Exemple #1
0
	game::tracking::ITrackableUnifiedHandleObjectIterator *UnitList::getTrackableUnifiedHandleObjectsFromArea(const VC3 &position, float radius, TRACKABLE_TYPEID_DATATYPE typeMask)
	{
		game::tracking::SimpleTrackableUnifiedHandleObjectIterator *iter = new game::tracking::SimpleTrackableUnifiedHandleObjectIterator();

		if(typeMask != TRACKABLE_TYPE_BURNABLE)
		{
			Logger::getInstance()->error("UnitList::getTrackableUnifiedHandleObjectsFromArea - Only burnable type supported.");
			assert(!"UnitList::getTrackableUnifiedHandleObjectsFromArea - Only burnable type supported.");
			// or should we return null?
			return iter;
		}

		IUnitListIterator *uli = getNearbyAllUnits(position, radius);
		while (uli->iterateAvailable())
		{
			Unit *u = uli->iterateNext();
			if ((u->getUnitType()->getTrackableTypeMask() & typeMask) != 0)
			{
				iter->addEntry(getUnifiedHandle(getIdForUnit(u)));
			}
		}

		delete uli;

		return iter;
	}
	void PositionScripting::process(util::ScriptProcess *sp, 
		int command, int intData, char *stringData, ScriptLastValueType *lastValue, 
		GameScriptData *gsd, Game *game)
	{
		switch(command)
		{
		case GS_CMD_SETPOSITION:
			{
				VC3 tmp(0,0,0);
				if (gs_coordinate_param(game->gameMap, stringData, &tmp))
				{
					float x = tmp.x;
					float y = tmp.z;
					game->gameMap->keepWellInScaledBoundaries(&x, &y);
					gsd->position = VC3(
						x, game->gameMap->getScaledHeightAt(x,y), y);
				} else {
					sp->error("PositionScripting::process - Missing or bad setPosition parameter.");
				}
			}
			break;

		case GS_CMD_POSITIONRANDOMOFFSET:
			if (intData > 0)
			{
				int o1 = (game->gameRandom->nextInt() % (intData * 20 + 10)) - intData*10;
				int o2 = (game->gameRandom->nextInt() % (intData * 20 + 10)) - intData*10;
				int o3 = (game->gameRandom->nextInt() % (intData * 20 + 10)) - intData*10;
				gsd->position.x += (float)o1 * 0.1f;
				gsd->position.y += (float)o2 * 0.1f;
				gsd->position.z += (float)o3 * 0.1f;
			} else {
				sp->warning("PositionScripting::process - positionRandomOffset with zero parameter.");
				lastValue = 0;
			}
			break;

		case GS_CMD_MOVEPOSITIONZ:
			gsd->position.z += (float)intData / 100.0f;
			break;

		case GS_CMD_MOVEPOSITIONX:
			gsd->position.x += (float)intData / 100.0f;
			break;

		case GS_CMD_MOVEPOSITIONZFLOAT:
			{
				float floatData = *((float *)(&intData));
				gsd->position.z += floatData;
			}
			break;

		case GS_CMD_MOVEPOSITIONXFLOAT:
			{
				float floatData = *((float *)(&intData));
				gsd->position.x += floatData;
			}
			break;

		case GS_CMD_GETPOSITIONX:
			*lastValue = (int)gsd->position.x;
			break;

		case GS_CMD_GETPOSITIONZ:
			*lastValue = (int)gsd->position.z;
			break;
							 
		case GS_CMD_GETPOSITIONHEIGHT:
			*lastValue = (int)gsd->position.y;
			break;
							 
		case GS_CMD_GETACCURATEPOSITIONX:
			*lastValue = (int)(gsd->position.x * 1000.0f);
			break;

		case GS_CMD_GETACCURATEPOSITIONZ:
			*lastValue = (int)(gsd->position.z * 1000.0f);
			break;
							 
		case GS_CMD_SETPOSITIONHEIGHT:
			if (stringData != NULL)
			{
				gsd->position.y = (float)atof(stringData);
			} else {
				sp->error("PositionScripting::process - Missing setPositionHeight parameter.");
			}
			break;

