colobot/src/object/task/taskmanip.cpp

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
*
* 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 3 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, see http://gnu.org/licenses
*/
#include "object/task/taskmanip.h"
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#include "graphics/engine/terrain.h"
#include "graphics/engine/pyro.h"
#include "math/geometry.h"
#include "object/objman.h"
#include "object/robotmain.h"
#include "physics/physics.h"
//?const float MARGIN_FRONT = 2.0f;
//?const float MARGIN_BACK = 2.0f;
//?const float MARGIN_FRIEND = 2.0f;
//?const float MARGIN_BEE = 5.0f;
const float MARGIN_FRONT = 4.0f; //OK 1.9
const float MARGIN_BACK = 4.0f; //OK 1.9
const float MARGIN_FRIEND = 4.0f; //OK 1.9
const float MARGIN_BEE = 5.0f; //OK 1.9
// Object's constructor.
CTaskManip::CTaskManip(CObject* object) : CTask(object)
{
m_arm = TMA_NEUTRAL;
m_hand = TMH_OPEN;
}
// Object's destructor.
CTaskManip::~CTaskManip()
{
}
// Management of an event.
bool CTaskManip::EventProcess(const Event &event)
{
Math::Vector pos;
float angle, a, g, cirSpeed, progress;
int i;
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if ( m_engine->GetPause() ) return true;
if ( event.type != EVENT_FRAME ) return true;
if ( m_bError ) return false;
if ( m_bBee ) // bee?
{
return true;
}
if ( m_bTurn ) // preliminary rotation?
{
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a = m_object->GetAngleY(0);
g = m_angle;
cirSpeed = Math::Direction(a, g)*1.0f;
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if ( m_physics->GetType() == TYPE_FLYING ) // flying on the ground?
{
cirSpeed *= 4.0f; // more fishing
}
if ( cirSpeed > 1.0f ) cirSpeed = 1.0f;
if ( cirSpeed < -1.0f ) cirSpeed = -1.0f;
m_physics->SetMotorSpeedZ(cirSpeed); // turns left / right
return true;
}
if ( m_move != 0 ) // preliminary advance?
{
m_timeLimit -= event.rTime;
m_physics->SetMotorSpeedX(m_move); // forward/backward
return true;
}
m_progress += event.rTime*m_speed; // others advance
progress = m_progress;
if ( progress > 1.0f ) progress = 1.0f;
if ( m_bSubm ) // submarine?
{
if ( m_order == TMO_GRAB )
{
if ( m_step == 0 ) // fall?
{
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pos = m_object->GetPosition(1);
pos.y = 3.0f-progress*2.0f;
m_object->SetPosition(1, pos);
}
if ( m_step == 1 ) // farm?
{
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pos = m_object->GetPosition(2);
pos.z = -1.5f+progress*0.5f;
m_object->SetPosition(2, pos);
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pos = m_object->GetPosition(3);
pos.z = 1.5f-progress*0.5f;
m_object->SetPosition(3, pos);
}
if ( m_step == 2 ) // up?
{
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pos = m_object->GetPosition(1);
pos.y = 3.0f-(1.0f-progress)*2.0f;
m_object->SetPosition(1, pos);
}
}
else
{
if ( m_step == 0 ) // fall?
{
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pos = m_object->GetPosition(1);
pos.y = 3.0f-progress*2.0f;
m_object->SetPosition(1, pos);
}
if ( m_step == 1 ) // farm?
{
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pos = m_object->GetPosition(2);
pos.z = -1.5f+(1.0f-progress)*0.5f;
m_object->SetPosition(2, pos);
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pos = m_object->GetPosition(3);
pos.z = 1.5f-(1.0f-progress)*0.5f;
m_object->SetPosition(3, pos);
}
if ( m_step == 2 ) // up?
{
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pos = m_object->GetPosition(1);
pos.y = 3.0f-(1.0f-progress)*2.0f;
m_object->SetPosition(1, pos);
}
}
}
else
{
for ( i=0 ; i<5 ; i++ )
{
angle = (m_finalAngle[i]-m_initialAngle[i])*progress;
angle += m_initialAngle[i];
m_object->SetAngleZ(i+1, angle);
}
}
return true;
}
// Initializes the initial and final angles.
