823 lines
20 KiB
C++
823 lines
20 KiB
C++
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// * This file is part of the COLOBOT source code
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// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
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// *
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// * This program is free software: you can redistribute it and/or modify
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// * it under the terms of the GNU General Public License as published by
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// * the Free Software Foundation, either version 3 of the License, or
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// * (at your option) any later version.
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// *
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// * This program is distributed in the hope that it will be useful,
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// * but WITHOUT ANY WARRANTY; without even the implied warranty of
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// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// * GNU General Public License for more details.
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// *
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// * You should have received a copy of the GNU General Public License
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// * along with this program. If not, see http://www.gnu.org/licenses/.
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// taskbuild.cpp
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#define STRICT
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#define D3D_OVERLOADS
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#include <windows.h>
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#include <stdio.h>
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#include <d3d.h>
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#include "struct.h"
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#include "d3dengine.h"
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#include "math3d.h"
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#include "event.h"
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#include "misc.h"
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#include "iman.h"
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#include "light.h"
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#include "particule.h"
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#include "terrain.h"
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#include "water.h"
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#include "object.h"
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#include "physics.h"
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#include "brain.h"
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#include "auto.h"
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#include "camera.h"
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#include "motion.h"
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#include "motionhuman.h"
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#include "robotmain.h"
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#include "sound.h"
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#include "displaytext.h"
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#include "task.h"
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#include "taskbuild.h"
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// Object's constructor.
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CTaskBuild::CTaskBuild(CInstanceManager* iMan, CObject* object)
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: CTask(iMan, object)
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{
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int i;
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CTask::CTask(iMan, object);
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m_type = OBJECT_DERRICK;
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m_time = 0.0f;
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m_soundChannel = -1;
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for ( i=0 ; i<TBMAXLIGHT ; i++ )
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{
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m_lightRank[i] = -1;
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}
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}
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// Object's destructor.
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CTaskBuild::~CTaskBuild()
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{
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int i;
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if ( m_soundChannel != -1 )
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{
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m_sound->FlushEnvelope(m_soundChannel);
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m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 1.0f, SOPER_STOP);
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m_soundChannel = -1;
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}
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for ( i=0 ; i<TBMAXLIGHT ; i++ )
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{
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if ( m_lightRank[i] == -1 ) continue;
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m_light->DeleteLight(m_lightRank[i]);
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}
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}
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// Creates a building.
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BOOL CTaskBuild::CreateBuilding(D3DVECTOR pos, float angle)
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{
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m_building = new CObject(m_iMan);
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if ( !m_building->CreateBuilding(pos, angle, 0.0f, m_type, 0.0f) )
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{
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delete m_building;
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m_building = 0;
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return FALSE;
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}
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m_building->UpdateMapping();
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m_building->SetLock(TRUE); // not yet usable
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if ( m_type == OBJECT_DERRICK ) m_buildingHeight = 35.0f;
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if ( m_type == OBJECT_FACTORY ) m_buildingHeight = 28.0f;
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if ( m_type == OBJECT_REPAIR ) m_buildingHeight = 30.0f;
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if ( m_type == OBJECT_STATION ) m_buildingHeight = 13.0f;
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if ( m_type == OBJECT_CONVERT ) m_buildingHeight = 20.0f;
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if ( m_type == OBJECT_TOWER ) m_buildingHeight = 30.0f;
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if ( m_type == OBJECT_RESEARCH ) m_buildingHeight = 22.0f;
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if ( m_type == OBJECT_RADAR ) m_buildingHeight = 19.0f;
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if ( m_type == OBJECT_ENERGY ) m_buildingHeight = 20.0f;
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if ( m_type == OBJECT_LABO ) m_buildingHeight = 16.0f;
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if ( m_type == OBJECT_NUCLEAR ) m_buildingHeight = 40.0f;
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if ( m_type == OBJECT_PARA ) m_buildingHeight = 68.0f;
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if ( m_type == OBJECT_INFO ) m_buildingHeight = 19.0f;
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m_buildingHeight *= 0.25f;
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m_buildingPos = m_building->RetPosition(0);
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m_buildingPos.y -= m_buildingHeight;
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m_building->SetPosition(0, m_buildingPos);
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return TRUE;
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}
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// Creates lights for the effects.