		case GS_CMD_SETPOSITIONHEIGHTONGROUND:
			{
				float x = gsd->position.x;
				float y = gsd->position.z;
				game->gameMap->keepWellInScaledBoundaries(&x, &y);
				gsd->position = VC3(
					x, game->gameMap->getScaledHeightAt(x,y), y);
			}
			break;

		case GS_CMD_POSITIONACCURATERANDOMOFFSET:
			if (intData > 0)
			{
				// intData values in cm
				int o1 = (game->gameRandom->nextInt() % (intData * 20 + 10)) - intData*10;
				int o2 = (game->gameRandom->nextInt() % (intData * 20 + 10)) - intData*10;
				int o3 = (game->gameRandom->nextInt() % (intData * 20 + 10)) - intData*10;
				gsd->position.x += (float)o1 * 0.1f * 0.01f;
				gsd->position.y += (float)o2 * 0.1f * 0.01f;
				gsd->position.z += (float)o3 * 0.1f * 0.01f;
			} else {
				sp->warning("PositionScripting::process - positionRandomOffset with zero parameter.");
				lastValue = 0;
			}
			break;

		case GS_CMD_MOVEPOSITIONHEIGHT:
			gsd->position.y += (float)intData / 100.0f;
			break;

		case GS_CMD_SETSECONDARYPOSITION:
			gsd->secondaryPosition = gsd->position;
			break;

		case GS_CMD_GETSECONDARYPOSITION:
			gsd->position = gsd->secondaryPosition;
			break;

		case GS_CMD_SETPOSITIONX:
			gsd->position.x = (float)*lastValue;
			break;

		case GS_CMD_SETPOSITIONZ:
			gsd->position.z = (float)*lastValue;
			break;
							 
		case GS_CMD_SETACCURATEPOSITIONX:
			gsd->position.x = (float)*lastValue / 1000.0f;
			break;

		case GS_CMD_SETACCURATEPOSITIONZ:
			gsd->position.z = (float)*lastValue / 1000.0f;
			break;

		case GS_CMD_setAccuratePositionHeight:
			gsd->position.y = (float)*lastValue / 1000.0f;
			break;

		case GS_CMD_getAccuratePositionHeight:
			*lastValue = (int)(gsd->position.y * 1000.0f);
			break;

		case GS_CMD_PUSHGLOBALTEMPPOSITION:
			if (gs_global_temp_position_used)
			{
				sp->warning("PositionScripting::process - pushGlobalTempPosition, stack full.");
			}
			gs_global_temp_position_used = true;
			gs_global_temp_position = gsd->position;
			break;
							 
		case GS_CMD_POPGLOBALTEMPPOSITION:
			if (!gs_global_temp_position_used)
			{
				sp->warning("PositionScripting::process - popGlobalTempPosition, stack empty.");
			}
			gsd->position = gs_global_temp_position;
			gs_global_temp_position_used = false;
			gs_global_temp_position = VC3(0,0,0);
			break;
							 
		case GS_CMD_MOVEPOSITIONTOANGLEVALUE:
			{
				float angle = (float)(*lastValue);
				if (angle < 0) angle += 360;
				if (angle >= 360) angle -= 360;
				float amount= (float)intData / 100.0f;
				gsd->position.x += -amount * sinf(UNIT_ANGLE_TO_RAD(angle));
				gsd->position.z += -amount * cosf(UNIT_ANGLE_TO_RAD(angle));
			}
			break;

		case GS_CMD_ISPOSITIONINSIDEBUILDING:
			{
				VC3 pos = gsd->position;
				int x = game->gameMap->scaledToPathfindX(pos.x);
				int y = game->gameMap->scaledToPathfindY(pos.z);
				if (game->gameMap->isWellInScaledBoundaries(pos.x, pos.z))
				{
					if (game->gameMap->getAreaMap()->isAreaAnyValue(x, y, AREAMASK_INBUILDING))
						*lastValue = 1;
					else
						*lastValue = 0;
				} else {
					*lastValue = 0;
				}
			}
			break;

		case GS_CMD_isPositionBlockedByUnmoving:
			{
				VC3 pos = gsd->position;
				int x = game->gameMap->scaledToPathfindX(pos.x);
				int y = game->gameMap->scaledToPathfindY(pos.z);
				if (game->gameMap->isWellInScaledBoundaries(pos.x, pos.z))
				{
					if (game->gameMap->getObstacleHeight(x, y) > 0
						&& !game->gameMap->isMovingObstacle(x, y))
						*lastValue = 1;
					else
						*lastValue = 0;
				} else {
					*lastValue = 0;
				}
			}
			break;

