Exemplo n.º 1
0
void Player::update( float dt )
{
	static const glm::vec3 UP_Y = glm::vec3( 0.0f, 1.0f, 0.0f );

	// apply vertical rotation
	glm::vec3 new_dir = glm::rotate( direction(), vertical_rotate_speed_ * dt * -input_->yMotion(), camera_.right() );

	// Make sure we aren't rolling over and turning upside down
	if( glm::dot( glm::cross( UP_Y, camera_.right()), new_dir ) >= 0.0f )
	{
		camera_.setDirection( new_dir );
	}
	else
	{
		// If we are going to go upside down, clamp the direction to verticle
		if( new_dir.y > 0.0f )
			camera_.setDirection( UP_Y );
		else
			camera_.setDirection( -UP_Y );
	}

	// apply horizontal rotation
	camera_.setDirection( glm::normalize( glm::rotate( direction(), horizontal_rotate_speed_ * -dt * input_->xMotion(), UP_Y ) ) );
	camera_.setRight( glm::normalize( glm::rotate( camera_.right(), horizontal_rotate_speed_ * -dt * input_->xMotion(), UP_Y ) ) );

	// calculate the new up vector
	camera_.setUp( glm::cross( camera_.right(), direction() ) );

	glm::vec3 total_movement(0);

	// apply forward and back movement
	if( input_->isDown( SDL_SCANCODE_W ) )
	{
		glm::vec3 forward( camera_.direction().x, 0, camera_.direction().z );
		forward = glm::normalize( forward );
		forward *= forward_move_speed_;
		total_movement += forward;
	}
	if( input_->isDown( SDL_SCANCODE_S ) )
	{
		glm::vec3 backward( -camera_.direction().x, 0, -camera_.direction().z );
		backward = glm::normalize( backward );
		backward *= forward_move_speed_;
		total_movement += backward;
	}

	// apply left and right moevment
	if( input_->isDown( SDL_SCANCODE_D ) )
	{
		glm::vec3 right = glm::normalize( camera_.right() );
		right *= strafe_move_speed_;
		total_movement += right;
	}
	if( input_->isDown( SDL_SCANCODE_A ) )
	{
		glm::vec3 left = glm::normalize( -camera_.right() );
		left *= strafe_move_speed_;
		total_movement += left;
	}

	if( input_->isDown( SDL_SCANCODE_SPACE ) && vel_.y == 0 )
	{
		capsule_->setLinearVelocity( capsule_->getLinearVelocity() + btVector3(0, 9, 0) );
		jump();
	}

	// Only apply horizontal movement
	glm::vec3 new_vel = glm::vec3( total_movement.x, capsule_->getLinearVelocity().y(), total_movement.z );

 	// Apply the velocty
 	capsule_->setLinearVelocity( glmVec3_btVec3(new_vel) );

	// Update the camera position
	btTransform t;
	motion_state_->getWorldTransform( t );
	pos_ = btVec3_glmVec3( t.getOrigin() );
	camera_.setPosition( pos_ );

	// Update velocity
	vel_ = btVec3_glmVec3(capsule_->getLinearVelocity());

	updateAudioListener();
}
Exemplo n.º 2
0
	bool has_moved() const { return movement_left() != total_movement(); }
Exemplo n.º 3
0
void drawable_unit::redraw_unit (display & disp) const
{
	const display_context & dc = disp.get_disp_context();
	const gamemap &map = dc.map();
	const std::vector<team> &teams = dc.teams();

	const team & viewing_team = teams[disp.viewing_team()];

	unit_animation_component & ac = *anim_comp_;

	if ( hidden_ || disp.is_blindfolded() || !is_visible_to_team(viewing_team,map, disp.show_everything()) )
	{
		ac.clear_haloes();
		if(ac.anim_) {
			ac.anim_->update_last_draw_time();
		}
		return;
	}

	if (!ac.anim_) {
		ac.set_standing();
		if (!ac.anim_) return;
	}

	if (ac.refreshing_) return;
	ac.refreshing_ = true;

	ac.anim_->update_last_draw_time();
	frame_parameters params;
	const t_translation::t_terrain terrain = map.get_terrain(loc_);
	const terrain_type& terrain_info = map.get_terrain_info(terrain);

	// do not set to 0 so we can distinguish the flying from the "not on submerge terrain"
	// instead use -1.0 (as in "negative depth", it will be ignored by rendering)
	params.submerge= is_flying() ? -1.0 : terrain_info.unit_submerge();

	if (invisible(loc_) &&
			params.highlight_ratio > 0.5) {
		params.highlight_ratio = 0.5;
	}
	if (loc_ == disp.selected_hex() && params.highlight_ratio == 1.0) {
		params.highlight_ratio = 1.5;
	}

	int height_adjust = static_cast<int>(terrain_info.unit_height_adjust() * disp.get_zoom_factor());
	if (is_flying() && height_adjust < 0) {
		height_adjust = 0;
	}
	params.y -= height_adjust;
	params.halo_y -= height_adjust;

	int red = 0,green = 0,blue = 0,tints = 0;
	double blend_ratio = 0;
	// Add future colored states here
	if(get_state(STATE_POISONED)) {
		green += 255;
		blend_ratio += 0.25;
		tints += 1;
	}
	if(get_state(STATE_SLOWED)) {
		red += 191;
		green += 191;
		blue += 255;
		blend_ratio += 0.25;
		tints += 1;
	}
	if(tints > 0) {
		params.blend_with = disp.rgb((red/tints),(green/tints),(blue/tints));
		params.blend_ratio = ((blend_ratio/tints));
	}