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void CTaskBuild::CreateLight()
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{
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D3DLIGHT7 light;
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D3DCOLORVALUE color;
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D3DVECTOR center, pos, dir;
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FPOINT c, p;
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float angle;
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int i;
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if ( !m_engine->RetLightMode() ) return;
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center = m_metal->RetPosition(0);
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angle = 0;
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for ( i=0 ; i<TBMAXLIGHT ; i++ )
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{
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m_lightRank[i] = m_light->CreateLight();
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if ( m_lightRank[i] == -1 ) continue;
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c.x = center.x;
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c.y = center.z;
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p.x = center.x+40.0f;
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p.y = center.z;
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p = RotatePoint(c, angle, p);
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pos.x = p.x;
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pos.z = p.y;
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pos.y = center.y+40.0f;
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dir = center-pos;
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ZeroMemory( &light, sizeof(light) );
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light.dltType = D3DLIGHT_SPOT;
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light.dcvDiffuse.r = 0.0f;
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light.dcvDiffuse.g = 0.0f;
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light.dcvDiffuse.b = 0.0f; // white (invisible)
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light.dvPosition.x = pos.x;
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light.dvPosition.y = pos.y;
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light.dvPosition.z = pos.z;
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light.dvDirection.x = dir.x;
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light.dvDirection.y = dir.y;
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light.dvDirection.z = dir.z;
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light.dvRange = D3DLIGHT_RANGE_MAX;
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light.dvFalloff = 1.0f;
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light.dvAttenuation0 = 1.0f;
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light.dvAttenuation1 = 0.0f;
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light.dvAttenuation2 = 0.0f;
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light.dvTheta = 0.0f;
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light.dvPhi = PI/4.0f;
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m_light->SetLight(m_lightRank[i], light);
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color.r = -1.0f;
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color.g = -1.0f;
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color.b = -0.5f; // violet
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color.a = 0.0f;
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m_light->SetLightColor(m_lightRank[i], color);
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m_light->SetLightColorSpeed(m_lightRank[i], 1.0f/((1.0f/m_speed)*0.25f));
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angle += (PI*2.0f)/TBMAXLIGHT;
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}
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m_bBlack = FALSE;
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}
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// Switches the lights from black to white.
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void CTaskBuild::BlackLight()
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{
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D3DCOLORVALUE color;
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int i;
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for ( i=0 ; i<TBMAXLIGHT ; i++ )
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{
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if ( m_lightRank[i] == -1 ) continue;
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color.r = 0.0f;
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color.g = 0.0f;
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color.b = 0.0f; // white (invisible)
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color.a = 0.0f;
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m_light->SetLightColor(m_lightRank[i], color);
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m_light->SetLightColorSpeed(m_lightRank[i], 1.0f/((1.0f/m_speed)*0.75f));
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}
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m_bBlack = TRUE;
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}
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// Management of an event.
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BOOL CTaskBuild::EventProcess(const Event &event)
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{
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D3DMATRIX* mat;
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D3DVECTOR pos, dir, speed;
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FPOINT dim;
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float a, g, cirSpeed, dist, linSpeed;
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if ( m_engine->RetPause() ) return TRUE;
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if ( event.event != EVENT_FRAME ) return TRUE;
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if ( m_bError ) return FALSE;
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m_time += event.rTime;
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m_progress += event.rTime*m_speed; // other advance
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if ( m_phase == TBP_TURN ) // preliminary rotation?
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{
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a = m_object->RetAngleY(0);
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g = m_angleY;
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cirSpeed = Direction(a, g)*1.0f;
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if ( cirSpeed > 1.0f ) cirSpeed = 1.0f;
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if ( cirSpeed < -1.0f ) cirSpeed = -1.0f;
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m_physics->SetMotorSpeedZ(cirSpeed); // turns left/right
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return TRUE;
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}
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if ( m_phase == TBP_MOVE ) // preliminary forward/backward?