void CTaskManip::InitAngle()
{
CObject* power;
float max, energy;
int i;
if ( m_bSubm || m_bBee ) return;
if ( m_arm == TMA_NEUTRAL ||
m_arm == TMA_GRAB )
{
m_finalAngle[0] = ARM_NEUTRAL_ANGLE1; // arm
m_finalAngle[1] = ARM_NEUTRAL_ANGLE2; // forearm
m_finalAngle[2] = ARM_NEUTRAL_ANGLE3; // hand
}
if ( m_arm == TMA_STOCK )
{
m_finalAngle[0] = ARM_STOCK_ANGLE1; // arm
m_finalAngle[1] = ARM_STOCK_ANGLE2; // forearm
m_finalAngle[2] = ARM_STOCK_ANGLE3; // hand
}
if ( m_arm == TMA_FFRONT )
{
m_finalAngle[0] = 35.0f*Math::PI/180.0f; // arm
m_finalAngle[1] = -95.0f*Math::PI/180.0f; // forearm
m_finalAngle[2] = -27.0f*Math::PI/180.0f; // hand
}
if ( m_arm == TMA_FBACK )
{
m_finalAngle[0] = 145.0f*Math::PI/180.0f; // arm
m_finalAngle[1] = 95.0f*Math::PI/180.0f; // forearm
m_finalAngle[2] = 27.0f*Math::PI/180.0f; // hand
}
if ( m_arm == TMA_POWER )
{
m_finalAngle[0] = 95.0f*Math::PI/180.0f; // arm
m_finalAngle[1] = 125.0f*Math::PI/180.0f; // forearm
m_finalAngle[2] = 50.0f*Math::PI/180.0f; // hand
}
if ( m_arm == TMA_OTHER )
{
if ( m_height <= 3.0f )
{
m_finalAngle[0] = 55.0f*Math::PI/180.0f; // arm
m_finalAngle[1] = -90.0f*Math::PI/180.0f; // forearm
m_finalAngle[2] = -35.0f*Math::PI/180.0f; // hand
}
else
{
m_finalAngle[0] = 70.0f*Math::PI/180.0f; // arm
m_finalAngle[1] = -90.0f*Math::PI/180.0f; // forearm
m_finalAngle[2] = -50.0f*Math::PI/180.0f; // hand
}
}
if ( m_hand == TMH_OPEN ) // open clamp?
{
m_finalAngle[3] = -Math::PI*0.10f; // clamp close
m_finalAngle[4] = Math::PI*0.10f; // clamp remote
}
if ( m_hand == TMH_CLOSE ) // clamp closed?
{
m_finalAngle[3] = Math::PI*0.05f; // clamp close
m_finalAngle[4] = -Math::PI*0.05f; // clamp remote
}
for ( i=0 ; i<5 ; i++ )
{
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m_initialAngle[i] = m_object->GetAngleZ(i+1);
}
max = 0.0f;
for ( i=0 ; i<5 ; i++ )
{
max = Math::Max(max, fabs(m_initialAngle[i] - m_finalAngle[i]));
}
m_speed = (Math::PI*1.0f)/max;
if ( m_speed > 3.0f ) m_speed = 3.0f; // piano, ma non troppo (?)
energy = 0.0f;
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power = m_object->GetPower();
if ( power != 0 )
{
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energy = power->GetEnergy();
}
if ( energy == 0.0f )
{
m_speed *= 0.7f; // slower if more energy!
}
}
// Tests whether an object is compatible with the operation TMA_OTHER.
bool TestFriend(ObjectType oType, ObjectType fType)
{
if ( oType == OBJECT_ENERGY )
{
return ( fType == OBJECT_METAL );
}
if ( oType == OBJECT_LABO )
{
return ( fType == OBJECT_BULLET );
}
if ( oType == OBJECT_NUCLEAR )
{
return ( fType == OBJECT_URANIUM );
}
return ( fType == OBJECT_POWER ||
fType == OBJECT_ATOMIC );
}
// Assigns the goal was achieved.
Error CTaskManip::Start(TaskManipOrder order, TaskManipArm arm)
{
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ObjectType type;
CObject *front, *other, *power;
Gfx::CPyro *pyro;
float iAngle, dist, len;
float fDist, fAngle, oDist, oAngle, oHeight;
Math::Vector pos, fPos, oPos;
m_arm = arm;
m_height = 0.0f;
m_step = 0;
m_progress = 0.0f;
m_speed = 1.0f/1.5f;
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iAngle = m_object->GetAngleY(0);
iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI
oAngle = iAngle;
m_bError = true; // operation impossible
if ( m_arm != TMA_FFRONT &&
m_arm != TMA_FBACK &&
m_arm != TMA_POWER &&
m_arm != TMA_GRAB ) return ERR_MANIP_VEH;
m_physics->SetMotorSpeed(Math::Vector(0.0f, 0.0f, 0.0f));
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type = m_object->GetType();
if ( type == OBJECT_BEE ) // bee?
{
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if ( m_object->GetFret() == 0 )
{
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if ( !m_physics->GetLand() ) return ERR_MANIP_FLY;
other = SearchTakeUnderObject(m_targetPos, MARGIN_BEE);
if ( other == 0 ) return ERR_MANIP_NIL;
m_object->SetFret(other); // takes the ball
other->SetTruck(m_object);
other->SetTruckPart(0); // taken with the base
other->SetPosition(0, Math::Vector(0.0f, -3.0f, 0.0f));
}
else
{
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other = m_object->GetFret(); // other = ball
m_object->SetFret(0); // lick the ball
other->SetTruck(0);
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pos = m_object->GetPosition(0);
pos.y -= 3.0f;
other->SetPosition(0, pos);
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pos = m_object->GetPosition(0);
pos.y += 2.0f;
m_object->SetPosition(0, pos); // against the top of jump
pyro = new Gfx::CPyro();
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pyro->Create(Gfx::PT_FALL, other); // the ball falls
}
m_bBee = true;
m_bError = false; // ok
return ERR_OK;
}
m_bBee = false;
m_bSubm = ( type == OBJECT_MOBILEsa ); // submarine?
if ( m_arm == TMA_GRAB ) // takes immediately?
