view of the back ground. Also the screen resolution and the shadowmap resolution are no longer hard coded everywhere. They are defined in mainThread.java.
417 lines
12 KiB
Java
417 lines
12 KiB
Java
package entity;
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import java.awt.Rectangle;
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import core.*;
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public class goldMine extends solidObject{
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//the polygons of the model
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private polygon3D[] polygons;
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//the amount of gold available
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public int goldDeposite;
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public int maxDeposite;
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public int textureIndex;
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public static int maxHP = 9999;
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public static vector tempVector0 = new vector(0,0,0);
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public static vector tempVector1 = new vector(0,0,0);
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public static vector tempVector2 = new vector(0,0,0);
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public static vector tempVector3 = new vector(0,0,0);
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public static vector origin = new vector(0,0,0);
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public static vector top = new vector(0,0,0);
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public static vector bot = new vector(0,0,0);
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public static vector deltaX = new vector(0,0,0);
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public static vector deltaZ = new vector(0,0,0);
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//gold mine occupies 4 tiles
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public int [] tileIndex = new int[6];
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public vector shadowvertex0, tempshadowvertex0,shadowvertex1, tempshadowvertex1,shadowvertex2, tempshadowvertex2,shadowvertex3, tempshadowvertex3;
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//a screen space boundary which is used to test if the object is visible from camera point of view
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public final static Rectangle visibleBoundary = new Rectangle(-85,-85,screen_width+152, screen_height+250);
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//a screen space boundary which is used to test if the entire object is within the screen
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public final static Rectangle screenBoundary = new Rectangle(60,60,screen_width-120, screen_height-110);
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//screen space boundary which is used to test if the shadow of the object is within the screen
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public final static Rectangle shadowBoundary1 = new Rectangle(40,40,screen_width-40, screen_height-40);
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//a screen space boundary which is used to test if the vision polygon of the object is visible.
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//public final static Rectangle visionBoundary = new Rectangle(0,0,1600, 2000);
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//gold mine never moves
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public final static vector movenment = new vector(0,0,0);
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public int polygonCount;
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public goldMine(float x, float y, float z, int amount){
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goldDeposite =amount;
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maxDeposite = amount;
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//uncontrollable unit, but act as a big sized static collidable agent
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ID = -1;
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type = 103;
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teamNo = -1;
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currentHP = 9999;
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progressStatus = 100;
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textureIndex = 39;
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currentCommand = StandBy;
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start = new vector(x,y,z);
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if(start.y < -0.515f)
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isSelectable = false;
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//create 2D boundary
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boundary2D = new Rect((int)(x*64) - 16, (int)(z*64) + 16, 32, 32);
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boundary2D.owner = this;
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int centerX = (int)(x*64);
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int centerY = (int)(z*64);
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if(!(start.y < -0.515f)){
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tileIndex[0] = (centerX - 8)/16 + (127 - (centerY + 8)/16)*128;
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tileIndex[1] = (centerX + 8)/16 + (127 - (centerY + 8)/16)*128;
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tileIndex[2] = (centerX + 8)/16 + (127 - (centerY - 8)/16)*128;
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tileIndex[3] = (centerX - 8)/16 + (127 - (centerY - 8)/16)*128;
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mainThread.gridMap.tiles[tileIndex[0]][0] = this;
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mainThread.gridMap.tiles[tileIndex[1]][0] = this;
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mainThread.gridMap.tiles[tileIndex[2]][0] = this;
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mainThread.gridMap.tiles[tileIndex[3]][0] = this;
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mainThread.gridMap.tiles[tileIndex[0]][1] = this;
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mainThread.gridMap.tiles[tileIndex[1]][1] = this;
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mainThread.gridMap.tiles[tileIndex[2]][1] = this;
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mainThread.gridMap.tiles[tileIndex[3]][1] = this;
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mainThread.gridMap.tiles[tileIndex[0]][2] = this;
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mainThread.gridMap.tiles[tileIndex[1]][2] = this;
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mainThread.gridMap.tiles[tileIndex[2]][2] = this;
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mainThread.gridMap.tiles[tileIndex[3]][2] = this;
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mainThread.gridMap.tiles[tileIndex[0]][3] = this;
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mainThread.gridMap.tiles[tileIndex[1]][3] = this;
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mainThread.gridMap.tiles[tileIndex[2]][3] = this;
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mainThread.gridMap.tiles[tileIndex[3]][3] = this;
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mainThread.gridMap.tiles[tileIndex[0]][4] = this;
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mainThread.gridMap.tiles[tileIndex[1]][4] = this;
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mainThread.gridMap.tiles[tileIndex[2]][4] = this;
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mainThread.gridMap.tiles[tileIndex[3]][4] = this;
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}
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//init model
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iDirection = new vector(1f,0,0);
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jDirection = new vector(0,1f,0);
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kDirection = new vector(0,0,1f);
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centre = start.myClone();
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tempCentre = start.myClone();
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shadowvertex0 =start.myClone();
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shadowvertex0.add(-0.45f,-0.2f, -0.45f);
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tempshadowvertex0 = new vector(0,0,0);