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{
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dist = Length(m_object->RetPosition(0), m_metal->RetPosition(0));
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linSpeed = 0.0f;
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if ( dist > 30.0f ) linSpeed = 1.0f;
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if ( dist < 30.0f ) linSpeed = -1.0f;
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m_physics->SetMotorSpeedX(linSpeed); // forward/backward
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return TRUE;
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}
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if ( m_phase == TBP_RECEDE ) // terminal back?
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{
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m_physics->SetMotorSpeedX(-1.0f); // back
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return TRUE;
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}
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if ( m_phase == TBP_TAKE ) // takes gun?
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{
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return TRUE;
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}
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if ( m_phase == TBP_PREP ) // prepares?
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{
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return TRUE;
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}
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if ( m_phase == TBP_TERM ) // ends?
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{
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return TRUE;
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}
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if ( !m_bBuild ) // building to build?
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{
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m_bBuild = TRUE;
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pos = m_metal->RetPosition(0);
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a = m_object->RetAngleY(0);
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if ( !CreateBuilding(pos, a+PI) )
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{
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m_metal->SetLock(FALSE); // usable again
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m_motion->SetAction(-1);
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m_object->SetObjectParent(14, 0);
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m_object->SetPosition(14, D3DVECTOR(-1.5f, 0.3f, -1.35f));
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m_object->SetAngleZ(14, PI);
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m_camera->FlushEffect();
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Abort();
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m_bError = TRUE;
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m_displayText->DisplayError(ERR_TOOMANY, m_object->RetPosition(0));
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return FALSE;
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}
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CreateLight();
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}
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pos = m_buildingPos;
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pos.y += m_buildingHeight*m_progress;
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m_building->SetPosition(0, pos); // the building rises
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m_building->SetZoom(0, m_progress*0.75f+0.25f);
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m_metal->SetZoom(0, 1.0f-m_progress);
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a = (2.0f-2.0f*m_progress);
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if ( a > 1.0f ) a = 1.0f;
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dir.x = (Rand()-0.5f)*a*0.1f;
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dir.z = (Rand()-0.5f)*a*0.1f;
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dir.y = (Rand()-0.5f)*a*0.1f;
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m_building->SetCirVibration(dir);
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if ( !m_bBlack && m_progress >= 0.25f )
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{
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BlackLight();
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}
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if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_time )
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{
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m_lastParticule = m_time;
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pos = m_metal->RetPosition(0);
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speed.x = (Rand()-0.5f)*20.0f;
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speed.z = (Rand()-0.5f)*20.0f;
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speed.y = Rand()*10.0f;
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dim.x = Rand()*6.0f+4.0f;
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dim.y = dim.x;
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m_particule->CreateParticule(pos, speed, dim, PARTIFIRE);
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pos = D3DVECTOR(0.0f, 0.5f, 0.0f);
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mat = m_object->RetWorldMatrix(14);
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pos = Transform(*mat, pos);
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speed = m_metal->RetPosition(0);
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speed.x += (Rand()-0.5f)*5.0f;
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speed.z += (Rand()-0.5f)*5.0f;
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speed -= pos;
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dim.x = 2.0f;
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dim.y = dim.x;
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m_particule->CreateParticule(pos, speed, dim, PARTIFIREZ);
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if ( Rand() < 0.3f )
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{
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m_sound->Play(SOUND_BUILD, m_object->RetPosition(0), 0.5f, 1.0f*Rand()*1.5f);
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}
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}
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return TRUE;
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}
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// Assigns the goal was achieved.