{
TruckTakeObject();
Abort();
return ERR_OK;
}
m_energy = 0.0f;
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power = m_object->GetPower();
if ( power != 0 )
{
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m_energy = power->GetEnergy();
}
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if ( !m_physics->GetLand() ) return ERR_MANIP_FLY;
if ( type != OBJECT_MOBILEfa &&
type != OBJECT_MOBILEta &&
type != OBJECT_MOBILEwa &&
type != OBJECT_MOBILEia &&
type != OBJECT_MOBILEsa ) return ERR_MANIP_VEH;
if ( m_bSubm ) // submarine?
{
m_arm = TMA_FFRONT; // only possible in front!
}
m_move = 0.0f; // advance not necessary
m_angle = iAngle;
if ( order == TMO_AUTO )
{
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if ( m_object->GetFret() == 0 )
{
m_order = TMO_GRAB;
}
else
{
m_order = TMO_DROP;
}
}
else
{
m_order = order;
}
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if ( m_order == TMO_GRAB && m_object->GetFret() != 0 )
{
return ERR_MANIP_BUSY;
}
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if ( m_order == TMO_DROP && m_object->GetFret() == 0 )
{
return ERR_MANIP_EMPTY;
}
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//? speed = m_physics->GetMotorSpeed();
//? if ( speed.x != 0.0f ||
//? speed.z != 0.0f ) return ERR_MANIP_MOTOR;
if ( m_order == TMO_GRAB )
{
if ( m_arm == TMA_FFRONT )
{
front = SearchTakeFrontObject(true, fPos, fDist, fAngle);
other = SearchOtherObject(true, oPos, oDist, oAngle, oHeight);
if ( front != 0 && fDist < oDist )
{
m_targetPos = fPos;
m_angle = fAngle;
m_move = 1.0f; // advance required
}
else if ( other != 0 && oDist < fDist )
{
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if ( other->GetPower() == 0 ) return ERR_MANIP_NIL;
m_targetPos = oPos;
m_angle = oAngle;
m_height = oHeight;
m_move = 1.0f; // advance required
m_arm = TMA_OTHER;
}
else
{
return ERR_MANIP_NIL;
}
m_main->HideDropZone(front); // hides buildable area
}
if ( m_arm == TMA_FBACK )
{
if ( SearchTakeBackObject(true, m_targetPos, fDist, m_angle) == 0 )
{
return ERR_MANIP_NIL;
}
m_angle += Math::PI;
m_move = -1.0f; // back necessary
}
if ( m_arm == TMA_POWER )
{
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if ( m_object->GetPower() == 0 ) return ERR_MANIP_NIL;
}
}
if ( m_order == TMO_DROP )
{
if ( m_arm == TMA_FFRONT )
{
other = SearchOtherObject(true, oPos, oDist, oAngle, oHeight);
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if ( other != 0 && other->GetPower() == 0 )
{
m_targetPos = oPos;
m_angle = oAngle;
m_height = oHeight;
m_move = 1.0f; // advance required
m_arm = TMA_OTHER;
}
else
{
if ( !IsFreeDeposeObject(Math::Vector(TAKE_DIST, 0.0f, 0.0f)) ) return ERR_MANIP_OCC;
}
}
if ( m_arm == TMA_FBACK )
{
if ( !IsFreeDeposeObject(Math::Vector(-TAKE_DIST, 0.0f, 0.0f)) ) return ERR_MANIP_OCC;
}
if ( m_arm == TMA_POWER )
{
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if ( m_object->GetPower() != 0 ) return ERR_MANIP_OCC;
}
}
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dist = Math::Distance(m_object->GetPosition(0), m_targetPos);
len = dist-TAKE_DIST;
if ( m_arm == TMA_OTHER ) len -= TAKE_DIST_OTHER;
if ( len < 0.0f ) len = 0.0f;
if ( m_arm == TMA_FBACK ) len = -len;
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m_advanceLength = dist-m_physics->GetLinLength(len);
if ( dist <= m_advanceLength+0.2f ) m_move = 0.0f; // not necessary to advance
if ( m_energy == 0.0f ) m_move = 0.0f;
if ( m_move != 0.0f ) // forward or backward?
{
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m_timeLimit = m_physics->GetLinTimeLength(fabs(len))*1.5f;
if ( m_timeLimit < 0.5f ) m_timeLimit = 0.5f;
}
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if ( m_object->GetFret() == 0 ) // not carrying anything?
{
m_hand = TMH_OPEN; // open clamp
}
else
{
m_hand = TMH_CLOSE; // closed clamp
}
InitAngle();
if ( iAngle == m_angle || m_energy == 0.0f )
{
m_bTurn = false; // preliminary rotation unnecessary
SoundManip(1.0f/m_speed);
}
else
{
m_bTurn = true; // preliminary rotation necessary
}
if ( m_bSubm )
{
m_camera->StartCentering(m_object, Math::PI*0.8f, 99.9f, 0.0f, 0.5f);
}
m_physics->SetFreeze(true); // it does not move
m_bError = false; // ok
return ERR_OK;
}
// Indicates whether the action is complete.
