float Scene::distanceToZone(float spotHeading, float spotPitch, float spotRadius, float heading, float pitch) { Math::Vector3d vLookAt = directionToVector(pitch, heading); Math::Vector3d vSun = directionToVector(spotPitch, spotHeading); float dotProduct = Math::Vector3d::dotProduct(vLookAt, -vSun); float distance = (0.05 * spotRadius - (dotProduct + 1.0) * 90) / (0.05 * spotRadius); return CLIP<float>(distance, 0.0, 1.0); }
/** * Check for the up/down button if the movement is valid. Either is a grav lift or the unit can fly and there are no obstructions. * @param bu Pointer to unit. * @param startPosition Unit starting position. * @param direction Up or Down * @return bool Whether it's valid. */ bool Pathfinding::validateUpDown(BattleUnit *bu, Position startPosition, const int direction) { Position endPosition; directionToVector(direction, &endPosition); endPosition += startPosition; Tile *startTile = _save->getTile(startPosition); Tile *destinationTile = _save->getTile(endPosition); if (startTile->getMapData(MapData::O_FLOOR) && destinationTile && destinationTile->getMapData(MapData::O_FLOOR) && (startTile->getMapData(MapData::O_FLOOR)->isGravLift() && destinationTile->getMapData(MapData::O_FLOOR)->isGravLift())) { return true; } else { if (bu->getArmor()->getMovementType() == MT_FLY) { if ((direction == DIR_UP && destinationTile && !destinationTile->getMapData(MapData::O_FLOOR)) // flying up only possible when there is no roof || (direction == DIR_DOWN && destinationTile && !startTile->getMapData(MapData::O_FLOOR)) // flying down only possible when there is no floor ) { return true; } } } return false; }
/** * Get's the TU cost to move from 1 tile to the other(ONE STEP ONLY). But also updates the endPosition, because it is possible * the unit goes upstairs or falls down while walking. * @param startPosition * @param direction * @param endPosition pointer * @param unit * @return TU cost - 255 if movement impossible */ int Pathfinding::getTUCost(const Position &startPosition, int direction, Position *endPosition, BattleUnit *unit) { _unit = unit; directionToVector(direction, endPosition); *endPosition += startPosition; bool fellDown = false; bool triedStairs = false; int size = _unit->getArmor()->getSize() - 1; int cost = 0; int numberOfPartsChangingLevel = 0; for (int x = size; x >= 0; x--) { for (int y = size; y >= 0; y--) { Tile *startTile = _save->getTile(startPosition + Position(x,y,0)); Tile *destinationTile = _save->getTile(*endPosition + Position(x,y,0)); cost = 0; // this means the destination is probably outside the map if (!destinationTile) return 255; // check if the destination tile can be walked over if (isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) return 255; // can't walk on top of other units if (_save->getTile(*endPosition + Position(x,y,-1)) && _save->getTile(*endPosition + Position(x,y,-1))->getUnit() && _save->getTile(*endPosition + Position(x,y,-1))->getUnit() != _unit && _movementType != MT_FLY) return 255; if (direction < DIR_UP) { // check if we can go this way if (isBlocked(startTile, destinationTile, direction)) return 255; if (startTile->getTerrainLevel() - destinationTile->getTerrainLevel() > 8 && x==0 && y==0) return 255; } else { // check if we can go up or down through gravlift or fly if (validateUpDown(unit, startPosition, direction)) { cost = 8; // vertical movement by flying suit or grav lift } else { return 255; } } // if we are on a stairs try to go up a level if (direction < DIR_UP && startTile->getTerrainLevel() < -12 && x==0 && y==0) { endPosition->z++; destinationTile = _save->getTile(*endPosition); triedStairs = true; } // this means the destination is probably outside the map if (!destinationTile) return 255; int wallcost = 0; // walking through rubble walls if (direction == 7 || direction == 0 || direction == 1) wallcost += startTile->getTUCost(MapData::O_NORTHWALL, _movementType); if (direction == 1 || direction == 2 || direction == 3) wallcost += destinationTile->getTUCost(MapData::O_WESTWALL, _movementType); if (direction == 3 || direction == 4 || direction == 5) wallcost += destinationTile->getTUCost(MapData::O_NORTHWALL, _movementType); if (direction == 5 || direction == 6 || direction == 7) wallcost += startTile->getTUCost(MapData::O_WESTWALL, _movementType); // check if we have floor, else fall down while (canFallDown(destinationTile) && (_movementType != MT_FLY || triedStairs) && x==0 && y==0) { endPosition->z--; destinationTile = _save->getTile(*endPosition); fellDown = true; numberOfPartsChangingLevel++; } // if we don't want to fall down and there is no floor, we can't know the TUs so it's default to 4 if (direction < DIR_UP && !fellDown && destinationTile->hasNoFloor() && x==0 && y==0) { cost = 4; } // check if the destination tile can be walked over if ((isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) && !fellDown) { return 255; } // calculate the cost by adding floor walk cost and object walk cost if (direction < DIR_UP) { cost += destinationTile->getTUCost(MapData::O_FLOOR, _movementType); if (!fellDown) { cost += destinationTile->getTUCost(MapData::O_OBJECT, _movementType); } } // diagonal walking (uneven directions) costs 50% more tu's if (direction < DIR_UP && direction & 1) { wallcost /= 2; cost = (int)((double)cost * 1.5); } cost += wallcost; if (startTile->getTerrainLevel() != destinationTile->getTerrainLevel()) { numberOfPartsChangingLevel++; } } } // for bigger sized units, check the path between part 1,1 and part 0,0 at end position if (size) { Tile *startTile = _save->getTile(*endPosition + Position(1,1,0)); Tile *destinationTile = _save->getTile(*endPosition); int tmpDirection = 7; if (isBlocked(startTile, destinationTile, tmpDirection)) return 255; // also check if we change level, that there are two parts changing level, // so a big sized unit can not go up a small sized stairs if (numberOfPartsChangingLevel == 1) return 255; } return cost; }
