1 | #include "dxstdafx.h"
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2 | #include "GameScene.h"
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3 | #include "Player.h"
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4 | #include "UserPlayer.h"
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5 | #include "AIPlayer.h"
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6 | #include "SimpleWeapon.h"
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7 | #include "SimpleBullet.h"
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8 | #include "Bullet.h"
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9 | #include "Weapon.h"
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10 | #include "Terrain.h"
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11 | #include "HUD.h"
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12 | #include "Ocean.h"
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13 | #include "SkyBox.h"
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14 | #include "GameSceneLoader.h"
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15 | #include "Goodie.h"
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16 | #include "UniversalWeapon.h"
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17 | #include "SoundNode.h"
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18 | #include <cstdlib>
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19 | #include <ctime>
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20 | #include <typeinfo>
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21 | #include <string>
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22 |
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23 | #define M_PI 3.1415
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24 |
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25 | GameScene::GameScene(void) : Scene()
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26 | {
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27 | srand( (unsigned)time( NULL ) );
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28 | this->terrain = 0;
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29 | this->ocean = 0;
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30 | this->skybox = 0;
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31 | this->bgSoundChannel = -1;
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32 | this->cameraFixedCount = 0;
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33 | this->flyCamEnabled = false;
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34 |
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35 | this->sadSound = NULL;
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36 |
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37 | this->happySound = NULL;
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38 |
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39 | this->alreadyUsed = false;
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40 | this->aiPlayerFireEnable = true;
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41 | this->showFPS = false;
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42 |
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43 | this->maxEnemyCount = 1;
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44 |
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45 | this->recalcTransformations = true;
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46 |
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47 | this->currentlypaused = false;
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48 | this->preparepaused = false;
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49 | }
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50 |
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51 | GameScene::~GameScene(void)
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52 | {
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53 | //this->clearScene();
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54 | /*if(this->defaultRenderTarget) {
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55 | delete this->defaultRenderTarget;
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56 | this->defaultRenderTarget = NULL;
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57 | }*/
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58 | }
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59 |
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60 | void GameScene::clearScene()
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61 | {
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62 | //this->fetchPhysicResults();
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63 |
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64 |
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65 | this->terrain = 0;
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66 | this->ocean = 0;
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67 | this->skybox = 0;
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68 | this->bgSoundChannel = -1;
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69 | this->cameraFixedCount = 0;
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70 | this->flyCamEnabled = false;
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71 | this->firstFrame = true;
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72 |
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73 | /*if(this->happySound) {
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74 | this->happySound->killMe();
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75 | this->happySound=NULL;
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76 | }
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77 | if(this->sadSound) {
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78 | this->sadSound->killMe();
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79 | this->sadSound=NULL;
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80 | }*/
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81 |
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82 |
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83 | //Game cleanup
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84 |
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85 | /*std::list<SPTR<Node> >::iterator it;
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86 | Player* p;
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87 | exception e;
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88 | for(it=this->playerList.begin();it!=this->playerList.end();it++) {
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89 | p = (Player*) (*it).get();
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90 | if(p) {
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91 | try {
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92 | if(p->upperSpringActor) {
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93 | this->pScene->releaseActor(*p->upperSpringActor);
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94 | this->pScene->releaseJoint(*p->upperJoint);
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95 | p->upperJoint = NULL;
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96 | p->upperSpringActor = NULL;
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97 | }
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98 | } catch(exception e) {
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99 | }
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100 | }
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101 | }*/
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102 |
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103 | this->cleanUpScene();
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104 |
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105 | playerList.clear();
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106 | goodieList.clear();
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107 | bulletList.clear();
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108 | materialXMLVector.clear();
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109 | materialPhysicVector.clear();
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110 | refWeaponVector.clear(); //List of all Weapons
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111 | refBulletVector.clear();
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112 | this->cameraFixedCount = 0;
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113 | this->sadSound = NULL;
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114 | this->happySound = NULL;
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115 | this->currentlypaused = false;
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116 | this->preparepaused = false;
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117 |
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118 | Scene::clearScene();
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119 |
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120 | }
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121 |
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122 | void GameScene::initScene(GameManager &_manager) {
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123 | this->resultVisible = false;
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124 | this->won = false;
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125 | this->recalcTransformations = true;
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126 | this->resultShowingTimer = 0;
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127 | this->setContactReport(&this->userContactReport);
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128 | this->setTriggerReport(&this->userTriggerReport);
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129 | this->setNotifyReport(&this->userNotify);
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130 | this->descSet = false;
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131 | this->currentlypaused = false;
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132 | this->preparepaused = false;
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133 | Scene::initScene(_manager);
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134 |
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135 | //Define ColDetGroups
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136 |
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137 | //Terrain Stuff
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138 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_TERRAIN, UserContactReport::COLGROUP_TERRAIN, NX_IGNORE_PAIR);
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139 | //this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_TERRAIN, UserContactReport::COLGROUP_PLAYER, NX_IGNORE_PAIR);
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140 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_TERRAIN, UserContactReport::COLGROUP_BULLET, NX_NOTIFY_ON_START_TOUCH);
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141 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_TERRAIN, UserContactReport::COLGROUP_GOODIE, NX_IGNORE_PAIR);
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142 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_TERRAIN, UserContactReport::COLGROUP_OTHER, NX_IGNORE_PAIR);
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143 |
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144 | //Bullet Stuff
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145 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_BULLET, UserContactReport::COLGROUP_GOODIE, NX_NOTIFY_ON_START_TOUCH);
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146 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_BULLET, UserContactReport::COLGROUP_OTHER, NX_NOTIFY_ON_START_TOUCH);
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147 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_BULLET, UserContactReport::COLGROUP_OBSTACLE, NX_NOTIFY_ON_START_TOUCH);
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148 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_BULLET, UserContactReport::COLGROUP_ONEPLAYER, NX_NOTIFY_ON_START_TOUCH);
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149 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_BULLET, UserContactReport::COLGROUP_MOREPLAYER, NX_NOTIFY_ON_START_TOUCH);
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150 |
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151 | //Player Stuff
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152 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_PLAYER, UserContactReport::COLGROUP_TERRAIN, false);
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153 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_PLAYER, UserContactReport::COLGROUP_BULLET, NX_NOTIFY_ON_START_TOUCH);
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154 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_PLAYER, UserContactReport::COLGROUP_GOODIE, NX_NOTIFY_ON_START_TOUCH);
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155 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_PLAYER, UserContactReport::COLGROUP_PLAYER, NX_NOTIFY_ON_START_TOUCH | NX_NOTIFY_ON_END_TOUCH);
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156 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_PLAYER, UserContactReport::COLGROUP_FIRE, NX_NOTIFY_ON_START_TOUCH);
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157 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_PLAYER, UserContactReport::COLGROUP_ICE, NX_NOTIFY_ON_START_TOUCH);
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158 |
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159 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_NOSELFCOL, UserContactReport::COLGROUP_NOSELFCOL, false);
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160 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_NOSELFCOL, false);
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161 |
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162 | //Disable flag for noCol group!