Error CTaskManip::IsEnded()
{
CObject* fret;
Math::Vector pos;
float angle, dist;
int i;
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if ( m_engine->GetPause() ) return ERR_CONTINUE;
if ( m_bError ) return ERR_STOP;
if ( m_bBee ) // bee?
{
return ERR_STOP;
}
if ( m_bTurn ) // preliminary rotation?
{
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angle = m_object->GetAngleY(0);
angle = Math::NormAngle(angle); // 0..2*Math::PI
if ( Math::TestAngle(angle, m_angle-Math::PI*0.01f, m_angle+Math::PI*0.01f) )
{
m_bTurn = false; // rotation ended
m_physics->SetMotorSpeedZ(0.0f);
if ( m_move == 0.0f )
{
SoundManip(1.0f/m_speed);
}
}
return ERR_CONTINUE;
}
if ( m_move != 0.0f ) // preliminary advance?
{
if ( m_timeLimit <= 0.0f )
{
//OK 1.9
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dist = Math::Distance(m_object->GetPosition(0), m_targetPos);
if ( dist <= m_advanceLength + 2.0f )
{
m_move = 0.0f; // advance ended
m_physics->SetMotorSpeedX(0.0f);
SoundManip(1.0f/m_speed);
return ERR_CONTINUE;
}
else
{
//EOK 1.9
m_move = 0.0f; // advance ended
m_physics->SetMotorSpeedX(0.0f); // stops
Abort();
return ERR_STOP;
}
}
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dist = Math::Distance(m_object->GetPosition(0), m_targetPos);
if ( dist <= m_advanceLength )
{
m_move = 0.0f; // advance ended
m_physics->SetMotorSpeedX(0.0f);
SoundManip(1.0f/m_speed);
}
return ERR_CONTINUE;
}
if ( m_progress < 1.0f ) return ERR_CONTINUE;
m_progress = 0.0f;
if ( !m_bSubm )
{
for ( i=0 ; i<5 ; i++ )
{
m_object->SetAngleZ(i+1, m_finalAngle[i]);
}
}
m_step ++;
if ( m_order == TMO_GRAB )
{
if ( m_step == 1 )
{
if ( m_bSubm ) m_speed = 1.0f/0.7f;
m_hand = TMH_CLOSE; // closes the clamp to take
InitAngle();
SoundManip(1.0f/m_speed, 0.8f, 1.5f);
return ERR_CONTINUE;
}
if ( m_step == 2 )
{
if ( m_bSubm ) m_speed = 1.0f/1.5f;
if ( !TruckTakeObject() &&
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m_object->GetFret() == 0 )
{
m_hand = TMH_OPEN; // reopens the clamp
m_arm = TMA_NEUTRAL;
InitAngle();
SoundManip(1.0f/m_speed, 0.8f, 1.5f);
}
else
{
if ( (m_arm == TMA_OTHER ||
m_arm == TMA_POWER ) &&
(m_fretType == OBJECT_POWER ||
m_fretType == OBJECT_ATOMIC ) )
{
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m_sound->Play(SOUND_POWEROFF, m_object->GetPosition(0));
}
m_arm = TMA_STOCK;
InitAngle();
SoundManip(1.0f/m_speed);
}
return ERR_CONTINUE;
}
}
if ( m_order == TMO_DROP )
{
if ( m_step == 1 )
{
if ( m_bSubm ) m_speed = 1.0f/0.7f;
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fret = m_object->GetFret();
if ( TruckDeposeObject() )
{
if ( (m_arm == TMA_OTHER ||
m_arm == TMA_POWER ) &&
(m_fretType == OBJECT_POWER ||
m_fretType == OBJECT_ATOMIC ) )
{
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m_sound->Play(SOUND_POWERON, m_object->GetPosition(0));
}
if ( fret != 0 && m_fretType == OBJECT_METAL && m_arm == TMA_FFRONT )
{
m_main->ShowDropZone(fret, m_object); // shows buildable area
}
m_hand = TMH_OPEN; // opens the clamp to deposit
SoundManip(1.0f/m_speed, 0.8f, 1.5f);
}
InitAngle();
return ERR_CONTINUE;
}
if ( m_step == 2 )
{
if ( m_bSubm ) m_speed = 1.0f/1.5f;
m_arm = TMA_NEUTRAL;
InitAngle();
SoundManip(1.0f/m_speed);
return ERR_CONTINUE;
}
}
Abort();
return ERR_STOP;
}
// Suddenly ends the current action.
bool CTaskManip::Abort()
{
int i;
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if ( m_object->GetFret() == 0 ) // not carrying anything?