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Error CTaskBuild::Start(ObjectType type)
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{
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D3DVECTOR pos, speed, pv, pm;
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Error err;
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float iAngle, oAngle;
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m_type = type;
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m_lastParticule = 0.0f;
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m_progress = 0.0f;
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iAngle = m_object->RetAngleY(0);
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iAngle = NormAngle(iAngle); // 0..2*PI
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oAngle = iAngle;
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m_bError = TRUE; // operation impossible
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pos = m_object->RetPosition(0);
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if ( pos.y < m_water->RetLevel() ) return ERR_BUILD_WATER;
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if ( !m_physics->RetLand() ) return ERR_BUILD_FLY;
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speed = m_physics->RetMotorSpeed();
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if ( speed.x != 0.0f ||
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speed.z != 0.0f ) return ERR_BUILD_MOTOR;
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if ( m_object->RetFret() != 0 ) return ERR_MANIP_BUSY;
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m_metal = SearchMetalObject(oAngle, 2.0f, 100.0f, PI*0.25f, err);
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if ( err == ERR_BUILD_METALNEAR && m_metal != 0 )
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{
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err = FlatFloor();
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if ( err != ERR_OK ) return err;
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return ERR_BUILD_METALNEAR;
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}
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if ( err != ERR_OK ) return err;
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err = FlatFloor();
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if ( err != ERR_OK ) return err;
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m_metal->SetLock(TRUE); // not usable
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m_camera->StartCentering(m_object, PI*0.15f, 99.9f, 0.0f, 1.0f);
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m_phase = TBP_TURN; // rotation necessary preliminary
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m_angleY = oAngle; // angle was reached
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pv = m_object->RetPosition(0);
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pv.y += 8.3f;
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pm = m_metal->RetPosition(0);
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m_angleZ = RotateAngle(Length2d(pv, pm), Abs(pv.y-pm.y));
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m_physics->SetFreeze(TRUE); // it does not move
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m_bBuild = FALSE; // not yet built
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m_bError = FALSE; // ok
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return ERR_OK;
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}
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![]() |
// Indicates whether the action is finished.
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![]() |
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Error CTaskBuild::IsEnded()
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{
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CAuto* automat;
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float angle, dist, time;
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if ( m_engine->RetPause() ) return ERR_CONTINUE;
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if ( m_bError ) return ERR_STOP;
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![]() |
if ( m_phase == TBP_TURN ) // preliminary rotation?
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![]() |
{
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angle = m_object->RetAngleY(0);
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||
|
angle = NormAngle(angle); // 0..2*PI
|
||
|
|
||
|
if ( TestAngle(angle, m_angleY-PI*0.01f, m_angleY+PI*0.01f) )
|
||
|
{
|
||
|
m_physics->SetMotorSpeedZ(0.0f);
|
||
|
|
||
|
dist = Length(m_object->RetPosition(0), m_metal->RetPosition(0));
|
||
|
if ( dist > 30.0f )
|
||
|
{
|
||
|
time = m_physics->RetLinTimeLength(dist-30.0f, 1.0f);
|
||
|
m_speed = 1.0f/time;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
time = m_physics->RetLinTimeLength(30.0f-dist, -1.0f);
|
||
|
m_speed = 1.0f/time;
|
||
|
}
|
||
|
m_phase = TBP_MOVE;
|
||
|
m_progress = 0.0f;
|
||
|
}
|
||
|
return ERR_CONTINUE;
|
||
|
}
|
||
|
|
||
![]() |
if ( m_phase == TBP_MOVE ) // preliminary forward/backward?
|
||
![]() |
{
|
||
|
dist = Length(m_object->RetPosition(0), m_metal->RetPosition(0));
|
||
|
|
||
|
if ( dist >= 25.0f && dist <= 35.0f )
|
||
|
{
|
||
|
m_physics->SetMotorSpeedX(0.0f);
|
||
![]() |
m_motion->SetAction(MHS_GUN); // takes gun
|
||
![]() |
|
||
|
m_phase = TBP_TAKE;
|
||
|
m_speed = 1.0f/1.0f;
|
||
|
m_progress = 0.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
![]() |
if ( m_progress > 1.0f ) // timeout?
