khanat-opennel-code/code/snowballs2/client/src/entities.cpp
2016-01-24 17:08:32 +01:00

1034 lines
27 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
// Includes
//
#include <nel/misc/types_nl.h>
#include <cmath>
#include <map>
#include <nel/misc/types_nl.h>
#include <nel/misc/event_listener.h>
#include <nel/misc/command.h>
#include <nel/misc/log.h>
#include <nel/misc/time_nl.h>
#include <nel/misc/displayer.h>
#include <nel/misc/vector.h>
#include <nel/misc/vectord.h>
#include <nel/misc/time_nl.h>
#include <nel/3d/u_camera.h>
#include <nel/3d/u_driver.h>
#include <nel/3d/u_text_context.h>
#include <nel/3d/u_instance.h>
#include <nel/3d/u_scene.h>
#include <nel/3d/u_material.h>
#include <nel/3d/u_landscape.h>
#include <nel/3d/u_skeleton.h>
#include <nel/3d/u_visual_collision_manager.h>
#include <nel/3d/u_visual_collision_entity.h>
#include <nel/pacs/u_move_container.h>
#include <nel/pacs/u_move_primitive.h>
#include <nel/pacs/u_global_retriever.h>
#include <nel/pacs/u_global_position.h>
#include "snowballs_client.h"
#include "entities.h"
#include "pacs.h"
#include "animation.h"
#include "camera.h"
#ifdef NL_OS_WINDOWS
#include "sound.h"
#endif
#include "mouse_listener.h"
#include "landscape.h"
//
// Namespaces
//
using namespace std;
using namespace NLMISC;
using namespace NL3D;
using namespace NLPACS;
namespace SBCLIENT {
//
// Variables
//
// A map of entities. All entities are later referred by their unique id
map<uint32, CEntity> Entities;
CEntity *Self = NULL;
// The size of the world, in meter
float WorldWidth = 20*160;
float WorldHeight = 6*160;
// Entity Id, only used offline
uint32 NextEID = 1000000;
// The speed settings
float PlayerSpeed = 10.0f; // 6.5 km/h
float SnowballSpeed = 15.0f; // 36 km/h
// these variables are set with the config file
// Setup for the name up the character
float EntityNameSize;
CRGBA EntityNameColor;
bool _TestCLS = false;
// Set the state of the entity (Appear, Normal, Disappear)
void CEntity::setState (TState state)
{
State = state;
StateStartTime = LocalTime;
}
// Get an map iterator on a entity, specified by its id
EIT findEntity (uint32 eid, bool needAssert)
{
EIT entity = Entities.find (eid);
if (entity == Entities.end () && needAssert)
{
nlerror ("Entity %u not found", eid);
}
return entity;
}
// -- -- things like Creature, Effect, Scenery seem more flexible than Self, Other, Snowball
// -- -- random keywords: entitybehavior (animations), entityinteraction (targetable, menu, )
// Creates an entity, given its id, its type (Self, Other, Snowball), its start and server positions.
void addEntity (uint32 eid, std::string name, CEntity::TType type, const CVector &startPosition, const CVector &serverPosition)
{
// nlinfo ("adding entity %u", eid);
// Check that the entity doesn't exist yet
EIT eit = findEntity (eid, false);
if (eit != Entities.end ())
{
nlerror ("Entity %d already exist", eid);
}
// Create a new entity
eit = (Entities.insert (make_pair (eid, CEntity()))).first;
CEntity &entity = (*eit).second;
// Check that in the case the entity newly created is a Self, there's not a Self yet.
