,12));
			}
			RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);

			// HADOKEN
			if ((Client()->GameTick()-Player.m_AttackTick) <= (SERVER_TICK_SPEED / 6) && g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)
			{
				int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
				float Alpha = 1.0f;
				if (Alpha > 0.0f && g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
				{
					vec2 Dir = vec2(pPlayerChar->m_X,pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y);
					Dir = normalize(Dir);
					float HadOkenAngle  = GetAngle(Dir);
					Graphics()->QuadsSetRotation(HadOkenAngle );
					//float offsety = -data->weapons[iw].muzzleoffsety;
					RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], 0);
					vec2 DirY(-Dir.y,Dir.x);
					p = Position;
					float OffsetX = g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx;
					p -= Dir * OffsetX;
					RenderTools()->DrawSprite(p.x, p.y, 160.0f);
				}
			}
		}
		else
		{
			// TODO: should be an animation
			Recoil = 0;
			float a = (Client()->GameTick()-Player.m_AttackTick+IntraTick)/5.0f;
			if(a < 1)
				Recoil = sinf(a*pi);
			p = Position + Dir * g_pData->m_Weapons.m_aId[iw].m_Offsetx - Dir*Recoil*10.0f;
			p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
			RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
		}

		if (Player.m_Weapon == WEAPON_GUN || Player.m_Weapon == WEAPON_SHOTGUN)
		{
			// check if we're firing stuff
			if(g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)//prev.attackticks)
			{
				float Alpha = 0.0f;
				int Phase1Tick = (Client()->GameTick() - Player.m_AttackTick);
				if (Phase1Tick < (g_pData->m_Weapons.m_aId[iw].m_Muzzleduration + 3))
				{
					float t = ((((float)Phase1Tick) + IntraTick)/(float)g_pData->m_Weapons.m_aId[iw].m_Muzzleduration);
					Alpha = mix(2.0f, 0.0f, min(1.0f,max(0.0f,t)));
				}

				int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
				if (Alpha > 0.0f && g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
				{
					float OffsetY = -g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsety;
					RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
					if(Direction.x < 0)
						OffsetY = -OffsetY;

					vec2 DirY(-Dir.y,Dir.x);
					vec2 MuzzlePos = p + Dir * g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx + DirY * OffsetY;

					RenderTools()->DrawSprite(MuzzlePos.x, MuzzlePos.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
				}
			}
		}
		Graphics()->QuadsEnd();

		switch (Player.m_Weapon)
		{
			case WEAPON_GUN: RenderHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4)); break;
			case WEAPON_SHOTGUN: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4)); break;
			case WEAPON_GRENADE: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7)); break;
		}

	}

	//--- Antiping
	// Draw shadows of enemy tees

	bool LocalPlayerInGame = m_pClient->m_aClients[m_pClient->m_Snap.m_LocalCid].m_Team != -1;
	bool CurPlayerIsEnemy = 
		IsTeamplay == false ||
		(IsTeamplay && m_pClient->m_aClients[m_pClient->m_Snap.m_LocalCid].m_Team != m_pClient->m_aClients[pPlayerInfo->m_ClientId].m_Team);
	
	if (g_Config.m_AntiPing  && 
		g_Config.m_AntiPing  != 2 && // if == 2, than we should show only grenage shadows
		LocalPlayerInGame && pInfo.m_Local == false && CurPlayerIsEnemy &&
		pPlayerChar && pPlayerChar->m_PlayerState == PLAYERSTATE_PLAYING)
	{	
		CCharacterCore ShadowPlayer;
		
		CNetObj_CharacterCore buf;
		m_pClient->m_aClients[pPlayerInfo->m_ClientId].m_Predicted.Write(&buf);
		CWorldCore world;
		ShadowPlayer.m_pWorld = &world;
		ShadowPlayer.Reset(); 
		ShadowPlayer.Read(&buf);

		CNetObj_CharacterCore next;
		ShadowPlayer.Write(&next);

		vec2 Prev = m_pClient->m_aClients[pPlayerInfo->m_ClientId].m_PreviousPrediction;
		vec2 NextVec = vec2(next.m_X, next.m_Y);
		vec2 ShadowPosition = NextVec;

		float dist = distance(NextVec, Prev);
		if (dist < 0) dist *= -1;
		if (dist < 300) // like it should be usual
			ShadowPosition = mix(Prev, NextVec, Client()->PredIntraGameTick());

		m_pClient->m_aClients[pPlayerInfo->m_ClientId].m_PreviousPrediction = ShadowPosition;

		CTeeRenderInfo shadow = RenderInfo;
		float color_body_mix = (shadow.m_ColorBody.r + shadow.m_ColorBody.g + shadow.m_ColorBody.b) / 2.5f;
		float color_feet_mix = (shadow.m_ColorFeet.r + shadow.m_ColorFeet.g + shadow.m_ColorFeet.b) / 2.5f;
		shadow.m_ColorBody.a = 0.25f;
		shadow.m_ColorFeet.a = 0.25f;
		shadow.m_ColorBody.r = color_body_mix;
		shadow.m_ColorBody.g = color_body_mix;
		shadow.m_ColorBody.b = color_body_mix;
		shadow.m_ColorFeet.r = color_feet_mix;
		shadow.m_ColorFeet.g = color_feet_mix;
		shadow.m_ColorFeet.b = color_feet_mix;

		shadow.m_Texture = m_pClient->m_pSkins->Get(m_pClient->m_aClients[pPlayerInfo->m_ClientId].m_SkinId)->m_ColorTexture;
		

		// Render shadow
		RenderTools()->RenderTee(&State, &shadow, Player.m_Emote, Direction, ShadowPosition); 
	}
	//---

	// render the "shadow" tee
	if(pInfo.m_Local && (g_Config.m_ClShowGhost || g_Config.m_Debug))
	{
		vec2 GhostPosition = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), Client()->IntraGameTick());
		CTeeRenderInfo Ghost = RenderInfo;
		Ghost.m_ColorBody.a = 0.5f;
		Ghost.m_ColorFeet.a = 0.5f;
		RenderTools()->RenderTee(&State, &Ghost, Player.m_Emote, Direction, GhostPosition); // render ghost
	}

	RenderInfo.m_Size = 64.0f; // force some settings
	RenderInfo.m_ColorBody.a = 1.0f;
	RenderInfo.m_ColorFeet.a = 1.0f;
	RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position);

	if(Player.m_PlayerState == PLAYERSTATE_CHATTING)
	{
		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
		Graphics()->QuadsBegin();
		RenderTools()->SelectSprite(SPRITE_DOTDOT);
		IGraphics::CQuadItem QuadItem(Position.x + 24, Position.y - 40, 64,64);
		Graphics()->QuadsDraw(&QuadItem, 1);
		Graphics()->QuadsEnd();
	}

	if (m_pClient->m_aClients[pInfo.m_ClientId].m_EmoticonStart != -1 && m_pClient->m_aClients[pInfo.m_ClientId].m_EmoticonStart + 2 * Client()->GameTickSpeed() > Client()->GameTick())
	{
		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
		Graphics()->QuadsBegin();

		int SinceStart = Client()->GameTick() - m_pClient->m_aClients[pInfo.m_ClientId].m_EmoticonStart;
		int FromEnd = m_pClient->m_aClients[pInfo.m_ClientId].m_EmoticonStart + 2 * Client()->GameTickSpeed() - Client()->GameTick();

		float a = 1;

		if (FromEnd < Client()->GameTickSpeed() / 5)
			a = FromEnd / (Client()->GameTickSpeed() / 5.0);

		float h = 1;
		if (SinceStart < Client()->GameTickSpeed() / 10)
			h = SinceStart / (Client()->GameTickSpeed() / 10.0);

		float Wiggle = 0;
		if (SinceStart < Client()->GameTickSpeed() / 5)
			Wiggle = SinceStart / (Client()->GameTickSpeed() / 5.0);

		float WiggleAngle = sinf(5*Wiggle);

		Graphics()->QuadsSetRotation(pi/6*WiggleAngle);

		Graphics()->SetColor(1.0f,1.0f,1.0f,a);
		// client_datas::emoticon is an offset from the first emoticon
		RenderTools()->SelectSprite(SPRITE_OOP + m_pClient->m_aClients[pInfo.m_ClientId].m_Emoticon);
		IGraphics::CQuadItem QuadItem(Position.x, Position.y - 23 - 32*h, 64, 64*h);
		Graphics()->QuadsDraw(&QuadItem, 1);
		Graphics()->QuadsEnd();
	}
}
Beispiel #13
0
// TODO: render the minimap in a framebuffer and just draw the frambuffer texture
//	most of the time, updating the framebuffer twice a frame.
// Here it updates as ping-pong either texture or vertex array each sec to lower gpu stalling
// (those operations cause a gpu sync, which slows down the way gpu works)
void CMiniMap::Draw()
{
	PROFILE3("render minimap");

	// The terrain isn't actually initialized until the map is loaded, which
	// happens when the game is started, so abort until then.
	if(!(GetGUI() && g_Game && g_Game->IsGameStarted()))
		return;

	CSimulation2* sim = g_Game->GetSimulation2();
	CmpPtr<ICmpRangeManager> cmpRangeManager(*sim, SYSTEM_ENTITY);
	ENSURE(cmpRangeManager);

	// Set our globals in case they hadn't been set before
	m_Camera      = g_Game->GetView()->GetCamera();
	m_Terrain     = g_Game->GetWorld()->GetTerrain();
	m_Width  = (u32)(m_CachedActualSize.right - m_CachedActualSize.left);
	m_Height = (u32)(m_CachedActualSize.bottom - m_CachedActualSize.top);
	m_MapSize = m_Terrain->GetVerticesPerSide();
	m_TextureSize = (GLsizei)round_up_to_pow2((size_t)m_MapSize);
	m_MapScale = (cmpRangeManager->GetLosCircular() ? 1.f : 1.414f);

	if(!m_TerrainTexture || g_GameRestarted)
		CreateTextures();


	// only update 2x / second
	// (note: since units only move a few pixels per second on the minimap,
	// we can get away with infrequent updates; this is slow)
	// TODO: store frequency in a config file?
	static double last_time;
	const double cur_time = timer_Time();
	const bool doUpdate = cur_time - last_time > 0.5;
	if(doUpdate)
	{	
		last_time = cur_time;
		if(m_TerrainDirty)
			RebuildTerrainTexture();
	}

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	CMatrix3D matrix = GetDefaultGuiMatrix();
	glLoadMatrixf(&matrix._11);

	// Disable depth updates to prevent apparent z-fighting-related issues
	// with some drivers causing units to get drawn behind the texture
	glDepthMask(0);
	
	CShaderProgramPtr shader;
	CShaderTechniquePtr tech;
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		CShaderDefines defines;
		defines.Add(str_MINIMAP_BASE, str_1);
		tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
		tech->BeginPass();
		shader = tech->GetShader();
	}

	const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom;
	const float x2 = m_CachedActualSize.right, y2 = m_CachedActualSize.top;
	const float z = GetBufferedZ();
	const float texCoordMax = (float)(m_MapSize - 1) / (float)m_TextureSize;
	const float angle = GetAngle();

	// Draw the main textured quad
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
		shader->BindTexture(str_baseTex, m_TerrainTexture);
	else
		g_Renderer.BindTexture(0, m_TerrainTexture);
	
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	DrawTexture(shader, texCoordMax, angle, x, y, x2, y2, z);


	// Draw territory boundaries
	CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture();
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
		shader->BindTexture(str_baseTex, territoryTexture.GetTexture());
	else
		territoryTexture.BindTexture(0);
	
	glEnable(GL_BLEND);
	glMatrixMode(GL_TEXTURE);
	glLoadMatrixf(territoryTexture.GetMinimapTextureMatrix());
	glMatrixMode(GL_MODELVIEW);