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163 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_TERRAIN, NX_IGNORE_PAIR);
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164 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_PLAYER, NX_IGNORE_PAIR);
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165 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_BULLET, NX_IGNORE_PAIR);
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166 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_GOODIE, NX_IGNORE_PAIR);
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167 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_OTHER, NX_IGNORE_PAIR);
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168 | this->pScene->setActorGroupPairFlags(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_NOCOL, NX_IGNORE_PAIR);
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169 |
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170 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_TERRAIN, false);
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171 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_PLAYER, false);
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172 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_BULLET, false);
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173 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_GOODIE, false);
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174 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_OTHER, false);
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175 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_NOCOL, false);
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176 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_FIRE, false);
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177 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_ONEPLAYER, false);
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178 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_NOCOL, UserContactReport::COLGROUP_MOREPLAYER, false);
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179 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_NOCOL, 0, false);
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180 |
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181 | //Disable Fire fire collision
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182 | this->pScene->setGroupCollisionFlag(UserContactReport::COLGROUP_FIRE, UserContactReport::COLGROUP_FIRE, false);
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183 |
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184 | if(!this->happySound) {
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185 | this->happySound = (SoundNode*) this->createNode(Scene::NODE_SOUND);
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186 | this->happySound->loadFile("./media/sound/win.mp3", false);
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187 | }
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188 | if(!this->sadSound) {
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189 | this->sadSound = (SoundNode*) this->createNode(Scene::NODE_SOUND);
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190 | this->sadSound->loadFile("./media/sound/lose.mp3", false);
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191 | }
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192 | this->cameraFixedCount=0;
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193 | }
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194 |
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195 | void GameScene::renderScene(float fElapsedTime)
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196 | {
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197 | if(this->isVisible()) {
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198 | if(this->device==0) {
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199 | this->device = DXUTGetD3DDevice();
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200 | this->physxRenderer.setDevice(*this->device);
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201 | }
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202 |
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203 | if(this->preparepaused) {
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204 | this->currentlypaused = true;
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205 | }
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206 |
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207 | //this->device->SetRenderTarget(0, this->finalImageSurface);
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208 | //this->manager->printToConsole("renderScene");
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209 | //Execute RenderChain
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210 | /*std::list<void(Scene::*)()>::iterator chainIt;
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211 | for(chainIt=this->renderChain.begin(); chainIt!=this->renderChain.end(); chainIt++) {
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212 | (*this.**chainIt)();
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213 | }*/
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214 | if(this->firstFrame) {
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215 | this->playBackgroundSound();
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216 | }
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217 |
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218 | if(!this->currentlypaused) {
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219 | this->takeTime();
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220 | }
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221 |
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222 | //ClearScreen
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223 | //this->clearRenderTargetAndZBuffer();
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224 | //Clear SharedResources
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225 | this->clearSharedResources();
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226 | //Fetch Physic Results
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227 | if(this->recalcTransformations && !this->currentlypaused) {
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228 | this->fetchPhysicResults();
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229 | }
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230 | //Fading Stuff
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231 | if(!this->currentlypaused) {
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232 | this->doFade();
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233 | //FIRST GAME UPDATE
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234 | this->updateGameFirst();
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235 | //Trigger updates
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236 | this->updateTrigger();
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237 | //Update Nodes
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238 | this->updateNodes();
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239 | //Calculate Transformations
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240 | if(this->recalcTransformations) {
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241 | this->calculateTransformations();
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242 | }
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243 | //SECOND GAME UPDATE
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244 | this->updateGameSecond();
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245 | }
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246 |