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shadowvertex1 =start.myClone();
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shadowvertex1.add(-0.45f,-0.2f, 0.2f);
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tempshadowvertex1 = new vector(0,0,0);
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shadowvertex2 =start.myClone();
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shadowvertex2.add(0.2f,-0.2f, -0.45f);
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tempshadowvertex2 = new vector(0,0,0);
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shadowvertex3 =start.myClone();
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shadowvertex3.add(0.2f,-0.2f, 0.2f);
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tempshadowvertex3 = new vector(0,0,0);
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if(!(start.y < -0.515f)){
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int color = 12 << 24 | 245 << 16 | 198 << 8 | 20;
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int position = tileIndex[0];
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postProcessingThread.theMiniMap.background[position -128] = color;
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postProcessingThread.theMiniMap.background[position - 129] = color;
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postProcessingThread.theMiniMap.background[position - 127] = color;
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postProcessingThread.theMiniMap.background[position-1] = color;
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postProcessingThread.theMiniMap.background[position] = color;
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postProcessingThread.theMiniMap.background[position+1] = color;
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postProcessingThread.theMiniMap.background[position + 127] = color;
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postProcessingThread.theMiniMap.background[position + 128] = color;
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postProcessingThread.theMiniMap.background[position + 129] = color;
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}
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makePolygons();
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}
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private void makePolygons(){
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polygons = new polygon3D[32*32*2];
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//load height map
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float[] heightmap = new float[(32+1)*(32+1)];
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int[] hm = mainThread.textures[38].heightmap;
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for(int i = 0; i < 33; i++){
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for(int j =0; j< 33; j++){
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heightmap[j + i * 33] = ((float)hm[j*8 + i*8*257])*0.0014f + centre.y;
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}
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}
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float dx = 0.56f / 32;
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float dz = -0.56f / 32;
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float x_start = start.x - 0.32f;
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float z_start = start.z + 0.30f;
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int index = 0;
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for(int i = 0; i < 32; i++){
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for(int j = 0; j < 32; j++){
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tempVector0.set(x_start + dx*j, heightmap[j + i*33], z_start + dz*i);
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tempVector1.set(x_start + dx*(j+1), heightmap[j + 1 + i*33], z_start + dz*i);
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tempVector2.set(x_start + dx*(j+1), heightmap[j + 1 + (i +1)*33], z_start + dz*(i+1));
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tempVector3.set(x_start + dx*j, heightmap[j + (i +1)*33], z_start + dz*(i+1));
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if(start.y < -0.515f){
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if(tempVector0.y < -0.755){
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continue;
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}
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}
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v = new vector[]{tempVector0.myClone(), tempVector1.myClone(), tempVector3.myClone()};
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deltaX.set(tempVector0);
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deltaX.subtract(tempVector1);
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deltaZ.set(tempVector0);
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deltaZ.subtract(tempVector3);
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origin.set(tempVector0);
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origin.add(deltaX, j);
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origin.add(deltaZ, i);
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top.set(origin);
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top.add(deltaX, -32);
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bot.set(origin);
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bot.add(deltaZ, -32);
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polygons[index] = new polygon3D(v, origin.myClone(), top.myClone(), bot.myClone(), mainThread.textures[textureIndex], 1,1,1);
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deltaX.set(tempVector3);
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deltaX.subtract(tempVector2);
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deltaZ.set(tempVector1);
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deltaZ.subtract(tempVector2);
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origin.set(tempVector2);
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origin.add(deltaX);
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origin.add(deltaZ);
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origin.add(deltaX, j);
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origin.add(deltaZ, i);
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top.set(origin);
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top.add(deltaX, -32);
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bot.set(origin);
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bot.add(deltaZ, -32);
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v = new vector[]{tempVector1.myClone(), tempVector2.myClone(), tempVector3.myClone()};
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polygons[index+1] = new polygon3D(v, origin.myClone(), top.myClone(), bot.myClone(), mainThread.textures[39], 1,1,1);
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index+=2;
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}
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}
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polygonCount = index;
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for(int i = 0; i < polygonCount; i++){
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polygons[i].findDiffuse();
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polygons[i].parentObject = this;
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}
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}
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//update the model
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public void update(){
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if(!mainThread.gameStarted) {
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isRevealed = true;
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}else {
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if(mainThread.theAssetManager.minimapBitmap[tileIndex[0]] ||
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mainThread.theAssetManager.minimapBitmap[tileIndex[1]] ||
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mainThread.theAssetManager.minimapBitmap[tileIndex[2]] ||
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mainThread.theAssetManager.minimapBitmap[tileIndex[3]] )
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isRevealed = true;
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else
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isRevealed = false;
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}
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if(isRevealed){
