# Balazar # Copyright (C) 2004 Jean-Baptiste LAMY # # This program 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 2 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 General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA import math import soya, tofu from soya import Point, Vector from balazar.character import * from balazar.character import _P, _V import balazar.globdef as globdef import balazar.base as base class Traveling(soya.ThirdPersonTraveling): def __init__(self, character, *args): soya.ThirdPersonTraveling.__init__(self, character, *args) self.character = character self.enemy = None self.next_enemy = None self.fight_target = None self.factor = 1.0 self.changing_side = 0 self.top_view = 0.17 self.distance = 7.0 self.offset_y = 2.0 self.offset_y2 = 1.0 def is_in_fight_mode(self): return self.fight_target def set_enemy(self, enemy): if enemy and (self.character.distance_to(enemy) > 16.0): return if self.enemy: if not enemy is self.enemy: if enemy is None: self.next_enemy = 1 else: self.next_enemy = enemy else: self._set_enemy(enemy) def _set_enemy(self, enemy): if enemy: if not self.enemy: self.old_distance = self.distance self.old_top_view = self.top_view self.old_offset_y2 = self.offset_y2 self.top_view = 0.17 self.lateral_angle = 0.0 self.enemy = enemy self.max_enemy_dist = max(10.0, 1.2 * self.character.distance_to(self.enemy)) self.fight_target = soya.Volume(self.character.parent) self.target = soya.Volume(self.character.parent) self.ideal_ratio = 10.0 else: self.enemy = None self.fight_target = None self.target = self.character self.factor = 1.0 self.distance = self.old_distance self.top_view = self.old_top_view self.offset_y2 = self.old_offset_y2 def best_position(self, camera): if not self.character.level: return camera for i in self.character.level.camera_can_pass_through: i.solid = 0 if (not self.next_enemy) and self.enemy and ((getattr(self.enemy, "life", 1) <= 0) or (not self.enemy.parent) or (self.character.distance_to(self.enemy) > self.max_enemy_dist)): self.set_enemy(None) if self.fight_target: self.distance = 3.0 + self.character.distance_to(self.enemy) ff = 1.0 - self.factor ideal = soya.Point(self.target, 0.0, self.offset_y, self.distance) ideal_ratio = camera.distance_to(ideal) / self.distance self.target.move(self.character) _P.clone(self.enemy) _P.y = self.character.y self.target.look_at(_P) # Compute side _P.clone(camera) _P.convert_to(self.target) if self.changing_side == 0: if ideal_ratio > self.ideal_ratio > 0.5: if globdef.DEBUG: print "Change side !!!" if _P.x > 0.0: self.changing_side = -1 else: self.changing_side = 1 self.ideal_ratio = ideal_ratio if self.changing_side == 1: self.target.rotate_lateral( 105.0) if ideal_ratio < 0.7: self.changing_side = 0; if globdef.DEBUG: print "done" elif self.changing_side == -1: self.target.rotate_lateral(-105.0) if ideal_ratio < 0.7: self.changing_side = 0; if globdef.DEBUG: print "done" elif _P.x > 0.0: self.target.rotate_lateral( 105.0) else: self.target.rotate_lateral(-105.0) self.fight_target.set_xyz( self.factor * self.character.x + ff * self.enemy.x, self.character.y, self.factor * self.character.z + ff * self.enemy.z, ) if self.next_enemy: if self.next_enemy == 1: if self.offset_y2 < self.old_offset_y2: self.offset_y2 += 0.1 elif self.offset_y2 > self.old_offset_y2: self.offset_y2 -= 0.1 if self.factor < 1.0: self.factor += 0.01 else: if self.next_enemy == 1: self._set_enemy(None) else: self._set_enemy(self.next_enemy) self.next_enemy = None else: if self.offset_y2 > 0.0: self.offset_y2 -= 0.1 r = self.fight_target.distance_to(self.character) - 0.3 * self.fight_target.distance_to(camera) if (r < -0.2) and (self.factor > 0.55): self.factor -= 0.01 elif (r > 0.2) and (self.factor < 1.0 ): self.factor += 0.01 r = soya.ThirdPersonTraveling.best_position(self, camera) for i in self.character.level.camera_can_pass_through: i.solid = 1 return r def best_direction(self, camera): _V.set_start_end(camera, (self.fight_target or self.target)) _V.y += self.offset_y + self.offset_y2 return _V class Traveling(soya.ThirdPersonTraveling): def __init__(self, character, *args): soya.ThirdPersonTraveling.__init__(self, character, *args) self.character = character self.enemy = None self.duration = 0 self.top_view = 0.17 self.distance = 7.0 self.offset_y = 2.0 self.offset_y2 = 1.0 def is_in_fight_mode(self): return 0 def set_enemy(self, enemy): if enemy: if self.character.distance_to(enemy) > 16.0: return _P.clone(enemy) _P.convert_to(tofu.GAME_INTERFACE.camera) if _P.x < 0.0: self.lateral_angle = 0.7 else: self.lateral_angle = -0.7 self.duration = 100 else: self.lateral_angle = 0.0 def best_position(self, camera): if self.character.level: for i in self.character.level.camera_can_pass_through: i.solid = 0 if self.duration: self.duration -= 1 if self.duration == 0: self.set_enemy(None) r = soya.ThirdPersonTraveling.best_position(self, camera) if self.character.level: for i in self.character.level.camera_can_pass_through: i.solid = 1 return r