if (type == CEntity::Self)
{
if (Self != NULL)
nlerror("Self entity already created");
Self = &entity;
}
// Set the entity up
entity.Id = eid;
entity.Type = type;
entity.Name = name;
entity.Position = startPosition;
entity.Angle = 0.0f;
entity.ServerPosition = serverPosition;
entity.VisualCollisionEntity = VisualCollisionManager->createEntity();
// setup the move primitive and the mesh instance depending on the type of entity
switch (type)
{
case CEntity::Self:
// create a move primitive associated to the entity
entity.MovePrimitive = MoveContainer->addCollisionablePrimitive(0, 1);
// it's a cylinder
entity.MovePrimitive->setPrimitiveType(UMovePrimitive::_2DOrientedCylinder);
// the entity should slide against obstacles
entity.MovePrimitive->setReactionType(UMovePrimitive::Slide);
// do not generate event if there is a collision
entity.MovePrimitive->setTriggerType(UMovePrimitive::NotATrigger);
// which entity should collide against me
entity.MovePrimitive->setCollisionMask(OtherCollisionBit+SnowballCollisionBit+StaticCollisionBit);
// the self collision bit
entity.MovePrimitive->setOcclusionMask(SelfCollisionBit);
// the self is an obstacle
entity.MovePrimitive->setObstacle(true);
// the size of the cylinder
entity.MovePrimitive->setRadius(1.0f);
entity.MovePrimitive->setHeight(1.8f);
// only use one world image, so use insert in world image 0
entity.MovePrimitive->insertInWorldImage(0);
// retrieve the start position of the entity
entity.MovePrimitive->setGlobalPosition(CVectorD(startPosition.x, startPosition.y, startPosition.z), 0);
// create instance of the mesh character
entity.Instance = Scene->createInstance ("gnu.shape");
entity.Skeleton = Scene->createSkeleton ("gnu.skel");
// use the instance on the skeleton
entity.Skeleton.bindSkin (entity.Instance);
// Allow the skeleton to cast shadows.
entity.Skeleton.enableCastShadowMap(true);
entity.Instance.hide ();
entity.Angle = MouseListener->getOrientation();
// setup final parameters
entity.Speed = PlayerSpeed;
entity.Particule = Scene->createInstance ("appear.ps");
entity.setState (CEntity::Appear);
playAnimation (entity, LogInAnim);
playAnimation (entity, IdleAnim);
break;
case CEntity::Other:
entity.MovePrimitive = MoveContainer->addCollisionablePrimitive(0, 1);
entity.MovePrimitive->setPrimitiveType(UMovePrimitive::_2DOrientedCylinder);
entity.MovePrimitive->setReactionType(UMovePrimitive::Slide);
entity.MovePrimitive->setTriggerType(UMovePrimitive::NotATrigger);
entity.MovePrimitive->setCollisionMask(OtherCollisionBit+SelfCollisionBit+SnowballCollisionBit);
entity.MovePrimitive->setOcclusionMask(OtherCollisionBit);
entity.MovePrimitive->setObstacle(true);
entity.MovePrimitive->setRadius(1.0f);
entity.MovePrimitive->setHeight(1.8f);
entity.MovePrimitive->insertInWorldImage(0);
entity.MovePrimitive->setGlobalPosition(CVectorD(startPosition.x, startPosition.y, startPosition.z), 0);
entity.Instance = Scene->createInstance ("gnu.shape");
entity.Skeleton = Scene->createSkeleton ("gnu.skel");
entity.Skeleton.bindSkin (entity.Instance);
entity.Instance.hide ();
entity.Speed = PlayerSpeed;
entity.Particule = Scene->createInstance ("appear.ps");
entity.setState (CEntity::Appear);
playAnimation (entity, LogInAnim);
playAnimation (entity, IdleAnim);
break;
case CEntity::Snowball:
entity.MovePrimitive = NULL;
// allows collision snapping to the ceiling
entity.VisualCollisionEntity->setCeilMode(true);
entity.Instance = Scene->createInstance ("snowball.shape");
entity.Skeleton = NULL;
entity.Speed = SnowballSpeed;
// -- -- riiiiight
//#ifdef NL_OS_WINDOWS
// playSound (entity, SoundId);
//#endif
entity.setState (CEntity::Normal);
break;
}
if (!entity.Skeleton.empty())
