colobot/colobot-base/object/auto/autovault.cpp

562 lines
15 KiB
C++

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* 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://gnu.org/licenses
*/
#include "object/auto/autovault.h"
#include "graphics/engine/engine.h"
#include "level/robotmain.h"
#include "level/parser/parserline.h"
#include "level/parser/parserparam.h"
#include "math/geometry.h"
#include "object/object_manager.h"
#include "object/old_object.h"
#include "object/interface/transportable_object.h"
#include "sound/sound.h"
#include "ui/controls/interface.h"
#include "ui/controls/window.h"
const float OPEN_DELAY = 8.0f; // duration of opening
// Object's constructor.
CAutoVault::CAutoVault(COldObject* object) : CAuto(object)
{
for (int i = 0; i < 4; i++)
{
m_bKey[i] = false;
m_keyParti[i] = -1;
}
m_bLock = false;
m_lastParticle = 0.0f;
m_channelSound = -1;
Init();
}
// Object's destructor.
CAutoVault::~CAutoVault()
{
}
// Destroys the object.
void CAutoVault::DeleteObject(bool bAll)
{
CObject* obj = SearchVehicle();
if ( obj != nullptr )
{
CObjectManager::GetInstancePointer()->DeleteObject(obj);
}
if ( m_channelSound != -1 )
{
m_sound->FlushEnvelope(m_channelSound);
m_sound->AddEnvelope(m_channelSound, 0.0f, 1.0f, 1.0f, SOPER_STOP);
m_channelSound = -1;
}
CAuto::DeleteObject(bAll);
}
// Initialize the object.
void CAutoVault::Init()
{
m_time = 0.0f;
m_timeVirus = 0.0f;
m_lastParticle = 0.0f;
m_countKeys = 0;
m_actualAngle = 0.0f;
m_finalAngle = 0.0f;
m_phase = ASAP_WAIT; // waiting ...
m_progress = 0.0f;
m_speed = 1.0f/1.0f;
CAuto::Init();
}
// Management of an event.
bool CAutoVault::EventProcess(const Event &event)
{
CObject* pObj;
glm::vec3 pos, speed;
glm::vec2 dim;
int i, count;
CAuto::EventProcess(event);
if ( m_engine->GetPause() ) return true;
if ( event.type != EVENT_FRAME ) return true;
m_progress += event.rTime*m_speed;
m_timeVirus -= event.rTime;
if ( m_object->GetVirusMode() ) // contaminated by a virus?
{
if ( m_timeVirus <= 0.0f )
{
m_timeVirus = 0.1f+Math::Rand()*0.3f;
}
return true;
}
EventProgress(event.rTime);
if ( !m_bLock && CRobotMain::GetInstancePointer()->GetGameTime() < 1.0f )
{
pObj = SearchVehicle();
if ( pObj != nullptr )
{
pObj->SetLock(true); // object not yet usable
m_main->CreateShortcuts();
m_bLock = true;
}
}
if ( m_phase == ASAP_WAIT )
{
if ( m_progress >= 1.0f )
{
count = CountKeys(); // count these key
if ( count != m_countKeys )
{
m_countKeys = count;
if ( count == 0 ) m_finalAngle = 0.0f*Math::PI/180.0f;
if ( count == 1 ) m_finalAngle = 5.0f*Math::PI/180.0f;
if ( count == 2 ) m_finalAngle = 10.0f*Math::PI/180.0f;
if ( count == 3 ) m_finalAngle = 15.0f*Math::PI/180.0f;
if ( count == 4 ) m_finalAngle = 120.0f*Math::PI/180.0f;
if ( count == 4 ) // all the keys?
