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/*
* Modification History
*
* 2004-June-18 Jason Rohrer
* Created.
*
* 2004-June-20 Jason Rohrer
* Added fade-out of last explosion frame. Added scaling.
*
* 2004-June-21 Jason Rohrer
* Added support for enemies attacking sculpture pieces.
*
* 2004-June-29 Jason Rohrer
* Fixed bug in passTime when time delta is 0.
*
* 2004-August-6 Jason Rohrer
* Added enemy shot sounds.
*
* 2004-August-17 Jason Rohrer
* Removed outdated enemy shot sound. Still need to replace explosion sound.
*
* 2004-August-20 Jason Rohrer
* Added sound priorities.
*
* 2004-August-24 Jason Rohrer
* Added extra parameter for enemy distance from ship.
*
* 2004-August-29 Jason Rohrer
* Improved distance-from-target compression formula.
*
* 2004-August-30 Jason Rohrer
* Fixed bug in enemy explosion rotation.
*
* 2004-September-3 Jason Rohrer
* Changed so that enemies back off if the ship has been knocked to the center.
*
* 2004-October-14 Jason Rohrer
* Added function for exploding all active enemies.
*
* 2004-October-21 Jason Rohrer
* Fixed bug that caused explosion progress to get larger than 1.
*
* 2005-August-21 Jason Rohrer
* Added fade-in upon enemy creation.
* Fixed bug when enemy distance to target is 0.
* Made target-switching rotations smooth.
*/
#include "EnemyManager.h"
#include "ShipBulletManager.h"
#include <float.h>
EnemyManager::EnemyManager( Enemy *inEnemyTemplate,
double inEnemyScale,
double inExplosionScale,
double inEnemyVelocity,
SculptureManager *inSculptureManager,
ShipBulletManager *inShipBulletManager,
ShipBulletManager *inEnemyBulletManager,
double inEnemyBulletRange,
double inEnemyBulletBaseVelocity,
double inEnemyBulletsPerSecond,
SoundPlayer *inSoundPlayer,
BulletSound *inEnemyExplosionSoundTemplate,
double inWorldWidth,
double inWorldHeight )
: mEnemyTemplate( inEnemyTemplate ),
mSculptureManager( inSculptureManager ),
mShipBulletManager( inShipBulletManager ),
mEnemyBulletManager( inEnemyBulletManager ),
mEnemyBulletRange( inEnemyBulletRange ),
mEnemyBulletBaseVelocity( inEnemyBulletBaseVelocity ),
mEnemyBulletsPerSecond( inEnemyBulletsPerSecond ),
mEnemyTimeBetweenBullets( 1 / inEnemyBulletsPerSecond ),
mSoundPlayer( inSoundPlayer ),
mEnemyExplosionSoundTemplate( inEnemyExplosionSoundTemplate ),
mEnemyScale( inEnemyScale ),
mExplosionScale( inExplosionScale ),
mEnemyVelocity( inEnemyVelocity ),
mEnemyShapeParameters( new SimpleVector<double>() ),
mExplosionShapeParameters( new SimpleVector<double>() ),
mExplosionTimesInSeconds( new SimpleVector<double>() ),
mCurrentlyExplodingFlags( new SimpleVector<char>() ),
mExplosionProgress( new SimpleVector<double>() ),
mFadeProgress( new SimpleVector<double>() ),
mBulletCloseParameters( new SimpleVector<double>() ),
mBulletFarParameters( new SimpleVector<double>() ),
mTimesSinceLastBullet( new SimpleVector<double>() ),
mCurrentPositions( new SimpleVector<Vector3D*>() ),
mCurrentAnglesToPointAt( new SimpleVector<Angle3D*>() ),
mCurrentRadii( new SimpleVector<double>() ),
mCurrentRotations( new SimpleVector<Angle3D*>() ),
mCurrentRotationRates( new SimpleVector<double>() ),
mSholdBeDestroyedFlags( new SimpleVector<char>() ),
mShipDistanceParameters( new SimpleVector<double>() ) {
mMaxXPosition = inWorldWidth / 2;
mMinXPosition = -mMaxXPosition;
mMaxYPosition = inWorldHeight / 2;
mMinYPosition = -mMaxYPosition;
/*
// create explosion sound
int numSamples = 5513;
mEnemyExplosionSound = new SoundSamples( numSamples );
for( int j=0; j<numSamples; j++ ) {
double weight = (double)j / (double)numSamples;
double wavelength = 11.25 * weight + 7.5 * ( 1 - weight );
mEnemyExplosionSound->mLeftChannel[j] =
0.1 *
sin( (double)j / wavelength ) *
( 1 - weight );
mEnemyExplosionSound->mRightChannel[j] =
0.1 *
sin( (double)j / wavelength ) *
( 1 - weight );
}
*/
}
EnemyManager::~EnemyManager() {
delete mEnemyTemplate;
