1397 lines
33 KiB
C++
1397 lines
33 KiB
C++
// * 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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// taskmanip.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 "common/struct.h"
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#include "graphics/d3d/d3dengine.h"
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#include "math/old/d3dmath.h"
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#include "math/old/math3d.h"
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#include "common/event.h"
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#include "common/misc.h"
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#include "common/iman.h"
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#include "graphics/common/terrain.h"
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#include "object/object.h"
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#include "graphics/common/pyro.h"
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#include "physics/physics.h"
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#include "object/brain.h"
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#include "graphics/common/camera.h"
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#include "sound/sound.h"
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#include "object/robotmain.h"
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#include "object/task/task.h"
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#include "object/task/taskmanip.h"
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//?const float MARGIN_FRONT = 2.0f;
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//?const float MARGIN_BACK = 2.0f;
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//?const float MARGIN_FRIEND = 2.0f;
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//?const float MARGIN_BEE = 5.0f;
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const float MARGIN_FRONT = 4.0f; //OK 1.9
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const float MARGIN_BACK = 4.0f; //OK 1.9
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const float MARGIN_FRIEND = 4.0f; //OK 1.9
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const float MARGIN_BEE = 5.0f; //OK 1.9
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// Object's constructor.
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CTaskManip::CTaskManip(CInstanceManager* iMan, CObject* object)
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: CTask(iMan, object)
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{
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m_arm = TMA_NEUTRAL;
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m_hand = TMH_OPEN;
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}
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// Object's destructor.
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CTaskManip::~CTaskManip()
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{
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}
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// Management of an event.
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bool CTaskManip::EventProcess(const Event &event)
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{
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D3DVECTOR pos;
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float angle, a, g, cirSpeed, progress;
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int i;
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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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if ( m_bBee ) // bee?
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{
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return true;
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}
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if ( m_bTurn ) // preliminary rotation?
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{
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a = m_object->RetAngleY(0);
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g = m_angle;
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cirSpeed = Direction(a, g)*1.0f;
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if ( m_physics->RetType() == TYPE_FLYING ) // flying on the ground?
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{
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cirSpeed *= 4.0f; // more fishing
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}
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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_move != 0 ) // preliminary advance?
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{
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m_timeLimit -= event.rTime;
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m_physics->SetMotorSpeedX(m_move); // forward/backward
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return true;
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}
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m_progress += event.rTime*m_speed; // others advance
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progress = m_progress;
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if ( progress > 1.0f ) progress = 1.0f;
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if ( m_bSubm ) // submarine?
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{
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if ( m_order == TMO_GRAB )
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{
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if ( m_step == 0 ) // fall?
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{
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pos = m_object->RetPosition(1);
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pos.y = 3.0f-progress*2.0f;
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m_object->SetPosition(1, pos);
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}
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if ( m_step == 1 ) // farm?
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{
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pos = m_object->RetPosition(2);
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pos.z = -1.5f+progress*0.5f;
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m_object->SetPosition(2, pos);
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pos = m_object->RetPosition(3);
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pos.z = 1.5f-progress*0.5f;
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m_object->SetPosition(3, pos);
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}
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if ( m_step == 2 ) // up?
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{
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pos = m_object->RetPosition(1);
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pos.y = 3.0f-(1.0f-progress)*2.0f;
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m_object->SetPosition(1, pos);
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}
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}
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else
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{
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if ( m_step == 0 ) // fall?
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{
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pos = m_object->RetPosition(1);
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pos.y = 3.0f-progress*2.0f;
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m_object->SetPosition(1, pos);
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}
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if ( m_step == 1 ) // farm?
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{
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pos = m_object->RetPosition(2);
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pos.z = -1.5f+(1.0f-progress)*0.5f;
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m_object->SetPosition(2, pos);
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pos = m_object->RetPosition(3);
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pos.z = 1.5f-(1.0f-progress)*0.5f;
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m_object->SetPosition(3, pos);
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}
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if ( m_step == 2 ) // up?
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{
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pos = m_object->RetPosition(1);
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pos.y = 3.0f-(1.0f-progress)*2.0f;
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m_object->SetPosition(1, pos);
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}
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}
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}
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else
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{
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for ( i=0 ; i<5 ; i++ )
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{
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angle = (m_finalAngle[i]-m_initialAngle[i])*progress;
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angle += m_initialAngle[i];
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m_object->SetAngleZ(i+1, angle);
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}
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}
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return true;
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}
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// Initializes the initial and final angles.