	DrawTexture(shader, 1.0f, angle, x, y, x2, y2, z);

	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	glDisable(GL_BLEND);


	// Draw the LOS quad in black, using alpha values from the LOS texture
	CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		tech->EndPass();

		CShaderDefines defines;
		defines.Add(str_MINIMAP_LOS, str_1);
		tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
		tech->BeginPass();
		shader = tech->GetShader();
		shader->BindTexture(str_baseTex, losTexture.GetTexture());
	}
	else
	{
		losTexture.BindTexture(0);
	}
	
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
	glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
	glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
	glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
	glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
	glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
	glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glColor3f(0.0f, 0.0f, 0.0f);

	glMatrixMode(GL_TEXTURE);
	glLoadMatrixf(losTexture.GetMinimapTextureMatrix());
	glMatrixMode(GL_MODELVIEW);

	DrawTexture(shader, 1.0f, angle, x, y, x2, y2, z);

	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);

	glDisable(GL_BLEND);
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		tech->EndPass();

		CShaderDefines defines;
		defines.Add(str_MINIMAP_POINT, str_1);
		tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
		tech->BeginPass();
		shader = tech->GetShader();
	}
	
	// Set up the matrix for drawing points and lines
	glPushMatrix();
	glTranslatef(x, y, z);
	// Rotate around the center of the map
	glTranslatef((x2-x)/2.f, (y2-y)/2.f, 0.f);
	// Scale square maps to fit in circular minimap area
	float unitScale = (cmpRangeManager->GetLosCircular() ? 1.f : m_MapScale/2.f);
	glScalef(unitScale, unitScale, 1.f);
	glRotatef(angle * 180.f/M_PI, 0.f, 0.f, 1.f);
	glTranslatef(-(x2-x)/2.f, -(y2-y)/2.f, 0.f);

	PROFILE_START("minimap units");


	const float sx = (float)m_Width / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);
	const float sy = (float)m_Height / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);

	CSimulation2::InterfaceList ents = sim->GetEntitiesWithInterface(IID_Minimap);

	if (doUpdate)
	{

		VertexArrayIterator<float[2]> attrPos = m_AttributePos.GetIterator<float[2]>();
		VertexArrayIterator<u8[4]> attrColor = m_AttributeColor.GetIterator<u8[4]>();

		m_EntitiesDrawn = 0;
		MinimapUnitVertex v;
		std::vector<MinimapUnitVertex> pingingVertices;
		pingingVertices.reserve(MAX_ENTITIES_DRAWN/2);

		const double time = timer_Time();

		if (time > m_NextBlinkTime)
		{
			m_BlinkState = !m_BlinkState;
			m_NextBlinkTime = time + m_HalfBlinkDuration;
		}

		entity_pos_t posX, posZ;
		for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
		{
			ICmpMinimap* cmpMinimap = static_cast<ICmpMinimap*>(it->second);
			if (cmpMinimap->GetRenderData(v.r, v.g, v.b, posX, posZ))
			{
				ICmpRangeManager::ELosVisibility vis = cmpRangeManager->GetLosVisibility(it->first, g_Game->GetPlayerID());
				if (vis != ICmpRangeManager::VIS_HIDDEN)
				{
					v.a = 255;
					v.x = posX.ToFloat()*sx;
					v.y = -posZ.ToFloat()*sy;
					
					// Check minimap pinging to indicate something
					if (m_BlinkState && cmpMinimap->CheckPing(time, m_PingDuration))
					{
						v.r = 255; // ping color is white
						v.g = 255;
						v.b = 255;

						pingingVertices.push_back(v);
					}
					else
					{
						addVertex(v, attrColor, attrPos);
						++m_EntitiesDrawn;
					}
				}
			}
		}

		// Add the pinged vertices at the end, so they are drawn on top
		for (size_t v = 0; v < pingingVertices.size(); ++v)
		{
			addVertex(pingingVertices[v], attrColor, attrPos);
			++m_EntitiesDrawn;
		}

		ENSURE(m_EntitiesDrawn < MAX_ENTITIES_DRAWN);
		m_VertexArray.Upload();
	}

	if (m_EntitiesDrawn > 0)
	{		
		// Don't enable GL_POINT_SMOOTH because it's far too slow
		// (~70msec/frame on a GF4 rendering a thousand points)
		glPointSize(3.f);

		u8* indexBase = m_IndexArray.Bind();
		u8* base = m_VertexArray.Bind();
		const GLsizei stride = (GLsizei)m_VertexArray.GetStride();

		if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
		{
			shader->VertexPointer(2, GL_FLOAT, stride, base + m_AttributePos.offset);
			shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, base + m_AttributeColor.offset);
			shader->AssertPointersBound();
		}
		else
		{	
			glEnableClientState(GL_VERTEX_ARRAY);
			glEnableClientState(GL_COLOR_ARRAY);

			glDisable(GL_TEXTURE_2D);
			glVertexPointer(2, GL_FLOAT, stride, base + m_AttributePos.offset);
			glColorPointer(4, GL_UNSIGNED_BYTE, stride, base + m_AttributeColor.offset);
		}
		
		if (!g_Renderer.m_SkipSubmit)
		{
			glDrawElements(GL_POINTS, (GLsizei)(m_EntitiesDrawn), GL_UNSIGNED_SHORT, indexBase);
		}

		
		g_Renderer.GetStats().m_DrawCalls++;
		CVertexBuffer::Unbind();
	}

	PROFILE_END("minimap units");

	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		tech->EndPass();

		CShaderDefines defines;
		defines.Add(str_MINIMAP_LINE, str_1);
		tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
		tech->BeginPass();
		shader = tech->GetShader();
	}
	else
	{
		glEnable(GL_TEXTURE_2D);
		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_COLOR_ARRAY);
	}

	DrawViewRect();

	glPopMatrix();
	
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		tech->EndPass();
	}

	// Reset everything back to normal
	glPointSize(1.0f);
	glEnable(GL_TEXTURE_2D);
	glDepthMask(1);
}
Beispiel #14
0
// 이 함수.. 오브젝트 서브 클래스로 분리 예정.. 
void CMover::ProcessMove()
{
	if( m_pActMover->IsSit() )	
		return;

	EnforcedGhostCorr();	// 고스트의 강제 동기가 필요하다면 실행
	ApproachGhostAngle();	// 고스트의 목표 각도로의 점진적인 각도의 변경

	if( IsEmptyDest() )
		return;
	if( m_pActMover->IsActAttack() )
		return;
	
	D3DXVECTOR3 vPos     = GetPos(); 
	D3DXVECTOR3 vDestPos = m_vDestPos; 

	if( !IsEmptyDestPos() )	// 좌표
	{
		bool bPositiveX = ( (vPos.x - vDestPos.x) > 0.0f );
		bool bPositiveZ = ( (vPos.z - vDestPos.z) > 0.0f );

#ifdef __BS_FIX_ARRIVEPOS_ALGO		// 마우스 목적좌표 이동시 절대축과 같은경우 중간에 멈추는 현상이 있었다.
		if( ( bPositiveX != m_bPositiveX || bPositiveZ != m_bPositiveZ ) ) 
		{
			if( IsActiveMover( ) )
			{
				D3DXVECTOR3 kDir = vPos - vDestPos ;
				D3DXVec3Normalize( &kDir, &kDir );

				D3DXVECTOR3 kMyDir;
				AngleToVectorXZ( &kMyDir, GetAngle(), 1.0f );
				D3DXVec3Normalize( &kMyDir, &kMyDir );

				float fAngle = D3DXVec3Dot( &kDir, &kMyDir );
				if( fAngle > 0.0f )
				{
					OnArriveAtPos( );
					return;
				}
			}
			else
			{
				OnArriveAtPos( );
				return;
			}
		}
#else
		if( ( bPositiveX != m_bPositiveX || bPositiveZ != m_bPositiveZ ) ) 
		{
			OnArriveAtPos();									// 좌표에 도착했을 때의 처리
			return;
		}
#endif
	}
	else					// 오브젝트
	{
		CCtrl* pObj = prj.GetCtrl( m_idDest );
		if( IsValidObj( pObj ) == FALSE )
		{
			SendActMsg( OBJMSG_STAND );
			return;
		}

		vDestPos = pObj->GetPos(); 
		if( m_pActMover->IsFly() )
		{
			BOOL bRangeObj = pObj->IsRangeObj( this, m_fArrivalRange );
			if( bRangeObj == TRUE )
			{
				ClearDestObj();									// 그외는 목표에 도착하면 멈춤.
			#ifdef __WORLDSERVER
				OnArrive( pObj->GetId(), 0 );
			#endif	// __WORLDSERVER
			}
		}
		else 
		{			
			if( pObj->IsRangeObj( this, m_fArrivalRange ) )		// 3D 충돌에 실패했지만
			{
				ProcessMoveArrival( pObj );
				return;		
			}
		}
	}

	// 공중 추적 
	if( m_pActMover->IsFly() )
	{
		if( m_uRemnantCorrFrm > 0 ) 
		{
			D3DXVECTOR3 v	= vDestPos - vPos;
			m_pActMover->m_fDistance	= D3DXVec3Length( &v );
			SendActMsg( OBJMSG_TURNMOVE, (int)GetDegree( vDestPos, vPos ), (int)GetDegreeX( vDestPos, vPos ), 0 );
			m_uRemnantCorrFrm--;
		}
	}
	else
	{
		if( m_uRemnantCorrFrm > 0 )
			m_uRemnantCorrFrm--;

		if( m_bForward ) 
			SendActMsg( OBJMSG_TURNMOVE, (int)GetDegree( vDestPos, vPos ), (int)GetDegreeX( vDestPos, vPos ) );
		else 
			SendActMsg( OBJMSG_TURNMOVE2, (int)GetDegree( vPos, vDestPos ),  (int)GetDegreeX( vPos, vDestPos ) );
	}
} 
void QtArrowItem::paint(QPainter *painter, const QStyleOptionGraphicsItem *, QWidget *)
{
  painter->setRenderHint(QPainter::Antialiasing);
  if (this->isSelected())
  {
    const QColor color(255,0,0);
    QPen pen;
    pen.setColor(color);
    pen.setWidth(3);
    painter->setPen(pen);
    QBrush brush;
    brush.setColor(color);
    brush.setStyle(Qt::SolidPattern);
    painter->setBrush(brush);
  }
  else
  {
    const QColor color(0,0,0);
    QPen pen;
    pen.setColor(color);
    pen.setWidth(1);
    painter->setPen(pen);
    QBrush brush;
    brush.setColor(color);
    brush.setStyle(Qt::SolidPattern);
    painter->setBrush(brush);
  }
  painter->drawLine(this->line());