|
||
![]() |
{
|
||
![]() |
m_metal->SetLock(FALSE); // usable again
|
||
![]() |
if ( dist < 30.0f ) return ERR_BUILD_METALNEAR;
|
||
|
else return ERR_BUILD_METALAWAY;
|
||
|
}
|
||
|
}
|
||
|
return ERR_CONTINUE;
|
||
|
}
|
||
|
|
||
![]() |
if ( m_phase == TBP_TAKE ) // takes gun
|
||
![]() |
{
|
||
|
if ( m_progress < 1.0f ) return ERR_CONTINUE;
|
||
|
|
||
![]() |
m_motion->SetAction(MHS_FIRE); // shooting position
|
||
![]() |
m_object->SetObjectParent(14, 4);
|
||
|
m_object->SetPosition(14, D3DVECTOR(0.6f, 0.1f, 0.3f));
|
||
|
m_object->SetAngleZ(14, 0.0f);
|
||
|
|
||
|
m_phase = TBP_PREP;
|
||
|
m_speed = 1.0f/1.0f;
|
||
|
m_progress = 0.0f;
|
||
|
}
|
||
|
|
||
![]() |
if ( m_phase == TBP_PREP ) // prepares?
|
||
![]() |
{
|
||
|
if ( m_progress < 1.0f ) return ERR_CONTINUE;
|
||
|
|
||
|
m_soundChannel = m_sound->Play(SOUND_TREMBLE, m_object->RetPosition(0), 0.0f, 1.0f, TRUE);
|
||
|
m_sound->AddEnvelope(m_soundChannel, 0.7f, 1.0f, 1.0f, SOPER_CONTINUE);
|
||
|
m_sound->AddEnvelope(m_soundChannel, 0.7f, 1.5f, 7.0f, SOPER_CONTINUE);
|
||
|
m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.5f, 2.0f, SOPER_STOP);
|
||
|
|
||
|
m_camera->StartEffect(CE_VIBRATION, m_metal->RetPosition(0), 1.0f);
|
||
|
|
||
|
m_phase = TBP_BUILD;
|
||
![]() |
m_speed = 1.0f/10.f; // duration of 10s
|
||
![]() |
m_progress = 0.0f;
|
||
|
}
|
||
|
|
||
![]() |
if ( m_phase == TBP_BUILD ) // construction?
|
||
![]() |
{
|
||
|
if ( m_progress < 1.0f ) return ERR_CONTINUE;
|
||
|
|
||
|
DeleteMark(m_metal->RetPosition(0), 20.0f);
|
||
|
|
||
![]() |
m_metal->DeleteObject(); // removes the metal
|
||
![]() |
delete m_metal;
|
||
|
m_metal = 0;
|
||
|
|
||
|
m_building->SetZoom(0, 1.0f);
|
||
|
m_building->SetCirVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
|
||
![]() |
m_building->SetLock(FALSE); // building usable
|
||
![]() |
m_main->CreateShortcuts();
|
||
|
m_displayText->DisplayError(INFO_BUILD, m_buildingPos, 10.0f, 50.0f);
|
||
|
|
||
|
automat = m_building->RetAuto();
|
||
|
if ( automat != 0 )
|
||
|
{
|
||
|
automat->Init();
|
||
|
}
|
||
|
|
||
![]() |
m_motion->SetAction(MHS_GUN); // hands gun
|
||
![]() |
m_phase = TBP_TERM;
|
||
|
m_speed = 1.0f/1.0f;
|
||
|
m_progress = 0.0f;
|
||
|
}
|
||
|
|
||
|
if ( m_phase == TBP_TERM ) // rotation terminale ?
|
||
|
{
|
||
|
if ( m_progress < 1.0f ) return ERR_CONTINUE;
|
||
|
|
||
|
m_motion->SetAction(-1);
|
||
|
m_object->SetObjectParent(14, 0);
|
||
|
m_object->SetPosition(14, D3DVECTOR(-1.5f, 0.3f, -1.35f));
|
||
|
m_object->SetAngleZ(14, PI);
|
||
|
|
||
|
if ( m_type == OBJECT_FACTORY ||
|
||
|
m_type == OBJECT_RESEARCH ||
|
||
|
m_type == OBJECT_NUCLEAR )
|
||
|
{
|
||
|
|
||
|
m_phase = TBP_RECEDE;
|
||
|
m_speed = 1.0f/1.5f;
|
||
|
m_progress = 0.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
![]() |
if ( m_phase == TBP_RECEDE ) // back?
