colobot/src/object/task/taskgoto.h

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2012-03-19 11:44:39 +00:00
// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// *
// * 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://www.gnu.org/licenses/.
// taskgoto.h
#pragma once
#include "common/misc.h"
#include "graphics/d3d/d3dengine.h"
class CInstanceManager;
class CTerrain;
class CBrain;
class CPhysics;
class CObject;
const int MAXPOINTS = 500;
enum TaskGotoGoal
{
TGG_DEFAULT = -1, // default mode
TGG_STOP = 0, // goes to destination pausing with precision
TGG_EXPRESS = 1, // goes to destination without stopping
};
enum TaskGotoCrash
{
TGC_DEFAULT = -1, // default mode
TGC_HALT = 0, // stops if collision
TGC_RIGHTLEFT = 1, // right-left
TGC_LEFTRIGHT = 2, // left-right
TGC_LEFT = 3, // left
TGC_RIGHT = 4, // right
TGC_BEAM = 5, // algorithm "sunlight"
};
enum TaskGotoPhase
{
TGP_ADVANCE = 1, // advance
TGP_LAND = 2, // landed
TGP_TURN = 3, // turns to finish
TGP_MOVE = 4, // advance to finish
TGP_CRWAIT = 5, // waits after collision
TGP_CRTURN = 6, // turns right after collision
TGP_CRADVANCE = 7, // advance to the right after collision
TGP_CLWAIT = 8, // waits after collision
TGP_CLTURN = 9, // turns left after collision
TGP_CLADVANCE = 10, // advance to the left after collision
TGP_BEAMLEAK = 11, // beam: leak (leaking)
TGP_BEAMSEARCH = 12, // beam: search
TGP_BEAMWCOLD = 13, // beam: expects cool reactor
TGP_BEAMUP = 14, // beam: off
TGP_BEAMGOTO = 15, // beam: goto dot list
TGP_BEAMDOWN = 16, // beam: landed
};
class CTaskGoto : public CTask
{
public:
CTaskGoto(CInstanceManager* iMan, CObject* object);
~CTaskGoto();
bool EventProcess(const Event &event);
Error Start(D3DVECTOR goal, float altitude, TaskGotoGoal goalMode, TaskGotoCrash crashMode);
Error IsEnded();
protected:
CObject* WormSearch(D3DVECTOR &impact);
void WormFrame(float rTime);
CObject* SearchTarget(D3DVECTOR pos, float margin);
bool AdjustTarget(CObject* pObj, D3DVECTOR &pos, float &distance);
bool AdjustBuilding(D3DVECTOR &pos, float margin, float &distance);
bool GetHotPoint(CObject *pObj, D3DVECTOR &pos, bool bTake, float distance, float &suppl);
bool LeakSearch(D3DVECTOR &pos, float &delay);
void ComputeRepulse(FPOINT &dir);
void ComputeFlyingRepulse(float &dir);
int BeamShortcut();
void BeamStart();
void BeamInit();
Error BeamSearch(const D3DVECTOR &start, const D3DVECTOR &goal, float goalRadius);
Error BeamExplore(const D3DVECTOR &prevPos, const D3DVECTOR &curPos, const D3DVECTOR &goalPos, float goalRadius, float angle, int nbDiv, float step, int i, int nbIter);
D3DVECTOR BeamPoint(const D3DVECTOR &startPoint, const D3DVECTOR &goalPoint, float angle, float step);
void BitmapDebug(const D3DVECTOR &min, const D3DVECTOR &max, const D3DVECTOR &start, const D3DVECTOR &goal);
bool BitmapTestLine(const D3DVECTOR &start, const D3DVECTOR &goal, float stepAngle, bool bSecond);
void BitmapObject();
void BitmapTerrain(const D3DVECTOR &min, const D3DVECTOR &max);
void BitmapTerrain(int minx, int miny, int maxx, int maxy);
bool BitmapOpen();
bool BitmapClose();
void BitmapSetCircle(const D3DVECTOR &pos, float radius);
void BitmapClearCircle(const D3DVECTOR &pos, float radius);
void BitmapSetDot(int rank, int x, int y);
void BitmapClearDot(int rank, int x, int y);
bool BitmapTestDot(int rank, int x, int y);
protected:
D3DVECTOR m_goal;
D3DVECTOR m_goalObject;
float m_angle;
float m_altitude;
TaskGotoCrash m_crashMode;
TaskGotoGoal m_goalMode;
TaskGotoPhase m_phase;
int m_try;
Error m_error;
bool m_bTake;
float m_stopLength; // braking distance
float m_time;
D3DVECTOR m_pos;
bool m_bWorm;
bool m_bApprox;
float m_wormLastTime;
float m_lastDistance;
int m_bmSize; // width or height of the table
int m_bmOffset; // m_bmSize/2
int m_bmLine; // increment line m_bmSize/8
unsigned char* m_bmArray; // bit table
int m_bmMinX, m_bmMinY;
int m_bmMaxX, m_bmMaxY;
int m_bmTotal; // number of points in m_bmPoints
int m_bmIndex; // index in m_bmPoints
D3DVECTOR m_bmPoints[MAXPOINTS+2];
char m_bmIter[MAXPOINTS+2];
int m_bmIterCounter;
CObject* m_bmFretObject;
float m_bmFinalMove; // final advance distance
float m_bmFinalDist; // effective distance to advance
D3DVECTOR m_bmFinalPos; // initial position before advance
float m_bmTimeLimit;
int m_bmStep;
D3DVECTOR m_bmWatchDogPos;
float m_bmWatchDogTime;
D3DVECTOR m_leakPos; // initial position leak
float m_leakDelay;
float m_leakTime;
bool m_bLeakRecede;
};