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247 | //startRenderPasses
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248 | this->startRenderPasses();
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249 |
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250 | //Cleanup Memory
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251 | this->cleanUpScene();
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252 |
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253 | if(!this->currentlypaused) {
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254 | //Start Physic
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255 | if(this->recalcTransformations) {
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256 | this->startPhysic();
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257 | }
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258 | }
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259 | this->cnt = 0;
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260 | this->firstFrame = false;
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261 | }
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262 | }
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263 |
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264 | void GameScene::cleanUpScene()
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265 | {
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266 | std::list<SPTR<Node> >::iterator it;
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267 | std::list<SPTR<Node> >::iterator nit;
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268 | std::vector<SPTR<Renderer> >::iterator rit;
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269 | Node* node;
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270 | for(it=this->zombieNodeList.begin();it!=this->zombieNodeList.end();it++) {
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271 | node = (*it).get();
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272 | node->getFather()->removeChild(*it);
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273 |
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274 | //Delete Renderer
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275 | if(node->hasRenderer())
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276 | {
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277 | Renderer *r = node->getRenderer().get();
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278 | for(rit=this->rendererList.begin();rit!=this->rendererList.end();rit++) {
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279 | if((*rit).get() == r)
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280 | {
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281 | this->rendererList.erase(rit);
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282 | break;
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283 | }
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284 | }
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285 | }
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286 |
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287 | //Delete Physic Actor
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288 | if(node->getActor()!=NULL)
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289 | {
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290 | this->pScene->releaseActor(*node->getActor());
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291 | }
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292 |
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293 | this->deleteNodeInList(node, this->nodeList);
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294 | this->deleteNodeInList(node, this->particleList);
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295 | this->deleteNodeInList(node, this->soundNodeList);
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296 | this->deleteNodeInList(node, this->playerList);
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297 | this->deleteNodeInList(node, this->goodieList);
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298 | this->deleteNodeInList(node, this->bulletList);
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299 | }
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300 | this->zombieNodeList.clear();
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301 | }
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302 |
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303 | Terrain* GameScene::getTerrain()
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304 | {
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305 | return this->terrain;
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306 | }
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307 |
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308 | HUD* GameScene::getHUD()
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309 | {
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310 | return this->hud;
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311 | }
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312 |
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313 | Node* GameScene::createNode(int type)
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314 | {
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315 | return this->createNode(type, this->root, true, false);
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316 | }
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317 |
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318 | Node* GameScene::createNode(int type, Node &father)
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319 | {
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320 | return this->createNode(type, father, true, false);
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321 | }
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322 |
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323 | Node* GameScene::createNode(int type, bool addDefaultRenderer)
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324 | {
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325 | return this->createNode(type, this->root, addDefaultRenderer, false);
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326 | }
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327 |
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328 | Node* GameScene::createNode(int type, Node &father, bool addDefaultRenderer) {
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329 | return this->createNode(type, father, addDefaultRenderer, false);
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330 | }
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331 |
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332 | Node* GameScene::createNode(int type, Node &father, bool addDefaultRenderer, bool isReference)
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333 | {
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334 | switch(type) {
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335 | case NODE_TERRAIN:
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336 | {
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337 | SPTR<Node> node(new Terrain);
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338 | father.addChild(node);
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339 | this->nodeList.push_back(node);
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340 | node->setScene(*this);
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341 | Node *temp = node.get();
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342 | this->terrain = (Terrain *) temp;
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343 | return temp;