  //The angle from tail to head
  double angle = GetAngle(line().dx(),line().dy());
  if (line().dy() >= 0.0) angle = (1.0 * boost::math::constants::pi<double>()) + angle;
  const double sz = 10.0; //pixels
  if (m_tail)
  {
    const QPointF p0 = this->line().p1();
    const QPointF p1
      = p0 + QPointF(
         std::sin(angle + boost::math::constants::pi<double>() + (boost::math::constants::pi<double>() * 0.1)) * sz,
        -std::cos(angle + boost::math::constants::pi<double>() + (boost::math::constants::pi<double>() * 0.1)) * sz);
    const QPointF p2
      = p0 + QPointF(
         std::sin(angle + boost::math::constants::pi<double>() - (boost::math::constants::pi<double>() * 0.1)) * sz,
        -std::cos(angle + boost::math::constants::pi<double>() - (boost::math::constants::pi<double>() * 0.1)) * sz);
    painter->drawPolygon(QPolygonF() << p0 << p1 << p2);
  }
  if (m_head)
  {
    const QPointF p0 = this->line().p2();

    const QPointF p1
      = p0 + QPointF(
         std::sin(angle +  0.0 + (boost::math::constants::pi<double>() * 0.1)) * sz,
        -std::cos(angle +  0.0 + (boost::math::constants::pi<double>() * 0.1)) * sz);
    const QPointF p2
      = p0 + QPointF(
         std::sin(angle +  0.0 - (boost::math::constants::pi<double>() * 0.1)) * sz,
        -std::cos(angle +  0.0 - (boost::math::constants::pi<double>() * 0.1)) * sz);

    painter->drawPolygon(QPolygonF() << p0 << p1 << p2);
  }
}
Beispiel #16
0
void CPlayers::RenderPlayer(
	const CNetObj_Character *pPrevChar,
	const CNetObj_Character *pPlayerChar,
	const CNetObj_PlayerInfo *pPrevInfo,
	const CNetObj_PlayerInfo *pPlayerInfo
	)
{
	CNetObj_Character Prev;
	CNetObj_Character Player;
	Prev = *pPrevChar;
	Player = *pPlayerChar;

	CNetObj_PlayerInfo pInfo = *pPlayerInfo;
	CTeeRenderInfo RenderInfo = m_aRenderInfo[pInfo.m_ClientID];

	bool NewTick = m_pClient->m_NewTick;

	// set size
	RenderInfo.m_Size = 64.0f;

	float IntraTick = Client()->IntraGameTick();

	float Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, IntraTick)/256.0f;

	//float angle = 0;

	if(pInfo.m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
	{
		// just use the direct input if it's local player we are rendering
		Angle = GetAngle(m_pClient->m_pControls->m_MousePos);
	}
	else
	{
		/*
		float mixspeed = Client()->FrameTime()*2.5f;
		if(player.attacktick != prev.attacktick) // shooting boosts the mixing speed
			mixspeed *= 15.0f;

		// move the delta on a constant speed on a x^2 curve
		float current = g_GameClient.m_aClients[info.cid].angle;
		float target = player.angle/256.0f;
		float delta = angular_distance(current, target);
		float sign = delta < 0 ? -1 : 1;
		float new_delta = delta - 2*mixspeed*sqrt(delta*sign)*sign + mixspeed*mixspeed;

		// make sure that it doesn't vibrate when it's still
		if(fabs(delta) < 2/256.0f)
			angle = target;
		else
			angle = angular_approach(current, target, fabs(delta-new_delta));

		g_GameClient.m_aClients[info.cid].angle = angle;*/
	}

	// use preditect players if needed
	if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
	{
		if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
		{
		}
		else
		{
			// apply predicted results
			m_pClient->m_PredictedChar.Write(&Player);
			m_pClient->m_PredictedPrevChar.Write(&Prev);
			IntraTick = Client()->PredIntraGameTick();
			NewTick = m_pClient->m_NewPredictedTick;
		}
	}

	vec2 Direction = GetDirection((int)(Angle*256.0f));
	vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
	vec2 Vel = mix(vec2(Prev.m_VelX/256.0f, Prev.m_VelY/256.0f), vec2(Player.m_VelX/256.0f, Player.m_VelY/256.0f), IntraTick);

	m_pClient->m_pFlow->Add(Position, Vel*100.0f, 10.0f);

	RenderInfo.m_GotAirJump = Player.m_Jumped&2?0:1;


	// detect events
	if(NewTick)
	{
		// detect air jump
		if(!RenderInfo.m_GotAirJump && !(Prev.m_Jumped&2))
			m_pClient->m_pEffects->AirJump(Position);
	}

	bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1;
	bool InAir = !Collision()->CheckPoint(Player.m_X, Player.m_Y+16);
	bool WantOtherDir = (Player.m_Direction == -1 && Vel.x > 0) || (Player.m_Direction == 1 && Vel.x < 0);

	// evaluate animation
	float WalkTime = fmod(absolute(Position.x), 100.0f)/100.0f;
	CAnimState State;
	State.Set(&g_pData->m_aAnimations[ANIM_BASE], 0);

	if(InAir)
		State.Add(&g_pData->m_aAnimations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
	else if(Stationary)
		State.Add(&g_pData->m_aAnimations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
	else if(!WantOtherDir)
		State.Add(&g_pData->m_aAnimations[ANIM_WALK], WalkTime, 1.0f);

	static float s_LastGameTickTime = Client()->GameTickTime();
	if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED))
		s_LastGameTickTime = Client()->GameTickTime();
	if (Player.m_Weapon == WEAPON_HAMMER)
	{
		float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + s_LastGameTickTime;
		State.Add(&g_pData->m_aAnimations[ANIM_HAMMER_SWING], clamp(ct*5.0f,0.0f,1.0f), 1.0f);
	}
	if (Player.m_Weapon == WEAPON_NINJA)
	{
		float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + s_LastGameTickTime;
		State.Add(&g_pData->m_aAnimations[ANIM_NINJA_SWING], clamp(ct*2.0f,0.0f,1.0f), 1.0f);
	}

	// do skidding
	if(!InAir && WantOtherDir && length(Vel*50) > 500.0f)
	{
		static int64 SkidSoundTime = 0;
		if(time_get()-SkidSoundTime > time_freq()/10)
		{
			m_pClient->m_pSounds->PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, Position);
			SkidSoundTime = time_get();
		}

		m_pClient->m_pEffects->SkidTrail(
			Position+vec2(-Player.m_Direction*6,12),
			vec2(-Player.m_Direction*100*length(Vel),-50)
		);
	}

	// draw gun
	{
		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
		Graphics()->QuadsBegin();
		Graphics()->QuadsSetRotation(State.GetAttach()->m_Angle*pi*2+Angle);

		// normal weapons
		int iw = clamp(Player.m_Weapon, 0, NUM_WEAPONS-1);
		RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_pSpriteBody, Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);

		vec2 Dir = Direction;
		float Recoil = 0.0f;
		vec2 p;
		if (Player.m_Weapon == WEAPON_HAMMER)
		{
			// Static position for hammer
			p = Position + vec2(State.GetAttach()->m_X, State.GetAttach()->m_Y);
			p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
			// if attack is under way, bash stuffs
			if(Direction.x < 0)
			{
				Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2);
				p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx;
			}
			else
			{
				Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2);
			}
			RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
		}
		else if (Player.m_Weapon == WEAPON_NINJA)
		{
			p = Position;
			p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;

			if(Direction.x < 0)
			{
				Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2);
				p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx;
				m_pClient->m_pEffects->PowerupShine(p+vec2(32,0), vec2(32,12));
			}
			else
			{
				Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2);
				m_pClient->m_pEffects->PowerupShine(p-vec2(32,0), vec2(32,12));
			}
			RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);

			// HADOKEN
			if ((Client()->GameTick()-Player.m_AttackTick) <= (SERVER_TICK_SPEED / 6) && g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)
			{
				int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
				static int s_LastIteX = IteX;
				if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
				{
					const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
					if(pInfo->m_Paused)
						IteX = s_LastIteX;
					else
						s_LastIteX = IteX;
				}
				else
				{
					if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
						IteX = s_LastIteX;
					else
						s_LastIteX = IteX;
				}
				if(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
				{
					vec2 Dir = vec2(pPlayerChar->m_X,pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y);
					Dir = normalize(Dir);
					float HadOkenAngle = GetAngle(Dir);
					Graphics()->QuadsSetRotation(HadOkenAngle );
					//float offsety = -data->weapons[iw].muzzleoffsety;
					RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], 0);
					vec2 DirY(-Dir.y,Dir.x);
					p = Position;
					float OffsetX = g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx;
					p -= Dir * OffsetX;
					RenderTools()->DrawSprite(p.x, p.y, 160.0f);
				}
			}
		}
		else
		{
			// TODO: should be an animation
			Recoil = 0;
			static float s_LastIntraTick = IntraTick;
			if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED))
				s_LastIntraTick = IntraTick;

			float a = (Client()->GameTick()-Player.m_AttackTick+s_LastIntraTick)/5.0f;
			if(a < 1)
				Recoil = sinf(a*pi);
			p = Position + Dir * g_pData->m_Weapons.m_aId[iw].m_Offsetx - Dir*Recoil*10.0f;
			p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
			RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
		}

		if (Player.m_Weapon == WEAPON_GUN || Player.m_Weapon == WEAPON_SHOTGUN)
		{
			// check if we're firing stuff
			if(g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)//prev.attackticks)
			{
				float Alpha = 0.0f;
				int Phase1Tick = (Client()->GameTick() - Player.m_AttackTick);
				if (Phase1Tick < (g_pData->m_Weapons.m_aId[iw].m_Muzzleduration + 3))
				{
					float t = ((((float)Phase1Tick) + IntraTick)/(float)g_pData->m_Weapons.m_aId[iw].m_Muzzleduration);
					Alpha = mix(2.0f, 0.0f, min(1.0f,max(0.0f,t)));
				}

				int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
				static int s_LastIteX = IteX;
				if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
				{
					const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
					if(pInfo->m_Paused)
						IteX = s_LastIteX;
					else
						s_LastIteX = IteX;
				}
				else
				{
					if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
						IteX = s_LastIteX;
					else
						s_LastIteX = IteX;
				}
				if (Alpha > 0.0f && g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
				{
					float OffsetY = -g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsety;
					RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
					if(Direction.x < 0)
						OffsetY = -OffsetY;

					vec2 DirY(-Dir.y,Dir.x);
					vec2 MuzzlePos = p + Dir * g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx + DirY * OffsetY;

					RenderTools()->DrawSprite(MuzzlePos.x, MuzzlePos.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
				}
			}
		}
		Graphics()->QuadsEnd();

		switch (Player.m_Weapon)
		{
			case WEAPON_GUN: RenderHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4)); break;
			case WEAPON_SHOTGUN: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4)); break;
			case WEAPON_GRENADE: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7)); break;
		}

	}

	// render the "shadow" tee
	if(pInfo.m_Local && g_Config.m_Debug)
	{
		vec2 GhostPosition = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), Client()->IntraGameTick());
		CTeeRenderInfo Ghost = RenderInfo;
		Ghost.m_ColorBody.a = 0.5f;
		Ghost.m_ColorFeet.a = 0.5f;
		RenderTools()->RenderTee(&State, &Ghost, Player.m_Emote, Direction, GhostPosition); // render ghost
	}

	RenderInfo.m_Size = 64.0f; // force some settings
	RenderInfo.m_ColorBody.a = 1.0f;
	RenderInfo.m_ColorFeet.a = 1.0f;
	RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position);

	if(Player.m_PlayerFlags&PLAYERFLAG_CHATTING)
	{
		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
		Graphics()->QuadsBegin();
		RenderTools()->SelectSprite(SPRITE_DOTDOT);
		IGraphics::CQuadItem QuadItem(Position.x + 24, Position.y - 40, 64,64);
		Graphics()->QuadsDraw(&QuadItem, 1);
		Graphics()->QuadsEnd();
	}

	if (m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart != -1 && m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() > Client()->GameTick())
	{
		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
		Graphics()->QuadsBegin();

		int SinceStart = Client()->GameTick() - m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart;
		int FromEnd = m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() - Client()->GameTick();

		float a = 1;

		if (FromEnd < Client()->GameTickSpeed() / 5)
			a = FromEnd / (Client()->GameTickSpeed() / 5.0);

		float h = 1;
		if (SinceStart < Client()->GameTickSpeed() / 10)
			h = SinceStart / (Client()->GameTickSpeed() / 10.0);

		float Wiggle = 0;
		if (SinceStart < Client()->GameTickSpeed() / 5)
			Wiggle = SinceStart / (Client()->GameTickSpeed() / 5.0);

		float WiggleAngle = sinf(5*Wiggle);