	//hackish : see unit_frame::merge_parameters
	// we use image_mod on the primary image
	// and halo_mod on secondary images and all haloes
	params.image_mod = image_mods();
	params.halo_mod = TC_image_mods();
	params.image= absolute_image();


	if(get_state(STATE_PETRIFIED)) params.image_mod +="~GS()";
	params.primary_frame = t_true;


	const frame_parameters adjusted_params = ac.anim_->get_current_params(params);

	const map_location dst = loc_.get_direction(facing_);
	const int xsrc = disp.get_location_x(loc_);
	const int ysrc = disp.get_location_y(loc_);
	const int xdst = disp.get_location_x(dst);
	const int ydst = disp.get_location_y(dst);
	int d2 = disp.hex_size() / 2;

	const int x = static_cast<int>(adjusted_params.offset * xdst + (1.0-adjusted_params.offset) * xsrc) + d2;
	const int y = static_cast<int>(adjusted_params.offset * ydst + (1.0-adjusted_params.offset) * ysrc) + d2;

	if(ac.unit_halo_ == halo::NO_HALO && !image_halo().empty()) {
		ac.unit_halo_ = halo::add(0, 0, image_halo()+TC_image_mods(), map_location(-1, -1));
	}
	if(ac.unit_halo_ != halo::NO_HALO && image_halo().empty()) {
		halo::remove(ac.unit_halo_);
		ac.unit_halo_ = halo::NO_HALO;
	} else if(ac.unit_halo_ != halo::NO_HALO) {
		halo::set_location(ac.unit_halo_, x, y - height_adjust);
	}



	// We draw bars only if wanted, visible on the map view
	bool draw_bars = ac.draw_bars_ ;
	if (draw_bars) {
		const int d = disp.hex_size();
		SDL_Rect unit_rect = sdl::create_rect(xsrc, ysrc +adjusted_params.y, d, d);
		draw_bars = sdl::rects_overlap(unit_rect, disp.map_outside_area());
	}

	surface ellipse_front(NULL);
	surface ellipse_back(NULL);
	int ellipse_floating = 0;
	// Always show the ellipse for selected units
	if(draw_bars && (preferences::show_side_colors() || disp.selected_hex() == loc_)) {
		if(adjusted_params.submerge > 0.0) {
			// The division by 2 seems to have no real meaning,
			// It just works fine with the current center of ellipse
			// and prevent a too large adjust if submerge = 1.0
			ellipse_floating = static_cast<int>(adjusted_params.submerge * disp.hex_size() / 2);
		}

		std::string ellipse=image_ellipse();
		if(ellipse.empty()){
			ellipse="misc/ellipse";
		}

		if(ellipse != "none") {
			// check if the unit has a ZoC or can recruit
			const char* const nozoc = emit_zoc_ ? "" : "nozoc-";
			const char* const leader = can_recruit() ? "leader-" : "";
			const char* const selected = disp.selected_hex() == loc_ ? "selected-" : "";

			// Load the ellipse parts recolored to match team color
			char buf[100];
			std::string tc=team::get_side_color_index(side_);

			snprintf(buf,sizeof(buf),"%s-%s%s%stop.png~RC(ellipse_red>%s)",ellipse.c_str(),leader,nozoc,selected,tc.c_str());
			ellipse_back.assign(image::get_image(image::locator(buf), image::SCALED_TO_ZOOM));
			snprintf(buf,sizeof(buf),"%s-%s%s%sbottom.png~RC(ellipse_red>%s)",ellipse.c_str(),leader,nozoc,selected,tc.c_str());
			ellipse_front.assign(image::get_image(image::locator(buf), image::SCALED_TO_ZOOM));
		}
	}

	if (ellipse_back != NULL) {
		//disp.drawing_buffer_add(display::LAYER_UNIT_BG, loc,
		disp.drawing_buffer_add(display::LAYER_UNIT_FIRST, loc_,
			xsrc, ysrc +adjusted_params.y-ellipse_floating, ellipse_back);
	}