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344 | }
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345 | break;
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346 | case NODE_OCEAN:
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347 | {
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348 | SPTR<Node> node(new Ocean);
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349 | father.addChild(node);
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350 | this->nodeList.push_back(node);
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351 | node->setScene(*this);
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352 | Node *temp = node.get();
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353 | this->ocean = (Ocean *) temp;
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354 | return temp;
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355 | }
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356 | break;
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357 | case NODE_HUD:
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358 | {
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359 | SPTR<Node> node(new HUD);
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360 | father.addChild(node);
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361 | this->nodeList.push_back(node);
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362 | node->setScene(*this);
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363 | Node *temp = node.get();
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364 | this->hud = (HUD *) temp;
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365 | return temp;
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366 | }
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367 | break;
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368 | case NODE_SKYBOX:
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369 | {
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370 | SPTR<Node> node(new SkyBox);
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371 | father.addChild(node);
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372 | this->nodeList.push_back(node);
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373 | node->setScene(*this);
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374 | Node *temp = node.get();
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375 | this->skybox = (SkyBox *) temp;
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376 | return temp;
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377 | }
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378 | break;
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379 | case NODE_USERPLAYER:
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380 | {
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381 | SPTR<Node> node(new UserPlayer);
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382 | father.addChild(node);
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383 | this->nodeList.push_back(node);
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384 | this->playerList.push_back(node);
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385 | node->setScene(*this);
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386 | this->player = (UserPlayer *) node.get();
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387 | return node.get();
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388 | }
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389 | break;
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390 | case NODE_AIPLAYER:
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391 | {
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392 | SPTR<Node> node(new AIPlayer);
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393 | father.addChild(node);
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394 | this->nodeList.push_back(node);
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395 | this->playerList.push_back(node);
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396 | node->setScene(*this);
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397 | return node.get();
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398 | }
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399 | break;
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400 | case NODE_SIMPLEWEAPON:
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401 | {
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402 | SPTR<Node> node(new SimpleWeapon);
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403 | node->setScene(*this);
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404 | if(!isReference) {
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405 | father.addChild(node);
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406 | this->nodeList.push_back(node);
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407 | } else {
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408 | this->refWeaponVector.push_back(node);
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409 | }
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410 | return node.get();
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411 | }
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412 | break;
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413 | case NODE_GOODIE:
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414 | {
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415 | SPTR<Node> node(new Goodie);
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416 | node->setScene(*this);
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417 | //if(!isReference) {
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418 | father.addChild(node);
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419 | this->nodeList.push_back(node);
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420 | /*} else {
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421 | this->refWeaponList.push_back(node);
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422 | }*/
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423 | if(addDefaultRenderer) {
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424 | SPTR<Renderer> renderer(new SimpleMeshRenderer);
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425 | renderer->setScene(*this);
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426 | WPTR<Node> wn(node);
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427 | renderer->setNode(wn);
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428 | node->setRenderer(renderer);
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---|
429 | renderer->init();
|
---|
430 | this->rendererList.push_back(renderer);
|
---|
431 | }
|
---|
432 | return node.get();
|
---|
433 | }
|
---|
434 | break;
|
---|
435 | case NODE_SIMPLEBULLET:
|
---|
436 | {
|
---|
437 | SPTR<Node> node(new SimpleBullet);
|
---|
438 | node->setScene(*this);
|
---|
439 | if(!isReference) {
|
---|
440 | father.addChild(node);
|
---|
441 | this->nodeList.push_back(node);
|
---|
442 | this->bulletList.push_back(node);
|
---|
443 | } else {
|
---|
444 | this->refBulletVector.push_back(node);
|
---|
445 | }
|
---|
446 | return node.get();
|
---|
447 | }
|
---|
448 | break;
|
---|
449 | case NODE_UNIVERSALWEAPON:
|
---|
450 | {
|
---|
451 | SPTR<Node> node(new UniversalWeapon);
|
---|
452 | node->setScene(*this);
|
---|
453 | if(!isReference) {
|
---|
454 | father.addChild(node);
|
---|
455 | this->nodeList.push_back(node);
|
---|
456 | } else {
|
---|
457 | this->refWeaponVector.push_back(node);
|
---|
458 | }
|
---|
459 | return node.get();
|
---|
460 | }
|
---|
461 | break;
|
---|
462 | default:
|
---|