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void CTaskManip::InitAngle()
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{
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CObject* power;
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float max, energy;
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int i;
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if ( m_bSubm || m_bBee ) return;
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if ( m_arm == TMA_NEUTRAL ||
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m_arm == TMA_GRAB )
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{
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m_finalAngle[0] = ARM_NEUTRAL_ANGLE1; // arm
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m_finalAngle[1] = ARM_NEUTRAL_ANGLE2; // forearm
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m_finalAngle[2] = ARM_NEUTRAL_ANGLE3; // hand
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}
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if ( m_arm == TMA_STOCK )
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{
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m_finalAngle[0] = ARM_STOCK_ANGLE1; // arm
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m_finalAngle[1] = ARM_STOCK_ANGLE2; // forearm
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m_finalAngle[2] = ARM_STOCK_ANGLE3; // hand
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}
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if ( m_arm == TMA_FFRONT )
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{
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m_finalAngle[0] = 35.0f*PI/180.0f; // arm
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m_finalAngle[1] = -95.0f*PI/180.0f; // forearm
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m_finalAngle[2] = -27.0f*PI/180.0f; // hand
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}
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if ( m_arm == TMA_FBACK )
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{
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m_finalAngle[0] = 145.0f*PI/180.0f; // arm
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m_finalAngle[1] = 95.0f*PI/180.0f; // forearm
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m_finalAngle[2] = 27.0f*PI/180.0f; // hand
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}
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if ( m_arm == TMA_POWER )
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{
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m_finalAngle[0] = 95.0f*PI/180.0f; // arm
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m_finalAngle[1] = 125.0f*PI/180.0f; // forearm
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m_finalAngle[2] = 50.0f*PI/180.0f; // hand
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}
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if ( m_arm == TMA_OTHER )
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{
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if ( m_height <= 3.0f )
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{
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m_finalAngle[0] = 55.0f*PI/180.0f; // arm
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m_finalAngle[1] = -90.0f*PI/180.0f; // forearm
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m_finalAngle[2] = -35.0f*PI/180.0f; // hand
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}
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else
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{
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m_finalAngle[0] = 70.0f*PI/180.0f; // arm
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m_finalAngle[1] = -90.0f*PI/180.0f; // forearm
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m_finalAngle[2] = -50.0f*PI/180.0f; // hand
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}
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}
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if ( m_hand == TMH_OPEN ) // open clamp?
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{
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m_finalAngle[3] = -PI*0.10f; // clamp close
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m_finalAngle[4] = PI*0.10f; // clamp remote
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}
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if ( m_hand == TMH_CLOSE ) // clamp closed?
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{
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m_finalAngle[3] = PI*0.05f; // clamp close
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m_finalAngle[4] = -PI*0.05f; // clamp remote
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}
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for ( i=0 ; i<5 ; i++ )
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{
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m_initialAngle[i] = m_object->RetAngleZ(i+1);
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}
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max = 0.0f;
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for ( i=0 ; i<5 ; i++ )
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{
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max = Max(max, Abs(m_initialAngle[i] - m_finalAngle[i]));
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}
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m_speed = (PI*1.0f)/max;
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if ( m_speed > 3.0f ) m_speed = 3.0f; // piano, ma non troppo (?)
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energy = 0.0f;
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power = m_object->RetPower();
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if ( power != 0 )
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{
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energy = power->RetEnergy();
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}
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if ( energy == 0.0f )
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{
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m_speed *= 0.7f; // slower if more energy!
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}
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}
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// Tests whether an object is compatible with the operation TMA_OTHER.
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bool TestFriend(ObjectType oType, ObjectType fType)
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{
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if ( oType == OBJECT_ENERGY )
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{
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return ( fType == OBJECT_METAL );
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}
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if ( oType == OBJECT_LABO )
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{
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return ( fType == OBJECT_BULLET );
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}
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if ( oType == OBJECT_NUCLEAR )
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{
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return ( fType == OBJECT_URANIUM );
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}
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return ( fType == OBJECT_POWER ||
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fType == OBJECT_ATOMIC );
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}
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// Assigns the goal was achieved.