entity.Skeleton.setPos (startPosition);
entity.Instance.setPos (startPosition);
// todo sound
// if (entity.Source != NULL)
// entity.Source->setPosition (startPosition);
if (!entity.Particule.empty())
entity.Particule.setPos (startPosition);
}
// effectively remove the entity (don't play animation)
void deleteEntity (CEntity &entity)
{
if (!entity.Particule.empty())
{
Scene->deleteInstance (entity.Particule);
entity.Particule = NULL;
}
deleteAnimation (entity);
if (!entity.Skeleton.empty())
{
entity.Skeleton.detachSkeletonSon (entity.Instance);
Scene->deleteSkeleton (entity.Skeleton);
entity.Skeleton = NULL;
}
if (!entity.Instance.empty())
{
Scene->deleteInstance (entity.Instance);
entity.Instance = NULL;
}
if (entity.VisualCollisionEntity != NULL)
{
VisualCollisionManager->deleteEntity (entity.VisualCollisionEntity);
entity.VisualCollisionEntity = NULL;
}
if (entity.MovePrimitive != NULL)
{
MoveContainer->removePrimitive(entity.MovePrimitive);
entity.MovePrimitive = NULL;
}
//#ifdef NL_OS_WINDOWS
// deleteSound (entity);
//#endif
// nlinfo ("Remove the entity %u from the Entities list", entity.Id);
EIT eit = findEntity (entity.Id);
Entities.erase (eit);
}
// Remove an entity specified by its id
// The entity passes into the Disappear state
void removeEntity (uint32 eid)
{
// nlinfo ("removing entity %u", eid);
// look for the entity
EIT eit = findEntity (eid);
CEntity &entity = (*eit).second;
// if there is a particle system linked, delete it
if (!entity.Particule.empty())
{
Scene->deleteInstance (entity.Particule);
entity.Particule = NULL;
}
// if (entity.Type == CEntity::Other)
{
entity.Particule = Scene->createInstance("disappear.ps");
entity.Particule.setPos (entity.Position);
}
playAnimation (entity, LogOffAnim, true);
entity.setState (CEntity::Disappear);
}
void removeAllEntitiesExceptUs ()
{
EIT eit, nexteit;
// move entities
for (eit = Entities.begin (); eit != Entities.end (); )
{
nexteit = eit; nexteit++;
CEntity &entity = (*eit).second;
if (entity.Type != CEntity::Self)
{
// effectively remove the entity (don't play animation)
deleteEntity (entity);
}
eit = nexteit;
}
}
void deleteAllEntities()
{
EIT eit, nexteit;
for (eit = Entities.begin(); eit != Entities.end(); )
{
nexteit = eit; nexteit++;
CEntity &entity = (*eit).second;
deleteEntity (entity);
eit = nexteit;
}
Self = NULL;
}
// What to do when the entity appears
void stateAppear (CEntity &entity)
{
// after 1 second, show the instance
if (LocalTime > entity.StateStartTime + 1.0)
{
if (entity.Instance.getVisibility () != UTransform::Show)
entity.Instance.show ();
}
// after 5 seconds, delete the particle system (if any)
// and pass the entity into the Normal state
if (LocalTime > entity.StateStartTime + 3.0)
{
if (!entity.Particule.empty())
{
Scene->deleteInstance (entity.Particule);
entity.Particule = NULL;
}
entity.setState (CEntity::Normal);
}
if (entity.MovePrimitive != NULL)
entity.MovePrimitive->move(CVector(0,0,0), 0);
}
// What to do when the entity disappears
void stateDisappear (CEntity &entity)
{
// after 1 second, remove the mesh and all collision stuff
if (LocalTime > entity.StateStartTime + 1.0)
{
if (entity.Instance.getVisibility () != UTransform::Hide)
{
if (entity.Type == CEntity::Self)
{
if (Self == NULL)
nlerror("Self entity doesn't exist");
Self = NULL;
}
entity.Instance.hide ();
}
}
// after 5 seconds, remove the particle system and the entity entry
if (LocalTime > entity.StateStartTime + 3.0)
{
deleteEntity (entity);
}
else
{
if (entity.MovePrimitive != NULL)
entity.MovePrimitive->move(CVector(0,0,0), 0);
}
}
void stateNormal (CEntity &entity)
{
double dt = LocalTimeDelta;
CVector oldPos;
CVector newPos;
oldPos = entity.Position;