		Graphics()->QuadsSetRotation(pi/6*WiggleAngle);

		Graphics()->SetColor(1.0f,1.0f,1.0f,a);
		// client_datas::emoticon is an offset from the first emoticon
		RenderTools()->SelectSprite(SPRITE_OOP + m_pClient->m_aClients[pInfo.m_ClientID].m_Emoticon);
		IGraphics::CQuadItem QuadItem(Position.x, Position.y - 23 - 32*h, 64, 64*h);
		Graphics()->QuadsDraw(&QuadItem, 1);
		Graphics()->QuadsEnd();
	}
}
Beispiel #17
0
void CPlayers::RenderHook(
	const CNetObj_Character *pPrevChar,
	const CNetObj_Character *pPlayerChar,
	const CNetObj_PlayerInfo *pPrevInfo,
	const CNetObj_PlayerInfo *pPlayerInfo
	)
{
	CNetObj_Character Prev;
	CNetObj_Character Player;
	Prev = *pPrevChar;
	Player = *pPlayerChar;

	CNetObj_PlayerInfo pInfo = *pPlayerInfo;
	CTeeRenderInfo RenderInfo = m_aRenderInfo[pInfo.m_ClientID];

	float IntraTick = Client()->IntraGameTick();

	// set size
	RenderInfo.m_Size = 64.0f;


	// use preditect players if needed
	if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
	{
		if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
		{
		}
		else
		{
			// apply predicted results
			m_pClient->m_PredictedChar.Write(&Player);
			m_pClient->m_PredictedPrevChar.Write(&Prev);
			IntraTick = Client()->PredIntraGameTick();
		}
	}

	vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);

	// draw hook
	if (Prev.m_HookState>0 && Player.m_HookState>0)
	{
		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
		Graphics()->QuadsBegin();
		//Graphics()->QuadsBegin();

		vec2 Pos = Position;
		vec2 HookPos;

		if(pPlayerChar->m_HookedPlayer != -1)
		{
			if(m_pClient->m_Snap.m_pLocalInfo && pPlayerChar->m_HookedPlayer == m_pClient->m_Snap.m_pLocalInfo->m_ClientID)
			{
				if(Client()->State() == IClient::STATE_DEMOPLAYBACK) // only use prediction if needed
					HookPos = vec2(m_pClient->m_LocalCharacterPos.x, m_pClient->m_LocalCharacterPos.y);
				else
					HookPos = mix(vec2(m_pClient->m_PredictedPrevChar.m_Pos.x, m_pClient->m_PredictedPrevChar.m_Pos.y),
						vec2(m_pClient->m_PredictedChar.m_Pos.x, m_pClient->m_PredictedChar.m_Pos.y), Client()->PredIntraGameTick());
			}
			else if(pInfo.m_Local)
			{
				HookPos = mix(vec2(m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Prev.m_X,
					m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Prev.m_Y),
					vec2(m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Cur.m_X,
					m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Cur.m_Y),
					Client()->IntraGameTick());
			}
			else
				HookPos = mix(vec2(pPrevChar->m_HookX, pPrevChar->m_HookY), vec2(pPlayerChar->m_HookX, pPlayerChar->m_HookY), Client()->IntraGameTick());
		}
		else
			HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);

		float d = distance(Pos, HookPos);
		vec2 Dir = normalize(Pos-HookPos);

		Graphics()->QuadsSetRotation(GetAngle(Dir)+pi);

		// render head
		RenderTools()->SelectSprite(SPRITE_HOOK_HEAD);
		IGraphics::CQuadItem QuadItem(HookPos.x, HookPos.y, 24,16);
		Graphics()->QuadsDraw(&QuadItem, 1);

		// render chain
		RenderTools()->SelectSprite(SPRITE_HOOK_CHAIN);
		IGraphics::CQuadItem Array[1024];
		int i = 0;
		for(float f = 24; f < d && i < 1024; f += 24, i++)
		{
			vec2 p = HookPos + Dir*f;
			Array[i] = IGraphics::CQuadItem(p.x, p.y,24,16);
		}

		Graphics()->QuadsDraw(Array, i);
		Graphics()->QuadsSetRotation(0);
		Graphics()->QuadsEnd();

		RenderHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0));
	}
}
Beispiel #18
0
// 패턴이동중.
void	CMover::ProcessMovePattern( void )
{
	if( m_nMovePattern == 1 )	// 8자이동 패턴.
	{
		switch( m_nMoveEvent )
		{
		case 0:			
			m_nMoveEvent ++;
			m_nMoveEventCnt = 0;
			// break;		// break 넣지 말것.
		case 1:		// S - 1 구간 : n초간 좌회전중.
			SendActMsg( OBJMSG_FORWARD );
			if( (m_nMoveEventCnt & 3) == 0 )
				SendActMsg( OBJMSG_LTURN );
			else
				SendActMsg( OBJMSG_STOP_TURN );
			
			if( ++m_nMoveEventCnt > SEC1 * 2 )
			{
				m_nMoveEventCnt = 0;
				m_nMoveEvent ++;
//				SendActMsg( OBJMSG_STOP );
			}
			break;
		case 2:		// 1 - 2구간 : n초간 우회전하며 상승했다 하강.
			SendActMsg( OBJMSG_FORWARD );
			if( (m_nMoveEventCnt & 3) == 0 )
				SendActMsg( OBJMSG_RTURN );
			else
				SendActMsg( OBJMSG_STOP_TURN );
			if( m_nMoveEventCnt < (SEC1 * 5) / 2 )
			{
				SendActMsg( OBJMSG_LOOKUP );
			} else
			if( m_nMoveEventCnt == (SEC1 * 5) / 2 )
			{
				SendActMsg( OBJMSG_STOP_LOOK );
				SetAngleX( 0 );		// 수평으로 맞춤.
			} else
			{
				SendActMsg( OBJMSG_LOOKDOWN );
			}

			if( ++m_nMoveEventCnt > SEC1 * 5 )
			{
				m_nMoveEventCnt = 0;
				m_nMoveEvent ++;
				SendActMsg( OBJMSG_STOP_LOOK );
				SendActMsg( OBJMSG_STOP_TURN );
				SendActMsg( OBJMSG_STOP );
				SetAngleX( 0 );		// 수평으로 맞춤.
			}
			break;
		case 3:		// 2 - 3구간 : 우회전 하다가 좌회전.
			SendActMsg( OBJMSG_FORWARD );
			if( m_nMoveEventCnt < (SEC1 * 5) / 2 )		// 
			{
				if( (m_nMoveEventCnt & 3) == 0 )
					SendActMsg( OBJMSG_RTURN );
				else
					SendActMsg( OBJMSG_STOP_TURN );
			} else
			{
				if( (m_nMoveEventCnt & 3) == 0 )
					SendActMsg( OBJMSG_LTURN );
				else
					SendActMsg( OBJMSG_STOP_TURN );
			}
				
			if( ++m_nMoveEventCnt > SEC1 * 5 )
			{
				m_nMoveEventCnt = 0;
				m_nMoveEvent ++;
				SendActMsg( OBJMSG_STOP_LOOK );
				SendActMsg( OBJMSG_STOP_TURN );
				SetAngleX( 0 );		// 수평으로 맞춤.
			}
			break;
		case 4:	// 3 - S구간 : 좌회전하면서 하강하다 상승
			SendActMsg( OBJMSG_FORWARD );
			if( (m_nMoveEventCnt & 3) == 0 )
				SendActMsg( OBJMSG_LTURN );
			else
				SendActMsg( OBJMSG_STOP_TURN );
			if( m_nMoveEventCnt < (SEC1 * 5) / 2 )
			{
				SendActMsg( OBJMSG_LOOKDOWN );
			} else
			if( m_nMoveEventCnt == (SEC1 * 5) / 2 )
			{
				SendActMsg( OBJMSG_STOP_LOOK );
				SetAngleX( 0 );		// 수평으로 맞춤.
			} else
			{
				SendActMsg( OBJMSG_LOOKUP );
			}
				
			if( ++m_nMoveEventCnt > SEC1 * 5 )
			{
				m_nMoveEventCnt = 0;
				m_nMoveEvent = 99;
				SendActMsg( OBJMSG_STOP_LOOK );
				SendActMsg( OBJMSG_STOP_TURN );
				SendActMsg( OBJMSG_STOP );
				SetAngleX( 0 );		// 수평으로 맞춤.
			}
			break;
				
		case 99:
			break;
		}
	} else	// movePattern 1
	if( m_nMovePattern == 2 )		// 비행 패턴 2
	{
		switch( m_nMoveEvent )
		{
		case 0:			
			m_nMoveEvent ++;
			m_nMoveEventCnt = 0;
			// break;		// break 넣지 말것.
		case 1:		// S - 1 구간중 직진 코스
			SendActMsg( OBJMSG_FORWARD );
			
			if( ++m_nMoveEventCnt > SEC1 )		// 1초가 지나면 급 우회전.
			{
				FLOAT fAngle = GetAngle();
				SetAngle( fAngle + 135.0f );
				m_nMoveEventCnt = 0;
				m_nMoveEvent ++;
			}
			break;
		case 2:		// 1구간중 우/하로 이동
			SendActMsg( OBJMSG_FORWARD );

			if( ++m_nMoveEventCnt > SEC1 * 2 )		// 2초간 직진하다가 다시 좌로 90도 회전.
			{
				FLOAT fAngle = GetAngle();
				SetAngle( fAngle - 90.0f );
				m_nMoveEventCnt = 0;
				m_nMoveEvent ++;
				SendActMsg( OBJMSG_STOP_LOOK );
				SendActMsg( OBJMSG_STOP_TURN );
				SendActMsg( OBJMSG_STOP );
				SetAngleX( 0 );		// 수평으로 맞춤.
			}
			break;
		case 3:		// 1구간중 3번째 구간
			SendActMsg( OBJMSG_FORWARD );
				
			if( ++m_nMoveEventCnt > SEC1 * 2 )
			{
				FLOAT fAngle = GetAngle();
				SetAngle( fAngle - 45.0f );
				m_nMoveEventCnt = 0;
				m_nMoveEvent ++;
				SendActMsg( OBJMSG_STOP_LOOK );
				SendActMsg( OBJMSG_STOP_TURN );
				SetAngleX( 0 );		// 수평으로 맞춤.
			}
			break;
		case 4:	// 2-1 구간
			SendActMsg( OBJMSG_FORWARD );
				
			if( ++m_nMoveEventCnt > SEC1 * 1 )
			{
				FLOAT fAngle = GetAngle();
				SetAngle( fAngle - 45.0f );
				m_nMoveEventCnt = 0;
				m_nMoveEvent ++;
				SendActMsg( OBJMSG_STOP_LOOK );
				SendActMsg( OBJMSG_STOP_TURN );
				SendActMsg( OBJMSG_STOP );
				SetAngleX( 0 );		// 수평으로 맞춤.
			}
			break;
		case 5:	// 2-2 구간
			SendActMsg( OBJMSG_FORWARD );
			
			if( ++m_nMoveEventCnt > SEC1 * 3 )
			{
				FLOAT fAngle = GetAngle();
				SetAngle( fAngle + 45.0f );
				m_nMoveEventCnt = 0;
				m_nMoveEvent = 99;
				SendActMsg( OBJMSG_STOP_LOOK );
				SendActMsg( OBJMSG_STOP_TURN );
				SendActMsg( OBJMSG_STOP );
				SetAngleX( 0 );		// 수평으로 맞춤.
			}
			break;
			
		case 99:
			break;
		}
	} // MovePattern 2
}
Beispiel #19
0
void CMiniMap::Draw()
{
	PROFILE3("render minimap");