{
LockKeys();
m_channelSound = m_sound->Play(SOUND_MANIP, m_object->GetPosition(), 1.0f, 0.25f, true);
m_sound->AddEnvelope(m_channelSound, 1.0f, 2.00f, OPEN_DELAY, SOPER_STOP);
m_phase = ASAP_OPEN;
m_progress = 0.0f;
m_speed = 1.0f/OPEN_DELAY;
return true;
}
else
{
m_channelSound = m_sound->Play(SOUND_MANIP, m_object->GetPosition(), 1.0f, 0.25f, true);
m_sound->AddEnvelope(m_channelSound, 1.0f, 0.35f, 0.5f, SOPER_STOP);
}
}
m_phase = ASAP_WAIT;
m_progress = 0.0f;
m_speed = 1.0f/1.0f;
}
}
if ( m_phase == ASAP_OPEN )
{
if ( m_progress < 1.0f )
{
DownKeys(m_progress);
if ( m_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_time )
{
m_lastParticle = m_time;
for ( i=0 ; i<10 ; i++ )
{
pos = m_object->GetPosition();
pos.x += (Math::Rand()-0.5f)*10.0f;
pos.z += (Math::Rand()-0.5f)*10.0f;
speed.x = (Math::Rand()-0.5f)*4.0f;
speed.z = (Math::Rand()-0.5f)*4.0f;
speed.y = Math::Rand()*15.0f;
dim.x = Math::Rand()*6.0f+4.0f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIBLUE, 1.0f, 0.0f, 0.0f);
}
pos = m_object->GetPosition();
pos.x += (Math::Rand()-0.5f)*10.0f;
pos.z += (Math::Rand()-0.5f)*10.0f;
speed.x = (Math::Rand()-0.5f)*4.0f;
speed.z = (Math::Rand()-0.5f)*4.0f;
speed.y = Math::Rand()*10.0f;
dim.x = Math::Rand()*3.0f+2.0f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGLINT, 1.0f, 0.0f, 0.0f);
for ( i=0 ; i<4 ; i++ )
{
pos = m_keyPos[i];
speed.x = (Math::Rand()-0.5f)*2.0f;
speed.z = (Math::Rand()-0.5f)*2.0f;
speed.y = 1.0f+Math::Rand()*1.0f;
dim.x = Math::Rand()*1.5f+1.5f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISMOKE3, 4.0f, 0.0f, 0.0f);
}
}
}
else
{
DeleteKeys();
pObj = SearchVehicle();
if ( pObj != nullptr )
{
pObj->SetLock(false); // object usable
m_main->CreateShortcuts();
}
m_object->DeleteAllCrashSpheres();
m_object->SetCameraCollisionSphere(Math::Sphere(glm::vec3(0.0f, 0.0f, 0.0f), 0.0f));
m_sound->Play(SOUND_FINDING, m_object->GetPosition());
m_phase = ASAP_FINISH;
m_progress = 0.0f;
m_speed = 1.0f/100.0f;
}
}
if ( m_phase == ASAP_FINISH )
{
if ( m_progress >= 1.0f )
{
m_phase = ASAP_FINISH;
m_progress = 0.0f;
m_speed = 1.0f/100.0f;
}
}
// Opens or closes the doors.
if ( m_actualAngle != m_finalAngle )
{
if ( m_actualAngle < m_finalAngle )
{
m_actualAngle += (105.0f*Math::PI/180.0f)*event.rTime/OPEN_DELAY;
if ( m_actualAngle > m_finalAngle ) m_actualAngle = m_finalAngle;
}
else
{
m_actualAngle -= (105.0f*Math::PI/180.0f)*event.rTime/OPEN_DELAY;
if ( m_actualAngle < m_finalAngle ) m_actualAngle = m_finalAngle;
}
m_object->SetPartRotationZ(1, m_actualAngle);
m_object->SetPartRotationZ(2, -m_actualAngle);
}
// Blinks the keys.
speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = 2.0f;
dim.y = dim.x;
for ( i=0 ; i<4 ; i++ )
{
if ( m_phase != ASAP_WAIT || !m_bKey[i] || Math::Mod(m_time, 1.0f) < 0.4f )
{
if ( m_keyParti[i] != -1 )
{
m_particle->DeleteParticle(m_keyParti[i]);
m_keyParti[i] = -1;
}
}
else
{
if ( m_keyParti[i] == -1 )
{
pos = m_keyPos[i];
pos.y += 2.2f;
m_keyParti[i] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISELY, 1.0f, 0.0f, 0.0f);
}
}
}
return true;
}
// Creates all the interface when the object is selected.
bool CAutoVault::CreateInterface(bool bSelect)
{
Ui::CWindow* pw;
glm::vec2 pos, ddim;
float ox, oy, sx, sy;
CAuto::CreateInterface(bSelect);
if ( !bSelect ) return true;
pw = static_cast< Ui::CWindow* >(m_interface->SearchControl(EVENT_WINDOW0));
if ( pw == nullptr ) return false;
ox = 3.0f/640.0f;
oy = 3.0f/480.0f;
sx = 33.0f/640.0f;
sy = 33.0f/480.0f;
pos.x = ox+sx*0.0f;
pos.y = oy+sy*0;
ddim.x = 66.0f/640.0f;
ddim.y = 66.0f/480.0f;
pw->CreateGroup(pos, ddim, 114, EVENT_OBJECT_TYPE);
return true;
}
// Returns an error due the state of the automation.
Error CAutoVault::GetError()
{
if ( m_object->GetVirusMode() )
{
return ERR_BAT_VIRUS;
}
return ERR_OK;
}
// Saves all parameters of the controller.
bool CAutoVault::Write(CLevelParserLine* line)
{
if ( m_phase == ASAP_WAIT ) return false;
line->AddParam("aExist", std::make_unique<CLevelParserParam>(true));
CAuto::Write(line);
line->AddParam("aPhase", std::make_unique<CLevelParserParam>(static_cast<int>(m_phase)));
line->AddParam("aProgress", std::make_unique<CLevelParserParam>(m_progress));
line->AddParam("aSpeed", std::make_unique<CLevelParserParam>(m_speed));
return true;
}
// Restores all parameters of the controller.