{
m_hand = TMH_OPEN; // open clamp
m_arm = TMA_NEUTRAL;
}
else
{
m_hand = TMH_CLOSE; // closed clamp
m_arm = TMA_STOCK;
}
InitAngle();
if ( !m_bSubm )
{
for ( i=0 ; i<5 ; i++ )
{
m_object->SetAngleZ(i+1, m_finalAngle[i]);
}
}
m_camera->StopCentering(m_object, 2.0f);
m_physics->SetFreeze(false); // is moving again
return true;
}
// Seeks the object below to take (for bees).
CObject* CTaskManip::SearchTakeUnderObject(Math::Vector &pos, float dLimit)
{
CObject *pObj, *pBest;
Math::Vector iPos, oPos;
ObjectType type;
float min, distance;
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iPos = m_object->GetPosition(0);
min = 1000000.0f;
pBest = 0;
for(auto it : CObjectManager::GetInstancePointer()->GetAllObjects())
{
pObj = it.second;
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type = pObj->GetType();
if ( type != OBJECT_FRET &&
type != OBJECT_STONE &&
type != OBJECT_URANIUM &&
type != OBJECT_BULLET &&
type != OBJECT_METAL &&
type != OBJECT_POWER &&
type != OBJECT_ATOMIC &&
type != OBJECT_BBOX &&
type != OBJECT_KEYa &&
type != OBJECT_KEYb &&
type != OBJECT_KEYc &&
type != OBJECT_KEYd &&
type != OBJECT_TNT ) continue;
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if ( pObj->GetTruck() != 0 ) continue; // object transported?
if ( pObj->GetLock() ) continue;
if ( pObj->GetZoomY(0) != 1.0f ) continue;
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oPos = pObj->GetPosition(0);
distance = Math::Distance(oPos, iPos);
if ( distance <= dLimit &&
distance < min )
{
min = distance;
pBest = pObj;
}
}
if ( pBest != 0 )
{
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pos = pBest->GetPosition(0);
}
return pBest;
}
// Seeks the object in front to take.
CObject* CTaskManip::SearchTakeFrontObject(bool bAdvance, Math::Vector &pos,
float &distance, float &angle)
{
CObject *pObj, *pBest;
Math::Vector iPos, oPos;
ObjectType type;
float min, iAngle, bAngle, aLimit, dLimit, f;
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iPos = m_object->GetPosition(0);
iAngle = m_object->GetAngleY(0);
iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI
if ( bAdvance && m_energy > 0.0f )
{
aLimit = 60.0f*Math::PI/180.0f;
dLimit = MARGIN_FRONT+10.0f;
}
else
{
//? aLimit = 7.0f*Math::PI/180.0f;
aLimit = 15.0f*Math::PI/180.0f; //OK 1.9
dLimit = MARGIN_FRONT;
}
min = 1000000.0f;
pBest = 0;
bAngle = 0.0f;
for(auto it : CObjectManager::GetInstancePointer()->GetAllObjects())
{
pObj = it.second;
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type = pObj->GetType();
if ( type != OBJECT_FRET &&
type != OBJECT_STONE &&
type != OBJECT_URANIUM &&
type != OBJECT_BULLET &&
type != OBJECT_METAL &&
type != OBJECT_POWER &&
type != OBJECT_ATOMIC &&
type != OBJECT_BBOX &&
type != OBJECT_KEYa &&
type != OBJECT_KEYb &&
type != OBJECT_KEYc &&
type != OBJECT_KEYd &&
type != OBJECT_TNT &&
type != OBJECT_SCRAP1 &&
type != OBJECT_SCRAP2 &&
type != OBJECT_SCRAP3 &&
type != OBJECT_SCRAP4 &&
type != OBJECT_SCRAP5 ) continue;
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if ( pObj->GetTruck() != 0 ) continue; // object transported?
if ( pObj->GetLock() ) continue;
if ( pObj->GetZoomY(0) != 1.0f ) continue;
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oPos = pObj->GetPosition(0);
distance = fabs(Math::Distance(oPos, iPos)-TAKE_DIST);
f = 1.0f-distance/50.0f;
if ( f < 0.5f ) f = 0.5f;
angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
if ( !Math::TestAngle(angle, iAngle-aLimit*f, iAngle+aLimit*f) ) continue;
if ( distance < -dLimit ||
distance > dLimit ) continue;
if ( distance < min )
{
min = distance;
pBest = pObj;
bAngle = angle;
}
}
if ( pBest == 0 )
{
distance = 1000000.0f;
angle = 0.0f;
}
else
{
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pos = pBest->GetPosition(0);
distance = min;
angle = bAngle;
}
return pBest;
}
// Seeks the object back to take.