	// The terrain isn't actually initialized until the map is loaded, which
	// happens when the game is started, so abort until then.
	if(!(GetGUI() && g_Game && g_Game->IsGameStarted()))
		return;

	CSimulation2* sim = g_Game->GetSimulation2();
	CmpPtr<ICmpRangeManager> cmpRangeManager(*sim, SYSTEM_ENTITY);
	ENSURE(cmpRangeManager);

	// Set our globals in case they hadn't been set before
	m_Camera      = g_Game->GetView()->GetCamera();
	m_Terrain     = g_Game->GetWorld()->GetTerrain();
	m_Width  = (u32)(m_CachedActualSize.right - m_CachedActualSize.left);
	m_Height = (u32)(m_CachedActualSize.bottom - m_CachedActualSize.top);
	m_MapSize = m_Terrain->GetVerticesPerSide();
	m_TextureSize = (GLsizei)round_up_to_pow2((size_t)m_MapSize);
	m_MapScale = (cmpRangeManager->GetLosCircular() ? 1.f : 1.414f);

	if(!m_TerrainTexture || g_GameRestarted)
		CreateTextures();


	// only update 2x / second
	// (note: since units only move a few pixels per second on the minimap,
	// we can get away with infrequent updates; this is slow)
	static double last_time;
	const double cur_time = timer_Time();
	if(cur_time - last_time > 0.5)
	{
		last_time = cur_time;

		if(m_TerrainDirty)
			RebuildTerrainTexture();
	}

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	CMatrix3D matrix = GetDefaultGuiMatrix();
	glLoadMatrixf(&matrix._11);

	// Disable depth updates to prevent apparent z-fighting-related issues
	// with some drivers causing units to get drawn behind the texture
	glDepthMask(0);

	const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom;
	const float x2 = m_CachedActualSize.right, y2 = m_CachedActualSize.top;
	const float z = GetBufferedZ();
	const float texCoordMax = (float)(m_MapSize - 1) / (float)m_TextureSize;
	const float angle = GetAngle();

	// Draw the main textured quad
	g_Renderer.BindTexture(0, m_TerrainTexture);
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	DrawTexture(texCoordMax, angle, x, y, x2, y2, z);


	// Draw territory boundaries
	CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture();
	territoryTexture.BindTexture(0);
	glEnable(GL_BLEND);
	glMatrixMode(GL_TEXTURE);
	glLoadMatrixf(territoryTexture.GetMinimapTextureMatrix());
	glMatrixMode(GL_MODELVIEW);

	DrawTexture(1.0f, angle, x, y, x2, y2, z);

	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	glDisable(GL_BLEND);


	// Draw the LOS quad in black, using alpha values from the LOS texture
	CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
	losTexture.BindTexture(0);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
	glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
	glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
	glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
	glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
	glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
	glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glColor3f(0.0f, 0.0f, 0.0f);

	glMatrixMode(GL_TEXTURE);
	glLoadMatrixf(losTexture.GetMinimapTextureMatrix());
	glMatrixMode(GL_MODELVIEW);

	DrawTexture(1.0f, angle, x, y, x2, y2, z);

	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);

	glDisable(GL_BLEND);

	// Set up the matrix for drawing points and lines
	glPushMatrix();
	glTranslatef(x, y, z);
	// Rotate around the center of the map
	glTranslatef((x2-x)/2.f, (y2-y)/2.f, 0.f);
	// Scale square maps to fit in circular minimap area
	float unitScale = (cmpRangeManager->GetLosCircular() ? 1.f : m_MapScale/2.f);
	glScalef(unitScale, unitScale, 1.f);
	glRotatef(angle * 180.f/M_PI, 0.f, 0.f, 1.f);
	glTranslatef(-(x2-x)/2.f, -(y2-y)/2.f, 0.f);

	PROFILE_START("minimap units");

	// Don't enable GL_POINT_SMOOTH because it's far too slow
	// (~70msec/frame on a GF4 rendering a thousand points)
	glPointSize(3.f);

	float sx = (float)m_Width / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);
	float sy = (float)m_Height / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);

	CSimulation2::InterfaceList ents = sim->GetEntitiesWithInterface(IID_Minimap);

	std::vector<MinimapUnitVertex> vertexArray;
	vertexArray.reserve(ents.size());

	for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
	{
		MinimapUnitVertex v;
		ICmpMinimap* cmpMinimap = static_cast<ICmpMinimap*>(it->second);
		entity_pos_t posX, posZ;
		if (cmpMinimap->GetRenderData(v.r, v.g, v.b, posX, posZ))
		{
			ICmpRangeManager::ELosVisibility vis = cmpRangeManager->GetLosVisibility(it->first, g_Game->GetPlayerID());
			if (vis != ICmpRangeManager::VIS_HIDDEN)
			{
				v.a = 255;
				v.x = posX.ToFloat()*sx;
				v.y = -posZ.ToFloat()*sy;
				vertexArray.push_back(v);
			}
		}
	}

	if (!vertexArray.empty())
	{
		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);
		glVertexPointer(2, GL_FLOAT, sizeof(MinimapUnitVertex), &vertexArray[0].x);
		glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(MinimapUnitVertex), &vertexArray[0].r);

		glDrawArrays(GL_POINTS, 0, (GLsizei)vertexArray.size());

		glDisableClientState(GL_COLOR_ARRAY);
		glDisableClientState(GL_VERTEX_ARRAY);
	}

	PROFILE_END("minimap units");

	DrawViewRect();

	glPopMatrix();


	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	// Reset everything back to normal
	glPointSize(1.0f);
	glEnable(GL_TEXTURE_2D);
	glDepthMask(1);
}
/**
 *
 * return a vector of seed points for the given rational
 *
 **/
std::vector<avtVector> GetSeeds( avtPoincareIC *poincare_ic,
                                 avtVector &point1,
                                 avtVector &point2,
                                 double maxDistance )
{
  std::vector<avtVector> puncturePoints;

  FieldlineLib fieldlib;
  fieldlib.getPunctures(poincare_ic->points, avtVector(0, 1, 0), puncturePoints);

  unsigned int toroidalWinding = poincare_ic->properties.toroidalWinding;
  unsigned int windingGroupOffset = poincare_ic->properties.windingGroupOffset;
  
  // Calculate angle size for each puncture point and find the one
  // that forms the largest angle (i.e. flattest portion of the
  // surface).
  int nSeeds = 0;
  double maxAngle = 0;
  unsigned int best_index = 0;

  unsigned int best_one_less;
  unsigned int best_one_more;

  bool twoPts = false;
  for( int i=0; i<toroidalWinding; ++i )
  {
    unsigned int one_less = (i-windingGroupOffset+toroidalWinding) % toroidalWinding;
    unsigned int one_more = (i+windingGroupOffset+toroidalWinding) % toroidalWinding;
    
    if (one_less == one_more)
      {
        best_index = i;
        best_one_more = one_more;
        twoPts = true;
        break;
      }
    
    if (3 <= RATIONAL_DEBUG)
      cerr << "Line: "<<__LINE__<<" wgo: "<<windingGroupOffset<<", ix-1: "<<one_less<<", ix: "<<i<<", ix+1: " <<one_more<<std::endl;

    avtVector pt0 = puncturePoints[one_less];
    avtVector pt1 = puncturePoints[i];
    avtVector pt2 = puncturePoints[one_more];

    // Save the maximum angle angle and the index of the puncture point.
    double angle = GetAngle( pt0, pt1, pt2 );
    if (maxAngle < angle)
    {     
      maxAngle = angle;
      best_index = i;

      best_one_less = one_less;
      best_one_more = one_more;
    }
  } 

 // Get circle equation 
  avtVector pt0,pt1,pt2;
  if (twoPts)
    {
       pt0 = puncturePoints[best_index];
       pt2 = puncturePoints[best_one_more];
       if (1 <= RATIONAL_DEBUG)
        cerr <<"Line: "<<__LINE__<< " 2 Rational Pts:\n"
             <<VectorToString(pt0)<<"\n"
             <<VectorToString(pt2)<<"\n";
       avtVector midpt = pt0 + 0.5 * (pt2-pt0);
       avtVector cx = (pt2-pt0).cross(avtVector(0,1,0));
       avtVector newpt = midpt + .5*cx;
       if (1 <= RATIONAL_DEBUG)
        cerr <<"Line: "<<__LINE__<< " 2 New Pts:\n"
             <<VectorToString(midpt)<<"\n"
             <<VectorToString(newpt)<<"\n";

       pt1 = newpt;
    }
  else
    {

      // Find the circle that intersects the three punctures points which
      // approximates the cross section of the surface.
      
      // Get circle equation 
      pt0 = puncturePoints[best_one_less];
      pt1 = puncturePoints[best_index];
      pt2 = puncturePoints[best_one_more];
      if (1 <= RATIONAL_DEBUG)
        cerr <<"Line: "<<__LINE__<< " Rational Pts:\n"
             <<VectorToString(pt0)<<"\n"
             <<VectorToString(pt1)<<"\n"
             <<VectorToString(pt2)<<"\n";
    }

  point1 = pt1; //for future reference
  point2 = pt2;
  
  if (1 <= RATIONAL_DEBUG)
    cerr <<"Line: "<<__LINE__<< " New seeds between:\n"
         <<VectorToString(point1)<<"\n"
         <<VectorToString(point2)<<"\n";
  
  // Center of the circle
  /////*********** Find The Circle Using Three Points******************///      
  double ax,ay,bx,by,cx,cy,x1,y11,dx1,dy1,x2,y2,dx2,dy2,ox,oy,dx,dy,radius;
  ax = pt0[0]; ay = pt0[2];
  bx = pt1[0]; by = pt1[2];
  cx = pt2[0]; cy = pt2[2];      
  x1 = (bx + ax) / 2;
  y11 = (by + ay) / 2;
  dy1 = bx - ax;
  dx1 = -(by - ay);      
  x2 = (cx + bx) / 2;
  y2 = (cy + by) / 2;
  dy2 = cx - bx;
  dx2 = -(cy - by);      
  ox = (y11 * dx1 * dx2 + x2 * dx1 * dy2 - x1 * dy1 * dx2 - y2 * dx1 * dx2)/ (dx1 * dy2 - dy1 * dx2);
  oy = (ox - x1) * dy1 / dx1 + y11;      
  dx = ox - ax;
  dy = oy - ay;
  radius = sqrt(dx * dx + dy * dy);     
  
  avtVector center(ox,0,oy);
  
  // Get the number of points needed to cover the range between the two
  // the puncture points.
  double dist = (pt2 - pt1).length();
  nSeeds = dist / maxDistance;
  if( dist > (double) nSeeds * maxDistance )
    ++nSeeds;
  double angle =GetAngle(point1, center, point2);
  
  // Add seeds stretching between two of the puncture points.
  std::vector<avtVector> seedPts;
  seedPts.resize( nSeeds );
  if (1 <= RATIONAL_DEBUG)
    std::cerr <<"Line: "<<__LINE__
              << " \ncenter: " << center 
              << " \nradius: " << radius
              << " \nnSeeds: " << nSeeds
              << " \nAngle: " << angle
              << std::endl;
  for( double i=0; i<nSeeds; ++i)
    {
      double t = i / nSeeds;
      avtVector X = center + (std::sin((1-t) * angle ) * (point1-center) + std::sin(t * angle) * (point2-center)) / std::sin(angle);
      X[1] = Z_OFFSET;
      
      seedPts[i] = X;
      
      if (3 <= RATIONAL_DEBUG)
        cerr << "New Seed: "<<VectorToString(X) << std::endl;
    }
  
  return seedPts;  
}
Beispiel #21
0
void CPlayers::RenderHook(
	const CNetObj_Character *pPrevChar,
	const CNetObj_Character *pPlayerChar,
	const CNetObj_PlayerInfo *pPrevInfo,
	const CNetObj_PlayerInfo *pPlayerInfo
	)
{
	CNetObj_Character Prev;
	CNetObj_Character Player;
	Prev = *pPrevChar;
	Player = *pPlayerChar;