|
||
![]() |
{
|
||
|
if ( m_progress < 1.0f ) return ERR_CONTINUE;
|
||
|
|
||
|
m_physics->SetMotorSpeedX(0.0f);
|
||
|
}
|
||
|
|
||
|
Abort();
|
||
|
return ERR_STOP;
|
||
|
}
|
||
|
|
||
![]() |
// Suddenly ends the current action.
|
||
![]() |
|
||
|
BOOL CTaskBuild::Abort()
|
||
|
{
|
||
|
if ( m_soundChannel != -1 )
|
||
|
{
|
||
|
m_sound->FlushEnvelope(m_soundChannel);
|
||
|
m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 1.0f, SOPER_STOP);
|
||
|
m_soundChannel = -1;
|
||
|
}
|
||
|
|
||
|
m_camera->StopCentering(m_object, 2.0f);
|
||
![]() |
m_physics->SetFreeze(FALSE); // is moving again
|
||
![]() |
return TRUE;
|
||
|
}
|
||
|
|
||
|
|
||
![]() |
// Checks whether the terrain is fairly flat
|
||
|
// and if there is not too close to another object.
|
||
![]() |
|
||
|
Error CTaskBuild::FlatFloor()
|
||
|
{
|
||
|
CObject *pObj;
|
||
|
ObjectType type;
|
||
|
D3DVECTOR center, pos, oPos, bPos;
|
||
|
FPOINT c, p;
|
||
|
float radius, max, oRadius, bRadius, angle, dist;
|
||
|
int i, j;
|
||
|
BOOL bLittleFlat, bBase;
|
||
|
|
||
|
radius = 0.0f;
|
||
|
if ( m_type == OBJECT_DERRICK ) radius = 5.0f;
|
||
|
if ( m_type == OBJECT_FACTORY ) radius = 15.0f;
|
||
|
if ( m_type == OBJECT_REPAIR ) radius = 12.0f;
|
||
|
if ( m_type == OBJECT_STATION ) radius = 12.0f;
|
||
|
if ( m_type == OBJECT_CONVERT ) radius = 12.0f;
|
||
|
if ( m_type == OBJECT_TOWER ) radius = 7.0f;
|
||
|
if ( m_type == OBJECT_RESEARCH ) radius = 10.0f;
|
||
|
if ( m_type == OBJECT_RADAR ) radius = 5.0f;
|
||
|
if ( m_type == OBJECT_ENERGY ) radius = 8.0f;
|
||
|
if ( m_type == OBJECT_LABO ) radius = 12.0f;
|
||
|
if ( m_type == OBJECT_NUCLEAR ) radius = 20.0f;
|
||
|
if ( m_type == OBJECT_PARA ) radius = 20.0f;
|
||
|
if ( m_type == OBJECT_INFO ) radius = 5.0f;
|
||
|
if ( radius == 0.0f ) return ERR_GENERIC;
|
||
|
|
||
|
center = m_metal->RetPosition(0);
|
||
|
angle = m_terrain->RetFineSlope(center);
|
||
|
bLittleFlat = ( angle < FLATLIMIT );
|
||
|
|
||
|
max = m_terrain->RetFlatZoneRadius(center, radius);
|
||
![]() |
if ( max < radius ) // area too small?
|
||
![]() |
{
|
||
|
if ( bLittleFlat )
|
||
|
{
|
||
|
m_main->SetShowLimit(1, PARTILIMIT3, m_metal, center, max, 10.0f);
|
||
|
}
|
||
|
return bLittleFlat?ERR_BUILD_FLATLIT:ERR_BUILD_FLAT;
|
||
|
}
|
||
|
|
||
|
max = 100000.0f;
|
||
|
bBase = FALSE;
|
||
|
for ( i=0 ; i<1000000 ; i++ )
|
||
|
{
|
||
|
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
|
||
|
if ( pObj == 0 ) break;
|
||
|
|
||
![]() |
if ( !pObj->RetActif() ) continue; // inactive?
|
||
|
if ( pObj->RetTruck() != 0 ) continue; // object transported?