CVector pDelta = entity.Position - entity.ServerPosition;
CVector pDeltaOri = pDelta;
pDelta.z = 0.0f;
// -- -- simple random bots =) share with server
// find a new random server position
if (entity.Type == CEntity::Other && entity.AutoMove)
{
switch (entity.BotState)
{
case 0:
// choose something to do
if (frand(1.0f) > 0.5f)
entity.BotState = 5;
else
entity.BotState = 2;
break;
case 1:
// walk
if (pDelta.norm() < 0.1f || LocalTime - entity.BotStateStart > 3.000)
{
// reached the point
entity.BotState = 0;
}
else
{
// entity.IsWalking = true;
// entity.IsAiming = false;
}
break;
case 2:
// aim
entity.IsWalking = false;
entity.IsAiming = true;
entity.BotStateStart = LocalTime;
entity.BotState = 3;
break;
case 3:
// wait to shoot
entity.IsWalking = false;
entity.IsAiming = true;
if (LocalTime - entity.BotStateStart > 1.000)
{
entity.BotState = 4;
entity.BotStateStart = LocalTime;
CVector AimingPosition = entity.Position+CVector(0.0f, 0.0f, 2.0f);
CVector direction = CVector((float)(cos(entity.Angle)), (float)(sin(entity.Angle)), 0.3f).normed();
CVector AimedTarget = getTarget(AimingPosition,
direction,
100);
shotSnowball(NextEID++, entity.Id, AimingPosition, AimedTarget, SnowballSpeed, 3.0f);
}
break;
case 4:
// shoot
entity.IsWalking = false;
entity.IsAiming = false;
if (LocalTime - entity.BotStateStart > 1.000)
{
entity.BotState = 5;
entity.BotStateStart = LocalTime;
}
break;
case 5:
// choose a direction
float EntityMaxSpeed = 10.0f;
entity.AuxiliaryAngle += frand(1.5f)-0.75f;
entity.ServerPosition += CVector((float)cos(entity.AuxiliaryAngle),
(float)sin(entity.AuxiliaryAngle),
0.0f)*EntityMaxSpeed;
entity.BotState = 1;
entity.BotStateStart = LocalTime;
break;
}
}
if (entity.Type == CEntity::Snowball && LocalTime >= entity.Trajectory.getStopTime())
{
/*
CVector tp(1140,-833,30);
nlinfo("dist=%f", (entity.Position-tp).norm());
if ((entity.Position-tp).norm()<30.0f)
{
static UInstance t = NULL;
if (t != NULL)
{
Scene->deleteInstance (t);
}
t = Scene->createInstance("pills.ps");
t->setScale (10,10,10);
CVector tp2 = tp;
tp2.z+=20;
t->setPos (tp2);
nlinfo("touche");
}
*/
removeEntity(entity.Id);
}
// control the character animation
if (entity.Type != CEntity::Snowball)
{
if (entity.IsAiming && !entity.WasAiming)
{
// start aiming
playAnimation (entity, PrepareSnowBall, true);
playAnimation (entity, PrepareSnowBallCycle, false);
}
else if (entity.WasAiming && !entity.IsAiming)
{
/* // end aiming
playAnimation (entity, ThrowSnowball, true);
if (entity.IsWalking)
playAnimation (entity, WalkAnim);
else
playAnimation (entity, IdleAnim);
*/ }
else if (entity.WasAiming && entity.IsAiming)
{
// currently aiming => do northing
}
else if (!entity.WasWalking && entity.IsWalking)
{
playAnimation (entity, PrepareWalkAnim, true);
playAnimation (entity, WalkAnim);
}
else if (entity.WasWalking && !entity.IsWalking)
{
playAnimation (entity, IdleAnim, true);
}
entity.WasAiming = entity.IsAiming;
entity.WasWalking = entity.IsWalking;
}
entity.ImmediateSpeed = CVector::Null;
if (entity.Type == CEntity::Self)
{
// get new position
newPos = MouseListener->getPosition();
// get new orientation
entity.Angle = MouseListener->getOrientation();
// Interpolate the character orientation towards the server angle
// for smoother movements
float sweepDistance = entity.AuxiliaryAngle-entity.InterpolatedAuxiliaryAngle;
if (sweepDistance > (float)Pi)
{
sweepDistance -= (float)Pi*2.0f;
entity.InterpolatedAuxiliaryAngle += (float)Pi*2.0f;
}
if (sweepDistance < -(float)Pi)
{
sweepDistance += (float)Pi*2.0f;
entity.InterpolatedAuxiliaryAngle -= (float)Pi*2.0f;
}
float sweepAngle = 4.0f*sweepDistance;
entity.InterpolatedAuxiliaryAngle += (float)(sweepAngle*dt);
if ((entity.AuxiliaryAngle-entity.InterpolatedAuxiliaryAngle)*sweepAngle <= 0.0)
entity.InterpolatedAuxiliaryAngle = entity.AuxiliaryAngle;
entity.Angle += entity.InterpolatedAuxiliaryAngle;
// tell the move container how much the entity should move
if (entity.IsWalking)
{
entity.ImmediateSpeed = (newPos-oldPos)/(float)dt;
if (_TestCLS) entity.MovePrimitive->setGlobalPosition(newPos, 0);
else entity.MovePrimitive->move(entity.ImmediateSpeed, 0);
}
}
else if (entity.Type == CEntity::Other)
{
// go to the server position with linear interpolation
// -- -- useful for speed limiting on frontend service
// -- -- random note: also, get rid of the position service,
// and move the snowball physics to a more useful service
// Interpolate orientation for smoother motions
// AuxiliaryAngle -> the server imposed angle
// InterpolatedAuxiliaryAngle -> the angle showed by the entity
float sweepDistance = entity.AuxiliaryAngle-entity.InterpolatedAuxiliaryAngle;
if (sweepDistance > (float)Pi)
{
sweepDistance -= (float)Pi*2.0f;
entity.InterpolatedAuxiliaryAngle += (float)Pi*2.0f;
}
if (sweepDistance < -(float)Pi)
{
sweepDistance += (float)Pi*2.0f;
entity.InterpolatedAuxiliaryAngle -= (float)Pi*2.0f;
}
float sweepAngle = 4.0f*sweepDistance;
entity.InterpolatedAuxiliaryAngle += (float)(sweepAngle*dt);
if ((entity.AuxiliaryAngle-entity.InterpolatedAuxiliaryAngle)*sweepAngle <= 0.0)
entity.InterpolatedAuxiliaryAngle = entity.AuxiliaryAngle;
entity.Angle = entity.InterpolatedAuxiliaryAngle;
// if (entity.IsWalking)
if (pDelta.norm() > 0.1f)
{
pDelta.normalize();
entity.ImmediateSpeed = pDelta*(-entity.Speed);
entity.MovePrimitive->move(entity.ImmediateSpeed, 0);
entity.IsWalking = true;
}
else
{
entity.IsWalking = false;
}
}
else if (entity.Type == CEntity::Snowball)
{
// go to the server position using trajectory interpolation
CVector newPos = entity.Trajectory.eval(LocalTime);
if (newPos != entity.Position)
{
entity.Position = entity.Trajectory.eval(LocalTime);
entity.Instance.show ();
}
}
else
{
// automatic speed
newPos = oldPos;
}
}
void updateEntities ()
{
// compute the delta t that has elapsed since the last update (in seconds)
double dt = LocalTimeDelta;
EIT eit, nexteit;
// move entities
for (eit = Entities.begin (); eit != Entities.end (); )
{
nexteit = eit; nexteit++;
CEntity &entity = (*eit).second;
switch (entity.State)
{
case CEntity::Appear:
stateAppear (entity);
break;
case CEntity::Normal:
stateNormal (entity);
break;
case CEntity::Disappear:
stateDisappear (entity);
break;
default:
nlstop;
break;
}
eit = nexteit;
}
// evaluate collisions
MoveContainer->evalCollision(dt, 0);
// snap entities to the ground
for (eit = Entities.begin (); eit != Entities.end (); eit++)
{
CEntity &entity = (*eit).second;
UGlobalPosition gPos;
if (entity.MovePrimitive != NULL)
{
// get the global position in pacs coordinates system
entity.MovePrimitive->getGlobalPosition(gPos, 0);
// convert it in a vector 3d
entity.Position = GlobalRetriever->getGlobalPosition(gPos);
// get the good z position
gPos.LocalPosition.Estimation.z = 0.0f;
entity.Position.z = GlobalRetriever->getMeanHeight(gPos);
// check position retrieving
/*
UGlobalPosition gPosCheck;
gPosCheck = GlobalRetriever->retrievePosition(entity.Position);
if (gPos.InstanceId != gPosCheck.InstanceId ||
gPos.LocalPosition.Surface != gPosCheck.LocalPosition.Surface)
{
nlwarning("Checked UGlobalPosition differs from store");
// gPos.InstanceId = gPosCheck.InstanceId;
// gPos.LocalPosition.Surface = gPosCheck.LocalPosition.Surface;
}
*/
// snap to the ground
if (!GlobalRetriever->isInterior(gPos))
entity.VisualCollisionEntity->snapToGround(entity.Position);
if (entity.Type == CEntity::Other &&
