コード例 #1
0
ファイル: spfx.c プロジェクト: zid/naev
/**
 * @brief Prepares the rendering for the special effects.
 *
 * Should be called at the beginning of the rendering loop.
 *
 *    @param dt Current delta tick.
 */
void spfx_begin( const double dt )
{
   GLdouble bx, by, x, y;
   double inc;

   /* Save cycles. */
   if (shake_off == 1)
      return;

#if SDL_VERSION_ATLEAST(1,3,0)
   /* Decrement the haptic timer. */
   if (haptic_lastUpdate > 0.)
      haptic_lastUpdate -= dt;
#endif /* SDL_VERSION_ATLEAST(1,3,0) */

   /* set defaults */
   bx = SCREEN_W/2;
   by = SCREEN_H/2;

   if (!paused) {
      inc = dt*100000.;

      /* calculate new position */
      if (shake_rad > 0.01) {
         vect_cadd( &shake_pos, shake_vel.x * inc, shake_vel.y * inc );

         if (VMOD(shake_pos) > shake_rad) { /* change direction */
            vect_pset( &shake_pos, shake_rad, VANGLE(shake_pos) );
            vect_pset( &shake_vel, SHAKE_VEL_MOD*shake_rad, 
                  -VANGLE(shake_pos) + (RNGF()-0.5) * M_PI );
         }

         /* the shake decays over time */
         shake_rad -= SHAKE_DECAY*dt;
         if (shake_rad < 0.)
            shake_rad = 0.;

         x = shake_pos.x;
         y = shake_pos.y;  
      }
      else {
         shake_rad = 0.;
         shake_off = 1;
         x = 0.;
         y = 0.;
      }
   }
   else {
      x = 0.;
      y = 0.;
   }

   /* set the new viewport */
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   glOrtho( -bx+x, bx+x, -by+y, by+y, -1., 1. );
}
コード例 #2
0
ファイル: nlua_vec2.c プロジェクト: Elderman/naev
/**
 * @brief Gets polar coordinates of a vector.
 *
 * The angle is in degrees, not radians.
 *
 * @usage modulus, angle = my_vec:polar()
 *
 *    @luaparam v Vector to get polar coordinates of.
 *    @luareturn The modulus and angle of the vector.
 * @luafunc polar(v)
 */
static int vectorL_polar( lua_State *L )
{
    LuaVector *v1;

    /* Get self. */
    v1 = luaL_checkvector(L,1);

    lua_pushnumber(L, VMOD(v1->vec));
    lua_pushnumber(L, VANGLE(v1->vec)*180./M_PI);
    return 2;
}
コード例 #3
0
ファイル: nlua_vec2.c プロジェクト: VetHockey/naev
/**
 * @brief Gets polar coordinates of a vector.
 *
 * The angle is in degrees, not radians.
 *
 * @usage modulus, angle = my_vec:polar()
 *
 *    @luaparam v Vector to get polar coordinates of.
 *    @luareturn The modulus and angle of the vector.
 * @luafunc polar(v)
 */
static int vectorL_polar( lua_State *L )
{
   Vector2d *v1;

   /* Get self. */
   v1 = luaL_checkvector(L,1);

   lua_pushnumber(L, VMOD(*v1));
   lua_pushnumber(L, VANGLE(*v1)*180./M_PI);
   return 2;
}
コード例 #4
0
ファイル: background.c プロジェクト: Dinth/naev
/**
 * @brief Renders the starry background.
 *
 *    @param dt Current delta tick.
 */
void background_renderStars( const double dt )
{
   (void) dt;
   unsigned int i;
   GLfloat hh, hw, h, w;
   GLfloat x, y, m, b;
   GLfloat brightness;
   double z;
   double sx, sy;
   int shade_mode;
   int j, n;


   /*
    * gprof claims it's the slowest thing in the game!
    */

   /* Do some scaling for now. */
   z = cam_getZoom();
   z = 1. * (1. - conf.zoom_stars) + z * conf.zoom_stars;
   gl_matrixPush();
      gl_matrixTranslate( SCREEN_W/2., SCREEN_H/2. );
      gl_matrixScale( z, z );

   if (!paused && (player.p != NULL) && !player_isFlag(PLAYER_DESTROYED) &&
         !player_isFlag(PLAYER_CREATING)) { /* update position */