	if (ellipse_front != NULL) {
		//disp.drawing_buffer_add(display::LAYER_UNIT_FG, loc,
		disp.drawing_buffer_add(display::LAYER_UNIT_FIRST, loc_,
			xsrc, ysrc +adjusted_params.y-ellipse_floating, ellipse_front);
	}
	if(draw_bars) {
		const image::locator* orb_img = NULL;
		/*static*/ const image::locator partmoved_orb(game_config::images::orb + "~RC(magenta>" +
						preferences::partial_color() + ")"  );
		/*static*/ const image::locator moved_orb(game_config::images::orb + "~RC(magenta>" +
						preferences::moved_color() + ")"  );
		/*static*/ const image::locator ally_orb(game_config::images::orb + "~RC(magenta>" +
						preferences::allied_color() + ")"  );
		/*static*/ const image::locator enemy_orb(game_config::images::orb + "~RC(magenta>" +
						preferences::enemy_color() + ")"  );
		/*static*/ const image::locator unmoved_orb(game_config::images::orb + "~RC(magenta>" +
						preferences::unmoved_color() + ")"  );

		const std::string* energy_file = &game_config::images::energy;

		if(size_t(side()) != disp.viewing_team()+1) {
			if(disp.team_valid() &&
			   viewing_team.is_enemy(side())) {
				if (preferences::show_enemy_orb() && !get_state(STATE_PETRIFIED))
					orb_img = &enemy_orb;
				else
					orb_img = NULL;
			} else {
				if (preferences::show_allied_orb())
					orb_img = &ally_orb;
				else orb_img = NULL;
			}
		} else {
			if (preferences::show_moved_orb())
				orb_img = &moved_orb;
			else orb_img = NULL;

			if(disp.playing_team() == disp.viewing_team() && !user_end_turn()) {
				if (movement_left() == total_movement()) {
					if (preferences::show_unmoved_orb())
						orb_img = &unmoved_orb;
					else orb_img = NULL;
				} else if ( dc.unit_can_move(*this) ) {
					if (preferences::show_partial_orb())
						orb_img = &partmoved_orb;
					else orb_img = NULL;
				}
			}
		}

		if (orb_img != NULL) {
			surface orb(image::get_image(*orb_img,image::SCALED_TO_ZOOM));
			disp.drawing_buffer_add(display::LAYER_UNIT_BAR,
				loc_, xsrc, ysrc +adjusted_params.y, orb);
		}

		double unit_energy = 0.0;
		if(max_hitpoints() > 0) {
			unit_energy = double(hitpoints())/double(max_hitpoints());
		}
		const int bar_shift = static_cast<int>(-5*disp.get_zoom_factor());
		const int hp_bar_height = static_cast<int>(max_hitpoints() * hp_bar_scaling_);

		const fixed_t bar_alpha = (loc_ == disp.mouseover_hex() || loc_ == disp.selected_hex()) ? ftofxp(1.0): ftofxp(0.8);

		disp.draw_bar(*energy_file, xsrc+bar_shift, ysrc +adjusted_params.y,
			loc_, hp_bar_height, unit_energy,hp_color(), bar_alpha);

		if(experience() > 0 && can_advance()) {
			const double filled = double(experience())/double(max_experience());

			const int xp_bar_height = static_cast<int>(max_experience() * xp_bar_scaling_ / std::max<int>(level_,1));

			SDL_Color color=xp_color();
			disp.draw_bar(*energy_file, xsrc, ysrc +adjusted_params.y,
				loc_, xp_bar_height, filled, color, bar_alpha);
		}

		if (can_recruit()) {
			surface crown(image::get_image(leader_crown(),image::SCALED_TO_ZOOM));
			if(!crown.null()) {
				//if(bar_alpha != ftofxp(1.0)) {
				//	crown = adjust_surface_alpha(crown, bar_alpha);
				//}
				disp.drawing_buffer_add(display::LAYER_UNIT_BAR,
					loc_, xsrc, ysrc +adjusted_params.y, crown);
			}
		}

		for(std::vector<std::string>::const_iterator ov = overlays().begin(); ov != overlays().end(); ++ov) {
			const surface ov_img(image::get_image(*ov, image::SCALED_TO_ZOOM));
			if(ov_img != NULL) {
				disp.drawing_buffer_add(display::LAYER_UNIT_BAR,
					loc_, xsrc, ysrc +adjusted_params.y, ov_img);
			}
		}
	}

	// Smooth unit movements from terrain of different elevation.
	// Do this separately from above so that the health bar doesn't go up and down.

	const t_translation::t_terrain terrain_dst = map.get_terrain(dst);
	const terrain_type& terrain_dst_info = map.get_terrain_info(terrain_dst);

	int height_adjust_unit = static_cast<int>((terrain_info.unit_height_adjust() * (1.0 - adjusted_params.offset) +
											  terrain_dst_info.unit_height_adjust() * adjusted_params.offset) *
											  disp.get_zoom_factor());
	if (is_flying() && height_adjust_unit < 0) {
		height_adjust_unit = 0;
	}
	params.y -= height_adjust_unit - height_adjust;
	params.halo_y -= height_adjust_unit - height_adjust;

	ac.anim_->redraw(params);
	ac.refreshing_ = false;
}