colobot/src/object/motion/motionhuman.h

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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
*/
#pragma once
#include "object/motion/motion.h"
enum MotionHumanAction
{
MH_MARCH = 0,
MH_MARCHTAKE = 1,
MH_TURN = 2,
MH_STOP = 3,
MH_FLY = 4,
MH_SWIM = 5,
MH_SPEC = 6
};
enum MotionHumanSpecialAction
{
MHS_FIRE = 0,
MHS_GUN = 1,
MHS_TAKE = 2,
MHS_TAKEOTHER = 3,
MHS_TAKEHIGH = 4,
MHS_UPRIGHT = 5,
MHS_WIN = 6,
MHS_LOST = 7,
MHS_DEADg = 8,
MHS_DEADg1 = 9,
MHS_DEADg2 = 10,
MHS_DEADg3 = 11,
MHS_DEADg4 = 12,
MHS_DEADw = 13,
MHS_FLAG = 14,
MHS_SATCOM = 15
};
class CMotionHuman : public CMotion
{
public:
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CMotionHuman(COldObject* object);
~CMotionHuman();
void DeleteObject(bool bAll=false);
void Create(Math::Vector pos, float angle, ObjectType type, float power, Gfx::COldModelManager* modelManager);
bool EventProcess(const Event &event);
Error SetAction(int action, float time=0.2f);
void StartDisplayPerso();
void StopDisplayPerso();
protected:
void CreatePhysics(ObjectType type);
bool EventFrame(const Event &event);
protected:
int m_partiReactor;
float m_armMember;
float m_armTimeAbs;
float m_armTimeAction;
float m_armTimeSwim;
short m_armAngles[3*3*3*3*7 + 3*3*3*16];
int m_armTimeIndex;
int m_armPartIndex;
int m_armMemberIndex;
int m_armLastAction;
bool m_bArmStop;
float m_lastSoundMarch;
float m_lastSoundHhh;
float m_time;
float m_tired;
bool m_bDisplayPerso;
};