(entity.ServerPosition-entity.Position)*entity.ImmediateSpeed < 0.0f)
{
// nlinfo("detected over entity %d", entity.Id);
entity.ServerPosition.z = entity.Position.z;
entity.Position = entity.ServerPosition;
if (!GlobalRetriever->isInterior(gPos))
entity.VisualCollisionEntity->snapToGround(entity.Position);
entity.MovePrimitive->setGlobalPosition(CVectorD(entity.Position.x, entity.Position.y, entity.Position.z), 0);
}
}
if (!entity.Instance.empty())
{
CVector jdir;
switch (entity.Type)
{
case CEntity::Self:
jdir = CVector(-(float)cos(entity.Angle), -(float)sin(entity.Angle), 0.0f);
break;
case CEntity::Other:
jdir = CVector(-(float)cos(entity.Angle), -(float)sin(entity.Angle), 0.0f);
break;
case CEntity::Snowball:
jdir = entity.Trajectory.evalSpeed(LocalTime).normed();
break;
}
if (!entity.Skeleton.empty())
{
entity.Skeleton.setPos(entity.Position);
entity.Skeleton.setRotQuat(jdir);
}
entity.Instance.setPos(entity.Position);
entity.Instance.setRotQuat(jdir);
}
// todo sound
// if (entity.Source != NULL)
// entity.Source->setPosition (entity.Position);
if (!entity.Particule.empty())
{
entity.Particule.setPos(entity.Position);
}
if (entity.Type == CEntity::Self)
{
MouseListener->setPosition(entity.Position);
}
}
}
// Draw entities names up the characters
void renderEntitiesNames ()
{
// Setup the driver in matrix mode
Driver->setMatrixMode3D (Camera);
// Setup the drawing context
TextContext->setHotSpot (UTextContext::MiddleTop);
TextContext->setColor (EntityNameColor);
TextContext->setFontSize ((uint32)EntityNameSize);
//
for (EIT eit = Entities.begin (); eit != Entities.end (); eit++)
{
CEntity &entity = (*eit).second;
if (!entity.Instance.empty() && entity.Type == CEntity::Other)
{
CMatrix mat = Camera.getMatrix();
mat.setPos(entity.Position + CVector(0.0f, 0.0f, 4.0f));
mat.scale(10.0f);
TextContext->render3D(mat, entity.Name);
}
}
}
// The entities preferences callback
void cbUpdateEntities (CConfigFile::CVar &var)
{
if (var.Name == "EntityNameColor") EntityNameColor.set (var.asInt(0), var.asInt(1), var.asInt(2), var.asInt(3));
else if (var.Name == "EntityNameSize") EntityNameSize = var.asFloat ();
else nlwarning ("Unknown variable update %s", var.Name.c_str());
}
void initEntities()
{
ConfigFile->setCallback ("EntityNameColor", cbUpdateEntities);
ConfigFile->setCallback ("EntityNameSize", cbUpdateEntities);
cbUpdateEntities (ConfigFile->getVar ("EntityNameColor"));
cbUpdateEntities (ConfigFile->getVar ("EntityNameSize"));
}
void releaseEntities()
{
// Remove config file callbacks
ConfigFile->setCallback("EntityNameColor", NULL);
ConfigFile->setCallback("EntityNameSize", NULL);
// Delete all entities (should already have been called normally)
deleteAllEntities();
}
// Reset the pacs position of an entity, in case pacs went wrong
void resetEntityPosition(uint32 eid)
{
uint32 sbid = NextEID++;
EIT eit = findEntity (eid);
CEntity &entity = (*eit).second;
UGlobalPosition gPos;
// get the global position
gPos = GlobalRetriever->retrievePosition(entity.Position);
// convert it in a vector 3d
entity.Position = GlobalRetriever->getGlobalPosition(gPos);
// get the good z position
gPos.LocalPosition.Estimation.z = 0.0f;
entity.Position.z = GlobalRetriever->getMeanHeight(gPos);
// snap to the ground
if (entity.VisualCollisionEntity != NULL && !GlobalRetriever->isInterior(gPos))
entity.VisualCollisionEntity->snapToGround(entity.Position);
if (entity.MovePrimitive != NULL)
entity.MovePrimitive->setGlobalPosition(CVector(entity.Position.x, entity.Position.y, entity.Position.z), 0);
}
void shotSnowball(uint32 sid, uint32 eid, const CVector &start, const CVector &target, float speed, float deflagRadius)
{
// get direction
CVector direction = (target-start).normed();