CObject* CTaskManip::SearchTakeBackObject(bool bAdvance, Math::Vector &pos,
float &distance, float &angle)
{
CObject *pObj, *pBest;
Math::Vector iPos, oPos;
ObjectType type;
float min, iAngle, bAngle, aLimit, dLimit, f;
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iPos = m_object->GetPosition(0);
iAngle = m_object->GetAngleY(0)+Math::PI;
iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI
if ( bAdvance && m_energy > 0.0f )
{
aLimit = 60.0f*Math::PI/180.0f;
dLimit = MARGIN_BACK+5.0f;
}
else
{
aLimit = 7.0f*Math::PI/180.0f;
dLimit = MARGIN_BACK;
}
min = 1000000.0f;
pBest = 0;
bAngle = 0.0f;
for(auto it : CObjectManager::GetInstancePointer()->GetAllObjects())
{
pObj = it.second;
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type = pObj->GetType();
if ( type != OBJECT_FRET &&
type != OBJECT_STONE &&
type != OBJECT_URANIUM &&
type != OBJECT_BULLET &&
type != OBJECT_METAL &&
type != OBJECT_POWER &&
type != OBJECT_ATOMIC &&
type != OBJECT_BBOX &&
type != OBJECT_KEYa &&
type != OBJECT_KEYb &&
type != OBJECT_KEYc &&
type != OBJECT_KEYd &&
type != OBJECT_TNT &&
type != OBJECT_SCRAP1 &&
type != OBJECT_SCRAP2 &&
type != OBJECT_SCRAP3 &&
type != OBJECT_SCRAP4 &&
type != OBJECT_SCRAP5 ) continue;
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if ( pObj->GetTruck() != 0 ) continue; // object transported?
if ( pObj->GetLock() ) continue;
if ( pObj->GetZoomY(0) != 1.0f ) continue;
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oPos = pObj->GetPosition(0);
distance = fabs(Math::Distance(oPos, iPos)-TAKE_DIST);
f = 1.0f-distance/50.0f;
if ( f < 0.5f ) f = 0.5f;
angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
if ( !Math::TestAngle(angle, iAngle-aLimit*f, iAngle+aLimit*f) ) continue;
if ( distance < -dLimit ||
distance > dLimit ) continue;
if ( distance < min )
{
min = distance;
pBest = pObj;
bAngle = angle;
}
}
if ( pBest == 0 )
{
distance = 1000000.0f;
angle = 0.0f;
}
else
{
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pos = pBest->GetPosition(0);
distance = min;
angle = bAngle;
}
return pBest;
}
// Seeks the robot or building on which it wants to put a battery or or other object.
CObject* CTaskManip::SearchOtherObject(bool bAdvance, Math::Vector &pos,
float &distance, float &angle,
float &height)
{
Character* character;
CObject* pObj;
CObject* pPower;
Math::Matrix* mat;
Math::Vector iPos, oPos;
ObjectType type, powerType;
float iAngle, iRad, oAngle, oLimit, aLimit, dLimit;
distance = 1000000.0f;
angle = 0.0f;
if ( m_bSubm ) return 0; // impossible with the submarine
if ( !m_object->GetCrashSphere(0, iPos, iRad) ) return 0;
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iAngle = m_object->GetAngleY(0);
iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI
if ( bAdvance && m_energy > 0.0f )
{
aLimit = 60.0f*Math::PI/180.0f;
dLimit = MARGIN_FRIEND+10.0f;
}
else
{
aLimit = 7.0f*Math::PI/180.0f;
dLimit = MARGIN_FRIEND;
}
for(auto it : CObjectManager::GetInstancePointer()->GetAllObjects())
{
pObj = it.second;
if ( pObj == m_object ) continue; // yourself?
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type = pObj->GetType();
if ( type != OBJECT_MOBILEfa &&
type != OBJECT_MOBILEta &&
type != OBJECT_MOBILEwa &&
type != OBJECT_MOBILEia &&
type != OBJECT_MOBILEfc &&
type != OBJECT_MOBILEtc &&
type != OBJECT_MOBILEwc &&
type != OBJECT_MOBILEic &&
type != OBJECT_MOBILEfi &&
type != OBJECT_MOBILEti &&
type != OBJECT_MOBILEwi &&
type != OBJECT_MOBILEii &&
type != OBJECT_MOBILEfs &&
type != OBJECT_MOBILEts &&
type != OBJECT_MOBILEws &&
type != OBJECT_MOBILEis &&
type != OBJECT_MOBILErt &&
type != OBJECT_MOBILErc &&
type != OBJECT_MOBILErr &&
type != OBJECT_MOBILErs &&
type != OBJECT_MOBILEsa &&
type != OBJECT_MOBILEtg &&
type != OBJECT_MOBILEft &&
type != OBJECT_MOBILEtt &&
type != OBJECT_MOBILEwt &&
type != OBJECT_MOBILEit &&
type != OBJECT_TOWER &&
type != OBJECT_RESEARCH &&
type != OBJECT_ENERGY &&
type != OBJECT_LABO &&
type != OBJECT_NUCLEAR ) continue;
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pPower = pObj->GetPower();
if ( pPower != 0 )
{
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if ( pPower->GetLock() ) continue;
if ( pPower->GetZoomY(0) != 1.0f ) continue;
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powerType = pPower->GetType();
if ( powerType == OBJECT_NULL ||
powerType == OBJECT_FIX ) continue;
}
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mat = pObj->GetWorldMatrix(0);
character = pObj->GetCharacter();
oPos = Transform(*mat, character->posPower);
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oAngle = pObj->GetAngleY(0);
if ( type == OBJECT_TOWER ||
type == OBJECT_RESEARCH )
{
oLimit = 45.0f*Math::PI/180.0f;
}
else if ( type == OBJECT_ENERGY )
{
oLimit = 90.0f*Math::PI/180.0f;
}
else if ( type == OBJECT_LABO )
{
oLimit = 120.0f*Math::PI/180.0f;
}
else if ( type == OBJECT_NUCLEAR )
{
oLimit = 45.0f*Math::PI/180.0f;
}
else
{
oLimit = 45.0f*Math::PI/180.0f;
oAngle += Math::PI; // is behind
}
oAngle = Math::NormAngle(oAngle); // 0..2*Math::PI
angle = Math::RotateAngle(iPos.x-oPos.x, oPos.z-iPos.z); // CW !
