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/************************************************************************************
AstroMenace (Hardcore 3D space shooter with spaceship upgrade possibilities)
Copyright © 2006-2013 Michael Kurinnoy, Viewizard
AstroMenace is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
AstroMenace 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with AstroMenace. If not, see <http://www.gnu.org/licenses/>.
Web Site: http://www.viewizard.com/
Project: http://sourceforge.net/projects/openastromenace/
E-mail: viewizard@viewizard.com
*************************************************************************************/
#include "../Game.h"
//-----------------------------------------------------------------------------
// локальные/защищенные переменные
//-----------------------------------------------------------------------------
// время последнего обновления камеры
float GameCameraLastUpdate = 0.0f;
// скорость движения камеры
float GameCameraSpeed = 10.0f;
// угол поворота камеры над плоскостью с точкой GamePoint
float GameCameraAngle = 0.0f;
// расстояние от точки GamePoint до положения камеры
float GameCameraDistance = 0.0f;
// болтание камеры при взрывах
float GameCameraDeviation = 0.0f;
float GameCameraDeviationTime = 0.0f;
float GameCameraNeedDeviation = 0.0f;
float GameCameraDeviationPower = 0.0f;
float GameCameraNeedStartDeviation = 0.0f;
float GameCameraDeviationAge = 0.0f;
//-----------------------------------------------------------------------------
// инициализация переменных камеры для игры
//-----------------------------------------------------------------------------
void InitGameCamera()
{
GamePoint = VECTOR3D(0.0f, 0.0f, 0.0f);
GameCameraLastUpdate = vw_GetTime(1);
GameCameraDeviation = 0.0f;
GameCameraDeviationTime = 0.0f;
GameCameraNeedDeviation = 0.0f;
GameCameraDeviationPower = 0.0f;
GameCameraNeedStartDeviation = 0.0f;
GameCameraDeviationAge = 0.0f;
vw_SetCameraDeviation(VECTOR3D(0,0,0));
}
//-----------------------------------------------------------------------------
// установка взрыва
//-----------------------------------------------------------------------------
void GameCameraSetExplosion(VECTOR3D Location, float Power)
{
// если корабля нет, нам тут делать нечего
if (PlayerFighter == 0) return;
// вычисляем по дистанции время болтанки....
// чуствительность начинается со 100 едениц (10000 в квадрате)
float dist2 = (PlayerFighter->Location.x - Location.x)*(PlayerFighter->Location.x - Location.x)+
(PlayerFighter->Location.y - Location.y)*(PlayerFighter->Location.y - Location.y)+
(PlayerFighter->Location.z - Location.z)*(PlayerFighter->Location.z - Location.z);
// слишком далеко
if (dist2 > 10000.0f) return;
// или очень близко
if (dist2 <= PlayerFighter->Radius*PlayerFighter->Radius)
{
dist2 = PlayerFighter->Radius*PlayerFighter->Radius;
}
// время болтанки
GameCameraDeviationAge = GameCameraDeviationTime = (10000.0f - dist2)/10000.0f;
if (Power>1.0f) // очень большой взрыв
GameCameraDeviationAge = GameCameraDeviationTime = GameCameraDeviationTime*3.0f;
GameCameraDeviationPower = Power*(10000.0f- dist2)/25000.0f;
GameCameraNeedStartDeviation = GameCameraNeedDeviation = GameCameraDeviationPower*vw_Randf0;
}
//-----------------------------------------------------------------------------
// обновление камеры в игре, учитываем (полет, поворот и т.д.)
//-----------------------------------------------------------------------------
void GameCameraUpdate(float Time)
{
float TimeDelta = Time - GameCameraLastUpdate;
GameCameraLastUpdate = Time;
VECTOR3D TmpNeedPos = GameCameraMovement^(GameCameraSpeed*TimeDelta);
// обновляем данные камеры (+ устанавливаем флаг, чтобы обновить фруструм)
vw_IncCameraLocation(TmpNeedPos);
// обновляем точку под камерой (минимальную)
GamePoint += TmpNeedPos;
GameCameraDeviationTime -= TimeDelta;
if (GameCameraDeviationTime < 0.0f) GameCameraDeviationTime = 0.0f;
if (GameCameraDeviationTime < GameCameraDeviationTime && GameCameraDeviationAge != 0.0f)
GameCameraNeedDeviation = GameCameraNeedStartDeviation - GameCameraNeedStartDeviation/((GameCameraDeviationAge-GameCameraDeviationTime)/GameCameraDeviationAge);
// просчет девиации камеры
if (GameCameraDeviationTime > 0.0f)
{
float Sign = 1.0f;
// нужно двигать
if (GameCameraNeedDeviation < 0.0f) Sign = -1.0f;
if (Sign == 1.0f)
{if (GameCameraNeedDeviation < GameCameraDeviation) Sign = -1.0f;}
else
{if (GameCameraNeedDeviation > GameCameraDeviation) Sign = 1.0f;}
float CurrentDeviation = Sign*5.0f*TimeDelta;
if (Sign == 1.0f)
{
if (GameCameraNeedDeviation <= GameCameraDeviation+CurrentDeviation)
{
GameCameraDeviation = GameCameraNeedDeviation;
GameCameraNeedStartDeviation = GameCameraNeedDeviation = GameCameraDeviationPower*vw_Randf0;
}
else GameCameraDeviation += CurrentDeviation;
}
else
{
if (GameCameraNeedDeviation >= GameCameraDeviation+CurrentDeviation)
{
GameCameraDeviation = GameCameraNeedDeviation;
GameCameraNeedStartDeviation = GameCameraNeedDeviation = GameCameraDeviationPower*vw_Randf0;
}
else GameCameraDeviation += CurrentDeviation;
}
}
else // нужно остановить ровно, уже не надо болтать
if (GameCameraDeviation != 0.0f)
{
GameCameraNeedStartDeviation = GameCameraNeedDeviation = 0.0f;
float Sign = 1.0f;
if (GameCameraNeedDeviation < GameCameraDeviation) Sign = -1.0f;
if (GameCameraNeedDeviation > GameCameraDeviation) Sign = 1.0f;
float CurrentDeviation = Sign*5.0f*TimeDelta;
if (Sign == 1.0f)
{
if (GameCameraNeedDeviation <= GameCameraDeviation+CurrentDeviation)
{
GameCameraDeviation = GameCameraNeedDeviation;
}
else GameCameraDeviation += CurrentDeviation;
}
else
{
if (GameCameraNeedDeviation >= GameCameraDeviation+CurrentDeviation)
{
GameCameraDeviation = GameCameraNeedDeviation;
}
else GameCameraDeviation += CurrentDeviation;
}
}
vw_SetCameraDeviation(VECTOR3D(GameCameraDeviation,GameCameraDeviation/(-2.0f),0.0f));
// если поворачиваем
/*
GameCameraMovement - меняем угол
GamePoint - делаем учет
!!! - учесть поворот в скрипте!!!void SetRotation(CObject3D *Object, TiXmlElement *Element)
*/
// делаем действия над кораблем игрока, если он есть
if (PlayerFighter != 0)
{
// нужно сместить корабль на расстояние
PlayerFighter->SetLocationArcadePlayer(PlayerFighter->Location+TmpNeedPos);
}
}
//-----------------------------------------------------------------------------
// передача параметров
//-----------------------------------------------------------------------------
float GameCameraGetDeviation(){return GameCameraDeviation;}
float GameCameraGetSpeed(){return GameCameraSpeed;}
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