|
||
![]() |
if ( pObj == m_metal ) continue;
|
||
|
if ( pObj == m_object ) continue;
|
||
|
|
||
|
type = pObj->RetType();
|
||
|
if ( type == OBJECT_BASE )
|
||
|
{
|
||
|
oPos = pObj->RetPosition(0);
|
||
|
dist = Length(center, oPos)-80.0f;
|
||
|
if ( dist < max )
|
||
|
{
|
||
|
max = dist;
|
||
|
bPos = oPos;
|
||
|
bRadius = oRadius;
|
||
|
bBase = TRUE;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
j = 0;
|
||
|
while ( pObj->GetCrashSphere(j++, oPos, oRadius) )
|
||
|
{
|
||
|
dist = Length(center, oPos)-oRadius;
|
||
|
if ( dist < max )
|
||
|
{
|
||
|
max = dist;
|
||
|
bPos = oPos;
|
||
|
bRadius = oRadius;
|
||
|
bBase = FALSE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( max < radius )
|
||
|
{
|
||
|
m_main->SetShowLimit(1, PARTILIMIT2, m_metal, center, max, 10.0f);
|
||
|
if ( bRadius < 2.0f ) bRadius = 2.0f;
|
||
|
m_main->SetShowLimit(2, PARTILIMIT3, m_metal, bPos, bRadius, 10.0f);
|
||
|
return bBase?ERR_BUILD_BASE:ERR_BUILD_BUSY;
|
||
|
}
|
||
|
|
||
|
max = 100000.0f;
|
||
|
for ( i=0 ; i<1000000 ; i++ )
|
||
|
{
|
||
|
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
|
||
|
if ( pObj == 0 ) break;
|
||
|
|
||
![]() |
if ( !pObj->RetActif() ) continue; // inactive?
|
||
|
if ( pObj->RetTruck() != 0 ) continue; // object transported?
|
||
![]() |
if ( pObj == m_metal ) continue;
|
||
|
if ( pObj == m_object ) continue;
|
||
|
|
||
|
type = pObj->RetType();
|
||
|
if ( type == OBJECT_DERRICK ||
|
||
|
type == OBJECT_FACTORY ||
|
||
|
type == OBJECT_STATION ||
|
||
|
type == OBJECT_CONVERT ||
|
||
|
type == OBJECT_REPAIR ||
|
||
|
type == OBJECT_TOWER ||
|
||
|
type == OBJECT_RESEARCH ||
|
||
|
type == OBJECT_RADAR ||
|
||
|
type == OBJECT_ENERGY ||
|
||
|
type == OBJECT_LABO ||
|
||
|
type == OBJECT_NUCLEAR ||
|
||
|
type == OBJECT_START ||
|
||
|
type == OBJECT_END ||
|
||
|
type == OBJECT_INFO ||
|
||
|
type == OBJECT_PARA ||
|
||
|
type == OBJECT_SAFE ||
|
||
![]() |
type == OBJECT_HUSTON ) // building?
|
||
![]() |
{
|
||
|
j = 0;
|
||
|
while ( pObj->GetCrashSphere(j++, oPos, oRadius) )
|
||
|
{
|
||
|
dist = Length(center, oPos)-oRadius;
|
||
|
if ( dist < max )
|
||
|
{
|
||
|
max = dist;
|
||
|
bPos = oPos;
|
||
|
bRadius = oRadius;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( max-BUILDMARGIN < radius )
|
||
|
{
|
||
|
m_main->SetShowLimit(1, PARTILIMIT2, m_metal, center, max-BUILDMARGIN, 10.0f);
|
||
|
m_main->SetShowLimit(2, PARTILIMIT3, m_metal, bPos, bRadius+BUILDMARGIN, 10.0f);
|
||
|
return bBase?ERR_BUILD_BASE:ERR_BUILD_NARROW;
|
||
|
}
|
||
|
|
||
|
return ERR_OK;
|
||
|
}
|
||
|
|
||
![]() |
// Seeks the nearest metal object.