      /* Calculate some dimensions. */
      w  = (SCREEN_W + 2.*STAR_BUF);
      w += conf.zoom_stars * (w / conf.zoom_far - 1.);
      h  = (SCREEN_H + 2.*STAR_BUF);
      h += conf.zoom_stars * (h / conf.zoom_far - 1.);
      hw = w/2.;
      hh = h/2.;

      if ((star_x > SCREEN_W) || (star_y > SCREEN_H)) {
         sx = ceil( star_x / SCREEN_W );
         sy = ceil( star_y / SCREEN_H );
         n  = MAX( sx, sy );
         star_x /= (double)n;
         star_y /= (double)n;
      }
      else
         n = 1;

      /* Calculate new star positions. */
      for (j=0; j < n; j++) {
         for (i=0; i < nstars; i++) {

            /* calculate new position */
            b = 1./(9. - 10.*star_colour[8*i+3]);
            star_vertex[4*i+0] = star_vertex[4*i+0] + star_x*b;
            star_vertex[4*i+1] = star_vertex[4*i+1] + star_y*b;

            /* check boundaries */
            if (star_vertex[4*i+0] > hw)
               star_vertex[4*i+0] -= w;
            else if (star_vertex[4*i+0] < -hw)
               star_vertex[4*i+0] += w;
            if (star_vertex[4*i+1] > hh)
               star_vertex[4*i+1] -= h;
            else if (star_vertex[4*i+1] < -hh)
               star_vertex[4*i+1] += h;
         }
      }

      /* Upload the data. */
      gl_vboSubData( star_vertexVBO, 0, nstars * 4 * sizeof(GLfloat), star_vertex );
   }

   /* Decide on shade mode. */
   shade_mode = 0;
   if ((player.p != NULL) && !player_isFlag(PLAYER_DESTROYED) &&
         !player_isFlag(PLAYER_CREATING)) {

      if (pilot_isFlag(player.p,PILOT_HYPERSPACE) && /* hyperspace fancy effects */
            (player.p->ptimer < HYPERSPACE_STARS_BLUR)) {

         glShadeModel(GL_SMOOTH);
         shade_mode = 1;

         /* lines will be based on velocity */
         m  = HYPERSPACE_STARS_BLUR-player.p->ptimer;
         m /= HYPERSPACE_STARS_BLUR;
         m *= HYPERSPACE_STARS_LENGTH;
         x = m*cos(VANGLE(player.p->solid->vel));
         y = m*sin(VANGLE(player.p->solid->vel));
      }
      else if (dt_mod > 3.) {

         glShadeModel(GL_SMOOTH);
         shade_mode = 1;

         /* lines will be based on velocity */
         m = (dt_mod-3.)*VMOD(player.p->solid->vel)/10.;
         x = m*cos(VANGLE(player.p->solid->vel));
         y = m*sin(VANGLE(player.p->solid->vel));
      }

      if (shade_mode) {
         /* Generate lines. */
         for (i=0; i < nstars; i++) {
            brightness = star_colour[8*i+3];
            star_vertex[4*i+2] = star_vertex[4*i+0] + x*brightness;
            star_vertex[4*i+3] = star_vertex[4*i+1] + y*brightness;
         }

         /* Upload new data. */
         gl_vboSubData( star_vertexVBO, 0, nstars * 4 * sizeof(GLfloat), star_vertex );
      }
   }

   /* Render. */
   gl_vboActivate( star_vertexVBO, GL_VERTEX_ARRAY, 2, GL_FLOAT, 2 * sizeof(GLfloat) );
   gl_vboActivate( star_colourVBO, GL_COLOR_ARRAY,  4, GL_FLOAT, 4 * sizeof(GLfloat) );
   if (shade_mode) {
      glDrawArrays( GL_LINES, 0, nstars );
      glDrawArrays( GL_POINTS, 0, nstars ); /* This second pass is when the lines are very short that they "lose" intensity. */
      glShadeModel(GL_FLAT);
   }
   else {
      glDrawArrays( GL_POINTS, 0, nstars );
   }

   /* Clear star movement. */
   star_x = 0.;
   star_y = 0.;

   /* Disable vertex array. */
   gl_vboDeactivate();

   /* Pop matrix. */
   gl_matrixPop();

