Comments translated from French to English.
parent
caddc90327
commit
235f767de7
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@ -12,7 +12,9 @@
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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/.// taskbuild.cpp
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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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@ -47,7 +49,7 @@
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// Constructeur de l'objet.
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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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@ -66,7 +68,7 @@ CTaskBuild::CTaskBuild(CInstanceManager* iMan, CObject* object)
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}
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}
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// Destructeur de l'objet.
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// Object's destructor.
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CTaskBuild::~CTaskBuild()
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{
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@ -87,7 +89,7 @@ CTaskBuild::~CTaskBuild()
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}
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// Crée un batiment.
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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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@ -99,7 +101,7 @@ BOOL CTaskBuild::CreateBuilding(D3DVECTOR pos, float angle)
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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); // pas encore utilisable
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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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@ -122,7 +124,7 @@ BOOL CTaskBuild::CreateBuilding(D3DVECTOR pos, float angle)
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return TRUE;
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}
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// Crée les lumières pour les effets.
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// Creates lights for the effects.
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void CTaskBuild::CreateLight()
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{
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@ -157,7 +159,7 @@ void CTaskBuild::CreateLight()
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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; // blanc (invisible)
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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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@ -186,7 +188,7 @@ void CTaskBuild::CreateLight()
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m_bBlack = FALSE;
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}
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// Fait passer les lumières du noir au blanc.
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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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@ -199,7 +201,7 @@ void CTaskBuild::BlackLight()
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color.r = 0.0f;
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color.g = 0.0f;
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color.b = 0.0f; // blanc (invisible)
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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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@ -208,7 +210,7 @@ void CTaskBuild::BlackLight()
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m_bBlack = TRUE;
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}
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// Gestion d'un événement.
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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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@ -223,9 +225,9 @@ BOOL CTaskBuild::EventProcess(const Event &event)
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m_time += event.rTime;
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m_progress += event.rTime*m_speed; // ça avance
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m_progress += event.rTime*m_speed; // other advance
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if ( m_phase == TBP_TURN ) // rotation préliminaire ?
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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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@ -233,42 +235,42 @@ BOOL CTaskBuild::EventProcess(const Event &event)
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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); // tourne à gauche/droite
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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 ) // avance/recule préliminaire ?
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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); // avance/recule
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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 ) // recule terminal ?
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if ( m_phase == TBP_RECEDE ) // terminal back?
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{
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m_physics->SetMotorSpeedX(-1.0f); // recule
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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 ) // prend arme ?
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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 ) // prépare ?
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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 ) // termine ?
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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 ) // batiment à construire ?
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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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@ -276,7 +278,7 @@ BOOL CTaskBuild::EventProcess(const Event &event)
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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); // de nouveau utilisable
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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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@ -292,7 +294,7 @@ BOOL CTaskBuild::EventProcess(const Event &event)
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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); // le batiment monte
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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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}
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// Assigne le but à atteindre.
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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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@ -358,7 +360,7 @@ Error CTaskBuild::Start(ObjectType type)
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iAngle = NormAngle(iAngle); // 0..2*PI
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oAngle = iAngle;
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m_bError = TRUE; // opération impossible
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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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@ -383,25 +385,25 @@ Error CTaskBuild::Start(ObjectType type)
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err = FlatFloor();
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if ( err != ERR_OK ) return err;
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m_metal->SetLock(TRUE); // plus utilisable
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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 préliminaire nécessaire
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m_angleY = oAngle; // angle à atteindre
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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); // on ne bouge plus
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m_physics->SetFreeze(TRUE); // it does not move
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m_bBuild = FALSE; // pas encore construit
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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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// Indique si l'action est terminée.
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// Indicates whether the action is finished.
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Error CTaskBuild::IsEnded()
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{
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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 ) // rotation préliminaire ?
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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
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return ERR_CONTINUE;
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}
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if ( m_phase == TBP_MOVE ) // avance/recule préliminaire ?
