File: Field.d

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/*
 * $Id: Field.d,v 1.4 2004/01/01 11:26:41 kenta Exp $
 *
 * Copyright 2003 Kenta Cho. All rights reserved.
 */
module abagames.p47.Field;

private:
import std.math;
import opengl;
import abagames.util.Vector;
import abagames.util.sdl.Screen3D;
import abagames.p47.P47Screen;
import abagames.p47.P47GameManager;

/**
 * Stage field.
 */
public class Field {
 public:
  static const int TYPE_NUM = 4;
  Vector size;
  float eyeZ;
  float aimZ;
  float aimSpeed;
 private:
  static int displayListIdx;
  static const int RING_NUM = 16;
  static const float RING_ANGLE_INT = 10;
  float roll, yaw;
  float z;
  float speed;
  float yawYBase, yawZBase;
  float aimYawYBase, aimYawZBase;
  float r, g, b;

  public void init() {
    size = new Vector;
    size.x = 11;
    size.y = 16;
    eyeZ = 20;
    roll = yaw = 0;
    z = aimZ = 10;
    speed = aimSpeed = 0.1;
    yawYBase = yawZBase = 0;
  }

  public void setColor(int mode) {
    switch (mode){ default: break;
    case P47GameManager.ROLL:
      r = 0.2;
      g = 0.2;
      b = 0.7;
      break;
    case P47GameManager.LOCK:
      r = 0.5;
      g = 0.3;
      b = 0.6;
      break;
    }
  }

  public void move() {
    roll += speed;
    if (roll >= RING_ANGLE_INT)
      roll -= RING_ANGLE_INT;
    yaw += speed;
    z += (aimZ - z) * 0.003;
    speed += (aimSpeed - speed) * 0.004;
    yawYBase += (aimYawYBase - yawYBase) * 0.002;
    yawZBase += (aimYawZBase - yawZBase) * 0.002;
  }

  public void setType(int type) {
    switch (type) { default: break;
    case 0:
      aimYawYBase = 30;
      aimYawZBase = 0;
      break;
    case 1:
      aimYawYBase = 0;
      aimYawZBase = 20;
      break;
    case 2:
      aimYawYBase = 50;
      aimYawZBase = 10;
      break;
    case 3:
      aimYawYBase = 10;
      aimYawZBase = 30;
      break;
    }
  }

  public void draw() {
    Screen3D.setColor(r, g, b, 0.7);
    float d = -RING_NUM * RING_ANGLE_INT / 2 + roll;
    for (int i = 0; i < RING_NUM; i++) {
      for (int j = 1; j < 8; j++) {
	float sc = cast(float) j / 16 + 0.5;
	glPushMatrix();
	glTranslatef(0, 0, z);
	glRotatef(d, 1, 0, 0);
	glRotatef(sin(yaw / 180 * PI) * yawYBase, 0, 1, 0);
	glRotatef(sin(yaw / 180 * PI) * yawZBase, 0, 0, 1);
	glScalef(1, 1, sc);
	glCallList(displayListIdx);
	glPopMatrix();
      }
      d += RING_ANGLE_INT;
    }
  }

  public bool checkHit(Vector p) {
    if (p.x < -size.x || p.x > size.x || p.y < -size.y || p.y > size.y)
      return true;
    return false;
  }

  public bool checkHit(Vector p, float space) {
    if (p.x < -size.x + space || p.x > size.x - space || 
	p.y < -size.y + space || p.y > size.y - space)
      return true;
    return false;
  }

  private static const int RING_POS_NUM = 16;
  private static Vector ringPos[RING_POS_NUM];
  private static const float RING_DEG = std.math.PI / 3 / (cast(float) (RING_POS_NUM / 2) + 0.5);
  private static const float RING_RADIUS = 10;
  private static const float RING_SIZE = 0.5;

  private static void writeOneRing() {
    glBegin(GL_LINE_STRIP);
    for (int i = 0; i <= RING_POS_NUM / 2 - 2; i++) {
      glVertex3f(ringPos[i].x, RING_SIZE, ringPos[i].y);
    } 
    for (int i = RING_POS_NUM / 2 - 2; i >= 0; i--) {
      glVertex3f(ringPos[i].x, -RING_SIZE, ringPos[i].y);
    } 
    glVertex3f(ringPos[0].x, RING_SIZE, ringPos[0].y);
    glEnd();
    glBegin(GL_LINE_STRIP);
    glVertex3f(ringPos[RING_POS_NUM / 2 - 1].x, RING_SIZE, ringPos[RING_POS_NUM / 2 - 1].y);
    glVertex3f(ringPos[RING_POS_NUM / 2].x, RING_SIZE, ringPos[RING_POS_NUM / 2].y);
    glVertex3f(ringPos[RING_POS_NUM / 2].x, -RING_SIZE, ringPos[RING_POS_NUM / 2].y);
    glVertex3f(ringPos[RING_POS_NUM / 2 - 1].x, -RING_SIZE, ringPos[RING_POS_NUM / 2 - 1].y);
    glVertex3f(ringPos[RING_POS_NUM / 2 - 1].x, RING_SIZE, ringPos[RING_POS_NUM / 2 - 1].y);
    glEnd();
    glBegin(GL_LINE_STRIP);
    for (int i = RING_POS_NUM / 2 + 1;  i <= RING_POS_NUM - 1; i++) {
      glVertex3f(ringPos[i].x, RING_SIZE, ringPos[i].y);
    } 
    for (int i = RING_POS_NUM - 1; i >= RING_POS_NUM / 2 + 1; i--) {
      glVertex3f(ringPos[i].x, -RING_SIZE, ringPos[i].y);
    } 
    glVertex3f(ringPos[RING_POS_NUM / 2 + 1].x, RING_SIZE, ringPos[RING_POS_NUM / 2 + 1].y);
    glEnd();
  }

  public static void createDisplayLists() {
    float d = -RING_DEG * (cast(float) (RING_POS_NUM / 2) - 0.5);
    for (int i = 0; i < RING_POS_NUM; i++, d += RING_DEG) {
      ringPos[i] = new Vector;
      ringPos[i].x = sin(d) * RING_RADIUS;
      ringPos[i].y = cos(d) * RING_RADIUS;
    }
    displayListIdx = glGenLists(1);
    glNewList(displayListIdx, GL_COMPILE);
    writeOneRing();
    glEndList();
  }

  public static void deleteDisplayLists() {
    glDeleteLists(displayListIdx, 1);
  }
}