|
||
![]() |
|
||
|
CObject* CTaskBuild::SearchMetalObject(float &angle, float dMin, float dMax,
|
||
|
float aLimit, Error &err)
|
||
|
{
|
||
|
CObject *pObj, *pBest;
|
||
|
D3DVECTOR iPos, oPos;
|
||
|
ObjectType type;
|
||
|
float min, iAngle, a, aa, aBest, distance, magic;
|
||
|
int i;
|
||
|
BOOL bMetal;
|
||
|
|
||
|
iPos = m_object->RetPosition(0);
|
||
|
iAngle = m_object->RetAngleY(0);
|
||
|
iAngle = NormAngle(iAngle); // 0..2*PI
|
||
|
|
||
|
min = 1000000.0f;
|
||
|
pBest = 0;
|
||
|
bMetal = FALSE;
|
||
|
for ( i=0 ; i<1000000 ; i++ )
|
||
|
{
|
||
|
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
|
||
|
if ( pObj == 0 ) break;
|
||
|
|
||
![]() |
if ( !pObj->RetActif() ) continue; // objet inactive?
|
||
|
if ( pObj->RetTruck() != 0 ) continue; // object transported?
|
||
![]() |
|
||
|
type = pObj->RetType();
|
||
|
if ( type != OBJECT_METAL ) continue;
|
||
|
|
||
![]() |
bMetal = TRUE; // metal exists
|
||
![]() |
|
||
|
oPos = pObj->RetPosition(0);
|
||
|
distance = Length(oPos, iPos);
|
||
![]() |
a = RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW!
|
||
![]() |
|
||
|
if ( distance > dMax ) continue;
|
||
|
if ( !TestAngle(a, iAngle-aLimit, iAngle+aLimit) ) continue;
|
||
|
|
||
|
if ( distance < dMin )
|
||
|
{
|
||
![]() |
err = ERR_BUILD_METALNEAR; // too close
|
||
![]() |
return pObj;
|
||
|
}
|
||
|
|
||
|
aa = Abs(a-iAngle);
|
||
|
if ( aa > PI ) aa = PI*2.0f-aa;
|
||
|
magic = distance*aa;
|
||
|
|
||
|
if ( magic < min )
|
||
|
{
|
||
|
min = magic;
|
||
|
aBest = a;
|
||
|
pBest = pObj;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pBest == 0 )
|
||
|
{
|
||
![]() |
if ( bMetal ) err = ERR_BUILD_METALAWAY; // too far
|
||
|
else err = ERR_BUILD_METALINEX; // non-existent
|
||
![]() |
}
|
||
|
else
|
||
|
{
|
||
|
angle = aBest;
|
||
|
err = ERR_OK;
|
||
|
}
|
||
|
return pBest;
|
||
|
}
|
||
|
|
||
![]() |
// Destroys all the close marks.
|
||
![]() |
|
||
|
void CTaskBuild::DeleteMark(D3DVECTOR pos, float radius)
|
||
|
{
|
||
|
CObject* pObj;
|
||
|
D3DVECTOR oPos;
|
||
|
ObjectType type;
|
||
|
float distance;
|
||
|
int i;
|
||
|
|
||
|
for ( i=0 ; i<1000000 ; i++ )
|
||
|
{
|
||
|
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
|
||
|
if ( pObj == 0 ) break;
|
||
|
|
||
|
type = pObj->RetType();
|
||
|
if ( type != OBJECT_MARKSTONE &&
|
||
|
type != OBJECT_MARKURANIUM &&
|
||
|
type != OBJECT_MARKKEYa &&
|
||
|
type != OBJECT_MARKKEYb &&
|
||
|
type != OBJECT_MARKKEYc &&
|
||
|
type != OBJECT_MARKKEYd &&
|
||
|
type != OBJECT_MARKPOWER ) continue;
|
||
|
|
||
|
oPos = pObj->RetPosition(0);
|
||
|
distance = Length(oPos, pos);
|
||
|
if ( distance <= radius )
|
||
|
{
|
||
![]() |
pObj->DeleteObject(); // removes the mark
|
||
![]() |
delete pObj;
|
||
|
i --;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|