void AP_Avoidance::handle_msg(const mavlink_message_t &msg) { if (!check_startup()) { // avoidance is not active / allocated return; } if (msg.msgid != MAVLINK_MSG_ID_GLOBAL_POSITION_INT) { // we only take position from GLOBAL_POSITION_INT return; } if (msg.sysid == mavlink_system.sysid) { // we do not obstruct ourselves.... return; } // inform AP_Avoidance we have a new player mavlink_global_position_int_t packet; mavlink_msg_global_position_int_decode(&msg, &packet); Location loc; loc.lat = packet.lat; loc.lng = packet.lon; loc.alt = packet.alt / 10; // mm -> cm loc.flags.relative_alt = false; Vector3f vel = Vector3f(packet.vx/100.0f, // cm to m packet.vy/100.0f, packet.vz/100.0f); add_obstacle(AP_HAL::millis(), MAV_COLLISION_SRC_ADSB, msg.sysid, loc, vel); }
/** * \brief Add a ground. */ void rp::level_generator::add_ground(bear::universe::position_type& pos) { const double selector = (double)rand() / RAND_MAX; if ( selector < 0.5 ) add_straight_slope(pos); else if ( selector < 0.9 ) add_obstacle(pos); else add_hole(pos); } // level_generator::add_ground
void AP_Avoidance::get_adsb_samples() { AP_ADSB::adsb_vehicle_t vehicle; while (_adsb.next_sample(vehicle)) { uint32_t src_id = src_id_for_adsb_vehicle(vehicle); Location loc = _adsb.get_location(vehicle); add_obstacle(vehicle.last_update_ms, MAV_COLLISION_SRC_ADSB, src_id, loc, vehicle.info.heading/100.0f, vehicle.info.hor_velocity/100.0f, -vehicle.info.ver_velocity/1000.0f); // convert mm-up to m-down } }
void AP_Avoidance::add_obstacle(const uint32_t obstacle_timestamp_ms, const MAV_COLLISION_SRC src, const uint32_t src_id, const Location &loc, const float cog, const float hspeed, const float vspeed) { Vector3f vel; vel[0] = hspeed * cosf(radians(cog)); vel[1] = hspeed * sinf(radians(cog)); vel[2] = vspeed; // debug("cog=%f hspeed=%f veln=%f vele=%f", cog, hspeed, vel[0], vel[1]); return add_obstacle(obstacle_timestamp_ms, src, src_id, loc, vel); }
bool CGame::cycle(unsigned char *keyboard,unsigned char *old_keyboard) { List<CObject> l; CObject *o; if (keyboard[SDLK_F1] && !old_keyboard[SDLK_F1]) { if (paused) paused=false; else paused=true; } /* if */ if (paused) return true; if (start_delay>0) { start_delay--; start_delay2=25; if (start_delay==0) { if (S_greenlight!=0) Sound_play(S_greenlight); start_delay2=25; } /* if */ } else { if (start_delay2>0) { start_delay2--; if (start_delay2==0) { if ((current_level%2)==1) Sound_create_music("sd:/apps/roadfighter-wii/sound/game_theme.ogg",-1); else Sound_create_music("sd:/apps/roadfighter-wii/sound/game_theme2.ogg",-1); } /* if */ } /* if */ } /* if */ if (game_state==0 && game_timmer==0) { if (S_carstart!=0) Sound_play(S_carstart); } /* if */ if (keyboard[SDLK_ESCAPE] && !old_keyboard[SDLK_ESCAPE] && game_state==0) { game_state=1; game_timmer=fade_time; esc_pressed=true; } /* if */ if (keyboard[SDLK_BACKSPACE] && !old_keyboard[SDLK_BACKSPACE] && game_state==0) { game_state=1; game_timmer=fade_time; backspace_pressed=true; } /* if */ l.Instance(background); l.Rewind(); while(l.Iterate(o)) o->cycle(keyboard,old_keyboard); l.Instance(middleground); l.Rewind(); while(l.Iterate(o)) o->cycle(keyboard,old_keyboard); l.Instance(foreground); l.Rewind(); while(l.Iterate(o)) o->cycle(keyboard,old_keyboard); l.Instance(objects); l.Rewind(); while(l.Iterate(o)) { // if (start_delay==0 && o->get_state()==0) o->set_state(1); if (!o->cycle(keyboard,old_keyboard)) todelete.Add(o); } /* while */ while(!todelete.EmptyP()) { o=todelete.ExtractIni(); objects.DeleteElement(o); delete