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//check if gold mine has been depleted
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progressStatus = 100*goldDeposite/maxDeposite;
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if(progressStatus == 0 && textureIndex != 41){
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textureIndex = 41;
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for(int i = 0; i < polygons.length; i++)
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polygons[i].myTexture = mainThread.textures[textureIndex];
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}else if(progressStatus == 100 && textureIndex == 41) {
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textureIndex = 39;
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for(int i = 0; i < polygons.length; i++) {
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polygons[i].myTexture = mainThread.textures[textureIndex];
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}
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}
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}else {
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if(textureIndex == 41 && goldDeposite == maxDeposite) {
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textureIndex = 39;
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for(int i = 0; i < polygons.length; i++) {
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polygons[i].myTexture = mainThread.textures[textureIndex];
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}
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}
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}
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//mark itself on obstacle map
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mainThread.gridMap.currentObstacleMap[tileIndex[0]] = false;
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mainThread.gridMap.currentObstacleMap[tileIndex[1]] = false;
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mainThread.gridMap.currentObstacleMap[tileIndex[2]] = false;
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mainThread.gridMap.currentObstacleMap[tileIndex[3]] = false;
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//update center in camera coordinate
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tempCentre.set(centre);
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tempCentre.subtract(camera.position);
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tempCentre.rotate_XZ(camera.XZ_angle);
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tempCentre.rotate_YZ(camera.YZ_angle);
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tempCentre.updateLocation();
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theAssetManager = mainThread.theAssetManager;
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//test if the palm tree is visible in camera point of view
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if(visibleBoundary.contains(tempCentre.screenX, tempCentre.screenY)){
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visible = true;
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if(screenBoundary.contains(tempCentre.screenX, tempCentre.screenY))
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withinViewScreen = true;
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else
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withinViewScreen = false;
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tempshadowvertex0.set(shadowvertex0);
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tempshadowvertex0.subtract(camera.position);
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tempshadowvertex0.rotate_XZ(camera.XZ_angle);
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tempshadowvertex0.rotate_YZ(camera.YZ_angle);
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tempshadowvertex0.updateLocation();
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tempshadowvertex1.set(shadowvertex1);
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tempshadowvertex1.subtract(camera.position);
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tempshadowvertex1.rotate_XZ(camera.XZ_angle);
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tempshadowvertex1.rotate_YZ(camera.YZ_angle);
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tempshadowvertex1.updateLocation();
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tempshadowvertex2.set(shadowvertex2);
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tempshadowvertex2.subtract(camera.position);
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tempshadowvertex2.rotate_XZ(camera.XZ_angle);
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tempshadowvertex2.rotate_YZ(camera.YZ_angle);
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tempshadowvertex2.updateLocation();
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tempshadowvertex3.set(shadowvertex3);
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tempshadowvertex3.subtract(camera.position);
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tempshadowvertex3.rotate_XZ(camera.XZ_angle);
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tempshadowvertex3.rotate_YZ(camera.YZ_angle);
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tempshadowvertex3.updateLocation();
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//if the object is visible then draw it on the shadow buffer from light point of view
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if(shadowBoundary1.contains(tempshadowvertex0.screenX, tempshadowvertex0.screenY) ||
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shadowBoundary1.contains(tempshadowvertex1.screenX, tempshadowvertex1.screenY) ||
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shadowBoundary1.contains(tempshadowvertex2.screenX, tempshadowvertex2.screenY) ||
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shadowBoundary1.contains(tempshadowvertex3.screenX, tempshadowvertex3.screenY)
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){
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for(int i = 0; i < polygonCount; i++){
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polygons[i].update_lightspace();
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}
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}
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//add this object to visible unit list
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theAssetManager.visibleUnit[theAssetManager.visibleUnitCount] = this;
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theAssetManager.visibleUnitCount++;
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}else{
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visible = false;
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}
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if(visible_minimap){
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tempInt = theAssetManager.unitsForMiniMap[theAssetManager.unitsForMiniMapCount];
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tempInt[0] = teamNo;
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tempInt[1] = boundary2D.x1/16;
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tempInt[2] = 127 - boundary2D.y1/16;
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tempInt[3] = 2;
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tempInt[4] = 10000;
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theAssetManager.unitsForMiniMapCount++;
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}
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}
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//draw the model
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public void draw(){
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if(!visible)
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return;
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for(int i = 0; i < polygonCount; i++){
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polygons[i].update();
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}
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for(int i = 0; i < polygonCount; i++){
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polygons[i].draw();
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}
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}
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public vector getMovement(){
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return movenment;
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}
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}
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