   /* Check for errors. */
   gl_checkErr();
}
コード例 #5
0
ファイル: physics.c プロジェクト: Anatolis/naev
/**
 * @brief Does UV decomposition of the reference vector.
 *
 *    @param[out] u Parallel component of the reference vector.
 *    @param[out] v Perpendicular component of the reference vector.
 *    @param reference_vector The reference vector to decompose.
 */
void vect_uv_decomp( Vector2d* u, Vector2d* v, Vector2d* reference_vector )
{
   vect_pset(u, 1, VANGLE(*reference_vector));
   vect_pset(v, 1, VANGLE(*reference_vector)+M_PI_2);
}
コード例 #6
0
ファイル: nlua_pilot.c プロジェクト: pegue/naev
/**
 * @brief Adds a fleet to the system.
 *
 * You can then iterate over the pilots to change parameters like so:
 * @code
 * p = pilot.add( "Sml Trader Convoy" )
 * for k,v in pairs(p) do
 *    v:setHostile()
 * end
 * @endcode
 *
 * @usage p = pilot.add( "Pirate Hyena" ) -- Just adds the pilot (will jump in).
 * @usage p = pilot.add( "Trader Llama", "dummy" ) -- Overrides AI with dummy ai.
 * @usage p = pilot.add( "Sml Trader Convoy", "def", vec2.new( 1000, 200 ) ) -- Pilot won't jump in, will just appear.
 * @usage p = pilot.add( "Empire Pacifier", "def", vec2.new( 1000, 1000 ), true ) -- Have the pilot jump in.
 *
 *    @luaparam fleetname Name of the fleet to add.
 *    @luaparam ai If set will override the standard fleet AI.  "def" means use default.
 *    @luaparam pos Position to create pilots around instead of choosing randomly.
 *    @luaparam jump true if pilots should jump in, false by default if pos is defined.
 *    @luareturn Table populated with all the pilots created.  The keys are ordered numbers.
 * @luafunc add( fleetname, ai, pos, jump )
 */
static int pilot_addFleet( lua_State *L )
{
   NLUA_MIN_ARGS(1);
   Fleet *flt;
   const char *fltname, *fltai;
   int i, j;
   unsigned int p;
   double a;
   double d;
   Vector2d vv,vp, vn;
   FleetPilot *plt;
   LuaPilot lp;
   LuaVector *lv;
   int jump;

   /* Parse first argument - Fleet Name */
   fltname = luaL_checkstring(L,1);
   
   /* Parse second argument - Fleet AI Override */
   if (lua_gettop(L) > 1) {
      fltai = luaL_checkstring(L,2);
      if (strcmp(fltai, "def")==0) /* Check if set to default */
         fltai = NULL;
   }
   else fltai = NULL;

   /* Parse third argument - Position */
   if (lua_gettop(L) > 2) {
      lv = luaL_checkvector(L,3);
   }
   else lv = NULL;

   if (lua_gettop(L) > 3) {
      jump = lua_toboolean(L,4);
   }
   else {
      /* Only jump by default if not position was passed. */
      if (lv==NULL)
         jump = 1;
      else
         jump = 0;
   }

   /* Needed to determine angle. */
   vectnull(&vn);

   /* pull the fleet */
   flt = fleet_get( fltname );
   if (flt == NULL) {
      NLUA_ERROR(L,"Fleet '%s' doesn't exist.", fltname);
      return 0;
   }

   /* Use position passed if possible. */
   if (lv != NULL) {
      if (!jump)
         vectcpy( &vp, &lv->vec );
      else {
         /* Pilot is jumping in, we'll only use the vector angle. */
         d = RNGF()*(HYPERSPACE_ENTER_MAX-HYPERSPACE_ENTER_MIN) + HYPERSPACE_ENTER_MIN;
         vect_pset( &vp, d, VANGLE(lv->vec) );
      }
   }
   else {
      d = RNGF()*(HYPERSPACE_ENTER_MAX-HYPERSPACE_ENTER_MIN) + HYPERSPACE_ENTER_MIN;
      vect_pset( &vp, d, RNGF() * 2.*M_PI);
   }

   /* now we start adding pilots and toss ids into the table we return */
   j = 0;
   lua_newtable(L);
   for (i=0; i<flt->npilots; i++) {

      plt = &flt->pilots[i];

      if (RNG(0,100) <= plt->chance) {

         /* fleet displacement */
         vect_cadd(&vp, RNG(75,150) * (RNG(0,1) ? 1 : -1),
               RNG(75,150) * (RNG(0,1) ? 1 : -1));

