colobot/src/object/task/taskrecover.cpp

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// * 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/.
#include <stdio.h>
#include "object/task/taskrecover.h"
#include "common/iman.h"
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#include "graphics/engine/particle.h"
#include "math/geometry.h"
#include "physics/physics.h"
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#include "object/robotmain.h"
const float ENERGY_RECOVER = 0.25f; // energy consumed by recovery
const float RECOVER_DIST = 11.8f;
// Object's constructor.
CTaskRecover::CTaskRecover(CObject* object) : CTask(object)
{
m_ruin = 0;
m_soundChannel = -1;
}
// Object's constructor.
CTaskRecover::~CTaskRecover()
{
}
// Management of an event.
bool CTaskRecover::EventProcess(const Event &event)
{
CObject* power;
Math::Vector pos, speed;
Math::Point dim;
float a, g, cirSpeed, angle, energy, dist, linSpeed;
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if ( m_engine->GetPause() ) return true;
if ( event.type != EVENT_FRAME ) return true;
if ( m_bError ) return false;
if ( m_phase == TRP_TURN ) // preliminary rotation?
{
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a = m_object->GetAngleY(0);
g = m_angle;
cirSpeed = Math::Direction(a, g)*1.0f;
if ( cirSpeed > 1.0f ) cirSpeed = 1.0f;
if ( cirSpeed < -1.0f ) cirSpeed = -1.0f;
m_physics->SetMotorSpeedZ(cirSpeed); // turns left / right
return true;
}
m_progress += event.rTime*m_speed; // others advance
m_time += event.rTime;
if ( m_phase == TRP_DOWN )
{
angle = Math::PropAngle(126, -10, m_progress);
m_object->SetAngleZ(2, angle);
m_object->SetAngleZ(4, angle);
angle = Math::PropAngle(-144, 0, m_progress);
m_object->SetAngleZ(3, angle);
m_object->SetAngleZ(5, angle);
}
if ( m_phase == TRP_MOVE ) // preliminary forward/backward?
{
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dist = Math::Distance(m_object->GetPosition(0), m_ruin->GetPosition(0));
linSpeed = 0.0f;
if ( dist > RECOVER_DIST ) linSpeed = 1.0f;
if ( dist < RECOVER_DIST ) linSpeed = -1.0f;
m_physics->SetMotorSpeedX(linSpeed); // forward/backward
return true;
}
if ( m_phase == TRP_OPER )
{
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power = m_object->GetPower();
if ( power != 0 )
{
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energy = power->GetEnergy();
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energy -= event.rTime * ENERGY_RECOVER / power->GetCapacity() * m_speed;
power->SetEnergy(energy);
}
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speed.x = (Math::Rand()-0.5f)*0.1f*m_progress;
speed.y = (Math::Rand()-0.5f)*0.1f*m_progress;
speed.z = (Math::Rand()-0.5f)*0.1f*m_progress;
m_ruin->SetCirVibration(speed);
if ( m_progress >= 0.75f )
{
m_ruin->SetZoom(0, 1.0f-(m_progress-0.75f)/0.25f);
}
if ( m_progress > 0.5f && m_progress < 0.8f )
{
m_metal->SetZoom(0, (m_progress-0.5f)/0.3f);
}
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if ( m_lastParticle+m_engine->ParticleAdapt(0.02f) <= m_time )
{
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m_lastParticle = m_time;
pos = m_recoverPos;
pos.x += (Math::Rand()-0.5f)*8.0f*(1.0f-m_progress);
pos.z += (Math::Rand()-0.5f)*8.0f*(1.0f-m_progress);
pos.y -= 4.0f;
speed.x = (Math::Rand()-0.5f)*0.0f;
speed.z = (Math::Rand()-0.5f)*0.0f;
speed.y = Math::Rand()*15.0f;
dim.x = Math::Rand()*2.0f+1.5f;
dim.y = dim.x;
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m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIRECOVER, 1.0f, 0.0f, 0.0f);
}
}
if ( m_phase == TRP_UP )
{
angle = Math::PropAngle(-10, 126, m_progress);
m_object->SetAngleZ(2, angle);
m_object->SetAngleZ(4, angle);
angle = Math::PropAngle(0, -144, m_progress);
m_object->SetAngleZ(3, angle);
m_object->SetAngleZ(5, angle);
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if ( m_lastParticle+m_engine->ParticleAdapt(0.02f) <= m_time )
{
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m_lastParticle = m_time;
pos = m_recoverPos;
pos.y -= 4.0f;
speed.x = (Math::Rand()-0.5f)*0.0f;
speed.z = (Math::Rand()-0.5f)*0.0f;
speed.y = Math::Rand()*15.0f;
dim.x = Math::Rand()*2.0f+1.5f;
dim.y = dim.x;
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m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIRECOVER, 1.0f, 0.0f, 0.0f);
}
}
return true;
}
// Assigns the goal was achieved.