	CNetObj_PlayerInfo pInfo = *pPlayerInfo;
	CTeeRenderInfo RenderInfo = m_pClient->m_aClients[pInfo.m_ClientId].m_RenderInfo;

	// check for teamplay modes
	bool IsTeamplay = false;
	if(m_pClient->m_Snap.m_pGameobj)
		IsTeamplay = (m_pClient->m_Snap.m_pGameobj->m_Flags&GAMEFLAG_TEAMS) != 0;

	// check for ninja	
	if (Player.m_Weapon == WEAPON_NINJA)
	{
		// change the skin for the player to the ninja
		int Skin = m_pClient->m_pSkins->Find("x_ninja");
		if(Skin != -1)
		{
			if(IsTeamplay)
				RenderInfo.m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture;
			else
			{
				RenderInfo.m_Texture = m_pClient->m_pSkins->Get(Skin)->m_OrgTexture;
				RenderInfo.m_ColorBody = vec4(1,1,1,1);
				RenderInfo.m_ColorFeet = vec4(1,1,1,1);
			}
		}	
	}

	float IntraTick = Client()->IntraGameTick();

	if(Player.m_Health < 0) // dont render dead players
		return;

	// set size
	RenderInfo.m_Size = 64.0f;

	
	// use preditect players if needed
	if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
	{
		if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pLocalCharacter->m_Health < 0) || (m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_GameOver))
		{
		}
		else
		{
			// apply predicted results
			m_pClient->m_PredictedChar.Write(&Player);
			m_pClient->m_PredictedPrevChar.Write(&Prev);
			IntraTick = Client()->PredIntraGameTick();
		}
	}

	vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);

	if(Prev.m_Health < 0) // Don't flicker from previous position
		Position = vec2(Player.m_X, Player.m_Y);

	// draw hook
	if (Prev.m_HookState>0 && Player.m_HookState>0)
	{
		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
		Graphics()->QuadsBegin();
		//Graphics()->QuadsBegin();

		vec2 Pos = Position;
		vec2 HookPos;
		
		if(pPlayerChar->m_HookedPlayer != -1)
		{
			if(m_pClient->m_Snap.m_pLocalInfo && pPlayerChar->m_HookedPlayer == m_pClient->m_Snap.m_pLocalInfo->m_ClientId)
			{
				if(Client()->State() == IClient::STATE_DEMOPLAYBACK) // only use prediction if needed
					HookPos = vec2(m_pClient->m_LocalCharacterPos.x, m_pClient->m_LocalCharacterPos.y);
				else
					HookPos = mix(vec2(m_pClient->m_PredictedPrevChar.m_Pos.x, m_pClient->m_PredictedPrevChar.m_Pos.y),
						vec2(m_pClient->m_PredictedChar.m_Pos.x, m_pClient->m_PredictedChar.m_Pos.y), Client()->PredIntraGameTick());
			}
			else
				HookPos = mix(vec2(pPrevChar->m_HookX, pPrevChar->m_HookY), vec2(pPlayerChar->m_HookX, pPlayerChar->m_HookY), Client()->IntraGameTick());
		}
		else
			HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);

		float d = distance(Pos, HookPos);
		vec2 Dir = normalize(Pos-HookPos);

		Graphics()->QuadsSetRotation(GetAngle(Dir)+pi);

		// render head
		RenderTools()->SelectSprite(SPRITE_HOOK_HEAD);
		IGraphics::CQuadItem QuadItem(HookPos.x, HookPos.y, 24,16);
		Graphics()->QuadsDraw(&QuadItem, 1);

		// render chain
		RenderTools()->SelectSprite(SPRITE_HOOK_CHAIN);
		IGraphics::CQuadItem Array[1024];
		int i = 0;
		for(float f = 24; f < d && i < 1024; f += 24, i++)
		{
			vec2 p = HookPos + Dir*f;
			Array[i] = IGraphics::CQuadItem(p.x, p.y,24,16);
		}

		Graphics()->QuadsDraw(Array, i);
		Graphics()->QuadsSetRotation(0);
		Graphics()->QuadsEnd();

		RenderHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0));
	}
}
Beispiel #22
0
long CArc::HitTest(long x, long y)
{
	if(m_locked){
			return TK_NONE;
	}
	if(m_lStatus!=ST_NOMAL) return TK_NONE;

	CRect rtTemp;
	POINT pt;
	pt.x=x;
	pt.y=y;

	rtTemp.SetRect(m_lx1-DELTA,m_ly1-DELTA,m_lx1+DELTA,m_ly1+DELTA);
	if(rtTemp.PtInRect(pt)) return TK_LT;

	rtTemp.SetRect(m_lx1-DELTA,m_ly2-DELTA,m_lx1+DELTA,m_ly2+DELTA);
	if(rtTemp.PtInRect(pt)) return TK_LB;
	
	rtTemp.SetRect(m_lx2-DELTA,m_ly1-DELTA,m_lx2+DELTA,m_ly1+DELTA);
	if(rtTemp.PtInRect(pt)) return TK_RT;

	rtTemp.SetRect(m_lx2-DELTA,m_ly2-DELTA,m_lx2+DELTA,m_ly2+DELTA);
	if(rtTemp.PtInRect(pt)) return TK_RB;

	rtTemp.SetRect((m_lx1+m_lx2)/2-DELTA,m_ly1-DELTA,(m_lx1+m_lx2)/2+DELTA,m_ly1+DELTA);
	if(rtTemp.PtInRect(pt)) return TK_TM;

	rtTemp.SetRect((m_lx1+m_lx2)/2-DELTA,m_ly2-DELTA,(m_lx1+m_lx2)/2+DELTA,m_ly2+DELTA);
	if(rtTemp.PtInRect(pt)) return TK_BM;

	rtTemp.SetRect(m_lx1-DELTA,(m_ly1+m_ly2)/2-DELTA,m_lx1+DELTA,(m_ly1+m_ly2)/2+DELTA);
	if(rtTemp.PtInRect(pt)) return TK_LM;

	rtTemp.SetRect(m_lx2-DELTA,(m_ly1+m_ly2)/2-DELTA,m_lx2+DELTA,(m_ly1+m_ly2)/2+DELTA);
	if(rtTemp.PtInRect(pt)) return TK_RM;

	rtTemp.SetRect(m_lx3-DELTA,m_ly3-DELTA,m_lx3+DELTA,m_ly3+DELTA);
	if(rtTemp.PtInRect(pt)) return TK_SP;
	
	rtTemp.SetRect(m_lx4-DELTA,m_ly4-DELTA,m_lx4+DELTA,m_ly4+DELTA);
	if(rtTemp.PtInRect(pt)) return TK_EP;
	
	long x1,y1,x2,y2;
	if(m_lx1<=m_lx2){
		x1=m_lx1;
		x2=m_lx2;
	}else{
		x1=m_lx2;
		x2=m_lx1;
	}
	if(m_ly1<m_ly2){
		y1=m_ly1;
		y2=m_ly2;
	}else{
		y1=m_ly2;
		y2=m_ly1;
	}
	CRgn rgnTmp;
    if(rgnTmp.CreateEllipticRgn(x1-DELTA,y1-DELTA,x2+DELTA,y2+DELTA)){
	    if(!rgnTmp.PtInRegion(pt)) return TK_NONE;
	    x1=x1+DELTA;
	    y1=y1+DELTA;
	    x2=x2-DELTA;
	    y2=y2-DELTA;
	    if(x1<x2 && y1<y2){
		    CRgn rgnTmp;
            if(rgnTmp.CreateEllipticRgn(x1,y1,x2,y2)){
		        if(rgnTmp.PtInRegion(pt)) return TK_NONE;
            }else{
                return TK_NONE;
            }
	    }
	    double dx=(double)x-((double)m_lx1+(double)m_lx2)/2;
	    double dy=-(double)y+((double)m_ly1+(double)m_ly2)/2;
	    double dxs=(double)m_lx3-((double)m_lx1+(double)m_lx2)/2;
	    double dys=-(double)m_ly3+((double)m_ly1+(double)m_ly2)/2;
	    double dxe=(double)m_lx4-((double)m_lx1+(double)m_lx2)/2;
	    double dye=-(double)m_ly4+((double)m_ly1+(double)m_ly2)/2;
	    double sa=GetAngle(dxs,dys);
	    double ea=GetAngle(dxe,dye);
	    double pa=GetAngle(dx,dy);

	    if(SPE(sa,pa,ea)) return TK_MOV;
    }
	return TK_NONE;
}
Beispiel #23
0
void AreaTrigger::UpdateSplinePosition(uint32 diff)
{
    if (_reachedDestination)
        return;

    if (!HasSplines())
        return;

    _movementTime += diff;

    if (_movementTime >= GetTimeToTarget())
    {
        _reachedDestination = true;
        _lastSplineIndex = int32(_spline->last());

        G3D::Vector3 lastSplinePosition = _spline->getPoint(_lastSplineIndex);
        GetMap()->AreaTriggerRelocation(this, lastSplinePosition.x, lastSplinePosition.y, lastSplinePosition.z, GetOrientation());
#ifdef TRINITY_DEBUG
        DebugVisualizePosition();
#endif

        _ai->OnSplineIndexReached(_lastSplineIndex);
        _ai->OnDestinationReached();
        return;
    }

    float currentTimePercent = float(_movementTime) / float(GetTimeToTarget());

    if (currentTimePercent <= 0.f)
        return;

    if (GetMiscTemplate()->MoveCurveId)
    {
        float progress = sDB2Manager.GetCurveValueAt(GetMiscTemplate()->MoveCurveId, currentTimePercent);
        if (progress < 0.f || progress > 1.f)
        {
            TC_LOG_ERROR("entities.areatrigger", "AreaTrigger (Id: %u, SpellMiscId: %u) has wrong progress (%f) caused by curve calculation (MoveCurveId: %u)",
                GetTemplate()->Id, GetMiscTemplate()->MiscId, progress, GetMiscTemplate()->MorphCurveId);
        }
        else
            currentTimePercent = progress;
    }

    int lastPositionIndex = 0;
    float percentFromLastPoint = 0;
    _spline->computeIndex(currentTimePercent, lastPositionIndex, percentFromLastPoint);

    G3D::Vector3 currentPosition;
    _spline->evaluate_percent(lastPositionIndex, percentFromLastPoint, currentPosition);

    float orientation = GetOrientation();
    if (GetTemplate()->HasFlag(AREATRIGGER_FLAG_HAS_FACE_MOVEMENT_DIR))
    {
        G3D::Vector3 const& nextPoint = _spline->getPoint(lastPositionIndex + 1);
        orientation = GetAngle(nextPoint.x, nextPoint.y);
    }