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Error CTaskManip::Start(TaskManipOrder order, TaskManipArm arm)
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{
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ObjectType type;
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CObject *front, *other, *power;
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CPyro *pyro;
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float iAngle, dist, len;
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float fDist, fAngle, oDist, oAngle, oHeight;
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D3DVECTOR pos, fPos, oPos;
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m_arm = arm;
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m_height = 0.0f;
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m_step = 0;
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m_progress = 0.0f;
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m_speed = 1.0f/1.5f;
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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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if ( m_arm != TMA_FFRONT &&
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m_arm != TMA_FBACK &&
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m_arm != TMA_POWER &&
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m_arm != TMA_GRAB ) return ERR_MANIP_VEH;
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m_physics->SetMotorSpeed(D3DVECTOR(0.0f, 0.0f, 0.0f));
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type = m_object->RetType();
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if ( type == OBJECT_BEE ) // bee?
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{
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if ( m_object->RetFret() == 0 )
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{
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if ( !m_physics->RetLand() ) return ERR_MANIP_FLY;
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other = SearchTakeUnderObject(m_targetPos, MARGIN_BEE);
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if ( other == 0 ) return ERR_MANIP_NIL;
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m_object->SetFret(other); // takes the ball
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other->SetTruck(m_object);
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other->SetTruckPart(0); // taken with the base
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other->SetPosition(0, D3DVECTOR(0.0f, -3.0f, 0.0f));
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}
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else
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{
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other = m_object->RetFret(); // other = ball
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m_object->SetFret(0); // lick the ball
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other->SetTruck(0);
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pos = m_object->RetPosition(0);
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pos.y -= 3.0f;
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other->SetPosition(0, pos);
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pos = m_object->RetPosition(0);
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pos.y += 2.0f;
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m_object->SetPosition(0, pos); // against the top of jump
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pyro = new CPyro(m_iMan);
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pyro->Create(PT_FALL, other); // the ball falls
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}
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m_bBee = true;
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m_bError = false; // ok
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return ERR_OK;
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}
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m_bBee = false;
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m_bSubm = ( type == OBJECT_MOBILEsa ); // submarine?
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if ( m_arm == TMA_GRAB ) // takes immediately?
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{
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TruckTakeObject();
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Abort();
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return ERR_OK;
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}
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m_energy = 0.0f;
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power = m_object->RetPower();
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if ( power != 0 )
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{
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m_energy = power->RetEnergy();
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}
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if ( !m_physics->RetLand() ) return ERR_MANIP_FLY;
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if ( type != OBJECT_MOBILEfa &&
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type != OBJECT_MOBILEta &&
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type != OBJECT_MOBILEwa &&
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type != OBJECT_MOBILEia &&
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type != OBJECT_MOBILEsa ) return ERR_MANIP_VEH;
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if ( m_bSubm ) // submarine?
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{
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m_arm = TMA_FFRONT; // only possible in front!
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}
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m_move = 0.0f; // advance not necessary
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m_angle = iAngle;
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if ( order == TMO_AUTO )
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{
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if ( m_object->RetFret() == 0 )
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{
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m_order = TMO_GRAB;
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}
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else
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{
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m_order = TMO_DROP;
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}
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}
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else
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{
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m_order = order;
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}
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if ( m_order == TMO_GRAB && m_object->RetFret() != 0 )
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{
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return ERR_MANIP_BUSY;
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}
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if ( m_order == TMO_DROP && m_object->RetFret() == 0 )
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{
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return ERR_MANIP_EMPTY;
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}
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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_MANIP_MOTOR;