delete mEnemyShapeParameters;
delete mExplosionShapeParameters;
delete mCurrentlyExplodingFlags;
delete mExplosionTimesInSeconds;
delete mExplosionProgress;
delete mFadeProgress;
delete mBulletCloseParameters;
delete mBulletFarParameters;
delete mTimesSinceLastBullet;
int numEnemies = mCurrentPositions->size();
for( int i=0; i<numEnemies; i++ ) {
delete *( mCurrentPositions->getElement( i ) );
delete *( mCurrentAnglesToPointAt->getElement( i ) );
delete *( mCurrentRotations->getElement( i ) );
}
delete mCurrentPositions;
delete mCurrentAnglesToPointAt;
delete mCurrentRotations;
delete mCurrentRadii;
delete mCurrentRotationRates;
delete mSholdBeDestroyedFlags;
delete mShipDistanceParameters;
delete mEnemyExplosionSoundTemplate;
}
void EnemyManager::addEnemy(
double inEnemyShapeParameter,
double inExplosionShapeParameter,
double inExplosionTimeInSeconds,
double inBulletCloseParameter,
double inBulletFarParameter,
Vector3D *inStartingPosition,
Angle3D *inStartingRotation ) {
mEnemyShapeParameters->push_back( inEnemyShapeParameter );
mExplosionShapeParameters->push_back( inExplosionShapeParameter );
mCurrentlyExplodingFlags->push_back( false );
mExplosionTimesInSeconds->push_back( inExplosionTimeInSeconds );
mExplosionProgress->push_back( 0 );
// enemy starts out completly faded
mFadeProgress->push_back( 1 );
mBulletCloseParameters->push_back( inBulletCloseParameter );
mBulletFarParameters->push_back( inBulletFarParameter );
mTimesSinceLastBullet->push_back( 0 );
mCurrentRotations->push_back( inStartingRotation );
mCurrentRotationRates->push_back( 0 );
mCurrentPositions->push_back( inStartingPosition );
mCurrentAnglesToPointAt->push_back( new Angle3D( inStartingRotation ) );
mCurrentRadii->push_back( 0 );
mSholdBeDestroyedFlags->push_back( false );
mShipDistanceParameters->push_back( 0 );
}
void EnemyManager::explodeAllEnemies() {
int numEnemies = mCurrentPositions->size();
for( int i=0; i<numEnemies; i++ ) {
*( mCurrentlyExplodingFlags->getElement( i ) ) = true;
}
}
int EnemyManager::getEnemyCount() {
return mCurrentPositions->size();
}
void EnemyManager::passTime( double inTimeDeltaInSeconds,
Vector3D *inShipPosition ) {
int numEnemies = mCurrentPositions->size();
Vector3D *centerPosition = new Vector3D( 0, 0, 0 );
int i;
for( i=0; i<numEnemies; i++ ) {
Angle3D *currentRotation = *( mCurrentRotations->getElement( i ) );
double rotationRate = *( mCurrentRotationRates->getElement( i ) );
currentRotation->mZ += rotationRate * inTimeDeltaInSeconds;
Vector3D *currentPosition =
*( mCurrentPositions->getElement( i ) );
// fly toward either the ship or a sculpture piece, whichever is
// closer
char targetIsShip = false;
char targetIsBorder = false;
Vector3D *targetPosition;
double distanceToPiece = DBL_MAX;
double distanceToShip = DBL_MAX;
double closestApproachToTarget;
Vector3D *closestSculpturePiecePosition =
mSculptureManager->getPositionOfClosestSculpturePiece(
currentPosition );
if( closestSculpturePiecePosition != NULL ) {
distanceToPiece =
closestSculpturePiecePosition->getDistance( currentPosition );
}
distanceToShip = inShipPosition->getDistance( currentPosition );
// if ship closer than closest piece
// AND if ship not already knocked to center
if( distanceToShip < distanceToPiece &&
inShipPosition->getDistance( centerPosition ) >= 10 ) {
targetIsShip = true;
targetPosition = new Vector3D( inShipPosition );
closestApproachToTarget = 10;
if( closestSculpturePiecePosition != NULL ) {
delete closestSculpturePiecePosition;
}
}
else if( closestSculpturePiecePosition != NULL ) {
targetPosition = closestSculpturePiecePosition;
closestApproachToTarget = 10;
}
else {
// ship has already been knocked to center
// and there are no active sculpture pieces to attack
// lose interest and head toward border
targetIsBorder = true;
// don't stop until enemy is right on top
// of the border.