    GetMap()->AreaTriggerRelocation(this, currentPosition.x, currentPosition.y, currentPosition.z, orientation);
#ifdef TRINITY_DEBUG
    DebugVisualizePosition();
#endif

    if (_lastSplineIndex != lastPositionIndex)
    {
        _lastSplineIndex = lastPositionIndex;
        _ai->OnSplineIndexReached(_lastSplineIndex);
    }
}
Beispiel #24
0
bool CArc::RInR(LPCRECT lpRect)
{
	if(m_locked){
			return false;
	}
	if(m_lStatus!=ST_NOMAL) return false;
    /*
	double ca=((double)m_lx1+(double)m_lx2)/2.;
	double cb=((double)m_ly1+(double)m_ly2)/2.;
	double ra=((double)m_lx2-(double)m_lx1)/2.;
	double rb=((double)m_ly2-(double)m_ly1)/2.;
	double dxs=(double)m_lx3-ca;
	double dys=-(double)m_ly3+cb;
	double dxe=(double)m_lx4-ca;
	double dye=-(double)m_ly4+cb;
	double sa=GetAngle(dxs,dys);
	double ea=GetAngle(dxe,dye);
	double pa;

	CRect recTmp(lpRect->left-1,lpRect->top-1,lpRect->right+1,lpRect->bottom+1);
	POINT pt;
	pt.x=ca+ra*cos(sa);
	pt.y=cb-rb*sin(sa);
	if(recTmp.PtInRect(pt)) return true;
	pt.x=ca+ra*cos(ea);
	pt.y=cb-rb*sin(ea);
	if(recTmp.PtInRect(pt)) return true;

	double dxp,dyp;
	dxp=(double)(lpRect->left)-ca;
	if(fabs(dxp)<ra){
		dyp=rb*sqrt(1.-dxp*dxp/ra/ra);
		pa=GetAngle(dxp,dyp);
		pt.x=lpRect->left;
		if(SPE(sa,pa,ea)){
			pt.y=(long)cb-(long)dyp;
			if(recTmp.PtInRect(pt)) return true;
		}
		pa=GetAngle(dxp,-dyp);
		if(SPE(sa,pa,ea)){
			pt.y=(long)cb+(long)dyp;
			if(recTmp.PtInRect(pt)) return true;
		}
	}
	dxp=(double)(lpRect->right)-ca;
	if(fabs(dxp)<ra){
		dyp=rb*sqrt(1.-dxp*dxp/ra/ra);
		pa=GetAngle(dxp,dyp);
		pt.x=lpRect->right;
		if(SPE(sa,pa,ea)){
			pt.y=(long)cb-(long)dyp;
			if(recTmp.PtInRect(pt)) return true;
		}
		pa=GetAngle(dxp,-dyp);
		if(SPE(sa,pa,ea)){
			pt.y=(long)cb+(long)dyp;
			if(recTmp.PtInRect(pt)) return true;
		}
	}
	dyp=-(double)(lpRect->top)+cb;
	if(fabs(dyp)<rb){
		dxp=ra*sqrt(1.-dyp*dyp/rb/rb);
		pa=GetAngle(dxp,dyp);
		pt.y=lpRect->top;
		if(SPE(sa,pa,ea)){
			pt.x=(long)ca+(long)dxp;
			if(recTmp.PtInRect(pt)) return true;
		}
		pa=GetAngle(-dxp,dyp);
		if(SPE(sa,pa,ea)){
			pt.x=(long)ca-(long)dxp;
			if(recTmp.PtInRect(pt)) return true;
		}
	}
	dyp=-(double)(lpRect->bottom)+cb;
	if(fabs(dyp)<rb){
		dxp=ra*sqrt(1.-dyp*dyp/rb/rb);
		pa=GetAngle(dxp,dyp);
		pt.y=lpRect->bottom;
		if(SPE(sa,pa,ea)){
			pt.x=(long)ca+(long)dxp;
			if(recTmp.PtInRect(pt)) return true;
		}
		pa=GetAngle(-dxp,dyp);
		if(SPE(sa,pa,ea)){
			pt.x=(long)ca-(long)dxp;
			if(recTmp.PtInRect(pt)) return true;
		}
	}
    */
    // 原来的相交选取改为现在的包含选取,对于圆弧曲线,
    // 如果包含曲线两头的两个点,选取

	double ca=((double)m_lx1+(double)m_lx2)/2.;
	double cb=((double)m_ly1+(double)m_ly2)/2.;
	double ra=((double)m_lx2-(double)m_lx1)/2.;
	double rb=((double)m_ly2-(double)m_ly1)/2.;
	double dxs=(double)m_lx3-ca;
	double dys=-(double)m_ly3+cb;
	double dxe=(double)m_lx4-ca;
	double dye=-(double)m_ly4+cb;
	double sa=GetAngle(dxs,dys);
	double ea=GetAngle(dxe,dye);

	CRect rectTmp(lpRect->left-1,lpRect->top-1,lpRect->right+1,lpRect->bottom+1);
    rectTmp.NormalizeRect();
	POINT pt1, pt2;
	pt1.x=ca+ra*cos(sa);
	pt1.y=cb-rb*sin(sa);
	pt2.x=ca+ra*cos(ea);
	pt2.y=cb-rb*sin(ea);
    if(rectTmp.PtInRect(pt1) && rectTmp.PtInRect(pt2)){
        return true;
    }else{
        return false;
    }
}
Beispiel #25
0
void Shooter::Log() {
	SmartDashboard::PutBoolean("Shooter Initialized", IsInitialized());

	LogAngle(GetAngle());
	LogSpeed(GetFWSpeed());
}
Beispiel #26
0
//	ハイパーアーツ
bool	Thief::HyperArts(void)
{

	//空中で発動しても停止する
	move = Vector3(0, -GRAVITY, 0);

	if ( !initflag )
	{
		sound->PlaySE( SE::HYPER_ATTACK );
		sound->PlaySE( SE::KAITO_HYPER );
		initflag = true;
	}

	attackInfo.power = OFFENSIVE_POWER::HYPER;
	attackInfo.dropPower = DROP_POWER::HYPER;
	attackInfo.coinDropType = DROP_TYPE::SUCTION;

	SetParameterState(PARAMETER_STATE::UNRIVALED);
	move = Vector3(0, 0 - GRAVITY, 0);	//撃ってる間は静止させる
	SetMotion(THIEF::MOTION_DATA::HYPERARTS);


	//	行列から情報取得
	Vector3	front = GetFront();
	Vector3	right = GetRight();
	Vector3	p_pos = GetPos();
	SetMove(Vector3(0.0f, move.y, 0.0f));


	if (obj->GetFrame() >= THIEF::MOTION_FRAME::HYPERARTS_ATTACKSTART/* && obj->GetFrame() < THIEF::MOTION_FRAME::HYPERARTS_ATTACKEND*/)
	{
		float t = GetBezier(ePrm_t::eRapid_Lv5, ePrm_t::eSlow_Lv1, attackInfo.t);
		Vector3 f = front * (2.0f * sinf(D3DX_PI * t));
		Vector3 r = -right * (2.0f * cosf(D3DX_PI * t));
		attackInfo.bottom = p_pos + f + r;

		switch (HyperStep)
		{
		case 0:
			//	あたり判定のパラメータを与える
			attackInfo.top = attackInfo.bottom + r * HyperRate;
			attackInfo.r = 2.5f;
			HyperRate += 1.0;
			if (HyperRate > 20.0f) HyperStep++;
			break;
		case 1:
			//	パラメータ加算
			attackInfo.top = attackInfo.bottom + f * HyperRate + r * HyperRate;
			attackInfo.t += 0.03f;
			if (attackInfo.t >= 1.0f)
			{
				HyperStep++;
			}
			break;
		case 2:
			//attackInfo.top = attackInfo.bottom + r * rate;
			attackInfo.t = 0.0f;
			HyperRate -= 1.0f;
			break;
		}
		armRenderflag = true;
	}

	Vector3 v1, v2;
	v1 = front;
	v2 = attackInfo.top - attackInfo.bottom;
	v1.Normalize();
	v2.Normalize();
	float armAngle = GetAngle(v1, v2);
	Vector3 cross;
	Vector3Cross(cross, v1, v2);
	if (cross.y < 0) armAngle = -armAngle;

	arm->SetPos(pos);
	arm->SetAngle(angle.y + armAngle);
	arm->SetScale(Vector3(0.03f, 0.03f, HyperRate * 0.01f));
	arm->Update();

	if (HyperRate < 0)
	{
		HyperStep = 0;
		HyperRate = 0;
		armRenderflag = false;
		initflag = false;
		return true;
	}
	return	false;
}
Beispiel #27
0
void CCharacter::FireWeapon()
{
	if(m_ReloadTimer != 0)
		return;

	DoWeaponSwitch();
	vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));

	bool FullAuto = false;
	if(m_ActiveWeapon == WEAPON_GRENADE || m_ActiveWeapon == WEAPON_SHOTGUN || m_ActiveWeapon == WEAPON_LASER)
		FullAuto = true;


	// check if we gonna fire
	bool WillFire = false;
	if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
		WillFire = true;

	if(FullAuto && (m_LatestInput.m_Fire&1) && m_aWeapons[m_ActiveWeapon].m_Ammo)
		WillFire = true;

	if(!WillFire)
		return;

	// check for ammo
	if(!m_aWeapons[m_ActiveWeapon].m_Ammo)
	{
		// 125ms is a magical limit of how fast a human can click
		m_ReloadTimer = 125 * Server()->TickSpeed() / 1000;
		GameServer()->CreateSound(m_Pos, SOUND_WEAPON_NOAMMO);
		return;
	}

	vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f;

	switch(m_ActiveWeapon)
	{
		case WEAPON_HAMMER:
		{
			// reset objects Hit
			m_NumObjectsHit = 0;
			GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);

			CCharacter *apEnts[MAX_CLIENTS];
			int Hits = 0;
			int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)apEnts,
														MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);

			for (int i = 0; i < Num; ++i)
			{
				CCharacter *pTarget = apEnts[i];

				if ((pTarget == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, pTarget->m_Pos, NULL, NULL))
					continue;

				// set his velocity to fast upward (for now)
				if(length(pTarget->m_Pos-ProjStartPos) > 0.0f)
					GameServer()->CreateHammerHit(pTarget->m_Pos-normalize(pTarget->m_Pos-ProjStartPos)*m_ProximityRadius*0.5f);
				else
					GameServer()->CreateHammerHit(ProjStartPos);

				vec2 Dir;
				if (length(pTarget->m_Pos - m_Pos) > 0.0f)
					Dir = normalize(pTarget->m_Pos - m_Pos);
				else
					Dir = vec2(0.f, -1.f);

				pTarget->TakeDamage(vec2(0.f, -1.f) + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage,
					m_pPlayer->GetCID(), m_ActiveWeapon);
				Hits++;
			}

			// if we Hit anything, we have to wait for the reload
			if(Hits)
				m_ReloadTimer = Server()->TickSpeed()/3;

		} break;

		case WEAPON_GUN:
		{
			CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_GUN,
				m_pPlayer->GetCID(),
				ProjStartPos,
				Direction,
				(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GunLifetime),
				1, 0, 0, -1, WEAPON_GUN);

			// pack the Projectile and send it to the client Directly
			CNetObj_Projectile p;
			pProj->FillInfo(&p);

			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
			Msg.AddInt(1);
			for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
				Msg.AddInt(((int *)&p)[i]);

			Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());

			GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE);
		} break;

		case WEAPON_SHOTGUN:
		{
			int ShotSpread = 2;

			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
			Msg.AddInt(ShotSpread*2+1);

			for(int i = -ShotSpread; i <= ShotSpread; ++i)
			{
				float Spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
				float a = GetAngle(Direction);
				a += Spreading[i+2];
				float v = 1-(absolute(i)/(float)ShotSpread);
				float Speed = mix((float)GameServer()->Tuning()->m_ShotgunSpeeddiff, 1.0f, v);
				CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_SHOTGUN,
					m_pPlayer->GetCID(),
					ProjStartPos,
					vec2(cosf(a), sinf(a))*Speed,
					(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_ShotgunLifetime),
					1, 0, 0, -1, WEAPON_SHOTGUN);

				// pack the Projectile and send it to the client Directly
				CNetObj_Projectile p;
				pProj->FillInfo(&p);

				for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
					Msg.AddInt(((int *)&p)[i]);
			}

			Server()->SendMsg(&Msg, 0,m_pPlayer->GetCID());

			GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);
		} break;

		case WEAPON_GRENADE:
		{
			CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_GRENADE,
				m_pPlayer->GetCID(),
				ProjStartPos,
				Direction,
				(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GrenadeLifetime),
				1, true, 0, SOUND_GRENADE_EXPLODE, WEAPON_GRENADE);

			// pack the Projectile and send it to the client Directly
			CNetObj_Projectile p;
			pProj->FillInfo(&p);

			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
			Msg.AddInt(1);
			for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
				Msg.AddInt(((int *)&p)[i]);
			Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());

			GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE);
		} break;

		case WEAPON_LASER:
		{
			new CLaser(GameWorld(), m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID());
			GameServer()->CreateSound(m_Pos, SOUND_LASER_FIRE);
		} break;

		case WEAPON_NINJA:
		{
			// reset Hit objects
			m_NumObjectsHit = 0;

			m_Ninja.m_ActivationDir = Direction;
			m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
			m_Ninja.m_OldVelAmount = length(m_Core.m_Vel);

			GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE);
		} break;

	}

	m_AttackTick = Server()->Tick();

	if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0) // -1 == unlimited
		m_aWeapons[m_ActiveWeapon].m_Ammo--;

	if(!m_ReloadTimer)
		m_ReloadTimer = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Firedelay * Server()->TickSpeed() / 1000;
}
Beispiel #28
0
void CItems::RenderProjectile(const CNetObj_Projectile *pCurrent, int ItemID)
{
	// get positions
	float Curvature = 0;
	float Speed = 0;
	if(pCurrent->m_Type == WEAPON_GRENADE)
	{
		Curvature = m_pClient->m_Tuning.m_GrenadeCurvature;
		Speed = m_pClient->m_Tuning.m_GrenadeSpeed;
	}
	else if(pCurrent->m_Type == WEAPON_SHOTGUN)
	{
		Curvature = m_pClient->m_Tuning.m_ShotgunCurvature;
		Speed = m_pClient->m_Tuning.m_ShotgunSpeed;
	}
	else if(pCurrent->m_Type == WEAPON_GUN)
	{
		Curvature = m_pClient->m_Tuning.m_GunCurvature;
		Speed = m_pClient->m_Tuning.m_GunSpeed;
	}

	static float s_LastGameTickTime = Client()->GameTickTime();
	if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED))
		s_LastGameTickTime = Client()->GameTickTime();
	float Ct = (Client()->PrevGameTick()-pCurrent->m_StartTick)/(float)SERVER_TICK_SPEED + s_LastGameTickTime;
	if(Ct < 0)
		return; // projectile havn't been shot yet

	vec2 StartPos(pCurrent->m_X, pCurrent->m_Y);
	vec2 StartVel(pCurrent->m_VelX/100.0f, pCurrent->m_VelY/100.0f);
	vec2 Pos = CalcPos(StartPos, StartVel, Curvature, Speed, Ct);
	vec2 PrevPos = CalcPos(StartPos, StartVel, Curvature, Speed, Ct-0.001f);


	Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
	Graphics()->QuadsBegin();

	RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[clamp(pCurrent->m_Type, 0, NUM_WEAPONS-1)].m_pSpriteProj);
	vec2 Vel = Pos-PrevPos;
	//vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), Client()->IntraGameTick());


	// add particle for this projectile
	if(pCurrent->m_Type == WEAPON_GRENADE)
	{
		m_pClient->m_pEffects->SmokeTrail(Pos, Vel*-1);
		static float s_Time = 0.0f;
		static float s_LastLocalTime = Client()->LocalTime();

		if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
		{
			const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
			if(!pInfo->m_Paused)
				s_Time += (Client()->LocalTime()-s_LastLocalTime)*pInfo->m_Speed;
		}
		else
		{
			if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED))
				s_Time += Client()->LocalTime()-s_LastLocalTime;
		}

		Graphics()->QuadsSetRotation(s_Time*pi*2*2 + ItemID);
		s_LastLocalTime = Client()->LocalTime();
	}
	else
	{
		m_pClient->m_pEffects->BulletTrail(Pos);

		if(length(Vel) > 0.00001f)
			Graphics()->QuadsSetRotation(GetAngle(Vel));
		else
			Graphics()->QuadsSetRotation(0);

	}

	IGraphics::CQuadItem QuadItem(Pos.x, Pos.y, 32, 32);
	Graphics()->QuadsDraw(&QuadItem, 1);
	Graphics()->QuadsSetRotation(0);
	Graphics()->QuadsEnd();
}
Beispiel #29
0
//---------------------------------------------------------------------
float CControlTarget::Render(LPDIRECT3DDEVICE7 m_pd3dDevice)
{
	int i = 0;

	SETCULL(m_pd3dDevice, D3DCULL_NONE);
	SETZWRITE(m_pd3dDevice, FALSE);
	SETALPHABLEND(m_pd3dDevice, TRUE);

	//----------------------------
	m_pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND,  D3DBLEND_ONE);
	m_pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
	SETALPHABLEND(m_pd3dDevice, TRUE);

	if (tex_mm && tex_mm->m_pddsSurface)
	{
		SETTC(m_pd3dDevice, tex_mm);
	}

	// -------------------
	fTrail += 1;

	if (fTrail >= 300) fTrail = 0;

	int n = BEZIERPrecision;
	float delta = 1.0f / n;

	fTrail = (ulCurrentTime * fOneOnDuration) * 9 * (n + 2);

	EERIE_3D lastpos, newpos;
	EERIE_3D v;

	int arx_check_init = -1;
	newpos.x = 0;
	newpos.y = 0;
	newpos.z = 0;


	lastpos.x = pathways[0].sx;
	lastpos.y = pathways[0].sy;
	lastpos.z = pathways[0].sz;

	for (i = 0; i < 9; i++)
	{
		int kp		= i;
		int kpprec	= (i > 0) ? kp - 1 : kp ;
		int kpsuiv	= kp + 1 ;
		int kpsuivsuiv = (i < (9 - 2)) ? kpsuiv + 1 : kpsuiv;

		for (int toto = 1; toto < n; toto++)
		{
			if (fTrail < i * n + toto) break;

			float t = toto * delta;

			float t1 = t;
			float t2 = t1 * t1 ;
			float t3 = t2 * t1 ;
			float f0 = 2.f * t3 - 3.f * t2 + 1.f ;
			float f1 = -2.f * t3 + 3.f * t2 ;
			float f2 = t3 - 2.f * t2 + t1 ;
			float f3 = t3 - t2 ;

			float val = pathways[kpsuiv].sx;
			float p0 = 0.5f * (val - pathways[kpprec].sx) ;
			float p1 = 0.5f * (pathways[kpsuivsuiv].sx - pathways[kp].sx) ;
			v.x = f0 * pathways[kp].sx + f1 * val + f2 * p0 + f3 * p1 ;

			val = pathways[kpsuiv].sy ;
			p0 = 0.5f * (val - pathways[kpprec].sy) ;
			p1 = 0.5f * (pathways[kpsuivsuiv].sy - pathways[kp].sy) ;
			v.y = f0 * pathways[kp].sy + f1 * val + f2 * p0 + f3 * p1 ;

			val = pathways[kpsuiv].sz ;
			p0 = 0.5f * (val - pathways[kpprec].sz) ;
			p1 = 0.5f * (pathways[kpsuivsuiv].sz - pathways[kp].sz) ;
			v.z = f0 * pathways[kp].sz + f1 * val + f2 * p0 + f3 * p1 ;

			newpos.x = v.x;
			newpos.y = v.y;
			newpos.z = v.z;

			if (!((fTrail - (i * n + toto)) > 70))
			{
				float c = 1.0f - ((fTrail - (i * n + toto)) / 70.0f);

				int j = ARX_PARTICLES_GetFree();

				if ((j != -1) && (!ARXPausedTimer))
				{
					ParticleCount++;
					particle[j].exist = 1;
					particle[j].zdec = 0;

					particle[j].ov.x		= lastpos.x;
					particle[j].ov.y		= lastpos.y;
					particle[j].ov.z		= lastpos.z;
					particle[j].move.x		= 0;
					particle[j].move.y		= 0;
					particle[j].move.z		= 0;
					particle[j].siz			= 5 * c;
					particle[j].tolive		= 10 + (unsigned long)(float)(rnd() * 100.f);
					particle[j].scale.x 	= 1;
					particle[j].scale.y 	= 1;
					particle[j].scale.z 	= 1;
					particle[j].timcreation = lARXTime;
					particle[j].tc			= tex_mm;
					particle[j].special 	= FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
					particle[j].fparam		= 0.0000001f;
					particle[j].r			= c;
					particle[j].g			= c;
					particle[j].b			= c;
				}
			}

			float nx = lastpos.x;
			float ny = lastpos.y;
			float nz = lastpos.z;

			lastpos.x = newpos.x;
			lastpos.y = newpos.y;
			lastpos.z = newpos.z;

			newpos.x = nx;
			newpos.y = ny;
			newpos.z = nz;
			++arx_check_init;

			int j = ARX_PARTICLES_GetFree();

			if ((j != -1) && (!ARXPausedTimer))
			{
				ParticleCount++;
				particle[j].exist	= 1;
				particle[j].zdec	= 0;

				particle[j].ov.x	= lastpos.x;
				particle[j].ov.y	= lastpos.y;
				particle[j].ov.z	= lastpos.z;
				particle[j].move.x	= 0;
				particle[j].move.y	= 0;
				particle[j].move.z	= 0;
				particle[j].siz		= 5;
				particle[j].tolive	= 10 + (unsigned long)(float)(rnd() * 100.f);
				particle[j].scale.x = 1;
				particle[j].scale.y = 1;
				particle[j].scale.z = 1;
				particle[j].timcreation = lARXTime;
				particle[j].tc		= tex_mm;
				particle[j].special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
				particle[j].fparam	= 0.0000001f;
				particle[j].r		= 0.1f;
				particle[j].g		= 0.1f;
				particle[j].b		= 0.1f;
			}
		}
	}

	EERIE_3D stiteangle;
	EERIE_3D stitepos;
	EERIE_3D stitescale;
	EERIE_RGB stitecolor;

	EERIE_3D av;
	ARX_CHECK_NOT_NEG(arx_check_init);
	av.x = lastpos.x - newpos.x;
	av.y = lastpos.y - newpos.y;
	av.z = lastpos.z - newpos.z;

	TRUEVector_Normalize(&av);

	float bubu = GetAngle(av.x, av.z, 0, 0);
	float bubu1 = GetAngle(av.x, av.y, 0, 0);

	stitepos.x = lastpos.x;
	stitepos.y = lastpos.y;
	stitepos.z = lastpos.z;
	stiteangle.b = 180 - RAD2DEG(bubu);
	stiteangle.a = 0;
	stiteangle.g = 90 - RAD2DEG(bubu1);
	stitecolor.r = 0.7f;
	stitecolor.g = 0.7f;
	stitecolor.b = 0.7f;
	stitescale.x = 1;
	stitescale.y = 1;
	stitescale.z = 1;

	eCurPos.x = lastpos.x;
	eCurPos.y = lastpos.y;
	eCurPos.z = lastpos.z;

	return 1;
}
Beispiel #30
0
/**
 * Get the angle in degrees for the PIDSource base object.
 *
 * @return The angle in degrees.
 */
double Gyro::PIDGet()
{
    return GetAngle();
}