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if ( m_order == TMO_GRAB )
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{
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if ( m_arm == TMA_FFRONT )
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{
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front = SearchTakeFrontObject(true, fPos, fDist, fAngle);
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other = SearchOtherObject(true, oPos, oDist, oAngle, oHeight);
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if ( front != 0 && fDist < oDist )
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{
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m_targetPos = fPos;
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m_angle = fAngle;
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m_move = 1.0f; // advance required
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}
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else if ( other != 0 && oDist < fDist )
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{
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if ( other->RetPower() == 0 ) return ERR_MANIP_NIL;
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m_targetPos = oPos;
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m_angle = oAngle;
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m_height = oHeight;
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m_move = 1.0f; // advance required
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m_arm = TMA_OTHER;
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}
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else
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{
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return ERR_MANIP_NIL;
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}
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m_main->HideDropZone(front); // hides buildable area
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}
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if ( m_arm == TMA_FBACK )
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{
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if ( SearchTakeBackObject(true, m_targetPos, fDist, m_angle) == 0 )
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{
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return ERR_MANIP_NIL;
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}
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m_angle += PI;
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m_move = -1.0f; // back necessary
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}
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if ( m_arm == TMA_POWER )
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{
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if ( m_object->RetPower() == 0 ) return ERR_MANIP_NIL;
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}
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}
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if ( m_order == TMO_DROP )
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{
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if ( m_arm == TMA_FFRONT )
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{
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other = SearchOtherObject(true, oPos, oDist, oAngle, oHeight);
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if ( other != 0 && other->RetPower() == 0 )
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{
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m_targetPos = oPos;
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m_angle = oAngle;
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m_height = oHeight;
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m_move = 1.0f; // advance required
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m_arm = TMA_OTHER;
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}
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else
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{
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if ( !IsFreeDeposeObject(D3DVECTOR(TAKE_DIST, 0.0f, 0.0f)) ) return ERR_MANIP_OCC;
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}
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}
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if ( m_arm == TMA_FBACK )
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{
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if ( !IsFreeDeposeObject(D3DVECTOR(-TAKE_DIST, 0.0f, 0.0f)) ) return ERR_MANIP_OCC;
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}
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if ( m_arm == TMA_POWER )
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{
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if ( m_object->RetPower() != 0 ) return ERR_MANIP_OCC;
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}
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}
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dist = Length(m_object->RetPosition(0), m_targetPos);
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len = dist-TAKE_DIST;
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if ( m_arm == TMA_OTHER ) len -= TAKE_DIST_OTHER;
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if ( len < 0.0f ) len = 0.0f;
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if ( m_arm == TMA_FBACK ) len = -len;
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m_advanceLength = dist-m_physics->RetLinLength(len);
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if ( dist <= m_advanceLength+0.2f ) m_move = 0.0f; // not necessary to advance
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if ( m_energy == 0.0f ) m_move = 0.0f;
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if ( m_move != 0.0f ) // forward or backward?
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{
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m_timeLimit = m_physics->RetLinTimeLength(Abs(len))*1.5f;
|
|
if ( m_timeLimit < 0.5f ) m_timeLimit = 0.5f;
|
|
}
|
|
|
|
if ( m_object->RetFret() == 0 ) // not carrying anything?
|
|
{
|
|
m_hand = TMH_OPEN; // open clamp
|
|
}
|
|
else
|
|
{
|
|
m_hand = TMH_CLOSE; // closed clamp
|
|
}
|
|
|
|
InitAngle();
|
|
|
|
if ( iAngle == m_angle || m_energy == 0.0f )
|
|
{
|
|
m_bTurn = false; // preliminary rotation unnecessary
|
|
SoundManip(1.0f/m_speed);
|
|
}
|
|
else
|
|
{
|
|
m_bTurn = true; // preliminary rotation necessary
|
|
}
|
|
|
|
if ( m_bSubm )
|
|
{
|
|
m_camera->StartCentering(m_object, PI*0.8f, 99.9f, 0.0f, 0.5f);
|
|
}
|
|
|
|
m_physics->SetFreeze(true); // it does not move
|
|
|
|
m_bError = false; // ok
|
|
return ERR_OK;
|
|
}
|
|
|
|
// Indicates whether the action is complete.
|
|
|
|
Error CTaskManip::IsEnded()
|
|
{
|
|
CObject* fret;
|
|
D3DVECTOR pos;
|
|
float angle, dist;
|
|
int i;
|
|
|
|
if ( m_engine->RetPause() ) return ERR_CONTINUE;
|
|
if ( m_bError ) return ERR_STOP;
|
|
|
|
if ( m_bBee ) // bee?
|
|
{
|
|
return ERR_STOP;
|
|
}
|
|
|
|
if ( m_bTurn ) // preliminary rotation?
|
|
{
|
|
angle = m_object->RetAngleY(0);
|
|
angle = NormAngle(angle); // 0..2*PI
|
|
|
|
if ( TestAngle(angle, m_angle-PI*0.01f, m_angle+PI*0.01f) )
|
|
{
|
|
m_bTurn = false; // rotation ended
|
|
m_physics->SetMotorSpeedZ(0.0f);
|
|
if ( m_move == 0.0f )
|
|
{
|
|
SoundManip(1.0f/m_speed);
|
|
}
|
|
}
|
|
return ERR_CONTINUE;
|
|
}
|
|
|
|
if ( m_move != 0.0f ) // preliminary advance?