		case GS_CMD_isPositionBlockedByUnmovingOrDoor:
			{
				VC3 pos = gsd->position;
				int x = game->gameMap->scaledToPathfindX(pos.x);
				int y = game->gameMap->scaledToPathfindY(pos.z);
				if (game->gameMap->isWellInScaledBoundaries(pos.x, pos.z))
				{
					// HACK: rounded moving obstacles are actually doors
					if (game->gameMap->getObstacleHeight(x, y) > 0
						&& (!game->gameMap->isMovingObstacle(x, y)
						|| game->gameMap->isRoundedObstacle(x, y)))
						*lastValue = 1;
					else
						*lastValue = 0;
				} else {
					*lastValue = 0;
				}
			}
			break;

		case GS_CMD_isPositionBlockedByMoving:
			{
				VC3 pos = gsd->position;
				int x = game->gameMap->scaledToPathfindX(pos.x);
				int y = game->gameMap->scaledToPathfindY(pos.z);
				if (game->gameMap->isWellInScaledBoundaries(pos.x, pos.z))
				{
					if (game->gameMap->getObstacleHeight(x, y) > 0
						&& game->gameMap->isMovingObstacle(x, y))
						*lastValue = 1;
					else
						*lastValue = 0;
				} else {
					*lastValue = 0;
				}
			}
			break;

		case GS_CMD_setPositionVariable:
			if (stringData != NULL)
			{
				bool success = sp->getScript()->setGlobalPositionVariableValue(stringData, gsd->position.x, gsd->position.y, gsd->position.z);
				if (!success)
				{
					sp->error("PositionScripting::process - setPositionVariable, failed to set position variable value (variable does not exist or type mismatch).");
					sp->debug(stringData);
				}
			} else {
				sp->error("PositionScripting::process - setPositionVariable parameter missing, position variable name expected.");
			}
			break;

		case GS_CMD_getPositionVariable:
			if (stringData != NULL)
			{				
				float tmpx, tmpy, tmpz;
				bool success = sp->getScript()->getGlobalPositionVariableValue(stringData, &tmpx, &tmpy, &tmpz);
				if (success)
				{
					gsd->position = VC3(tmpx, tmpy, tmpz);
				} else {
					sp->error("PositionScripting::process - getPositionVariable, failed to get position variable value (variable does not exist or type mismatch).");
					sp->debug(stringData);
				}
			} else {
				sp->error("PositionScripting::process - getPositionVariable parameter missing, position variable name expected.");
			}
			break;

		case GS_CMD_addPositionVariableToPosition:
			if (stringData != NULL)
			{				
				float tmpx, tmpy, tmpz;
				bool success = sp->getScript()->getGlobalPositionVariableValue(stringData, &tmpx, &tmpy, &tmpz);
				if (success)
				{
					gsd->position += VC3(tmpx, tmpy, tmpz);
				} else {
					sp->error("PositionScripting::process - addPositionVariableToPosition, failed to get position variable value (variable does not exist or type mismatch).");
					sp->debug(stringData);
				}
			} else {
				sp->error("PositionScripting::process - addPositionVariableToPosition parameter missing, position variable name expected.");
			}
			break;

		case GS_CMD_setPositionKeepingHeight:
			{
				VC3 tmp(0,0,0);
				if (gs_coordinate_param(game->gameMap, stringData, &tmp))
				{
					gsd->position.x = tmp.x;
					gsd->position.y = tmp.y;
				} else {
					sp->error("PositionScripting::process - Missing or bad setPositionKeepingHeight parameter.");
				}
			}
			break;

		case GS_CMD_setPositionXToFloat:
			{
				float floatData = *((float *)&intData);
				gsd->position.x = floatData;
			}
			break;

		case GS_CMD_setPositionZToFloat:
			{
				float floatData = *((float *)&intData);
				gsd->position.z = floatData;
			}
			break;

		case GS_CMD_rayTraceToSecondaryPosition:
			{
				VC3 middle_pos = (gsd->secondaryPosition + gsd->position) * 0.5f;
				VC3 dir = gsd->secondaryPosition - gsd->position;
				float length = dir.GetLength();
				dir *= 1.0f / length;

				bool no_units = stringData && strstr(stringData, "no_units");