if ( !Math::TestAngle(angle, oAngle-oLimit, oAngle+oLimit) ) continue;
distance = fabs(Math::Distance(oPos, iPos)-TAKE_DIST);
if ( distance <= dLimit )
{
angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
if ( Math::TestAngle(angle, iAngle-aLimit, iAngle+aLimit) )
{
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character = pObj->GetCharacter();
height = character->posPower.y;
pos = oPos;
return pObj;
}
}
}
distance = 1000000.0f;
angle = 0.0f;
return 0;
}
// Takes the object placed in front.
bool CTaskManip::TruckTakeObject()
{
CObject* fret;
CObject* other;
Math::Matrix matRotate;
Math::Vector pos;
float angle, dist;
if ( m_arm == TMA_GRAB ) // takes immediately?
{
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fret = m_object->GetFret();
if ( fret == 0 ) return false; // nothing to take?
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m_fretType = fret->GetType();
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if ( m_object->GetType() == OBJECT_HUMAN ||
m_object->GetType() == OBJECT_TECH )
{
fret->SetTruck(m_object);
fret->SetTruckPart(4); // takes with the hand
fret->SetPosition(0, Math::Vector(1.7f, -0.5f, 1.1f));
fret->SetAngleY(0, 0.1f);
fret->SetAngleX(0, 0.0f);
fret->SetAngleZ(0, 0.8f);
}
else if ( m_bSubm )
{
fret->SetTruck(m_object);
fret->SetTruckPart(2); // takes with the right claw
pos = Math::Vector(1.1f, -1.0f, 1.0f); // relative
fret->SetPosition(0, pos);
fret->SetAngleX(0, 0.0f);
fret->SetAngleY(0, 0.0f);
fret->SetAngleZ(0, 0.0f);
}
else
{
fret->SetTruck(m_object);
fret->SetTruckPart(3); // takes with the hand
pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
fret->SetPosition(0, pos);
fret->SetAngleX(0, 0.0f);
fret->SetAngleZ(0, Math::PI/2.0f);
fret->SetAngleY(0, 0.0f);
}
m_object->SetFret(fret); // takes
}
if ( m_arm == TMA_FFRONT ) // takes on the ground in front?
{
fret = SearchTakeFrontObject(false, pos, dist, angle);
if ( fret == 0 ) return false; // nothing to take?
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m_fretType = fret->GetType();
if ( m_bSubm )
{
fret->SetTruck(m_object);
fret->SetTruckPart(2); // takes with the right claw
pos = Math::Vector(1.1f, -1.0f, 1.0f); // relative
fret->SetPosition(0, pos);
fret->SetAngleX(0, 0.0f);
fret->SetAngleY(0, 0.0f);
fret->SetAngleZ(0, 0.0f);
}
else
{
fret->SetTruck(m_object);
fret->SetTruckPart(3); // takes with the hand
pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
fret->SetPosition(0, pos);
fret->SetAngleX(0, 0.0f);
fret->SetAngleZ(0, Math::PI/2.0f);
fret->SetAngleY(0, 0.0f);
}
m_object->SetFret(fret); // takes
}
if ( m_arm == TMA_FBACK ) // takes on the ground behind?
{
fret = SearchTakeBackObject(false, pos, dist, angle);
if ( fret == 0 ) return false; // nothing to take?
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m_fretType = fret->GetType();
fret->SetTruck(m_object);
fret->SetTruckPart(3); // takes with the hand
pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
fret->SetPosition(0, pos);
fret->SetAngleX(0, 0.0f);
fret->SetAngleZ(0, Math::PI/2.0f);
fret->SetAngleY(0, 0.0f);
m_object->SetFret(fret); // takes
}
if ( m_arm == TMA_POWER ) // takes battery in the back?
{
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fret = m_object->GetPower();
if ( fret == 0 ) return false; // no battery?
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m_fretType = fret->GetType();
pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
fret->SetPosition(0, pos);
fret->SetAngleX(0, 0.0f);
fret->SetAngleZ(0, Math::PI/2.0f);
fret->SetAngleY(0, 0.0f);
fret->SetTruckPart(3); // takes with the hand
m_object->SetPower(0);
m_object->SetFret(fret); // takes
}
if ( m_arm == TMA_OTHER ) // battery takes from friend?
{
other = SearchOtherObject(false, pos, dist, angle, m_height);
if ( other == 0 ) return false;
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fret = other->GetPower();
if ( fret == 0 ) return false; // the other does not have a battery?