|
|
{
|
|
if ( m_timeLimit <= 0.0f )
|
|
{
|
|
//OK 1.9
|
|
dist = Length(m_object->RetPosition(0), m_targetPos);
|
|
if ( dist <= m_advanceLength + 2.0f )
|
|
{
|
|
m_move = 0.0f; // advance ended
|
|
m_physics->SetMotorSpeedX(0.0f);
|
|
SoundManip(1.0f/m_speed);
|
|
return ERR_CONTINUE;
|
|
}
|
|
else
|
|
{
|
|
//EOK 1.9
|
|
m_move = 0.0f; // advance ended
|
|
m_physics->SetMotorSpeedX(0.0f); // stops
|
|
Abort();
|
|
return ERR_STOP;
|
|
}
|
|
}
|
|
|
|
dist = Length(m_object->RetPosition(0), m_targetPos);
|
|
if ( dist <= m_advanceLength )
|
|
{
|
|
m_move = 0.0f; // advance ended
|
|
m_physics->SetMotorSpeedX(0.0f);
|
|
SoundManip(1.0f/m_speed);
|
|
}
|
|
return ERR_CONTINUE;
|
|
}
|
|
|
|
if ( m_progress < 1.0f ) return ERR_CONTINUE;
|
|
m_progress = 0.0f;
|
|
|
|
if ( !m_bSubm )
|
|
{
|
|
for ( i=0 ; i<5 ; i++ )
|
|
{
|
|
m_object->SetAngleZ(i+1, m_finalAngle[i]);
|
|
}
|
|
}
|
|
m_step ++;
|
|
|
|
if ( m_order == TMO_GRAB )
|
|
{
|
|
if ( m_step == 1 )
|
|
{
|
|
if ( m_bSubm ) m_speed = 1.0f/0.7f;
|
|
m_hand = TMH_CLOSE; // closes the clamp to take
|
|
InitAngle();
|
|
SoundManip(1.0f/m_speed, 0.8f, 1.5f);
|
|
return ERR_CONTINUE;
|
|
}
|
|
if ( m_step == 2 )
|
|
{
|
|
if ( m_bSubm ) m_speed = 1.0f/1.5f;
|
|
if ( !TruckTakeObject() &&
|
|
m_object->RetFret() == 0 )
|
|
{
|
|
m_hand = TMH_OPEN; // reopens the clamp
|
|
m_arm = TMA_NEUTRAL;
|
|
InitAngle();
|
|
SoundManip(1.0f/m_speed, 0.8f, 1.5f);
|
|
}
|
|
else
|
|
{
|
|
if ( (m_arm == TMA_OTHER ||
|
|
m_arm == TMA_POWER ) &&
|
|
(m_fretType == OBJECT_POWER ||
|
|
m_fretType == OBJECT_ATOMIC ) )
|
|
{
|
|
m_sound->Play(SOUND_POWEROFF, m_object->RetPosition(0));
|
|
}
|
|
m_arm = TMA_STOCK;
|
|
InitAngle();
|
|
SoundManip(1.0f/m_speed);
|
|
}
|
|
return ERR_CONTINUE;
|
|
}
|
|
}
|
|
|
|
if ( m_order == TMO_DROP )
|
|
{
|
|
if ( m_step == 1 )
|
|
{
|
|
if ( m_bSubm ) m_speed = 1.0f/0.7f;
|
|
fret = m_object->RetFret();
|
|
if ( TruckDeposeObject() )
|
|
{
|
|
if ( (m_arm == TMA_OTHER ||
|
|
m_arm == TMA_POWER ) &&
|
|
(m_fretType == OBJECT_POWER ||
|
|
m_fretType == OBJECT_ATOMIC ) )
|
|
{
|
|
m_sound->Play(SOUND_POWERON, m_object->RetPosition(0));
|
|
}
|
|
if ( fret != 0 && m_fretType == OBJECT_METAL && m_arm == TMA_FFRONT )
|
|
{
|
|
m_main->ShowDropZone(fret, m_object); // shows buildable area
|
|
}
|
|
m_hand = TMH_OPEN; // opens the clamp to deposit
|
|
SoundManip(1.0f/m_speed, 0.8f, 1.5f);
|
|
}
|
|
InitAngle();
|
|
return ERR_CONTINUE;
|
|
}
|
|
if ( m_step == 2 )
|
|
{
|
|
if ( m_bSubm ) m_speed = 1.0f/1.5f;
|
|
m_arm = TMA_NEUTRAL;
|
|
InitAngle();
|
|
SoundManip(1.0f/m_speed);
|
|
return ERR_CONTINUE;
|
|
}
|
|
}
|
|
|
|
Abort();
|
|
return ERR_STOP;
|
|
}
|
|
|
|
// Suddenly ends the current action.