463 | return Scene::createNode(type, father, addDefaultRenderer, isReference);
|
---|
464 | break;
|
---|
465 | }
|
---|
466 | }
|
---|
467 |
|
---|
468 | void GameScene::loadGame(std::string filename)
|
---|
469 | {
|
---|
470 | GameSceneLoader loader;
|
---|
471 | if(!loader.loadGameScene(*this, filename, this->manager)) {//loadGameScene(*this, filename)) {
|
---|
472 | this->manager->printToConsole("Loading failed!");
|
---|
473 |
|
---|
474 | //Initialize rest
|
---|
475 | //TODO Object3d preloading, sound preloading usw.
|
---|
476 | }
|
---|
477 | }
|
---|
478 |
|
---|
479 | /*void GameScene::setMaterialId(int desiredId, int realId) {
|
---|
480 | int ids[2];
|
---|
481 | ids[0] = desiredId;
|
---|
482 | ids[1] = realId;
|
---|
483 | this->desiredToRealMaterialId.push_back(ids);
|
---|
484 | }*/
|
---|
485 |
|
---|
486 |
|
---|
487 | std::list<SPTR<Node> > * GameScene::getPlayerList()
|
---|
488 | {
|
---|
489 | return &this->playerList;
|
---|
490 | }
|
---|
491 |
|
---|
492 |
|
---|
493 | std::list<SPTR<Node> > * GameScene::getGoodieList()
|
---|
494 | {
|
---|
495 | return &this->goodieList;
|
---|
496 | }
|
---|
497 |
|
---|
498 | /*void GameScene::registerHealthPackage(Goodie* hp, float arrivalTime)
|
---|
499 | {
|
---|
500 |
|
---|
501 | this->setTrigger(this->TRIGGER_UNSETSTANDBY, hp, this->getRandomTime(arrivalTime, timeVariation));
|
---|
502 | }
|
---|
503 |
|
---|
504 | void GameScene::registerWeaponPackage(Goodie* wp, float arrivalTime)
|
---|
505 | {
|
---|
506 |
|
---|
507 | }
|
---|
508 |
|
---|
509 | void GameScene::registerBulletPackage(Goodie* mp, float arrivalTime)
|
---|
510 | {
|
---|
511 |
|
---|
512 | }*/
|
---|
513 |
|
---|
514 | float GameScene::getRandomTime(float timeBase, float timeVariation)
|
---|
515 | {
|
---|
516 | return timeBase + ((((float) rand())/RAND_MAX)-0.5f)*timeVariation*2;
|
---|
517 | }
|
---|
518 |
|
---|
519 | void GameScene::executeTrigger(SPTR<Trigger> trigger)
|
---|
520 | {
|
---|
521 | Scene::executeTrigger(trigger);
|
---|
522 |
|
---|
523 | Trigger *t = trigger.get();
|
---|
524 | Node* node;
|
---|
525 | Node* secondNode;
|
---|
526 | Player* tempPlayer;
|
---|
527 | Vector normal;
|
---|
528 | Vector pos;
|
---|
529 |
|
---|
530 | switch(t->getType())
|
---|
531 | {
|
---|
532 | case this->TRIGGER_IMPACTTERRAIN:
|
---|
533 | node = t->getNode().get(); //Bullet
|
---|
534 | normal = t->getNormal();
|
---|
535 | ((Bullet*) node)->impactTerrain(normal);
|
---|
536 | break;
|
---|
537 | case this->TRIGGER_IMPACTPLAYER:
|
---|
538 | node = t->getNode().get(); //Bullet
|
---|
539 | secondNode = t->getSecondNode().get(); //Player
|
---|
540 | normal = t->getNormal();
|
---|
541 | ((Bullet*) node)->impactPlayer((Player*) secondNode, normal);
|
---|
542 | break;
|
---|
543 | case this->TRIGGER_IMPACTGOODIE:
|
---|
544 | node = t->getNode().get();
|
---|
545 | secondNode = t->getSecondNode().get(); //Goodie
|
---|
546 | normal = t->getNormal();
|
---|
547 | ((Bullet*) node)->impactGoodie((Goodie*) secondNode, normal);
|
---|
548 | break;
|
---|
549 | case this->TRIGGER_IMPACTOTHER:
|
---|
550 | node = t->getNode().get();
|
---|
551 | secondNode = t->getSecondNode().get(); //Object3d
|
---|
552 | normal = t->getNormal();
|
---|
553 | ((Bullet*) node)->impactOther((Object3d*) secondNode, normal);
|
---|
554 | break;
|
---|
555 | case this->TRIGGER_GOODIECATCH:
|
---|
556 | {
|
---|
557 | node = t->getNode().get(); //Player
|
---|
558 | secondNode = t->getSecondNode().get(); //Goddie
|
---|
559 | Goodie *goodie = (Goodie*) secondNode;
|
---|
560 | Player *p = (Player*) node;
|
---|
561 | this->manager->printToConsole("General Goodie catch!");
|
---|
562 | switch(goodie->getGoodieType()) {
|
---|
563 | case Goodie::GOODIE_HEALTH:
|
---|
564 | this->manager->printToConsole(" health!");
|
---|
565 | p->addHealth(goodie->getHealthAmount());
|
---|
566 | break;
|
---|
567 | case Goodie::GOODIE_WEAPON:
|
---|
568 | //this->manager->printToConsole("GOODIE_WEAPON adding not yet implemented!");
|
---|
569 | this->manager->printToConsole(" weapon!");
|
---|
570 | if(goodie->getWeaponType()<=3) {
|
---|
571 | SimpleWeapon *weapon = (SimpleWeapon *) this->createNode(this->NODE_SIMPLEWEAPON, *p->schale, true);
|
---|
572 | weapon->setWeaponType(goodie->getWeaponType());
|
---|
573 | weapon->addMunition(goodie->getArmorAmount());
|
---|
574 | weapon->initWeapon();
|
---|
575 | p->addWeapon(*weapon);
|
---|
576 | } else {
|
---|
577 | p->addWeapon(*this->cloneWeaponFromReference(goodie->getWeaponType()));
|
---|
578 | }
|
---|
579 | break;
|
---|
580 | case Goodie::GOODIE_AMO:
|
---|
581 | this->manager->printToConsole(" amo!");
|
---|
582 | p->addMunition(goodie->getWeaponType(), goodie->getArmorAmount());
|
---|
583 | break;
|
---|
584 | }
|
---|
585 | SoundNode* goodiePick = (SoundNode*) this->createNode(GameScene::NODE_SOUND);
|
---|
586 | goodiePick->loadFile("./media/sound/goodiePick.mp3", false);
|
---|
587 | goodiePick->setKillSoundNodeAfterPlayed(true);
|
---|
588 | goodiePick->play();
|
---|
589 | secondNode->killMe();
|
---|
590 | }
|
---|
591 | break;
|
---|
592 | case this->TRIGGER_IMPACTFIRE:
|
---|
593 | node = t->getNode().get();
|
---|
594 | secondNode = t->getSecondNode().get();
|
---|
595 | if(node->userData != secondNode) {
|
---|
596 | Player* p = (Player*) secondNode;
|
---|
597 | p->setHealth(p->getRealHealth() - 0.1f);
|
---|
598 | p->hitByFire();
|
---|
599 | if(p->isToasted()) {
|
---|
600 | this->hud->displayToasted(0.5, 0.01f);
|
---|
601 | }
|
---|
602 | }
|
---|
603 | break;
|
---|
604 | case this->TRIGGER_IMPACTICE:
|
---|
605 | node = t->getNode().get();
|
---|
606 | secondNode = t->getSecondNode().get();
|
---|
607 | if(node->userData != secondNode) {
|
---|
608 | Player* p = (Player*) secondNode;
|
---|
609 | p->setHealth(p->getRealHealth() - 0.05f);
|
---|
610 | p->hitByIce();
|
---|
611 | /*if(p->isToasted()) {
|
---|
612 | this->hud->displayToasted(1.0, 0.01f);
|
---|
613 | }*/
|
---|
614 | }
|
---|
615 | break;
|
---|
616 | case this->TRIGGER_CREATEPLAYER:
|
---|
617 | case this->TRIGGER_CREATEMOREPLAYER:
|
---|
618 | this->manager->printToConsole("Create ONE Player");
|
---|
619 | if(this->gameMode==1) {
|
---|
620 | node = t->getNode().get(); //Create Trigger Object
|
---|
621 | secondNode = t->getSecondNode().get(); //Bullet
|
---|
622 | tempPlayer = ((Bullet*)secondNode)->myPlayer; //Player of bullet
|
---|
623 | if(tempPlayer == this->player && this->playerList.size()-1 < this->maxEnemyCount) {
|
---|
624 | pos = node->getAbsolutePosition();
|
---|
625 | pos.y++;
|
---|
626 | SimpleWeapon* weapon = NULL;
|
---|
627 | Player* p = (Player*) this->createNode(GameScene::NODE_AIPLAYER);
|
---|
628 | p->setAvatareFileName(this->enemyModel);
|
---|
629 | p->setTeam(this->player->getTeam()+1);
|
---|
630 | p->initPlayer(pos.x, pos.y, pos.z);
|
---|
631 | //Add Standard Weapon
|
---|
632 | weapon = (SimpleWeapon *) this->createNode(this->NODE_SIMPLEWEAPON, *p->schale, true);
|
---|
633 | weapon->setWeaponType(0);
|
---|
634 | weapon->addMunition(1000);
|
---|
635 | weapon->initWeapon();
|
---|
636 | p->addWeapon(*weapon);
|
---|
637 | p->setActiveWeapon(0);
|
---|
638 | if(t->getType()==this->TRIGGER_CREATEPLAYER) {
|
---|
639 | node->killMe();
|
---|
640 | }
|
---|
641 | }
|
---|
642 | secondNode->killMe();
|
---|
643 | }
|
---|
644 | break;
|
---|
645 | }
|
---|
646 | }
|
---|
647 |
|
---|
648 | void GameScene::updateGameFirst()
|
---|
649 | {
|
---|
650 | //this->manager->printToConsole("updateGameFirst");
|
---|
651 | //Send Keys to UserPlayer
|
---|
652 | /*player->accelerate(this->keyDown['W']);
|
---|
653 | player->stop(this->keyDown['S']);
|
---|
654 | player->toLeft(this->keyDown['A']);
|
---|
655 | player->toRight(this->keyDown['D']);*/
|
---|
656 |
|
---|
657 | /*if(this->keyDown['O']) {
|
---|
658 | this->manager->printToConsole("adding upforce!");
|
---|
659 | this->player->addUpForce();
|
---|
660 | }*/
|
---|
661 |
|
---|
662 | if(this->descSet) {
|
---|
663 | this->descSet = false;
|
---|
664 | this->hud->message(this->description, this->descDuration, 0.01f);
|
---|
665 | }
|
---|
666 |
|
---|
667 | //switch to menue scene:
|
---|
668 | if(this->keyDown[VK_ESCAPE]) {
|
---|
669 | this->keyDown[VK_ESCAPE] = false;
|
---|
670 | manager->switchToMenueScene();
|
---|
671 | }
|
---|
672 |
|
---|
673 | //fly around cam:
|
---|
674 |
|
---|
675 | /*if(this->keyDown['F']) {
|
---|
676 | this->flyCamEnabled = true;
|
---|
677 | }
|
---|
678 | if(this->keyDown['G'])
|
---|
679 | this->flyCamEnabled = false;*/
|
---|
680 |
|
---|
681 | //Update Camera
|
---|
682 | int screenWidth = this->manager->screenWidth; //TODO rausnehmen und durch richtigen wert ersetzen
|
---|
683 | int screenHeight = this->manager->screenHeight;
|
---|
684 |
|
---|
685 | /*if(this->flyCamEnabled) {
|
---|
686 | Vector viewPos;
|
---|
687 | Vector lookAtPos;
|
---|
688 | Vector dir;
|
---|
689 | viewPos = this->activeCamera->getAbsolutePosition();
|
---|
690 | lookAtPos = this->activeCamera->getLookAtTarget();
|
---|
691 | dir = lookAtPos - viewPos;
|
---|
692 | dir.normalize();
|
---|
693 | float rX = 0;
|
---|
694 | float rY = 0;
|
---|
695 | float dZ = 0;
|
---|
696 | float dX = 0;
|
---|
697 | float dY = 0;
|
---|
698 |
|
---|
699 | if(this->keyDown[VK_RIGHT]) {
|
---|
700 | rY++;
|
---|
701 | }
|
---|
702 | if(this->keyDown[VK_LEFT]) {
|
---|
703 | rY--;
|
---|
704 | }
|
---|
705 | if(this->keyDown[VK_UP]) {
|
---|
706 | rX++;
|
---|
707 | }
|
---|
708 | if(this->keyDown[VK_DOWN]) {
|
---|
709 | rX--;
|
---|
710 | }
|
---|
711 | if(this->keyDown['W']) {
|
---|
712 | dZ++;
|
---|
713 | }
|
---|
714 | if(this->keyDown['S']) {
|
---|
715 | dZ--;
|
---|
716 | }
|
---|
717 | if(this->keyDown['D']) {
|
---|
718 | dX--;
|
---|
719 | }
|
---|
720 | if(this->keyDown['A']) {
|
---|
721 | dX++;
|
---|
722 | }
|
---|
723 | if(this->keyDown['E']) {
|
---|
724 | dY++;
|
---|
725 | }
|
---|
726 | if(this->keyDown['C']) {
|
---|
727 | dY--;
|
---|
728 | }
|
---|
729 |
|
---|
730 | float rotSpeed = 0.05f;
|
---|
731 | D3DXQUATERNION quat;
|
---|
732 | D3DXMATRIX rotMat;
|
---|
733 | D3DXQuaternionIdentity(&quat);
|
---|
734 | D3DXQuaternionRotationYawPitchRoll(&quat, rY*rotSpeed, rX*rotSpeed, 0);
|
---|
735 | D3DXMatrixRotationQuaternion(&rotMat, &quat);
|
---|
736 | D3DXVec4Transform(&dir, &dir, &rotMat);
|
---|
737 |
|
---|
738 | lookAtPos = viewPos + dir;
|
---|
739 |
|
---|
740 | Vector upVec(0, 1, 0);
|
---|
741 | Vector rightVec;
|
---|
742 | rightVec = dir.crossProd(upVec);
|
---|
743 | float speed = 1;
|
---|
744 | dir = dir*dZ*speed;
|
---|
745 | rightVec = rightVec*dX*speed;
|
---|
746 | upVec = upVec*dY*speed;
|
---|
747 |
|
---|
748 | lookAtPos = lookAtPos+dir+rightVec+upVec;
|
---|
749 | viewPos = viewPos+dir+rightVec+upVec;
|
---|
750 |
|
---|
751 | this->activeCamera->setLookAtTarget(lookAtPos.x, lookAtPos.y, lookAtPos.z);
|
---|
752 | this->activeCamera->setPosition(viewPos.x, viewPos.y, viewPos.z);
|
---|
753 | this->skybox->getBoxObject()->setPosition(viewPos.x, 1, viewPos.z);
|
---|
754 | return;
|
---|
755 | }*/
|
---|
756 |
|
---|
757 | //Update Player instructions
|
---|
758 | if(this->keyDown['W']) player->accelerate();
|
---|
759 | if(this->keyDown['S']) player->stop();
|
---|
760 | if(this->keyDown['A']) player->toLeft();
|
---|
761 | if(this->keyDown['D']) player->toRight();
|
---|
762 |
|
---|
763 | //Set active Weapons
|
---|
764 | if(this->keyDown['1']) player->setActiveWeapon(0);
|
---|
765 | if(this->keyDown['2']) player->setActiveWeapon(1);
|
---|
766 | if(this->keyDown['3']) player->setActiveWeapon(2);
|
---|
767 | if(this->keyDown['4']) player->setActiveWeapon(3);
|
---|
768 | if(this->keyDown['5']) player->setActiveWeapon(4);
|
---|
769 | if(this->keyDown['6']) player->setActiveWeapon(5);
|
---|
770 | if(this->keyDown['7']) player->setActiveWeapon(6);
|
---|
771 | if(this->keyDown['8']) player->setActiveWeapon(7);
|
---|
772 | if(this->keyDown['9']) player->setActiveWeapon(8);
|
---|
773 |
|
---|
774 | /*std::list<SPTR<Node> >::iterator it;
|
---|
775 | if(this->keyDown['Z']) {
|
---|
776 | for(it = this->playerList.begin(); it!=this->playerList.end();it++) {
|
---|
777 | ((Player*) (*it).get())->switchToPublicPhysic();
|
---|
778 | }
|
---|
779 | }
|
---|
780 | //this->player->switchToPublicPhysic();
|
---|
781 | if(this->keyDown['H']) {
|
---|
782 | for(it = this->playerList.begin(); it!=this->playerList.end();it++) {
|
---|
783 | ((Player*) (*it).get())->switchToPrivatePhysic();
|
---|
784 | }
|
---|
785 | }*/
|
---|
786 | //this->player->switchToPrivatePhysic();
|
---|
787 |
|
---|
788 |
|
---|
789 | /*if(this->keyDown['J']) this->sObj->rotate(0,0,-0.2);
|
---|
790 | if(this->keyDown['L']) this->sObj->rotate(0,0,0.2);
|
---|
791 | if(this->keyDown['I']) this->sObj->rotate(-0.2,0,0);
|
---|
792 | if(this->keyDown['K']) this->sObj->rotate(0.2,0,0);
|
---|
793 | if(this->keyDown['U']) this->sObj->rotate(0,-0.2,0);
|
---|
794 | if(this->keyDown['M']) this->sObj->rotate(0,0.2,0);
|
---|
795 | if(this->keyDown['Y']) this->sObj->translate(0,0,6);
|
---|
796 | if(this->keyDown['X']) this->sObj->translate(0,0,-6);*/
|
---|
797 |
|
---|
798 |
|
---|
799 | if(this->cameraFixedCount>5) {
|
---|
800 | /*char temp[100];
|
---|
801 | sprintf(temp, "1/dt = %f", 1/dt);
|
---|
802 | this->manager->printToConsole(temp);*/
|
---|
803 | int camFactor = 12;
|
---|
804 |
|
---|
805 | Vector diff;
|
---|
806 | D3DXMATRIX mYaw;
|
---|
807 | D3DXMATRIX mXaw;
|
---|
808 | D3DXMATRIX bla;
|
---|
809 |
|
---|
810 | //dLookAtPoint = oldDLookAtPoint;
|
---|
811 | //dViewPoint = oldDViewPoint;
|
---|
812 | dViewPoint = player->getDesiredViewPoint();
|
---|
813 | dLookAtPoint = player->getDesiredLookAtPoint();
|
---|
814 |
|
---|
815 | D3DXMatrixRotationY(&mYaw, (FLOAT)-M_PI/3*(0.5f-((float)this->mousePos[0])/screenWidth)*2);
|
---|
816 |
|
---|
817 | //Yaw berechnen
|
---|
818 | diff = dViewPoint - dLookAtPoint;
|
---|
819 | Vector tDiff;
|
---|
820 |
|
---|
821 | //if (this->flyCamEnabled) {
|
---|
822 | // D3DXVec4Transform(&tDiff, &diff, &bla);
|
---|
823 | //} else {
|
---|
824 | D3DXVec4Transform(&tDiff, &diff, &mYaw);
|
---|
825 | //}
|
---|
826 |
|
---|
827 | dViewPoint = dLookAtPoint + tDiff;
|
---|
828 |
|
---|
829 | //Falls Terrain höher als Cameraposition
|
---|
830 | Vector tempView = dViewPoint;
|
---|
831 | tempView.y += 5;
|
---|
832 | float h= this->getTerrainHeight(tempView);
|
---|
833 | int dHeight = 3;
|
---|
834 | if(h>dViewPoint.y) {
|
---|
835 | dViewPoint.y = h+dHeight;
|
---|
836 | }
|
---|
837 | if(!this->player->gotHit) {
|
---|
838 | lookAtPoint = lookAtPoint + (dLookAtPoint-lookAtPoint)*this->dt*(float)camFactor;
|
---|
839 | viewPoint = viewPoint + (dViewPoint-viewPoint)*this->dt*(float)camFactor;
|
---|
840 | } else {
|
---|
841 | lookAtPoint = lookAtPoint + (dLookAtPoint-lookAtPoint)*this->dt*(float)camFactor;
|
---|
842 | viewPoint = viewPoint + (dViewPoint-viewPoint)*this->dt*(float)camFactor/5;
|
---|
843 | }
|
---|
844 |
|
---|
845 | //Test if ViewPoint eventually collides with objects in scene
|
---|
846 |
|
---|
847 | if(viewPoint.y < h+dHeight/2) {
|
---|
848 | /*if(viewPoint.y-h==0) {
|
---|
849 | h = viewPoint.y-0.5f;
|
---|
850 | }
|
---|
851 | viewPoint.y += (dHeight/2)/(viewPoint.y-h);*/
|
---|
852 | viewPoint.y = dViewPoint.y;
|
---|
853 | }
|
---|
854 | //lookAtPoint.setXYZ(100, 30, 100);
|
---|
855 | //viewPoint.setXYZ(0, 100, 0);
|
---|
856 | this->activeCamera->setLookAtTarget(lookAtPoint.x, lookAtPoint.y, lookAtPoint.z);
|
---|
857 | this->activeCamera->setPosition(viewPoint.x, viewPoint.y, viewPoint.z);
|
---|
858 |
|
---|
859 |
|
---|
860 | // update Skybox - hier richtig?
|
---|
861 | this->skybox->getBoxObject()->setPosition(viewPoint.x, 1, viewPoint.z);
|
---|
862 | } else {
|
---|
863 | this->activeCamera->setLookAtTarget(this->player->getAbsolutePosition());
|
---|
864 | this->cameraFixedCount++;
|
---|
865 | }
|
---|
866 | }
|
---|
867 |
|
---|
868 | void GameScene::updateGameSecond()
|
---|
869 | {
|
---|
870 | /*D3DXVECTOR3 * D3DXVec3Unproject(
|
---|
871 | D3DXVECTOR3 * pOut,
|
---|
872 | CONST D3DXVECTOR3 * pV,
|
---|
873 | CONST D3DVIEWPORT9 * pViewport,
|
---|
874 | CONST D3DXMATRIX * pProjection,
|
---|
875 | CONST D3DXMATRIX * pView,
|
---|
876 | CONST D3DXMATRIX * pWorld
|
---|
877 | );*/
|
---|
878 | if(this->cameraFixedCount>2) {
|
---|
879 | D3DXVECTOR3 mousePosSource;
|
---|
880 | mousePosSource.x = (float)this->mousePos[0];
|
---|
881 | mousePosSource.y = (float)this->mousePos[1];
|
---|
882 | mousePosSource.z = 0;
|
---|
883 |
|
---|
884 | D3DXVECTOR3 unprojectedMouseNear, unprojectedMouseFar;
|
---|
885 | D3DVIEWPORT9 pViewport;
|
---|
886 |
|
---|
887 | this->device->GetViewport(&pViewport);
|
---|
888 |
|
---|
889 | D3DXVec3Unproject(&unprojectedMouseNear, &mousePosSource, &pViewport, &this->getProjectionMatrix(), &this->getViewMatrix(), &this->worldMatrix);
|
---|
890 | mousePosSource.z = 1;
|
---|
891 | D3DXVec3Unproject(&unprojectedMouseFar, &mousePosSource, &pViewport, &this->getProjectionMatrix(), &this->getViewMatrix(), &this->worldMatrix);
|
---|
892 |
|
---|
893 | NxVec3 NxNear(unprojectedMouseNear.x, unprojectedMouseNear.y, unprojectedMouseNear.z);
|
---|
894 | NxVec3 NxFar(unprojectedMouseFar.x, unprojectedMouseFar.y, unprojectedMouseFar.z);
|
---|
895 |
|
---|
896 | NxVec3 direction;
|
---|
897 | direction.subtract(NxFar, NxNear);
|
---|
898 | direction.normalize();
|
---|
899 | NxRay ray(NxNear, direction);
|
---|
900 |
|
---|
901 | NxRaycastHit hit;
|
---|
902 | Vector target;
|
---|
903 |
|
---|
904 | // Get the closest shape
|
---|
905 | NxU32 mask = 0;
|
---|
906 | /*mask |= UserContactReport::COLGROUP_NOCOL;
|
---|
907 | mask != mask;
|
---|
908 | mask |= UserContactReport::COLGROUP_TERRAIN;*/
|
---|
909 | mask = 0xFFFFFFFF;
|
---|
910 | NxShape* closestShape = this->pScene->raycastClosestShape(ray, NX_ALL_SHAPES, hit, mask);
|
---|
911 | if (closestShape && closestShape->getActor().userData != this->player)
|
---|
912 | {
|
---|
913 | //this->manager->printToConsole("HIT");
|
---|
914 | //NxVec3& worldImpact = hit.worldImpact;
|
---|
915 | target.setNxVector(hit.worldImpact);
|
---|
916 | //dist = hit.distance;
|
---|
917 | } else {
|
---|
918 | //this->manager->printToConsole("Not HIT");
|
---|
919 | target.setXYZ(unprojectedMouseFar.x, unprojectedMouseFar.y, unprojectedMouseFar.z);
|
---|
920 | }
|
---|
921 |
|
---|
922 | this->player->getActiveWeapon()->setFireAt(target);
|
---|
923 | if(this->mouseButton[this->MOUSE_LEFT]) {
|
---|
924 | player->getActiveWeapon()->fire();
|
---|
925 | }
|
---|
926 | }
|
---|
927 |
|
---|
928 | //Set HUD Time
|
---|
929 | int minutes, seconds, intDuration;
|
---|
930 | this->gameDuration-=this->dt;
|
---|
931 | intDuration = (int) this->gameDuration;
|
---|
932 | seconds = intDuration%60;
|
---|
933 | minutes = (intDuration-seconds)/60;
|
---|
934 | this->hud->setTime(minutes, seconds);
|
---|
935 |
|
---|
936 |
|
---|
937 | //Check if Challenge is over!
|
---|
938 | std::list<SPTR<Node> >::iterator it;
|
---|
939 | std::list<SPTR<Node> >::iterator tit;
|
---|
940 | Player* p;
|
---|
941 | Player* tp;
|
---|
942 | if(!this->resultVisible) {
|
---|
943 | if(this->gameDuration>0) {
|
---|
944 | if(this->player->getHealth()<=0) {
|
---|
945 | this->initLose();
|
---|
946 | } else {
|
---|
947 | for(it = this->playerList.begin();it!=this->playerList.end();it++) {
|
---|
948 | p = (Player*) (*it).get();
|
---|
949 | if(p != this->player && p->getHealth()<=0) {
|
---|
950 | //Reset activeOpponent from a player if that opponent should be deleted!
|
---|
951 | for(tit = this->playerList.begin();tit!=this->playerList.end();tit++) {
|
---|
952 | tp = (Player*) (*tit).get();
|
---|
953 | if(p != tp && p->isA(GameScene::NODE_AIPLAYER) && ((AIPlayer*) tp)->activeOpponent == p) {
|
---|
954 | ((AIPlayer*) tp)->activeOpponent = NULL;
|
---|
955 | }
|
---|
956 | }
|
---|
957 | if(!p->getSoftKill()) {
|
---|
958 | p->setSoftKill(true,4);
|
---|
959 | }
|
---|
960 | }
|
---|
961 | }
|
---|
962 | if(this->playerList.size()<=1) {
|
---|
963 | this->initWin();
|
---|
964 | }
|
---|
965 | }
|
---|
966 | } else { //Time's up
|
---|
967 | float sumHealth = 0;
|
---|
968 | for(it = this->playerList.begin();it!=this->playerList.end();it++) {
|
---|
969 | p = (Player*) (*it).get();
|
---|
970 | if(p != this->player) {
|
---|
971 | sumHealth += max(0.0f, p->getHealth());
|
---|
972 | }
|
---|
973 | }
|
---|
974 | if(this->player->getHealth()>sumHealth) {
|
---|
975 | this->initWin();
|
---|
976 | } else {
|
---|
977 | this->initLose();
|
---|
978 | }
|
---|
979 | }
|
---|
980 | } else {
|
---|
981 | this->resultShowingTimer-=this->dt;
|
---|
982 | if(!this->won && this->resultShowingTimer<=5.75f) {
|
---|
983 | this->recalcTransformations = false;
|
---|
984 | }
|
---|
985 | if(this->resultShowingTimer<=0) {
|
---|
986 | this->manager->switchToMenueScene();
|
---|
987 | }
|
---|
988 | }
|
---|
989 | if(this->showFPS) {
|
---|
990 | char temp[16];
|
---|
991 | sprintf(temp, "FPS: %f", DXUTGetFPS());
|
---|
992 | this->manager->printToConsole(temp);
|
---|
993 | this->hud->message(temp, 1.0f, 1.0f);
|
---|
994 | }
|
---|
995 | this->hud->setAmmo(this->player->getAmo());
|
---|
996 | }
|
---|
997 |
|
---|
998 | void GameScene::initWin()
|
---|
999 | {
|
---|
1000 | this->won=true;
|
---|
1001 | this->player->initWin();
|
---|
1002 | this->resultVisible = true;
|
---|
1003 | this->hud->displayWin(6, 0.01f);
|
---|
1004 | this->resultShowingTimer = 6;
|
---|
1005 |
|
---|
1006 | if(this->happySound) {
|
---|
1007 | this->happySound->play();
|
---|
1008 | }
|
---|
1009 | }
|
---|
1010 |
|
---|
1011 | void GameScene::initLose()
|
---|
1012 | {
|
---|
1013 | this->player->initLose();
|
---|
1014 | this->won = false;
|
---|
1015 | this->resultVisible = true;
|
---|
1016 | this->hud->displayLose(6, 0.01f);
|
---|
1017 | this->resultShowingTimer = 6;
|
---|
1018 | if(this->sadSound) {
|
---|
1019 | this->sadSound->play();
|
---|
1020 | }
|
---|
1021 | }
|
---|
1022 |
|
---|
1023 | //void GameScene::setBackgroundSound(std::string filename) {
|
---|
1024 | // this->bgMusicStream = FSOUND_Stream_Open(filename.c_str(), FSOUND_LOOP_NORMAL, 0, 0);
|
---|
1025 | //}
|
---|
1026 | //
|
---|
1027 | //void GameScene::setBackgroundSoundVolume(float vol) {
|
---|
1028 | // this->bgSoundVolume = vol;
|
---|
1029 | // if(this->bgSoundChannel!=-1) {
|
---|
1030 | // FSOUND_SetVolume(this->bgSoundChannel, (int)(255*this->bgSoundVolume));
|
---|
1031 | // }
|
---|
1032 | //}
|
---|
1033 | //
|
---|
1034 | //void GameScene::playBackgroundSound() {
|
---|
1035 | // if(this->bgMusicStream!=NULL) {
|
---|
1036 | // this->bgSoundChannel = FSOUND_Stream_Play(FSOUND_FREE, this->bgMusicStream);
|
---|
1037 | // FSOUND_SetVolume(this->bgSoundChannel, (int)(255*this->bgSoundVolume));
|
---|
1038 | // }
|
---|
1039 | //}
|
---|
1040 |
|
---|
1041 | void GameScene::connectMaterialIds(int physicId, int xmlId)
|
---|
1042 | {
|
---|
1043 | //this->materialConnectVector.push_back(temp);
|
---|
1044 | this->materialXMLVector.push_back(xmlId);
|
---|
1045 | this->materialPhysicVector.push_back(physicId);
|
---|
1046 | }
|
---|
1047 |
|
---|
1048 | int GameScene::getPhysicMaterialId(int xmlId)
|
---|
1049 | {
|
---|
1050 | for(UINT i=0;i<this->materialXMLVector.size();i++) {
|
---|
1051 | if(this->materialXMLVector.at(i) == xmlId) {
|
---|
1052 | return this->materialPhysicVector.at(i);
|
---|
1053 | }
|
---|
1054 | }
|
---|
1055 | return 0;
|
---|
1056 | }
|
---|
1057 |
|
---|
1058 | Bullet* GameScene::cloneBulletFromReference(int type)
|
---|
1059 | {
|
---|
1060 | Bullet* temp;
|
---|
1061 | for(UINT i=0;i<this->refBulletVector.size();i++) {
|
---|
1062 | temp = (Bullet*) this->refBulletVector.at(i).get();
|
---|
1063 | if(type == temp->getBulletType()) {
|
---|
1064 | return (Bullet*) temp->clone();
|
---|
1065 | }
|
---|
1066 | }
|
---|
1067 | return NULL;
|
---|
1068 | }
|
---|
1069 |
|
---|
1070 | Weapon* GameScene::cloneWeaponFromReference(int type)
|
---|
1071 | {
|
---|
1072 | Weapon* temp;
|
---|
1073 | for(UINT i=0;i<this->refWeaponVector.size();i++) {
|
---|
1074 | temp = (Weapon*) this->refWeaponVector.at(i).get();
|
---|
1075 | if(type == temp->getWeaponType()) {
|
---|
1076 | this->manager->printToConsole("GameScene::cloneWeaponFromReference.....clone in weapon initialized?");
|
---|
1077 | return (Weapon*) temp->clone();
|
---|
1078 | }
|
---|
1079 | }
|
---|
1080 | return NULL;
|
---|
1081 | }
|
---|
1082 |
|
---|
1083 | void GameScene::reduceHealthOnPlayers(Bullet* bullet)
|
---|
1084 | {
|
---|
1085 | //this->manager->printToConsole("REDUCING HEALTH");
|
---|
1086 | Vector dist;
|
---|
1087 | Vector bulletPos;
|
---|
1088 | bulletPos = bullet->getAbsolutePosition();
|
---|
1089 | Player* p;
|
---|
1090 | float forceFactor;
|
---|
1091 | for(UINT i=0;i<bullet->playerList.size();i++) {
|
---|
1092 | p = bullet->playerList.at(i);
|
---|
1093 | dist = p->getAbsolutePosition() - bulletPos;
|
---|
1094 | forceFactor = max(0.0f, (bullet->impactRadius - dist.length())/bullet->impactRadius);
|
---|
1095 | p->setHealth(p->getHealth()- forceFactor*bullet->impactDamage);
|
---|
1096 | }
|
---|
1097 | }
|
---|
1098 |
|
---|
1099 | /*void GameScene::updateSoundNodeVolume()
|
---|
1100 | {
|
---|
1101 | Scene::updateSoundNodeVolume();
|
---|
1102 | if(this->bgSoundChannel!=-1) {
|
---|
1103 | FSOUND_SetVolume(this->bgSoundChannel, (int)(255*this->bgSoundVolume*this->sceneAlpha));
|
---|
1104 | }
|
---|
1105 | }*/
|
---|
1106 |
|
---|
1107 | float GameScene::getTerrainHeight(Vector v)
|
---|
1108 | {
|
---|
1109 | NxVec3 direction(0, -1, 0);
|
---|
1110 | NxRay ray(v.getNxVector(), direction);
|
---|
1111 | NxRaycastHit hit;
|
---|
1112 | Vector hv = v;
|
---|
1113 |
|
---|
1114 | // Get the closest shape
|
---|
1115 | NxShape* closestShape = this->pScene->raycastClosestShape(ray, NX_ALL_SHAPES, hit, 0xFFFFFFFF, NX_MAX_F32);//0xffffff);
|
---|
1116 | if (closestShape)
|
---|
1117 | {
|
---|
1118 | hv.y = hit.worldImpact.y;
|
---|
1119 | } else {
|
---|
1120 | hv.y = 0;
|
---|
1121 | }
|
---|
1122 | float h = this->terrain->getHeight(v.x, v.z);
|
---|
1123 | hv.y = (hv.y>=h) ? hv.y : h;
|
---|
1124 | return hv.y;
|
---|
1125 | }
|
---|
1126 |
|
---|
1127 | void GameScene::setChallengeDescription(std::string _description, float _descDuration)
|
---|
1128 | {
|
---|
1129 | this->descSet = true;
|
---|
1130 | this->description = _description;
|
---|
1131 | this->descDuration = _descDuration;
|
---|
1132 | }
|
---|
1133 |
|
---|
1134 | void GameScene::setMaxEnemyCount(int maxEnemyCount)
|
---|
1135 | {
|
---|
1136 | this->maxEnemyCount = maxEnemyCount;
|
---|
1137 | }
|
---|
1138 |
|
---|
1139 | void GameScene::hasWon() {
|
---|
1140 | std::list<SPTR<Node> >::iterator it;
|
---|
1141 | Player* p;
|
---|
1142 | for(it = this->playerList.begin();it!=this->playerList.end();it++) {
|
---|
1143 | p = (Player*) (*it).get();
|
---|
1144 | if(p != this->player) {
|
---|
1145 | //this->manager->printToConsole("setting health = 0");
|
---|
1146 | p->setHealth(0);
|
---|
1147 | }
|
---|
1148 | }
|
---|
1149 | } |
---|