colobot/src/object/motion/motion.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/.
// motion.cpp
#include <stdio.h>
#include "object/motion/motion.h"
#include "common/iman.h"
#include "script/cmdtoken.h"
// Object's constructor.
CMotion::CMotion(CInstanceManager* iMan, CObject* object)
{
m_iMan = iMan;
m_iMan->AddInstance(CLASS_MOTION, this, 100);
m_engine = (CD3DEngine*)m_iMan->SearchInstance(CLASS_ENGINE);
m_light = (CLight*)m_iMan->SearchInstance(CLASS_LIGHT);
m_particule = (CParticule*)m_iMan->SearchInstance(CLASS_PARTICULE);
m_terrain = (CTerrain*)m_iMan->SearchInstance(CLASS_TERRAIN);
m_water = (CWater*)m_iMan->SearchInstance(CLASS_WATER);
m_camera = (CCamera*)m_iMan->SearchInstance(CLASS_CAMERA);
m_main = (CRobotMain*)m_iMan->SearchInstance(CLASS_MAIN);
m_sound = (CSound*)m_iMan->SearchInstance(CLASS_SOUND);
m_object = object;
m_physics = 0;
m_brain = 0;
m_actionType = -1;
m_actionTime = 0.0f;
m_progress = 0.0f;
m_linVibration = Math::Vector(0.0f, 0.0f, 0.0f);
m_cirVibration = Math::Vector(0.0f, 0.0f, 0.0f);
m_inclinaison = Math::Vector(0.0f, 0.0f, 0.0f);
}
// Object's destructor.
CMotion::~CMotion()
{
m_iMan->DeleteInstance(CLASS_MOTION, this);
}
// Deletes the object.
void CMotion::DeleteObject(bool bAll)
{
}
void CMotion::SetPhysics(CPhysics* physics)
{
m_physics = physics;
}
void CMotion::SetBrain(CBrain* brain)
{
m_brain = brain;
}
// Creates.
bool CMotion::Create(Math::Vector pos, float angle, ObjectType type, float power)
{
return true;
}
// Management of an event.
bool CMotion::EventProcess(const Event &event)
{
Math::Vector pos, dir;
float time;
if ( m_object->RetType() != OBJECT_TOTO &&
m_engine->RetPause() ) return true;
if ( event.event != EVENT_FRAME ) return true;
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m_progress += event.rTime*m_actionTime;
if ( m_progress > 1.0f ) m_progress = 1.0f; // (*)
pos = m_object->RetPosition(0);
if ( pos.y < m_water->RetLevel(m_object) ) // underwater?
{
time = event.rTime*3.0f; // everything is slower
}
else
{
time = event.rTime*10.0f;
}
dir = m_object->RetLinVibration();
dir.x = Math::Smooth(dir.x, m_linVibration.x, time);
dir.y = Math::Smooth(dir.y, m_linVibration.y, time);
dir.z = Math::Smooth(dir.z, m_linVibration.z, time);
m_object->SetLinVibration(dir);
dir = m_object->RetCirVibration();
dir.x = Math::Smooth(dir.x, m_cirVibration.x, time);
dir.y = Math::Smooth(dir.y, m_cirVibration.y, time);
dir.z = Math::Smooth(dir.z, m_cirVibration.z, time);
m_object->SetCirVibration(dir);
dir = m_object->RetInclinaison();
dir.x = Math::Smooth(dir.x, m_inclinaison.x, time);
dir.y = Math::Smooth(dir.y, m_inclinaison.y, time);
dir.z = Math::Smooth(dir.z, m_inclinaison.z, time);
m_object->SetInclinaison(dir);
return true;
}
// (*) Avoids the bug of ants returned by the thumper and
// whose abdomen grown to infinity!
// Start an action.
Error CMotion::SetAction(int action, float time)
{
m_actionType = action;
m_actionTime = 1.0f/time;
m_progress = 0.0f;
return ERR_OK;
}
// Returns the current action.
int CMotion::RetAction()
{
return m_actionType;
}
// Specifies a special parameter.
bool CMotion::SetParam(int rank, float value)
{
return false;
}
float CMotion::RetParam(int rank)
{
return 0.0f;
}
// Saves all parameters of the object.
bool CMotion::Write(char *line)
{
char name[100];
if ( m_actionType == -1 ) return false;
sprintf(name, " mType=%d", m_actionType);
strcat(line, name);
sprintf(name, " mTime=%.2f", m_actionTime);
strcat(line, name);
sprintf(name, " mProgress=%.2f", m_progress);
strcat(line, name);
return false;
}
// Restores all parameters of the object.
bool CMotion::Read(char *line)
{
m_actionType = OpInt(line, "mType", -1);
m_actionTime = OpFloat(line, "mTime", 0.0f);
m_progress = OpFloat(line, "mProgress", 0.0f);
return false;
}
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// Getes the linear vibration.
void CMotion::SetLinVibration(Math::Vector dir)
{
m_linVibration = dir;
}
Math::Vector CMotion::RetLinVibration()
{
return m_linVibration;
}
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// Getes the circular vibration.
void CMotion::SetCirVibration(Math::Vector dir)
{
m_cirVibration = dir;
}
Math::Vector CMotion::RetCirVibration()
{
return m_cirVibration;
}
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// Getes the tilt.
void CMotion::SetInclinaison(Math::Vector dir)
{
m_inclinaison = dir;
}
Math::Vector CMotion::RetInclinaison()
{
return m_inclinaison;
}