|
|
|
|
bool CTaskManip::Abort()
|
|
{
|
|
int i;
|
|
|
|
if ( m_object->RetFret() == 0 ) // not carrying anything?
|
|
{
|
|
m_hand = TMH_OPEN; // open clamp
|
|
m_arm = TMA_NEUTRAL;
|
|
}
|
|
else
|
|
{
|
|
m_hand = TMH_CLOSE; // closed clamp
|
|
m_arm = TMA_STOCK;
|
|
}
|
|
InitAngle();
|
|
|
|
if ( !m_bSubm )
|
|
{
|
|
for ( i=0 ; i<5 ; i++ )
|
|
{
|
|
m_object->SetAngleZ(i+1, m_finalAngle[i]);
|
|
}
|
|
}
|
|
|
|
m_camera->StopCentering(m_object, 2.0f);
|
|
m_physics->SetFreeze(false); // is moving again
|
|
return true;
|
|
}
|
|
|
|
|
|
// Seeks the object below to take (for bees).
|
|
|
|
CObject* CTaskManip::SearchTakeUnderObject(D3DVECTOR &pos, float dLimit)
|
|
{
|
|
CObject *pObj, *pBest;
|
|
D3DVECTOR iPos, oPos;
|
|
ObjectType type;
|
|
float min, distance;
|
|
int i;
|
|
|
|
iPos = m_object->RetPosition(0);
|
|
|
|
min = 1000000.0f;
|
|
pBest = 0;
|
|
for ( i=0 ; i<1000000 ; i++ )
|
|
{
|
|
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
|
|
if ( pObj == 0 ) break;
|
|
|
|
type = pObj->RetType();
|
|
|
|
if ( type != OBJECT_FRET &&
|
|
type != OBJECT_STONE &&
|
|
type != OBJECT_URANIUM &&
|
|
type != OBJECT_BULLET &&
|
|
type != OBJECT_METAL &&
|
|
type != OBJECT_POWER &&
|
|
type != OBJECT_ATOMIC &&
|
|
type != OBJECT_BBOX &&
|
|
type != OBJECT_KEYa &&
|
|
type != OBJECT_KEYb &&
|
|
type != OBJECT_KEYc &&
|
|
type != OBJECT_KEYd &&
|
|
type != OBJECT_TNT ) continue;
|
|
|
|
if ( pObj->RetTruck() != 0 ) continue; // object transported?
|
|
if ( pObj->RetLock() ) continue;
|
|
if ( pObj->RetZoomY(0) != 1.0f ) continue;
|
|
|
|
oPos = pObj->RetPosition(0);
|
|
distance = Length(oPos, iPos);
|
|
if ( distance <= dLimit &&
|
|
distance < min )
|
|
{
|
|
min = distance;
|
|
pBest = pObj;
|
|
}
|
|
}
|
|
if ( pBest != 0 )
|
|
{
|
|
pos = pBest->RetPosition(0);
|
|
}
|
|
return pBest;
|
|
}
|
|
|
|
// Seeks the object in front to take.