Error CTaskRecover::Start()
{
CObject* power;
Math::Matrix* mat;
Math::Vector pos, iPos, oPos;
float energy;
ObjectType type;
m_bError = true; // operation impossible
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if ( !m_physics->GetLand() ) return ERR_RECOVER_VEH;
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type = m_object->GetType();
if ( type != OBJECT_MOBILErr ) return ERR_RECOVER_VEH;
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power = m_object->GetPower();
if ( power == 0 ) return ERR_RECOVER_ENERGY;
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energy = power->GetEnergy();
if ( energy < ENERGY_RECOVER/power->GetCapacity()+0.05f ) return ERR_RECOVER_ENERGY;
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mat = m_object->GetWorldMatrix(0);
pos = Math::Vector(RECOVER_DIST, 3.3f, 0.0f);
pos = Transform(*mat, pos); // position in front
m_recoverPos = pos;
m_ruin = SearchRuin();
if ( m_ruin == 0 ) return ERR_RECOVER_NULL;
m_ruin->SetLock(true); // ruin no longer usable
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iPos = m_object->GetPosition(0);
oPos = m_ruin->GetPosition(0);
m_angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
m_metal = 0;
m_phase = TRP_TURN;
m_progress = 0.0f;
m_speed = 1.0f/1.0f;
m_time = 0.0f;
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m_lastParticle = 0.0f;
m_bError = false; // ok
m_camera->StartCentering(m_object, Math::PI*0.85f, 99.9f, 10.0f, 3.0f);
return ERR_OK;
}
// Indicates whether the action is finished.
Error CTaskRecover::IsEnded()
{
Math::Matrix* mat;
Math::Vector pos, speed, goal;
Math::Point dim;
float angle, dist, time;
int i;
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if ( m_engine->GetPause() ) return ERR_CONTINUE;
if ( m_bError ) return ERR_STOP;
if ( m_phase == TRP_TURN ) // 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_physics->SetMotorSpeedZ(0.0f);
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dist = Math::Distance(m_object->GetPosition(0), m_ruin->GetPosition(0));
if ( dist > RECOVER_DIST )
{
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time = m_physics->GetLinTimeLength(dist-RECOVER_DIST, 1.0f);
m_speed = 1.0f/time;
}
else
{
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time = m_physics->GetLinTimeLength(RECOVER_DIST-dist, -1.0f);
m_speed = 1.0f/time;
}
m_phase = TRP_MOVE;
m_progress = 0.0f;
}
return ERR_CONTINUE;
}
if ( m_phase == TRP_MOVE ) // preliminary advance?
{
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dist = Math::Distance(m_object->GetPosition(0), m_ruin->GetPosition(0));
if ( dist >= RECOVER_DIST-1.0f &&
dist <= RECOVER_DIST+1.0f )
{
m_physics->SetMotorSpeedX(0.0f);
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mat = m_object->GetWorldMatrix(0);
pos = Math::Vector(RECOVER_DIST, 3.3f, 0.0f);
pos = Transform(*mat, pos); // position in front
m_recoverPos = pos;
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i = m_sound->Play(SOUND_MANIP, m_object->GetPosition(0), 0.0f, 0.9f, true);
m_sound->AddEnvelope(i, 1.0f, 1.5f, 0.3f, SOPER_CONTINUE);
m_sound->AddEnvelope(i, 1.0f, 1.5f, 1.0f, SOPER_CONTINUE);
m_sound->AddEnvelope(i, 0.0f, 0.9f, 0.3f, SOPER_STOP);
m_phase = TRP_DOWN;
m_progress = 0.0f;
m_speed = 1.0f/1.5f;
m_time = 0.0f;
}
else
{
if ( m_progress > 1.0f ) // timeout?
{
m_ruin->SetLock(false); // usable again
m_camera->StopCentering(m_object, 2.0f);
return ERR_RECOVER_NULL;
}
}
return ERR_CONTINUE;
}
if ( m_progress < 1.0f ) return ERR_CONTINUE;
m_progress = 0.0f;
if ( m_phase == TRP_DOWN )
{
m_metal = new CObject();
if ( !m_metal->CreateResource(m_recoverPos, 0.0f, OBJECT_METAL) )
{
delete m_metal;
m_metal = 0;
Abort();
m_bError = true;
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m_main->DisplayError(ERR_TOOMANY, m_object);
return ERR_STOP;
}
m_metal->SetLock(true); // metal not yet usable
m_metal->SetZoom(0, 0.0f);
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mat = m_object->GetWorldMatrix(0);
pos = Math::Vector(RECOVER_DIST, 3.1f, 3.9f);
pos = Transform(*mat, pos);
goal = Math::Vector(RECOVER_DIST, 3.1f, -3.9f);
goal = Transform(*mat, goal);
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m_particle->CreateRay(pos, goal, Gfx::PARTIRAY2,
Math::Point(2.0f, 2.0f), 8.0f);
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m_soundChannel = m_sound->Play(SOUND_RECOVER, m_ruin->GetPosition(0), 0.0f, 1.0f, true);
m_sound->AddEnvelope(m_soundChannel, 0.6f, 1.0f, 2.0f, SOPER_CONTINUE);
m_sound->AddEnvelope(m_soundChannel, 0.6f, 1.0f, 4.0f, SOPER_CONTINUE);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 0.7f, 2.0f, SOPER_STOP);
m_phase = TRP_OPER;
m_speed = 1.0f/8.0f;
return ERR_CONTINUE;
}
if ( m_phase == TRP_OPER )
{
m_metal->SetZoom(0, 1.0f);
m_ruin->DeleteObject(); // destroys the ruin
delete m_ruin;
m_ruin = 0;
m_soundChannel = -1;
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i = m_sound->Play(SOUND_MANIP, m_object->GetPosition(0), 0.0f, 0.9f, true);
m_sound->AddEnvelope(i, 1.0f, 1.5f, 0.3f, SOPER_CONTINUE);
m_sound->AddEnvelope(i, 1.0f, 1.5f, 1.0f, SOPER_CONTINUE);
m_sound->AddEnvelope(i, 0.0f, 0.9f, 0.3f, SOPER_STOP);
m_phase = TRP_UP;
m_speed = 1.0f/1.5f;
return ERR_CONTINUE;
}
m_metal->SetLock(false); // metal usable
Abort();
return ERR_STOP;
}
// Suddenly ends the current action.
bool CTaskRecover::Abort()
{
m_object->SetAngleZ(2, 126.0f*Math::PI/180.0f);
m_object->SetAngleZ(4, 126.0f*Math::PI/180.0f);
m_object->SetAngleZ(3, -144.0f*Math::PI/180.0f);
m_object->SetAngleZ(5, -144.0f*Math::PI/180.0f); // rest
if ( m_soundChannel != -1 )
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.0f, 1.0f, SOPER_STOP);
m_soundChannel = -1;
}
m_camera->StopCentering(m_object, 2.0f);
return true;
}
// Seeks if a ruin is in front of the vehicle.
CObject* CTaskRecover::SearchRuin()
{
CObject *pObj, *pBest;
Math::Vector oPos;
ObjectType type;
float dist, min;
int i;
CInstanceManager* iMan = CInstanceManager::GetInstancePointer();
pBest = 0;
min = 100000.0f;
for ( i=0 ; i<1000000 ; i++ )
{
pObj = static_cast<CObject*>(iMan->SearchInstance(CLASS_OBJECT, i));
if ( pObj == 0 ) break;
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type = pObj->GetType();
if ( type == OBJECT_RUINmobilew1 ||
type == OBJECT_RUINmobilew2 ||
type == OBJECT_RUINmobilet1 ||
type == OBJECT_RUINmobilet2 ||
type == OBJECT_RUINmobiler1 ||
type == OBJECT_RUINmobiler2 ) // vehicle in ruin?
{
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oPos = pObj->GetPosition(0);
dist = Math::Distance(oPos, m_recoverPos);
if ( dist > 40.0f ) continue;
if ( dist < min )
{
min = dist;
pBest = pObj;
}
}
}
return pBest;
}