void NounShip::initialize() { NounBody::initialize(); initializeGadgets(); initializeEnhancements(); initializeUnits(); updateCharacter(); m_nDynamicsTick = m_Tick; m_nIgnoreCollisionTick = m_Tick + INGORE_COLLISION_TIME; m_Signature = 0; }
bool NounShip::read( const InStream & input ) { if (! NounBody::read( input ) ) return false; // make sure we have all our traits after serialization if (! findTrait( TraitReplication::classKey() ) ) attachTrait( new TraitReplication() ); if (! findTrait( TraitMovement::classKey() ) ) attachTrait( new TraitMovement() ); if (! findTrait( TraitOrbit::classKey() ) ) attachTrait( new TraitOrbit() ); m_fHeading = m_fSetHeading = m_vOrientation.m_fYaw; m_fLastSetHeading = m_fSetHeading; m_fLastSetVelocity = m_fSetVelocity; m_fLastYaw = m_fYaw; // a bug caused these values to go NAN when all the drives were removed from the ship #if defined(_WIN32) if ( _isnan( m_fHeading ) ) m_fHeading = 0.0f; if ( _isnan( m_fVelocity ) ) m_fVelocity = 0.0f; #else if ( isnan( m_fHeading ) ) m_fHeading = 0.0f; if ( isnan( m_fVelocity ) ) m_fVelocity = 0.0f; #endif // update the ship frame m_Frame = Matrix33( m_fPitch, m_fHeading, m_fRoll ); initializeGadgets(); initializeEnhancements(); updateCharacter(); updateDamageBits(); // reset and reapply all modifiers resetModifiers(); for(int i=0;i<m_Enhancements.size();++i) m_Enhancements[i]->applyModifiers( true ); // until we add slots for enhancements, just set max to 8 // TODO: Add m_MaxEnhancements = 8; m_nIgnoreCollisionTick = 0; return true; }
void CharacterObject::tick(float dt) { if(controller) { controller->update(dt); } animator->tick(dt); updateCharacter(dt); // Ensure the character doesn't need to be reset if(getPosition().z < -100.f) { resetToAINode(); } }
void NounShip::setup() { NounBody::setup(); // clear all flags clearFlags( FLAG_ALL ); // remove all damage m_Damage = 0; initializeGadgets(); initializeEnhancements(); initializeUnits(); // update the characteristics of this ship updateCharacter(); // fill energy m_Energy = maxEnergy(); }
//////////////////////////////////////////////////////////////////////////////// // Plays a complete game, until the death of the main character // u16 game(u16 hiscore) { u8 alive = 1; // Main character still alive? TCharacter* c; // Pointer to main character // Initialize game initializeGameScreen(hiscore); // Set up Game Screen initializeEntities(); // Set up initial entities c = getCharacter(); // Get the main character ///// // Main Game Loop (while character is alive) ///// while(alive) { updateUser(c); // Update user status (depending on keypresses) scrollWorld(); // Update world scrolling alive = updateCharacter(c); // Update character status cpct_waitVSYNC(); // Wait for VSYNC and... drawAll(); // ..draw everything } // Return final score, at the end of the game return getScore(); }
void NounShip::updateShip( dword nTick ) { PROFILE_FUNCTION(); // update despawn/docking logic.. updateDespawn(); // update the ships gadgets updateGadgets( nTick ); // update high-level AI updateLogic( nTick ); // repair / reload ship when in orbit if ( nTick >= m_nRepairTick ) { m_nRepairTick = nTick + DEFAULT_REPAIR_RATE; if ( inOrbit() ) { // handle ship repairs when in orbit around friendly planet with a ship yard NounPlanet * pPlanet = WidgetCast<NounPlanet>( orbiting() ); if ( pPlanet != NULL ) { if ( pPlanet->isFriend( this ) ) { repair( pPlanet, PLANET_REPAIR_RATE, true ); reload( pPlanet ); } else if ( (pPlanet->flags() & NounPlanet::FLAG_HYDROGEN) != 0 ) { // if planet has hydrogen, then refuel the jump drive if ( jumpDrive() != NULL ) jumpDrive()->reload( pPlanet ); } } } } if ( nTick >= m_nUpdateTick ) { m_nUpdateTick = nTick + SHIP_UPDATE_RATE; // update characteristics updateCharacter(); // update low-level AI updateCommand(); // update the repair queue updateRepairQueue(); // update the contact list updateContacts(); // drain off some damage from the damage list updateThreats(); } if ( m_bIncoming ) { ASSERT( userId() == 0 ); avoidCollision(); m_bIncoming = false; } updatePointDefense(); updateFireCheck(); }