         /* Set velocity only if no position is set.. */
         if (lv != NULL) {
            if (jump) {
               a = vect_angle(&vp,&vn);
               vect_pset( &vv, HYPERSPACE_VEL, a );
            }
            else {
               a = RNGF() * 2.*M_PI;
               vectnull( &vv );
            }
         }
         else { /* Entering via hyperspace. */
            a = vect_angle(&vp,&vn);
            vect_pset( &vv, HYPERSPACE_VEL, a );
         }

         /* Make sure angle is sane. */
         if (a < 0.)
            a += 2.*M_PI;

         /* Create the pilot. */
         p = fleet_createPilot( flt, plt, a, &vp, &vv, fltai, 0 );

         /* we push each pilot created into a table and return it */
         lua_pushnumber(L,++j); /* index, starts with 1 */
         lp.pilot = p;
         lua_pushpilot(L,lp); /* value = LuaPilot */
         lua_rawset(L,-3); /* store the value in the table */
      }
   }
   return 1;
}
コード例 #7
0
ファイル: weapon.c プロジェクト: zid/naev
/**
 * @brief The AI of seeker missiles.
 *
 *    @param w Weapon to do the thinking.
 *    @param dt Current delta tick.
 */
static void think_seeker( Weapon* w, const double dt )
{
   double diff;
   double vel;
   Pilot *p;
   int effect;
   Vector2d v;
   double t;

   if (w->target == w->parent) return; /* no self shooting */

   p = pilot_get(w->target); /* no null pilot_nstack */
   if (p==NULL) {
      weapon_setThrust( w, 0. );
      weapon_setTurn( w, 0. );
      return;
   }

   /* Handle by status. */
   switch (w->status) {
      case WEAPON_STATUS_OK:
         if (w->lockon < 0.)
            w->status = WEAPON_STATUS_LOCKEDON;
         break;

      case WEAPON_STATUS_LOCKEDON: /* Check to see if can get jammed */
         if ((p->jam_range != 0.) &&  /* Target has jammer and weapon is in range */
               (vect_dist(&w->solid->pos,&p->solid->pos) < p->jam_range)) {

            /* Check to see if weapon gets jammed */
            if (RNGF() < p->jam_chance - w->outfit->u.amm.resist) {
               w->status = WEAPON_STATUS_JAMMED;
               /* Give it a nice random effect */
               effect = RNG(0,3);
               switch (effect) {
                  case 0: /* Stuck in left loop */
                     weapon_setTurn( w, w->outfit->u.amm.turn );
                     break;
                  case 1: /* Stuck in right loop */
                     weapon_setTurn( w, -w->outfit->u.amm.turn );
                     break;

                  default: /* Blow up. */
                     w->timer = -1.;
                     break;
               }
            }
            else /* Can't get jammed anymore */
               w->status = WEAPON_STATUS_UNJAMMED;
         }

      /* Purpose fallthrough */
      case WEAPON_STATUS_UNJAMMED: /* Work as expected */

         /* Smart seekers take into account ship velocity. */
         if (w->outfit->u.amm.ai == 2) {

            /* Calculate time to reach target. */
            vect_cset( &v, p->solid->pos.x - w->solid->pos.x,
                  p->solid->pos.y - w->solid->pos.y );
            t = vect_odist( &v ) / w->outfit->u.amm.speed;

            /* Calculate target's movement. */
            vect_cset( &v, v.x + t*(p->solid->vel.x - w->solid->vel.x),
                  v.y + t*(p->solid->vel.y - w->solid->vel.y) );

            /* Get the angle now. */
            diff = angle_diff(w->solid->dir, VANGLE(v) );
         }
         /* Other seekers are stupid. */
         else {
            diff = angle_diff(w->solid->dir, /* Get angle to target pos */
                  vect_angle(&w->solid->pos, &p->solid->pos));
         }

         /* Set turn. */
         weapon_setTurn( w, CLAMP( -w->outfit->u.amm.turn, w->outfit->u.amm.turn,
                  10 * diff * w->outfit->u.amm.turn ));
         break;

      case WEAPON_STATUS_JAMMED: /* Continue doing whatever */
         /* Do nothing, dir_vel should be set already if needed */
         break;

      default:
         WARN("Unknown weapon status for '%s'", w->outfit->name);
         break;
   }

   /* Limit speed here */
   vel = MIN(w->outfit->u.amm.speed, VMOD(w->solid->vel) + w->outfit->u.amm.thrust*dt);
   vect_pset( &w->solid->vel, vel, w->solid->dir );
   /*limit_speed( &w->solid->vel, w->outfit->u.amm.speed, dt );*/
}