closestApproachToTarget = 0;
// pick closest border
double x, y;
if( fabs( currentPosition->mX ) < fabs( currentPosition->mY ) ) {
// head to y border
x = currentPosition->mX;
if( currentPosition->mY < 0 ) {
y = mMinYPosition;
}
else {
y = mMaxYPosition;
}
}
else {
// head to x border
y = currentPosition->mY;
if( currentPosition->mX < 0 ) {
x = mMinXPosition;
}
else {
x = mMaxXPosition;
}
}
targetPosition = new Vector3D( x, y, 0 );
}
// move enemy toward target
Vector3D *moveVector = new Vector3D( targetPosition );
moveVector->subtract( currentPosition );
double distanceToTarget = moveVector->getLength();
// Save a copy of the normalized move vector,
// since we may be scaling it by zero
Vector3D *normalizedMoveVector;
// we cannot properly normalize a length-zero vector
if( distanceToTarget == 0 ) {
// use a default normalized vector as the direction below
// point at center
Vector3D *defaultMoveVector = new Vector3D( centerPosition );
defaultMoveVector->subtract( currentPosition );
if( defaultMoveVector->getLength() > 0 ) {
defaultMoveVector->normalize();
normalizedMoveVector = new Vector3D( defaultMoveVector );
}
else {
// we must be at the center, so use a default move direction
normalizedMoveVector = new Vector3D( 0, 1, 0 );
}
delete defaultMoveVector;
}
else {
moveVector->normalize();
normalizedMoveVector = new Vector3D( moveVector );
/*
moveVector->scale( mEnemyVelocity * inTimeDeltaInSeconds );
double moveLength = moveVector->getLength();
if( distanceToTarget - moveLength < closestApproachToTarget ) {
// this move will put us too close to the target
// don't move at all
}
else {
// not already too close to target
if( ! *( mCurrentlyExplodingFlags->getElement( i ) ) ) {
// not exploding
currentPosition->add( moveVector );
}
}
*/
}
delete moveVector;
// point enemy toward target
Vector3D *yVector = new Vector3D( 0, -1, 0 );
Angle3D *angleToPointAt = yVector->getZAngleTo( normalizedMoveVector );
if( ! *( mCurrentlyExplodingFlags->getElement( i ) ) ) {
// not exploding
Angle3D *currentAngleToPointAt =
*( mCurrentAnglesToPointAt->getElement(i) );
// the angle we want to point at
double goalZAngle = angleToPointAt->mZ;
// the angle we are currently pointing at
double currentZAngle = currentAngleToPointAt->mZ;
// we want a smooth transition between these angles to
// ensure a smooth rotation when targets change
// use enemy velocity here as rotation rate in radians per sec
double rotDelta = mEnemyVelocity * inTimeDeltaInSeconds;
double angleLeftToRotate = goalZAngle - currentZAngle;
if( fabs( angleLeftToRotate ) > M_PI ) {
if( angleLeftToRotate < 0 ) {
angleLeftToRotate += 2 * M_PI;
}
else {
angleLeftToRotate -= 2 * M_PI;
}
//angleLeftToRotate = -angleLeftToRotate;
}
if( angleLeftToRotate < 0 ) {
rotDelta = -rotDelta;
}
if( fabs( angleLeftToRotate ) < fabs( rotDelta ) ) {
rotDelta = angleLeftToRotate;
}
double newZAngle = currentZAngle + rotDelta;
currentRotation->mZ = newZAngle;
// save the new z angle as our current angle
currentAngleToPointAt->mZ = newZAngle;
// compute our true move vector using the angle we are pointing at
Vector3D *trueMoveVector = new Vector3D( yVector );
trueMoveVector->rotate( currentAngleToPointAt );
trueMoveVector->scale( mEnemyVelocity * inTimeDeltaInSeconds );
double moveLength = trueMoveVector->getLength();
if( distanceToTarget - moveLength < closestApproachToTarget ) {
// this move will put us too close to the target
// don't move at all
}
else {
// not already too close to target
currentPosition->add( trueMoveVector );
}