bool CAutoVault::Read(CLevelParserLine* line)
{
if ( !line->GetParam("aExist")->AsBool(false) ) return false;
CAuto::Read(line);
m_phase = static_cast< AutoVaultPhase >(line->GetParam("aPhase")->AsInt(ASAP_WAIT));
m_progress = line->GetParam("aProgress")->AsFloat(0.0f);
m_speed = line->GetParam("aSpeed")->AsFloat(1.0f);
m_lastParticle = 0.0f;
return true;
}
// Counts the number of keys
int CAutoVault::CountKeys()
{
glm::vec3 cPos = m_object->GetPosition();
float cAngle = m_object->GetRotationY();
for (int index = 0; index < 4; index++)
{
m_bKey[index] = false;
m_keyPos[index] = cPos;
}
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{
if (IsObjectBeingTransported(obj)) continue;
ObjectType oType = obj->GetType();
if ( oType != OBJECT_KEYa &&
oType != OBJECT_KEYb &&
oType != OBJECT_KEYc &&
oType != OBJECT_KEYd ) continue;
glm::vec3 oPos = obj->GetPosition();
float dist = Math::DistanceProjected(oPos, cPos);
if ( dist > 20.0f ) continue;
float limit = 0.0f;
float oAngle = 0.0f;
int index = 0;
if ( oType == OBJECT_KEYa )
{
limit = Math::PI*1.0f;
oAngle = Math::PI*0.0f;
index = 0;
}
if ( oType == OBJECT_KEYb )
{
limit = Math::PI*0.0f;
oAngle = Math::PI*1.0f;
index = 1;
}
if ( oType == OBJECT_KEYc )
{
limit = Math::PI*1.5f;
oAngle = Math::PI*0.5f;
index = 2;
}
if ( oType == OBJECT_KEYd )
{
limit = Math::PI*0.5f;
oAngle = Math::PI*0.0f;
index = 3;
}
float angle = Math::RotateAngle(oPos.x-cPos.x, oPos.z-cPos.z)+cAngle;
if ( !Math::TestAngle(angle, limit-8.0f*Math::PI/180.0f, limit+8.0f*Math::PI/180.0f) ) continue;
// Key changes the shape of the base.
glm::vec2 rot = Math::RotatePoint({ cPos.x, cPos.z }, limit - cAngle, { cPos.x + 16.0f, cPos.z });
oPos.x = rot.x;
oPos.z = rot.y;
oPos.y = cPos.y+1.0f;
obj->SetPosition(oPos);
obj->SetRotationY(oAngle+cAngle);
m_keyPos[index] = oPos;
m_bKey[index] = true;
}
int i = 0;
for (int index = 0; index < 4; index++)
{
if ( m_bKey[index] ) i++;
}
return i;
}
// Blocks all keys.
void CAutoVault::LockKeys()
{
glm::vec3 cPos = m_object->GetPosition();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{
ObjectType oType = obj->GetType();
if (IsObjectBeingTransported(obj)) continue;
if ( oType != OBJECT_KEYa &&
oType != OBJECT_KEYb &&
oType != OBJECT_KEYc &&
oType != OBJECT_KEYd ) continue;
glm::vec3 oPos = obj->GetPosition();
float dist = Math::DistanceProjected(oPos, cPos);
if ( dist > 20.0f ) continue;
obj->SetLock(true);
}
}
// Sent down all the keys.
void CAutoVault::DownKeys(float progress)
{
glm::vec3 cPos = m_object->GetPosition();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{
ObjectType oType = obj->GetType();
if (IsObjectBeingTransported(obj)) continue;
if ( oType != OBJECT_KEYa &&
oType != OBJECT_KEYb &&
oType != OBJECT_KEYc &&
oType != OBJECT_KEYd ) continue;
glm::vec3 oPos = obj->GetPosition();
float dist = Math::DistanceProjected(oPos, cPos);
if ( dist > 20.0f ) continue;
oPos.y = cPos.y+1.0f-progress*2.2f;
obj->SetPosition(oPos);
}
}
// Delete all the keys.
void CAutoVault::DeleteKeys()
{
glm::vec3 cPos = m_object->GetPosition();
bool haveDeleted = false;
do
{
haveDeleted = false;
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{
ObjectType oType = obj->GetType();
if (IsObjectBeingTransported(obj)) continue;
if ( oType != OBJECT_KEYa &&
oType != OBJECT_KEYb &&
oType != OBJECT_KEYc &&
oType != OBJECT_KEYd ) continue;
glm::vec3 oPos = obj->GetPosition();
float dist = Math::DistanceProjected(oPos, cPos);
if ( dist > 20.0f ) continue;
CObjectManager::GetInstancePointer()->DeleteObject(obj);
haveDeleted = true;
}
}
while ( haveDeleted );
}
// Seeking a vehicle in the safe.
CObject* CAutoVault::SearchVehicle()
{
glm::vec3 cPos = m_object->GetPosition();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{
if ( obj == m_object ) continue;
if (IsObjectBeingTransported(obj)) continue;
glm::vec3 oPos = obj->GetPosition();
float dist = Math::DistanceProjected(oPos, cPos);
if ( dist <= 4.0f ) return obj;
}
return nullptr;
}