// create a new snowball entity
addEntity(sid, "", CEntity::Snowball, start, target);
EIT sit = findEntity (sid);
CEntity &snowball = (*sit).second;
snowball.AutoMove = 1;
snowball.Trajectory.init(start, target, speed, LocalTime + 1.000);
snowball.Instance.hide();
EIT eit = findEntity (eid);
CEntity &entity = (*eit).second;
// end aiming
playAnimation (entity, ThrowSnowball, true);
if (entity.IsWalking)
{
playAnimation (entity, PrepareWalkAnim, true);
playAnimation (entity, WalkAnim);
}
else
playAnimation (entity, IdleAnim);
}
//
// Commands
//
NLMISC_COMMAND(remove_entity,"remove a local entity","<eid>")
{
// check args, if there s not the right number of parameter, return bad
if(args.size() != 1) return false;
uint32 eid = (uint32)atoi(args[0].c_str());
removeEntity (eid);
return true;
}
NLMISC_COMMAND(add_entity,"add a local entity","<nb_entities> <auto_update>")
{
// check args, if there s not the right number of parameter, return bad
if(args.size() != 2) return false;
uint nb = (uint)atoi(args[0].c_str());
for (uint i = 0; i < nb ; i++)
{
uint32 eid = NextEID++;
CVector start(ConfigFile->getVar("StartPoint").asFloat(0), ConfigFile->getVar("StartPoint").asFloat(1), ConfigFile->getVar("StartPoint").asFloat(2));
addEntity (eid, "Entity"+toString(eid), CEntity::Other, start, start);
EIT eit = findEntity (eid);
(*eit).second.AutoMove = atoi(args[1].c_str()) == 1;
}
return true;
}
NLMISC_COMMAND(speed,"set the player speed","[<entity_id>] <speed in km/h>")
{
// check args, if there s not the right number of parameter, return bad
if(args.size() == 1)
{
float speed = min( max( (float)atof(args[0].c_str()), 0.1f ), 200.0f ); // speed range in km/h
if (Self != NULL)
{
MouseListener->setSpeed( speed / 3.6f );
Self->Speed = speed / 3.6f;
}
}
else if(args.size() == 2)
{
float speed = min( max( (float)atof(args[1].c_str()), 0.1f ), 200.0f ); // speed range in km/h
uint eid = (uint)atoi(args[0].c_str());
EIT eit = findEntity (eid);
CEntity &entity = (*eit).second;
entity.Speed = speed / 3.6f;
if (entity.Type == CEntity::Self)
{
MouseListener->setSpeed(entity.Speed);
}
}
return true;
}
NLMISC_COMMAND(goto, "go to a given position", "<x> <y>")
{
// check args, if there s not the right number of parameter, return bad
if(args.size() != 2) return false;
if (Self == NULL) return false;
CEntity &entity = *Self;
float x, y;
x = (float)atof(args[0].c_str());
y = (float)atof(args[1].c_str());
//
if (entity.MovePrimitive != NULL && entity.VisualCollisionEntity != NULL)
{
UGlobalPosition gPos;
entity.MovePrimitive->setGlobalPosition(CVectorD(x, y, 0.0f), 0);
// get the global position in pacs coordinates system
entity.MovePrimitive->getGlobalPosition(gPos, 0);
// convert it in a vector 3d
entity.Position = GlobalRetriever->getGlobalPosition(gPos);
// get the good z position
gPos.LocalPosition.Estimation.z = 0.0f;
entity.Position.z = GlobalRetriever->getMeanHeight(gPos);
// snap to the ground
if (!GlobalRetriever->isInterior(gPos))
entity.VisualCollisionEntity->snapToGround( entity.Position );
if (entity.Type == CEntity::Self)
{
MouseListener->setPosition(entity.Position);
}
}
return true;
}
NLMISC_COMMAND(entities, "display all entities info", "")
{
// check args, if there s not the right number of parameter, return bad
if(args.size() != 0) return false;
for (EIT eit = Entities.begin (); eit != Entities.end (); eit++)
{
CEntity &e = (*eit).second;
log.displayNL("%s %u (k%u) %s %d", (Self==&e)?"*":" ", e.Id, (*eit).first, e.Name.c_str(), e.Type);
}
return true;
}
NLMISC_COMMAND(test_cls, "test the collision service, disables collision test on self", "")
{
_TestCLS = !_TestCLS;
return true;
}
} /* namespace SBCLIENT */
/* end of file */