delete trueMoveVector;
}
delete yVector;
// check if enemy should fire
double timeSinceLastFire = *( mTimesSinceLastBullet->getElement( i ) );
timeSinceLastFire += inTimeDeltaInSeconds;
if( timeSinceLastFire >= mEnemyTimeBetweenBullets &&
! targetIsBorder ) { // don't fire if heading toward border
// don't fire if exploding
if( ! *( mCurrentlyExplodingFlags->getElement( i ) ) ) {
if( currentPosition->getDistance( targetPosition ) <=
mEnemyBulletRange ) {
// close enough to hit target
// fire
double bulletMoveRate = mEnemyBulletBaseVelocity;
Vector3D *bulletVelocityVector =
new Vector3D( 0, -bulletMoveRate, 0 );
bulletVelocityVector->rotate( angleToPointAt );
mEnemyBulletManager->addBullet(
*( mBulletCloseParameters->getElement( i ) ),
*( mBulletFarParameters->getElement( i ) ),
1,
mEnemyBulletRange,
new Vector3D( currentPosition ),
new Angle3D( angleToPointAt ),
bulletVelocityVector );
timeSinceLastFire = 0;
}
}
}
*( mTimesSinceLastBullet->getElement( i ) ) = timeSinceLastFire;
;
delete angleToPointAt;
delete normalizedMoveVector;
delete targetPosition;
double bulletPowerNearThisEnemy =
mShipBulletManager->getBulletPowerInCircle(
*( mCurrentPositions->getElement( i ) ),
*( mCurrentRadii->getElement( i ) ) );
if( bulletPowerNearThisEnemy > 0 ) {
// enemy hit by bullet
if( ! *( mCurrentlyExplodingFlags->getElement( i ) ) ) {
// not already exploding
// start exploding
*( mCurrentlyExplodingFlags->getElement( i ) ) = true;
// play the sound
PlayableSound *sound =
mEnemyExplosionSoundTemplate->getPlayableSound(
*( mBulletCloseParameters->getElement( i ) ),
*( mBulletFarParameters->getElement( i ) ),
mSoundPlayer->getSampleRate() );
// enemy explosion is low priority
mSoundPlayer->playSoundNow(
sound, false, 1 );
//*( mExplosionShapeParameters->getElement( i ) ) );
delete sound;
}
}
if( *( mCurrentlyExplodingFlags->getElement( i ) ) ) {
// this enemy is exploding
// compute new explosion progress
double explosionTime =
*( mExplosionTimesInSeconds->getElement( i ) );
// convert time delta to a progress increment for the progress
// range [0,1]
double progressFractionDelta =
inTimeDeltaInSeconds / explosionTime;
double progress = *( mExplosionProgress->getElement( i ) );
progress += progressFractionDelta;
if( progress > 1 ) {
progress = 1;
}
*( mExplosionProgress->getElement( i ) ) = progress;
if( progress == 1 ) {
// end of explosion
// fade out last frame
double fadeProgress =
*( mFadeProgress->getElement( i ) );
fadeProgress += progressFractionDelta;
if( fadeProgress >= 1 ) {
// explosion done fading
fadeProgress = 1;
// enemy should be destroyed
*( mSholdBeDestroyedFlags->getElement( i ) ) = true;
}
*( mFadeProgress->getElement( i ) ) = fadeProgress;
}
}
else {
// not exploding
// check if we are fading in after enemy creation
double fadeProgress =
*( mFadeProgress->getElement( i ) );
if( fadeProgress != 0 ) {
// still fading in
// use explosion time as fade-in time
// (makes sense, since we also use the explosion time for
// the fade-out time after the explosion finishes)
double totalFadeTime =
*( mExplosionTimesInSeconds->getElement( i ) );
// convert time delta to a progress increment for the progress
// range [0,1]
double progressFractionDelta =
inTimeDeltaInSeconds / totalFadeTime;
fadeProgress -= progressFractionDelta;
if( fadeProgress < 0 ) {
fadeProgress = 0;
}
*( mFadeProgress->getElement( i ) ) = fadeProgress;
}
}
// convert the distance to target to the range [0,1] and save it
if( targetIsBorder ) {
// don't have enemy change as it gets closer to the border...