|
|
|
|
CObject* CTaskManip::SearchTakeFrontObject(bool bAdvance, D3DVECTOR &pos,
|
|
float &distance, float &angle)
|
|
{
|
|
CObject *pObj, *pBest;
|
|
D3DVECTOR iPos, oPos;
|
|
ObjectType type;
|
|
float min, iAngle, bAngle, aLimit, dLimit, f;
|
|
int i;
|
|
|
|
iPos = m_object->RetPosition(0);
|
|
iAngle = m_object->RetAngleY(0);
|
|
iAngle = NormAngle(iAngle); // 0..2*PI
|
|
|
|
if ( bAdvance && m_energy > 0.0f )
|
|
{
|
|
aLimit = 60.0f*PI/180.0f;
|
|
dLimit = MARGIN_FRONT+10.0f;
|
|
}
|
|
else
|
|
{
|
|
//? aLimit = 7.0f*PI/180.0f;
|
|
aLimit = 15.0f*PI/180.0f; //OK 1.9
|
|
dLimit = MARGIN_FRONT;
|
|
}
|
|
|
|
min = 1000000.0f;
|
|
pBest = 0;
|
|
bAngle = 0.0f;
|
|
for ( i=0 ; i<1000000 ; i++ )
|
|
{
|
|
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
|
|
if ( pObj == 0 ) break;
|
|
|
|
type = pObj->RetType();
|
|
|
|
if ( type != OBJECT_FRET &&
|
|
type != OBJECT_STONE &&
|
|
type != OBJECT_URANIUM &&
|
|
type != OBJECT_BULLET &&
|
|
type != OBJECT_METAL &&
|
|
type != OBJECT_POWER &&
|
|
type != OBJECT_ATOMIC &&
|
|
type != OBJECT_BBOX &&
|
|
type != OBJECT_KEYa &&
|
|
type != OBJECT_KEYb &&
|
|
type != OBJECT_KEYc &&
|
|
type != OBJECT_KEYd &&
|
|
type != OBJECT_TNT &&
|
|
type != OBJECT_SCRAP1 &&
|
|
type != OBJECT_SCRAP2 &&
|
|
type != OBJECT_SCRAP3 &&
|
|
type != OBJECT_SCRAP4 &&
|
|
type != OBJECT_SCRAP5 ) continue;
|
|
|
|
if ( pObj->RetTruck() != 0 ) continue; // object transported?
|
|
if ( pObj->RetLock() ) continue;
|
|
if ( pObj->RetZoomY(0) != 1.0f ) continue;
|
|
|
|
oPos = pObj->RetPosition(0);
|
|
distance = Abs(Length(oPos, iPos)-TAKE_DIST);
|
|
f = 1.0f-distance/50.0f;
|
|
if ( f < 0.5f ) f = 0.5f;
|
|
|
|
angle = RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
|
|
if ( !TestAngle(angle, iAngle-aLimit*f, iAngle+aLimit*f) ) continue;
|
|
|
|
if ( distance < -dLimit ||
|
|
distance > dLimit ) continue;
|
|
|
|
if ( distance < min )
|
|
{
|
|
min = distance;
|
|
pBest = pObj;
|
|
bAngle = angle;
|
|
}
|
|
}
|
|
if ( pBest == 0 )
|
|
{
|
|
distance = 1000000.0f;
|
|
angle = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
pos = pBest->RetPosition(0);
|
|
distance = min;
|
|
angle = bAngle;
|
|
}
|
|
return pBest;
|
|
}
|
|
|
|
// Seeks the object back to take.
|
|
|
|
CObject* CTaskManip::SearchTakeBackObject(bool bAdvance, D3DVECTOR &pos,
|
|
float &distance, float &angle)
|
|
{
|
|
CObject *pObj, *pBest;
|
|
D3DVECTOR iPos, oPos;
|
|
ObjectType type;
|
|
float min, iAngle, bAngle, aLimit, dLimit, f;
|
|
int i;
|
|
|
|
iPos = m_object->RetPosition(0);
|
|
iAngle = m_object->RetAngleY(0)+PI;
|
|
iAngle = NormAngle(iAngle); // 0..2*PI
|
|
|
|
if ( bAdvance && m_energy > 0.0f )
|
|
{
|
|
aLimit = 60.0f*PI/180.0f;
|
|
dLimit = MARGIN_BACK+5.0f;
|
|
}
|
|
else
|
|
{
|
|
aLimit = 7.0f*PI/180.0f;
|
|
dLimit = MARGIN_BACK;
|
|
}
|
|
|
|
min = 1000000.0f;
|
|
pBest = 0;
|
|
bAngle = 0.0f;
|
|
for ( i=0 ; i<1000000 ; i++ )
|
|
{
|
|
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
|
|
if ( pObj == 0 ) break;
|
|
|
|
type = pObj->RetType();
|
|
|
|
if ( type != OBJECT_FRET &&
|
|
type != OBJECT_STONE &&
|
|
type != OBJECT_URANIUM &&
|
|
type != OBJECT_BULLET &&
|
|
type != OBJECT_METAL &&
|
|
type != OBJECT_POWER &&
|
|
type != OBJECT_ATOMIC &&
|
|
type != OBJECT_BBOX &&
|
|
type != OBJECT_KEYa &&
|
|
type != OBJECT_KEYb &&
|
|
type != OBJECT_KEYc &&
|
|
type != OBJECT_KEYd &&
|
|
type != OBJECT_TNT &&
|
|
type != OBJECT_SCRAP1 &&
|
|
type != OBJECT_SCRAP2 &&
|
|
type != OBJECT_SCRAP3 &&
|
|
type != OBJECT_SCRAP4 &&
|
|
type != OBJECT_SCRAP5 ) continue;
|
|
|
|
if ( pObj->RetTruck() != 0 ) continue; // object transported?