void ResourceWindow::updateGUI() { SmartBody::SBScene* scene = SmartBody::SBScene::getScene(); SmartBody::SBAssetManager* assetManager = scene->getAssetManager(); resourceTree->sortorder(FL_TREE_SORT_ASCENDING); // update path tree updatePath(getTreeFromName("script path"), SmartBody::SBScene::getScene()->getAssetPaths("script")); updatePath(getTreeFromName("motion path"), SmartBody::SBScene::getScene()->getAssetPaths("motion")); updatePath(getTreeFromName("audio path"), SmartBody::SBScene::getScene()->getAssetPaths("audio")); updatePath(getTreeFromName("mesh path"), SmartBody::SBScene::getScene()->getAssetPaths("mesh")); // update sequence file list const std::vector<std::string> scriptPaths = SmartBody::SBScene::getScene()->getAssetPaths("script"); resourceTree->clear_children(getTreeFromName("scriptfiles")); for (size_t p = 0; p < scriptPaths.size(); p++) { updateScriptFiles(getTreeFromName("scriptfiles"), scriptPaths[p]); } // update runtime scripts resourceTree->clear_children(getTreeFromName("script")); std::vector<std::string> scriptName = scene->getScriptNames(); for (size_t i = 0; i < scriptName.size(); i++) { SmartBody::SBScript* script = scene->getScript(scriptName[i]); updateScript(getTreeFromName("script"), script); } // update skeleton resourceTree->clear_children(getTreeFromName("skeleton")); std::vector<std::string> skeletons = scene->getSkeletonNames(); for (size_t c = 0; c < skeletons.size(); c++) { SmartBody::SBSkeleton * skel = scene->getSkeleton(skeletons[c]); updateSkeleton(getTreeFromName("skeleton"), skel); } // update joint maps resourceTree->clear_children(getTreeFromName("jointmap")); SmartBody::SBJointMapManager* jointMapManager = scene->getJointMapManager(); std::vector<std::string> jointMapNames = jointMapManager->getJointMapNames(); for (std::vector<std::string>::iterator iter = jointMapNames.begin(); iter != jointMapNames.end(); iter++) { Fl_Tree_Item* boneMapItem = resourceTree->add(getTreeFromName("jointmap"), (*iter).c_str()); updateJointMap(boneMapItem, jointMapManager->getJointMap((*iter))); } // update gesture maps resourceTree->clear_children(getTreeFromName("gesturemap")); SmartBody::SBGestureMapManager* gestureMapManager = scene->getGestureMapManager(); std::vector<std::string> gestureMapNames = gestureMapManager->getGestureMapNames(); for (std::vector<std::string>::iterator iter = gestureMapNames.begin(); iter != gestureMapNames.end(); iter++) { Fl_Tree_Item* gestureMapItem = resourceTree->add(getTreeFromName("gesturemap"), (*iter).c_str()); updateGestureMap(gestureMapItem, gestureMapManager->getGestureMap((*iter))); } // update motion map resourceTree->clear_children(getTreeFromName("motion")); std::vector<std::string> motionNames = scene->getMotionNames(); for (size_t i = 0; i < motionNames.size(); i++) { //resourceTree->add(treeItemList[ITEM_MOTION],mi->first.c_str()); SmartBody::SBMotion * motion = scene->getMotion(motionNames[i]); updateMotion(getTreeFromName("motion"), motion); } SmartBody::SBAnimationBlendManager* blendManager = scene->getBlendManager(); // update animation blend map resourceTree->clear_children(getTreeFromName("blend")); std::vector<std::string> blendNames = blendManager->getBlendNames(); for (size_t i = 0; i < blendNames.size(); i++) { //resourceTree->add(treeItemList[ITEM_MOTION],mi->first.c_str()); SmartBody::SBAnimationBlend * blend = blendManager->getBlend(blendNames[i]); updateAnimationBlend(getTreeFromName("blend"), blend); } // update blend transition map resourceTree->clear_children(getTreeFromName("transition")); std::vector<std::string> transitionNames = blendManager->getTransitionNames(); for (size_t i = 0; i < transitionNames.size(); i++) { //resourceTree->add(treeItemList[ITEM_MOTION],mi->first.c_str()); SmartBody::SBAnimationTransition * transition = blendManager->getTransitionByName(transitionNames[i]); updateBlendTransition(getTreeFromName("transition"), transition); } // update mesh map resourceTree->clear_children(getTreeFromName("mesh")); std::vector<std::string> meshNames = assetManager->getDeformableMeshNames(); for (size_t i = 0; i < meshNames.size(); i++) { DeformableMesh* mesh = assetManager->getDeformableMesh(meshNames[i]); Fl_Tree_Item* meshItem = resourceTree->add(getTreeFromName("mesh"), mesh->getName().c_str()); updateMesh(meshItem, mesh); } // update face definition map resourceTree->clear_children(getTreeFromName("facedefinition")); std::vector<std::string> faceNames = scene->getFaceDefinitionNames(); for (size_t i = 0; i < faceNames.size(); i++) { //resourceTree->add(treeItemList[ITEM_MOTION],mi->first.c_str()); SmartBody::SBFaceDefinition * face = scene->getFaceDefinition(faceNames[i]); if (!face) continue; Fl_Tree_Item* faceTree = resourceTree->add(getTreeFromName("facedefinition"), face->getName().c_str()); updateFaceDefinition(faceTree, face); } // update event handler list SmartBody::SBEventManager* eventManager = SmartBody::SBScene::getScene()->getEventManager(); std::map<std::string, SmartBody::SBEventHandler*>& eventMap = eventManager->getEventHandlers(); std::map<std::string, SmartBody::SBEventHandler*>::iterator ei; resourceTree->clear_children(getTreeFromName("eventhandler")); for ( ei = eventMap.begin(); ei != eventMap.end(); ei++) { updateEventHandler(getTreeFromName("eventhandler"), ei->second); } // Below are instance objects : // update pawn objects resourceTree->clear_children(getTreeFromName("pawn")); const std::vector<std::string>& pawnNames = scene->getPawnNames(); for (size_t i = 0; i < pawnNames.size(); i++) { SmartBody::SBPawn* pawn = scene->getPawn(pawnNames[i]); updatePawn(getTreeFromName("pawn"), pawn); } // update characters resourceTree->clear_children(getTreeFromName("character")); const std::vector<std::string>& charNames = scene->getCharacterNames(); for (size_t i = 0; i < charNames.size(); i++) { SmartBody::SBCharacter* character = scene->getCharacter(charNames[i]); resourceTree->sortorder(FL_TREE_SORT_ASCENDING); updateCharacter(getTreeFromName("character"), character); } // for (SBPhysicsObjMap::iterator iter = phySim->getPhysicsObjMap().begin(); // iter != phySim->getPhysicsObjMap().end(); // iter++) // { // SBPhysicsObj* obj = (*iter).second; // if (dynamic_cast<SbmJointObj*>(obj) == NULL) // { // // } // } // update services SmartBody::SBServiceManager* serviceManager = scene->getServiceManager(); std::map<std::string, SmartBody::SBService*>& serviceMap = serviceManager->getServices(); resourceTree->clear_children(getTreeFromName("service")); for (std::map<std::string, SmartBody::SBService*>::iterator iter = serviceMap.begin(); iter != serviceMap.end(); iter++) { SmartBody::SBService* service = (*iter).second; resourceTree->sortorder(FL_TREE_SORT_ASCENDING); SmartBody::SBPhysicsManager* phyManager = dynamic_cast<SmartBody::SBPhysicsManager*>(service); if (phyManager) updatePhysicsManager(getTreeFromName("service"),phyManager); else updateService(getTreeFromName("service"), service); } // update behavior sets resourceTree->clear_children(getTreeFromName("behaviorset")); std::map<std::string, SmartBody::SBBehaviorSet*>& behaviorSets = scene->getBehaviorSetManager()->getBehaviorSets(); for (std::map<std::string, SmartBody::SBBehaviorSet*>::iterator iter = behaviorSets.begin(); iter != behaviorSets.end(); iter++) { SmartBody::SBBehaviorSet* behaviorSet = (*iter).second; updateBehaviorSet(getTreeFromName("behaviorset"), behaviorSet); } _dirty = false; if (_firstTime) { hideTree(); _firstTime = false; } }