// use the distance from the ship to control its form
distanceToTarget = distanceToShip;
}
// 25 units, up to 20 units from target, is the range
double compressedDistance =
( distanceToTarget - 20 ) /
( 25 );
// limit the range
if( compressedDistance > 1 ) {
compressedDistance = 1;
}
else if( compressedDistance < 0 ) {
compressedDistance = 0;
}
*( mShipDistanceParameters->getElement( i ) ) =
compressedDistance;
}
// walk through vectors and destroy enemies that are flagged
// note that our loop range is adjusted as the vector length shrinks
for( i=0; i<mEnemyShapeParameters->size(); i++ ) {
if( *( mSholdBeDestroyedFlags->getElement( i ) ) ) {
mEnemyShapeParameters->deleteElement( i );
mExplosionShapeParameters->deleteElement( i );
mCurrentlyExplodingFlags->deleteElement( i );
mExplosionTimesInSeconds->deleteElement( i );
mExplosionProgress->deleteElement( i );
mFadeProgress->deleteElement( i );
mBulletCloseParameters->deleteElement( i );
mBulletFarParameters->deleteElement( i );
mTimesSinceLastBullet->deleteElement( i );
delete *( mCurrentRotations->getElement( i ) );
mCurrentRotations->deleteElement( i );
mCurrentRotationRates->deleteElement( i );
delete *( mCurrentPositions->getElement( i ) );
mCurrentPositions->deleteElement( i );
delete *( mCurrentAnglesToPointAt->getElement( i ) );
mCurrentAnglesToPointAt->deleteElement( i );
mCurrentRadii->deleteElement( i );
mSholdBeDestroyedFlags->deleteElement( i );
mShipDistanceParameters->deleteElement( i );
}
}
delete centerPosition;
}
SimpleVector<DrawableObject*> *EnemyManager::getDrawableObjects() {
SimpleVector<DrawableObject*> *returnVector =
new SimpleVector<DrawableObject*>();
int numEnemies = mEnemyShapeParameters->size();
for( int i=0; i<numEnemies; i++ ) {
double currentRotationRate;
SimpleVector<DrawableObject *> *enemyObjects =
mEnemyTemplate->getDrawableObjects(
*( mEnemyShapeParameters->getElement( i ) ),
*( mShipDistanceParameters->getElement( i ) ),
*( mExplosionShapeParameters->getElement( i ) ),
*( mExplosionProgress->getElement( i ) ),
¤tRotationRate );
*( mCurrentRotationRates->getElement( i ) ) = currentRotationRate;
// fade out at end of explosion
double fadeValue = *( mFadeProgress->getElement( i ) );
double alphaMultiplier = 1 - fadeValue;
// compute the scale by weighting the enemy and explosion scales
double explosionProgress = *( mExplosionProgress->getElement( i ) );
double scale =
explosionProgress * mExplosionScale +
( 1 - explosionProgress ) * mEnemyScale;
int numObjects = enemyObjects->size();
// compute the maximum radius of this enemy
double maxRadius = 0;
for( int j=0; j<numObjects; j++ ) {
DrawableObject *currentObject =
*( enemyObjects->getElement( j ) );
currentObject->scale( scale );
currentObject->rotate( *( mCurrentRotations->getElement( i ) ) );
currentObject->move( *( mCurrentPositions->getElement( i ) ) );
currentObject->fade( alphaMultiplier );
double radius = currentObject->getBorderMaxDistance(
*( mCurrentPositions->getElement( i ) ) );
if( radius > maxRadius ) {
maxRadius = radius;
}
returnVector->push_back( currentObject );
}
*( mCurrentRadii->getElement( i ) ) = maxRadius;
delete enemyObjects;
}
return returnVector;
}
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