Exemple #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 );
                }
            }
        }
    }
}
Exemple #2
0
void World::wannaTalkingEventCheck()
{
    BattleState* bs = static_cast<BattleState*>( GetWorldStateManager().getState( GAME_WORLD_STATE_BATTLE ) );
    assert( bs );

    // Check if hero is in the talking enemy's fight area. If true, the enemy look at hero.
    // This work is almost same as battle event check.
    UnitSet::iterator it = m_unitSet.begin();
    for ( ; it != m_unitSet.end(); ++it )
    {
        if ( (*it) != getHeroUnit() )
        {
            Enemy* unconfirmedEnemy = dynamic_cast<Enemy*>( *it );
            if ( unconfirmedEnemy != NULL
                    && unconfirmedEnemy->isTalkable() == true
                    && !unconfirmedEnemy->getRemoveFlag() )
            {
                Enemy* talkingEnemy = unconfirmedEnemy;

                if ( isInEventArea( getHeroUnit() , talkingEnemy ) == true )
                {
                    // no more move!
                    talkingEnemy->clearKey();

                    // View at hero
                    talkingEnemy->setViewAt( &getHero()->getPos() );

                    //bs->insertEnemy( talkingEnemy );
                }
                else
                {
                    talkingEnemy->setRotZ( 0.0f );
                }
            }
        }
    }
}