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m_fretType = fret->GetType();
other->SetPower(0);
fret->SetTruck(m_object);
fret->SetTruckPart(3); // takes with the hand
pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
fret->SetPosition(0, pos);
fret->SetAngleX(0, 0.0f);
fret->SetAngleZ(0, Math::PI/2.0f);
fret->SetAngleY(0, 0.0f);
m_object->SetFret(fret); // takes
}
return true;
}
// Deposes the object taken.
bool CTaskManip::TruckDeposeObject()
{
Character* character;
CObject* fret;
CObject* other;
Math::Matrix* mat;
Math::Vector pos;
float angle, dist;
if ( m_arm == TMA_FFRONT ) // deposits on the ground in front?
{
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fret = m_object->GetFret();
if ( fret == 0 ) return false; // nothing transported?
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m_fretType = fret->GetType();
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mat = fret->GetWorldMatrix(0);
pos = Transform(*mat, Math::Vector(0.0f, 1.0f, 0.0f));
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m_terrain->AdjustToFloor(pos);
fret->SetPosition(0, pos);
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fret->SetAngleY(0, m_object->GetAngleY(0)+Math::PI/2.0f);
fret->SetAngleX(0, 0.0f);
fret->SetAngleZ(0, 0.0f);
fret->FloorAdjust(); // plate well on the ground
fret->SetTruck(0);
m_object->SetFret(0); // deposit
}
if ( m_arm == TMA_FBACK ) // deposited on the ground behind?
{
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fret = m_object->GetFret();
if ( fret == 0 ) return false; // nothing transported?
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m_fretType = fret->GetType();
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mat = fret->GetWorldMatrix(0);
pos = Transform(*mat, Math::Vector(0.0f, 1.0f, 0.0f));
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m_terrain->AdjustToFloor(pos);
fret->SetPosition(0, pos);
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fret->SetAngleY(0, m_object->GetAngleY(0)+Math::PI/2.0f);
fret->SetAngleX(0, 0.0f);
fret->SetAngleZ(0, 0.0f);
fret->SetTruck(0);
m_object->SetFret(0); // deposit
}
if ( m_arm == TMA_POWER ) // deposits battery in the back?
{
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fret = m_object->GetFret();
if ( fret == 0 ) return false; // nothing transported?
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m_fretType = fret->GetType();
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if ( m_object->GetPower() != 0 ) return false;
fret->SetTruck(m_object);
fret->SetTruckPart(0); // carried by the base
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character = m_object->GetCharacter();
fret->SetPosition(0, character->posPower);
fret->SetAngleY(0, 0.0f);
fret->SetAngleX(0, 0.0f);
fret->SetAngleZ(0, 0.0f);
m_object->SetPower(fret); // uses
m_object->SetFret(0);
}
if ( m_arm == TMA_OTHER ) // deposits battery on friend?
{
other = SearchOtherObject(false, pos, dist, angle, m_height);
if ( other == 0 ) return false;
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fret = other->GetPower();
if ( fret != 0 ) return false; // the other already has a battery?
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fret = m_object->GetFret();
if ( fret == 0 ) return false;
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m_fretType = fret->GetType();
other->SetPower(fret);
fret->SetTruck(other);
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character = other->GetCharacter();
fret->SetPosition(0, character->posPower);
fret->SetAngleY(0, 0.0f);
fret->SetAngleX(0, 0.0f);
fret->SetAngleZ(0, 0.0f);
fret->SetTruckPart(0); // carried by the base
m_object->SetFret(0); // deposit
}
return true;
}
// Seeks if a location allows to deposit an object.
bool CTaskManip::IsFreeDeposeObject(Math::Vector pos)
{
CObject* pObj;
Math::Matrix* mat;
Math::Vector iPos, oPos;
float oRadius;
int j;
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mat = m_object->GetWorldMatrix(0);
iPos = Transform(*mat, pos);
for(auto it : CObjectManager::GetInstancePointer()->GetAllObjects())
{
pObj = it.second;
if ( pObj == m_object ) continue;
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if ( !pObj->GetActif() ) continue; // inactive?
if ( pObj->GetTruck() != 0 ) continue; // object transported?
j = 0;
while ( pObj->GetCrashSphere(j++, oPos, oRadius) )
{
if ( Math::Distance(iPos, oPos)-(oRadius+1.0f) < 2.0f )
{
return false; // location occupied
}
}
}
return true; // location free
}
// Plays the sound of the manipulator arm.
void CTaskManip::SoundManip(float time, float amplitude, float frequency)
{
int i;
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i = m_sound->Play(SOUND_MANIP, m_object->GetPosition(0), 0.0f, 0.3f*frequency, true);
m_sound->AddEnvelope(i, 0.5f*amplitude, 1.0f*frequency, 0.1f, SOPER_CONTINUE);
m_sound->AddEnvelope(i, 0.5f*amplitude, 1.0f*frequency, time-0.1f, SOPER_CONTINUE);
m_sound->AddEnvelope(i, 0.0f, 0.3f*frequency, 0.1f, SOPER_STOP);
}