o; o=0; } /* while */ if (game_state==0) game_timmer++; if (game_state==1) game_timmer--; /* Add cars to the race: */ { /* Very simple rule: add a car 512 pixels before each racer (if this new car is */ /* not very close to another racer): */ List<CObject> l; List<int> l2,l3; int *ip,*ip2; CObject *o; CCarObject *co; int new_car_y=-1; l.Instance(focusing_objects); l.Rewind(); l2.Instance(focusing_next_car); l2.Rewind(); l3.Instance(focusing_next_car_index); l3.Rewind(); while(l.Iterate(o) && l2.Iterate(ip) && l3.Iterate(ip2)) { co=(CCarObject *)o; if ((-co->get_y_speed())>0.8F*MAX_SPEED) *ip=(*ip)-1; if ((*ip)<=0) { new_car_y=o->get_y()-CAR_APPEARING_OFFSET; if ((first_player(o) || min_distance_to_other_players(new_car_y,o)>PLAYING_WINDOW) && min_distance_to_car(new_car_y)>64) { /* Change this in function of the level: */ int *pattern; int pattern1[]={0,1,0,0,0,4, 0,1,0,0,0,0,0,2,0,1,0,1,0,4, 0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,4,-1,6}; int pattern2[]={0,1,0,2,0,0,0,4, 0,0,2,2,0,2,0,0,0,2,0,4, 2,2,2,0,0,0,1,0,1,0,0,0,4,-1,8}; /* gpgbppg tggWggbtggpgg gpgbtggObgpgbppg ... */ int pattern3[]={0,2,0,1,2,2,0,4, 3,0,0,0,0,1,3,0,0,2,0,0,4, 0,2,0,1,3,0,0,1,0,2,0,1,2,2,0,4,-1,8}; /* gbtggpg tggbtggptgg tgggtggpgggbtggpg ... */ int pattern4[]={0,1,3,0,0,2,0,4, 3,0,0,1,3,0,0,2,3,0,0,4, 3,0,0,0,3,0,0,2,0,0,0,1,3,0,0,2,0,4,-1,8}; /* tggbppppg pgpgbpptggbtgpptggbppppg ... */ int pattern5[]={3,0,0,1,2,2,2,2,0,4, 2,0,2,0,1,2,2,3,0,0,1,3,0,2,2,3,0,0,1,2,2,2,2,0,4,-1,10}; /* gggpppgpppg tggpppgbtgpptggggggpppgpppg ... */ int pattern6[]={0,0,0,2,2,2,0,2,2,2,0,4, 3,0,0,2,2,2,0,1,3,0,2,2,3,0,0,0,0,0,0,2,2,2,0,2,2,2,0,-1,10}; pattern=pattern1; if (current_level==2) pattern=pattern2; if (current_level==3) pattern=pattern3; if (current_level==4) pattern=pattern4; if (current_level==5) pattern=pattern5; if (current_level==6) pattern=pattern6; if (pattern[*ip2]==-1) *ip2=pattern[(*ip2)+1]; if (pattern[*ip2]==0) add_enemy_car(0,new_car_y); if (pattern[*ip2]==1) add_enemy_car(1,new_car_y); if (pattern[*ip2]==2) add_enemy_car(2,new_car_y); if (pattern[*ip2]==3) add_enemy_car(3,new_car_y); if (pattern[*ip2]==4) add_enemy_car(4,new_car_y); if (obstacle_chance[game_mode][current_level-1]!=-1 && (rand()%obstacle_chance[game_mode][current_level-1])==0) { int i=rand()%100; if (i<obstacle_oil[game_mode][current_level-1]) { add_obstacle(0,new_car_y); } else { i-=obstacle_oil[game_mode][current_level-1]; if (i<obstacle_water[game_mode][current_level-1]) { add_obstacle(1,new_car_y); } else { add_obstacle(2,new_car_y); } /* if */ } /* if */ } /* if */ fastcar_counter++; if (fastcar_chance[game_mode][current_level-1]!=-1 && fastcar_counter>fastcar_chance[game_mode][current_level-1]) { fastcar_counter=0; add_enemy_car(5,o->get_y()+128); } /* if */ if (CAR_INTERVAL==16) { *ip=CAR_INTERVAL+(rand()%16)-8; } else if (CAR_INTERVAL==12) { *ip=CAR_INTERVAL+(rand()%16)-8; } else { *ip=CAR_INTERVAL; } /* if */ (*ip2)++; } /* if */ } /* if */ } /* while */ } /* Test if all the players are out of fuel: */ if (game_state==0) { bool found=false; l.Instance(focusing_objects); l.Rewind(); while(l.Iterate(o)) { CPlayerCarObject *pco=(CPlayerCarObject *)o; if (pco->get_fuel()>0 || pco->get_y_speed()!=0) found=true; } /* while */ if (!found) { /* All out of fuel: */ game_state=1; game_timmer=fade_time*2; } /* if */ } /* Test if level completed: */ if (game_state==0 && level_completed()) { game_state=1; game_timmer=fade_time*4; } /* if */ if (game_state==1 && game_timmer<0) return false; return true; } /* CGame::cycle */