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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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if ( dist >= 25.0f && dist <= 35.0f )
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{
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m_physics->SetMotorSpeedX(0.0f);
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m_motion->SetAction(MHS_GUN); // prend arme
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m_motion->SetAction(MHS_GUN); // takes gun
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m_phase = TBP_TAKE;
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m_speed = 1.0f/1.0f;
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}
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else
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{
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if ( m_progress > 1.0f ) // timeout ?
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if ( m_progress > 1.0f ) // timeout?
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{
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m_metal->SetLock(FALSE); // de nouveau utilisable
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m_metal->SetLock(FALSE); // usable again
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if ( dist < 30.0f ) return ERR_BUILD_METALNEAR;
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else return ERR_BUILD_METALAWAY;
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}
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return ERR_CONTINUE;
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}
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if ( m_phase == TBP_TAKE ) // prend arme ?
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if ( m_phase == TBP_TAKE ) // takes gun
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{
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if ( m_progress < 1.0f ) return ERR_CONTINUE;
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m_motion->SetAction(MHS_FIRE); // position de tir
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m_motion->SetAction(MHS_FIRE); // shooting position
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m_object->SetObjectParent(14, 4);
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m_object->SetPosition(14, D3DVECTOR(0.6f, 0.1f, 0.3f));
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m_object->SetAngleZ(14, 0.0f);
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m_progress = 0.0f;
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}
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if ( m_phase == TBP_PREP ) // prépare ?
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if ( m_phase == TBP_PREP ) // prepares?
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{
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if ( m_progress < 1.0f ) return ERR_CONTINUE;
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m_camera->StartEffect(CE_VIBRATION, m_metal->RetPosition(0), 1.0f);
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m_phase = TBP_BUILD;
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m_speed = 1.0f/10.f; // durée de 10s
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m_speed = 1.0f/10.f; // duration of 10s
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m_progress = 0.0f;
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}
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if ( m_phase == TBP_BUILD ) // construction ?
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if ( m_phase == TBP_BUILD ) // construction?
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{
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if ( m_progress < 1.0f ) return ERR_CONTINUE;
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DeleteMark(m_metal->RetPosition(0), 20.0f);
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m_metal->DeleteObject(); // supprime le métal
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m_metal->DeleteObject(); // removes the metal
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delete m_metal;
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m_metal = 0;
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m_building->SetZoom(0, 1.0f);
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m_building->SetCirVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
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m_building->SetLock(FALSE); // batiment utilisable
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m_building->SetLock(FALSE); // building usable
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m_main->CreateShortcuts();
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m_displayText->DisplayError(INFO_BUILD, m_buildingPos, 10.0f, 50.0f);
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automat->Init();
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}
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m_motion->SetAction(MHS_GUN); // remet arme
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m_motion->SetAction(MHS_GUN); // hands gun
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m_phase = TBP_TERM;
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m_speed = 1.0f/1.0f;
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m_progress = 0.0f;
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}
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}
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if ( m_phase == TBP_RECEDE ) // recule ?
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if ( m_phase == TBP_RECEDE ) // back?
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{
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if ( m_progress < 1.0f ) return ERR_CONTINUE;
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return ERR_STOP;
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}
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// Termine brutalement l'action en cours.
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// Suddenly ends the current action.
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BOOL CTaskBuild::Abort()
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{
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}
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m_camera->StopCentering(m_object, 2.0f);
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m_physics->SetFreeze(FALSE); // on bouge de nouveau
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m_physics->SetFreeze(FALSE); // is moving again
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return TRUE;
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}
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// Vérifie si le terrain est assez plat et s'il n'y a pas
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// un autre objet trop proche.
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// Checks whether the terrain is fairly flat
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// and if there is not too close to another object.
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Error CTaskBuild::FlatFloor()
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{
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bLittleFlat = ( angle < FLATLIMIT );
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max = m_terrain->RetFlatZoneRadius(center, radius);
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if ( max < radius ) // zone trop petite ?
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if ( max < radius ) // area too small?