				// disable collision for units
				if(no_units)
				{
					IUnitListIterator *iter = game->units->getNearbyAllUnits(middle_pos, length * length);
					while (iter->iterateAvailable())
					{
						Unit *u = iter->iterateNext();
						if(u && u->getVisualObject())
						{
							u->getVisualObject()->setCollidable(false);
						}
					}
					delete iter;
				}

				// raycast
				*lastValue = 0;
				if(game && game->getGameScene())
				{
					GameCollisionInfo cinfo;
					game->getGameScene()->rayTrace(gsd->position, dir, length, cinfo, true, false);
					if(cinfo.hit)
					{
						gsd->position = cinfo.position;
						*lastValue = 1;
					}
				}

				// re-enable collision for units
				if(no_units)
				{
					IUnitListIterator *iter = game->units->getNearbyAllUnits(middle_pos, length * length);
					while (iter->iterateAvailable())
					{
						Unit *u = iter->iterateNext();
						if(u && u->getVisualObject())
						{
							u->getVisualObject()->setCollidable(true);
						}
					}
					delete iter;
				}
			}
			break;

		default:
			sp->error("PositionScripting::process - Unknown command.");
			assert(0);
		}
	}
void TargetDisplayWindowUpdator::updateUpdatables()
{
	{
		LinkedList* list = game->items->getAllItems();
		
		itemsToBeUpdated.clear();

		float updateDistance = updateItemsInsideDistance * updateItemsInsideDistance;

		SafeLinkedListIterator i( list );

		while( i.iterateAvailable() )
		{
			Item* item = (Item*)i.iterateNext();
			VC3 pos = item->getPosition();
		

			if( item->getHighlightStyle() >= 0 && calculateDistance( pos, game ) < updateDistance )
			{
				itemsToBeUpdated.push_back( item );
			}
		}
	}

#ifdef PROJECT_SURVIVOR
	bool any_player_has_intelligence = false;
	int value = 0;
	if(util::Script::getGlobalIntVariableValue("enemyintelligence_in_use", &value) && value == 1)
	{
		for(int i = 0; i < MAX_PLAYERS_PER_CLIENT; i++)
		{
			if(util::Script::getGlobalArrayVariableValue("upgraded_enemyintelligence", i, &value) && value == 1
				&& game->gameUI->getFirstPerson(i)
				&& strcmp(game->gameUI->getFirstPerson(i)->getUnitType()->getName(), "Surv_Sniper") == 0)
			{
				any_player_has_intelligence = true;
				break;
			}
		}
	}
#endif

	{
		VC3 cam_pos;
		if( game->gameUI->getFirstPerson( 0 ) )
			cam_pos = game->gameUI->getFirstPerson( 0 )->getPosition();
		else
			cam_pos = game->gameUI->getGameCamera()->getPosition();

		float updateDistance = unitDistance * unitDistance;

		unitsToBeUpdated.clear();

		IUnitListIterator *iter = game->units->getNearbyAllUnits(cam_pos, updateDistance);
		while (iter->iterateAvailable())
		{
			Unit *unit = (Unit *)iter->iterateNext();
			VC3 pos = unit->getPosition();


#ifdef PROJECT_SURVIVOR
			// this is an enemy
			if(unit->getOwner() == 1 || unit->getOwner() == 3)
			{
				// has intelligence on living enemy
				if(any_player_has_intelligence && unit->getHP() > 0)
				{
					// highlight if not already
					if(unit->getHighlightStyle() == -1)
						unit->setHighlightStyle(3);
				}
				// otherwise, if still highlighted by intelligence
				else if(unit->getHighlightStyle() == 3)
				{
					// unhighlight
					unit->setHighlightStyle(-1);
				}
			}
#endif

			// also include target locked enemies
			if( unit->getHighlightStyle() >= 0 || unit->getTargetLockCounter() > 0)
			{
				unitsToBeUpdated.push_back( unit );
			}
		}
		delete iter;
	}
}