Beispiel #1
0
void World::battleEventCheck()
{
    BattleState* bs = static_cast<BattleState*>( GetWorldStateManager().getState( GAME_WORLD_STATE_BATTLE ) );
    assert( bs );

    // Detect battle event.
    // If current selected unit isn't hero unit, and isn't talkable,
    // regard as enemy. And if hero is in the fight area of enemy, start battle.
    UnitSet::iterator it = m_unitSet.begin();
    for ( ; it != m_unitSet.end(); ++it )
    {
        if ( (*it) != getHeroUnit() )
        {
            Enemy* oppCharacter = static_cast<Enemy*>( *it );
            assert( oppCharacter );
            if ( oppCharacter->getType() == UT_ENEMY && oppCharacter->isTalkable() == false && !oppCharacter->getRemoveFlag() )
            {
                if ( isInEventArea( getHeroUnit(), oppCharacter ) == true)
                {
                    //////////////////////////////////////////////////////////////////////////
                    // Check whether there is obstacle between hero and enemy.
                    // Shoot ray from hero to enemy, and if distance to the third intersected
                    // mesh is shorter than distance between hero and enemy, then there exists
                    // at least one obstacle.
                    ArnVec3 vStartPos( getHero()->getPos() );
                    ArnVec3 vRayDir = oppCharacter->getPos() - getHero()->getPos();
                    float fRayLength = ArnVec3Length( &vRayDir );
                    ArnVec3Normalize( &vRayDir, &vRayDir );
                    float f3rdDist = Utility::FullTraverseExhaustiveRayTesting(
                                         getArnSceneGraphPt()->getSceneRoot(),
                                         vStartPos,
                                         vRayDir,
                                         1 );

                    //printf( "3rd dist, ray length %f, %f\n", f3rdDist, fRayLength );

                    if ( f3rdDist < fRayLength )
                        continue;
                    //////////////////////////////////////////////////////////////////////////


                    // No more move!
                    getHeroUnit()->clearKey();
                    oppCharacter->clearKey();
                    getHeroUnit()->setControllable( false );

                    // view each other
                    getHero()->setViewAt( &oppCharacter->getPos() );
                    oppCharacter->setViewAt( &getHero()->getPos() );

                    // Insert to enemy pool at BattleState
                    bs->insertEnemy( oppCharacter );

                    if ( GetWorldStateManager().curStateEnum() == GAME_WORLD_STATE_FIELD )
                        GetWorldStateManager().setNextState( GAME_WORLD_STATE_BATTLE );
                }
            }
        }
    }
}
BOOL CRVTrackerTextureWrap::OnStart()
{
	// Make sure we're in a valid mode...
	if ((m_pView->GetEditMode() != GEOMETRY_EDITMODE) &&
		(m_pView->GetEditMode() != BRUSH_EDITMODE) )
		return FALSE;

	// Get the poly we're pointing at..
	m_cStartPoint = m_pView->GetCurMousePos();
	CEditRay cStartRay = m_pView->ViewDef()->MakeRayFromScreenPoint(m_cStartPoint);
	m_rBasePoly = FindBestPoly(cStartRay);
	// Make sure they clicked on a poly...
	if (!m_rBasePoly.IsValid())
		return FALSE;

	// For geometry mode..
	if (m_pView->GetEditMode() == GEOMETRY_EDITMODE)
	{
		// Make sure we've got the poly we're clicking on selected..
		CPolyRefArray &rTaggedPolies = m_pView->TaggedPolies();
		for (uint32 nFindBaseLoop = 0; nFindBaseLoop < rTaggedPolies.GetSize(); ++nFindBaseLoop)
		{
			if (rTaggedPolies[nFindBaseLoop] == m_rBasePoly)
				break;
		}
		if (nFindBaseLoop >= rTaggedPolies.GetSize())
			return FALSE;
	}
	// For brush mode...
	else if (m_pView->GetEditMode() == BRUSH_EDITMODE)
	{
		// Make sure we're clicking on a selected brush poly
		CEditRegion *pRegion = m_pView->GetRegionDoc()->GetRegion();
		for (uint32 nBrushSearch = 0; nBrushSearch < pRegion->GetNumSelections(); ++nBrushSearch)
		{
			if (pRegion->GetSelection(nBrushSearch)->GetType() == Node_Brush)
			{
				CEditBrush *pBrush = pRegion->GetSelection(nBrushSearch)->AsBrush();
				if (m_rBasePoly.m_pBrush == pBrush)
					break;
			}
		}
		if (nBrushSearch >= pRegion->GetNumSelections())
			return FALSE;
	}

	// Get the intersection point..
	CReal fPolyDist;
	if (!m_rBasePoly()->IntersectRay(cStartRay, fPolyDist, TRUE))
	{
		// Uh..  This really shouldn't happen..  But whatever...
		return FALSE;
	}
	LTVector pos = cStartRay.m_Dir * fPolyDist + cStartRay.m_Pos;
	CEditVert vStartPos(pos);

	// Set up the drawing brush..
	m_pView->DrawingBrush().Term();
	m_pView->DrawingBrush().m_Points.Append(vStartPos);
	m_pView->DrawingBrush().m_Points.Append(vStartPos);

	return TRUE;
}