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{
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if ( bLittleFlat )
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{
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pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
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if ( pObj == 0 ) break;
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if ( !pObj->RetActif() ) continue; // inactif ?
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if ( pObj->RetTruck() != 0 ) continue; // objet transporté ?
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if ( !pObj->RetActif() ) continue; // inactive?
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if ( pObj->RetTruck() != 0 ) continue; // object transported?
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if ( pObj == m_metal ) continue;
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if ( pObj == m_object ) continue;
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pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
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if ( pObj == 0 ) break;
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if ( !pObj->RetActif() ) continue; // inactif ?
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if ( pObj->RetTruck() != 0 ) continue; // objet transporté ?
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if ( !pObj->RetActif() ) continue; // inactive?
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if ( pObj->RetTruck() != 0 ) continue; // object transported?
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if ( pObj == m_metal ) continue;
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if ( pObj == m_object ) continue;
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type == OBJECT_INFO ||
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type == OBJECT_PARA ||
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type == OBJECT_SAFE ||
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type == OBJECT_HUSTON ) // bâtiment ?
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type == OBJECT_HUSTON ) // building?
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{
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j = 0;
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while ( pObj->GetCrashSphere(j++, oPos, oRadius) )
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return ERR_OK;
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}
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// Cherche l'objet métal le plus proche.
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// Seeks the nearest metal object.
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CObject* CTaskBuild::SearchMetalObject(float &angle, float dMin, float dMax,
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float aLimit, Error &err)
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@ -737,24 +739,24 @@ CObject* CTaskBuild::SearchMetalObject(float &angle, float dMin, float dMax,
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pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
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if ( pObj == 0 ) break;
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if ( !pObj->RetActif() ) continue; // objet inactif ?
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if ( pObj->RetTruck() != 0 ) continue; // objet transporté ?
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if ( !pObj->RetActif() ) continue; // objet inactive?
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if ( pObj->RetTruck() != 0 ) continue; // object transported?
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type = pObj->RetType();
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if ( type != OBJECT_METAL ) continue;
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bMetal = TRUE; // métal existe
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bMetal = TRUE; // metal exists
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oPos = pObj->RetPosition(0);
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distance = Length(oPos, iPos);
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a = RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
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a = RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW!
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if ( distance > dMax ) continue;
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if ( !TestAngle(a, iAngle-aLimit, iAngle+aLimit) ) continue;
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if ( distance < dMin )
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{
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err = ERR_BUILD_METALNEAR; // trop proche
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err = ERR_BUILD_METALNEAR; // too close
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return pObj;
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}
|
||||
|
||||
|
@ -772,8 +774,8 @@ CObject* CTaskBuild::SearchMetalObject(float &angle, float dMin, float dMax,
|
|||
|
||||
if ( pBest == 0 )
|
||||
{
|
||||
if ( bMetal ) err = ERR_BUILD_METALAWAY; // trop loin
|
||||
else err = ERR_BUILD_METALINEX; // inexistant
|
||||
if ( bMetal ) err = ERR_BUILD_METALAWAY; // too far
|
||||
else err = ERR_BUILD_METALINEX; // non-existent
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -783,7 +785,7 @@ CObject* CTaskBuild::SearchMetalObject(float &angle, float dMin, float dMax,
|
|||
return pBest;
|
||||
}
|
||||
|
||||
// Détruit toutes les marques proches.
|
||||
// Destroys all the close marks.
|
||||
|
||||
void CTaskBuild::DeleteMark(D3DVECTOR pos, float radius)
|
||||
{
|
||||
|
@ -811,7 +813,7 @@ void CTaskBuild::DeleteMark(D3DVECTOR pos, float radius)
|
|||
distance = Length(oPos, pos);
|
||||
if ( distance <= radius )
|
||||
{
|
||||
pObj->DeleteObject(); // supprime la marque
|
||||
pObj->DeleteObject(); // removes the mark
|
||||
delete pObj;
|
||||
i --;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue