/****************************************************************************** This source file is part of AstroMenace game (Hardcore 3D space shooter with spaceship upgrade possibilities.) For the latest info, see http://www.viewizard.com/ File name: AI.cpp Copyright (c) 2006-2007 Michael Kurinnoy, Viewizard All Rights Reserved. File Version: 1.2 ****************************************************************************** AstroMenace game source code available under "dual licensing" model. The licensing options available are: * Commercial Licensing. This is the appropriate option if you are creating proprietary applications and you are not prepared to distribute and share the source code of your application. Contact us for pricing at viewizard@viewizard.com * Open Source Licensing. This is the appropriate option if you want to share the source code of your application with everyone you distribute it to, and you also want to give them the right to share who uses it. You should have received a copy of the GNU General Public License version 3 with this source codes. If not, see . ******************************************************************************/ /// подключаем нужные файлы #include "../Game.h" // основной документ TiXmlDocument *xmlAI = 0; // основной элемент TiXmlElement *xmlAIText = 0; //----------------------------------------------------------------------------- // освобождаем данные //----------------------------------------------------------------------------- void ReleaseGameAI() { if (xmlAI != 0) { xmlAI->Clear(); delete xmlAI; xmlAI = 0; } } //----------------------------------------------------------------------------- // иним текстовых xml //----------------------------------------------------------------------------- void InitGameAI(const char *FileName) { // иним скрипт xmlAI = new TiXmlDocument(FileName); if (!xmlAI->LoadFile()) { ReleaseGameAI(); return; } // берем первый элемент в скрипте xmlAIText = xmlAI->FirstChildElement("AstroMenaceAI"); } //----------------------------------------------------------------------------- // Установка нового (добавление) TimeSheet в нужное место // !!! эта процедура заменяет вызов AttachTimeSheet //----------------------------------------------------------------------------- void AddNewTimeSheetToPos(CObject3D *Object, CTimeSheet *TimeSheet, CTimeSheet *AfterThisTimeSheet) { // if (TimeSheet == 0) return; // никогда быть нулем не может!!! т.к. если что добавляем к первому // if (AfterThisTimeSheet == 0) return; if (AfterThisTimeSheet->Next != 0) AfterThisTimeSheet->Next->Prev = TimeSheet; else Object->EndTimeSheet = TimeSheet; TimeSheet->Next = AfterThisTimeSheet->Next; TimeSheet->Prev = AfterThisTimeSheet; AfterThisTimeSheet->Next = TimeSheet; } //----------------------------------------------------------------------------- // Замена маркера действия набором действий //----------------------------------------------------------------------------- void InterAIMode(CObject3D *Object, CTimeSheet *TimeSheetMain) { // 1 нужно проверить время общее и время последовательности // если вечный скрипт, в конец добавить тот же, с -1 if (xmlAI == 0) return; if (xmlAIText == 0) return; // берем отдельно указатель, т.к. потом будем его менять CTimeSheet *AddAfter = TimeSheetMain; TiXmlElement *xmlElem = xmlAIText->FirstChildElement("AI"); while (xmlElem) { // если находим нужный, приступаем к его интеграции if (xmlElem->Attribute("num")) if (atoi(xmlElem->Attribute("num")) == TimeSheetMain->AI_Mode) { // дальше смотрим, что нужно сделать... TiXmlElement *TChildElement = xmlElem->FirstChildElement(); while (TChildElement) { if (!strcmp(TChildElement->Value(), "TimeSheet")) { // собираем новый элемент CTimeSheet *TimeSheet; TimeSheet = new CTimeSheet; AddNewTimeSheetToPos(Object, TimeSheet, AddAfter); AddAfter = TimeSheet; if (TChildElement->Attribute("aimode")) { TimeSheet->AI_Mode = atoi(TChildElement->Attribute("aimode")); TimeSheet->Time = 0.0f; if (TChildElement->Attribute("time")) TimeSheet->Time = (float)atof(TChildElement->Attribute("time")); TimeSheet->InUse = false; TimeSheet->Speed = 0.0f; TimeSheet->Acceler = 1.0f;//0-1 TimeSheet->SpeedLR = 0.0f; TimeSheet->AccelerLR = 1.0f;//0-1 TimeSheet->SpeedUD = 0.0f; TimeSheet->AccelerUD = 1.0f;//0-1 TimeSheet->SpeedByCamFB = 0.0f; TimeSheet->AccelerByCamFB = 1.0f;//0-1 TimeSheet->SpeedByCamLR = 0.0f; TimeSheet->AccelerByCamLR = 1.0f;//0-1 TimeSheet->SpeedByCamUD = 0.0f; TimeSheet->AccelerByCamUD = 1.0f;//0-1 TimeSheet->Rotation = VECTOR3D(0.0f, 0.0f, 0.0f); TimeSheet->RotationAcceler = VECTOR3D(1.0f, 1.0f, 1.0f);//0-1 TimeSheet->Fire = false; TimeSheet->BossFire = false; } else { TimeSheet->AI_Mode = 0; TimeSheet->Time = 0.0f; if (TChildElement->Attribute("time")) TimeSheet->Time = (float)atof(TChildElement->Attribute("time")); TimeSheet->InUse = false; TimeSheet->Speed = 0.0f; if (TChildElement->Attribute("speed")) TimeSheet->Speed = (float)atof(TChildElement->Attribute("speed")); TimeSheet->Acceler = 1.0f;//0-1 if (TChildElement->Attribute("acceler")) TimeSheet->Acceler = (float)atof(TChildElement->Attribute("acceler")); Clamp(TimeSheet->Acceler, 0.0f, 1.0f); TimeSheet->Acceler = 1.0f;//0-1 if (TChildElement->Attribute("acceler")) TimeSheet->Acceler = (float)atof(TChildElement->Attribute("acceler")); Clamp(TimeSheet->Acceler, 0.0f, 1.0f); TimeSheet->SpeedLR = 0.0f; if (TChildElement->Attribute("speedlr")) TimeSheet->SpeedLR = (float)atof(TChildElement->Attribute("speedlr")); TimeSheet->AccelerLR = 1.0f;//0-1 if (TChildElement->Attribute("accelerlr")) TimeSheet->AccelerLR = (float)atof(TChildElement->Attribute("accelerlr")); Clamp(TimeSheet->AccelerLR, 0.0f, 1.0f); TimeSheet->SpeedUD = 0.0f; if (TChildElement->Attribute("speedud")) TimeSheet->SpeedUD = (float)atof(TChildElement->Attribute("speedud")); TimeSheet->SpeedByCamFB = 0.0f; if (TChildElement->Attribute("speedbycamfb")) TimeSheet->SpeedByCamFB = (float)atof(TChildElement->Attribute("speedbycamfb")); TimeSheet->AccelerByCamFB = 1.0f;//0-1 if (TChildElement->Attribute("accelerbycamfb")) TimeSheet->AccelerByCamFB = (float)atof(TChildElement->Attribute("accelerbycamfb")); Clamp(TimeSheet->AccelerByCamFB, 0.0f, 1.0f); TimeSheet->SpeedByCamLR = 0.0f; if (TChildElement->Attribute("speedbycamlr")) TimeSheet->SpeedByCamLR = (float)atof(TChildElement->Attribute("speedbycamlr")); TimeSheet->AccelerByCamLR = 1.0f;//0-1 if (TChildElement->Attribute("accelerbycamlr")) TimeSheet->AccelerByCamLR = (float)atof(TChildElement->Attribute("accelerbycamlr")); Clamp(TimeSheet->AccelerByCamLR, 0.0f, 1.0f); TimeSheet->SpeedByCamUD = 0.0f; if (TChildElement->Attribute("speedbycamud")) TimeSheet->SpeedByCamUD = (float)atof(TChildElement->Attribute("speedbycamud")); TimeSheet->AccelerByCamUD = 1.0f;//0-1 if (TChildElement->Attribute("accelerbycamud")) TimeSheet->AccelerByCamUD = (float)atof(TChildElement->Attribute("accelerbycamud")); Clamp(TimeSheet->AccelerByCamUD, 0.0f, 1.0f); TimeSheet->Rotation = VECTOR3D(0.0f, 0.0f, 0.0f); if (TChildElement->Attribute("rotx")) TimeSheet->Rotation.x = (float)atof(TChildElement->Attribute("rotx")); if (TChildElement->Attribute("roty")) TimeSheet->Rotation.y = (float)atof(TChildElement->Attribute("roty")); if (TChildElement->Attribute("rotz")) TimeSheet->Rotation.z = (float)atof(TChildElement->Attribute("rotz")); TimeSheet->RotationAcceler = VECTOR3D(1.0f, 1.0f, 1.0f);//0-1 if (TChildElement->Attribute("rotacx")) TimeSheet->RotationAcceler.x = (float)atof(TChildElement->Attribute("rotacx")); if (TChildElement->Attribute("rotacy")) TimeSheet->RotationAcceler.y = (float)atof(TChildElement->Attribute("rotacy")); if (TChildElement->Attribute("rotacz")) TimeSheet->RotationAcceler.z = (float)atof(TChildElement->Attribute("rotacz")); Clamp(TimeSheet->RotationAcceler.x, 0.0f, 1.0f); Clamp(TimeSheet->RotationAcceler.y, 0.0f, 1.0f); Clamp(TimeSheet->RotationAcceler.z, 0.0f, 1.0f); TimeSheet->Fire = false; if (TChildElement->Attribute("fire")) if (atoi(TChildElement->Attribute("fire")) > 0) TimeSheet->Fire = true; TimeSheet->BossFire = false; if (TChildElement->Attribute("bossfire")) if (atoi(TChildElement->Attribute("bossfire")) > 0) TimeSheet->BossFire = true; } } // берем следующий элемент TChildElement = TChildElement->NextSiblingElement(); } // если это елемент с -1, т.е. повторять до бесконечности // ставим последним такой же if (TimeSheetMain->Time == -1) { // собираем новый элемент CTimeSheet *TimeSheet; TimeSheet = new CTimeSheet; AddNewTimeSheetToPos(Object, TimeSheet, AddAfter); TimeSheet->AI_Mode = TimeSheetMain->AI_Mode; TimeSheet->Time = -1.0f; TimeSheet->InUse = false; TimeSheet->Speed = 0.0f; TimeSheet->Acceler = 1.0f;//0-1 TimeSheet->Rotation = VECTOR3D(0.0f, 0.0f, 0.0f); TimeSheet->RotationAcceler = VECTOR3D(1.0f, 1.0f, 1.0f);//0-1 TimeSheet->Fire = false; TimeSheet->BossFire = false; } /* fprintf(stderr, "+++++\n"); CTimeSheet * TTT = Object->StartTimeSheet; while (TTT != 0) { CTimeSheet * TTT2 = TTT->Next; fprintf(stderr, "%i %f %f %f %f\n", TTT->AI_Mode, TTT->Rotation.x,TTT->Rotation.y,TTT->Rotation.z, TTT->Time); TTT = TTT2; } fprintf(stderr, "------\n"); */ return; } xmlElem = xmlElem->NextSiblingElement("AI"); } }