/** * Get's the TU cost to move from 1 tile to the other(ONE STEP ONLY). But also updates the endPosition, because it is possible * the unit goes upstairs or falls down while walking. * @param startPosition * @param direction * @param endPosition pointer * @param unit * @return TU cost - 255 if movement impossible */ int Pathfinding::getTUCost(const Position &startPosition, int direction, Position *endPosition, BattleUnit *unit) { _unit = unit; directionToVector(direction, endPosition); *endPosition += startPosition; bool fellDown = false; Tile *startTile = _save->getTile(startPosition); Tile *destinationTile = _save->getTile(*endPosition); // this means the destination is probably outside the map if (!destinationTile) return 255; // check if the destination tile can be walked over if (isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) return 255; // check if we can go this way if (isBlocked(startTile, destinationTile, direction)) return 255; // if we are on a stairs try to go up a level if (startTile->getTerrainLevel() < -12) { endPosition->z++; destinationTile = _save->getTile(*endPosition); } // this means the destination is probably outside the map if (!destinationTile) return 255; // check if we have floor, else fall down while (canFallDown(destinationTile)) { endPosition->z--; destinationTile = _save->getTile(*endPosition); fellDown = true; } // if we don't want to fall down and there is no floor, it ends here if (!fellDown && destinationTile->hasNoFloor()) { return 255; } // check if the destination tile can be walked over if ((isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) && !fellDown) { return 255; } // calculate the cost by adding floor walk cost and object walk cost int cost = destinationTile->getTUCost(MapData::O_FLOOR, _movementType); if (!fellDown) { cost += destinationTile->getTUCost(MapData::O_OBJECT, _movementType); } // diagonal walking (uneven directions) costs 50% more tu's if (direction & 1) { cost = (int)((double)cost * 1.5); } return cost; }
/** * Get's the TU cost to move from 1 tile to the other(ONE STEP ONLY). But also updates the endPosition, because it is possible * the unit goes upstairs or falls down while walking. * @param startPosition * @param direction * @param endPosition pointer * @param unit * @return TU cost - 255 if movement impossible */ int Pathfinding::getTUCost(const Position &startPosition, int direction, Position *endPosition, BattleUnit *unit) { _unit = unit; directionToVector(direction, endPosition); *endPosition += startPosition; bool fellDown = false; bool triedStairs = false; int size = _unit->getUnit()->getArmor()->getSize() - 1; int cost = 0; for (int x = size; x >= 0; x--) { for (int y = size; y >= 0; y--) { Tile *startTile = _save->getTile(startPosition + Position(x,y,0)); Tile *destinationTile = _save->getTile(*endPosition + Position(x,y,0)); cost = 0; // this means the destination is probably outside the map if (!destinationTile) return 255; // check if the destination tile can be walked over if (isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) return 255; if (direction < DIR_UP) { // check if we can go this way if (isBlocked(startTile, destinationTile, direction)) return 255; if (startTile->getTerrainLevel() - destinationTile->getTerrainLevel() > 8 && x==0 && y==0) return 255; } else { // check if we can go up or down through gravlift or fly if (validateUpDown(unit, startPosition, direction)) { cost += 4; // vertical movement } else { return 255; } } // if we are on a stairs try to go up a level if (startTile->getTerrainLevel() < -12 && x==0 && y==0) { endPosition->z++; destinationTile = _save->getTile(*endPosition); triedStairs = true; } // this means the destination is probably outside the map if (!destinationTile) return 255; // check if we have floor, else fall down while (canFallDown(destinationTile) && (_movementType != MT_FLY || triedStairs) && x==0 && y==0) { endPosition->z--; destinationTile = _save->getTile(*endPosition); fellDown = true; } // if we don't want to fall down and there is no floor, it ends here if (!fellDown && destinationTile->hasNoFloor() && x==0 && y==0) { if (_movementType != MT_FLY) return 255; else cost = 4; } // check if the destination tile can be walked over if ((isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) && !fellDown) { return 255; } // calculate the cost by adding floor walk cost and object walk cost cost += destinationTile->getTUCost(MapData::O_FLOOR, _movementType); if (!fellDown) { cost += destinationTile->getTUCost(MapData::O_OBJECT, _movementType); } // diagonal walking (uneven directions) costs 50% more tu's if (direction & 1) { cost = (int)((double)cost * 1.5); } } } // for bigger sized units, check the path between part 1,1 and part 0,0 at end position if (size) { Tile *startTile = _save->getTile(*endPosition + Position(1,1,0)); Tile *destinationTile = _save->getTile(*endPosition); int tmpDirection = 7; if (isBlocked(startTile, destinationTile, tmpDirection)) return 255; } return cost; }
///Perform common initalisation steps. void ReferenceFrame::init() { m_vecPointingUp = directionToVector(m_up); m_vecPointingAlongBeam = directionToVector(m_alongBeam); }