|
|
if ( pObj->RetLock() ) continue;
|
|
if ( pObj->RetZoomY(0) != 1.0f ) continue;
|
|
|
|
oPos = pObj->RetPosition(0);
|
|
distance = Abs(Length(oPos, iPos)-TAKE_DIST);
|
|
f = 1.0f-distance/50.0f;
|
|
if ( f < 0.5f ) f = 0.5f;
|
|
|
|
angle = RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
|
|
if ( !TestAngle(angle, iAngle-aLimit*f, iAngle+aLimit*f) ) continue;
|
|
|
|
if ( distance < -dLimit ||
|
|
distance > dLimit ) continue;
|
|
|
|
if ( distance < min )
|
|
{
|
|
min = distance;
|
|
pBest = pObj;
|
|
bAngle = angle;
|
|
}
|
|
}
|
|
if ( pBest == 0 )
|
|
{
|
|
distance = 1000000.0f;
|
|
angle = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
pos = pBest->RetPosition(0);
|
|
distance = min;
|
|
angle = bAngle;
|
|
}
|
|
return pBest;
|
|
}
|
|
|
|
// Seeks the robot or building on which it wants to put a battery or or other object.
|
|
|
|
CObject* CTaskManip::SearchOtherObject(bool bAdvance, D3DVECTOR &pos,
|
|
float &distance, float &angle,
|
|
float &height)
|
|
{
|
|
Character* character;
|
|
CObject* pObj;
|
|
CObject* pPower;
|
|
D3DMATRIX* mat;
|
|
D3DVECTOR iPos, oPos;
|
|
ObjectType type, powerType;
|
|
float iAngle, iRad, oAngle, oLimit, aLimit, dLimit;
|
|
int i;
|
|
|
|
distance = 1000000.0f;
|
|
angle = 0.0f;
|
|
|
|
if ( m_bSubm ) return 0; // impossible with the submarine
|
|
|
|
if ( !m_object->GetCrashSphere(0, iPos, iRad) ) return 0;
|
|
iAngle = m_object->RetAngleY(0);
|
|
iAngle = NormAngle(iAngle); // 0..2*PI
|
|
|
|
if ( bAdvance && m_energy > 0.0f )
|
|
{
|
|
aLimit = 60.0f*PI/180.0f;
|
|
dLimit = MARGIN_FRIEND+10.0f;
|
|
}
|
|
else
|
|
{
|
|
aLimit = 7.0f*PI/180.0f;
|
|
dLimit = MARGIN_FRIEND;
|
|
}
|
|
|
|
for ( i=0 ; i<1000000 ; i++ )
|
|
{
|
|
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
|
|
if ( pObj == 0 ) break;
|
|
|
|
if ( pObj == m_object ) continue; // yourself?
|
|
|
|
type = pObj->RetType();
|
|
if ( type != OBJECT_MOBILEfa &&
|
|
type != OBJECT_MOBILEta &&
|
|
type != OBJECT_MOBILEwa &&
|
|
type != OBJECT_MOBILEia &&
|
|
type != OBJECT_MOBILEfc &&
|
|
type != OBJECT_MOBILEtc &&
|
|
type != OBJECT_MOBILEwc &&
|
|
type != OBJECT_MOBILEic &&
|
|
type != OBJECT_MOBILEfi &&
|
|
type != OBJECT_MOBILEti &&
|
|
type != OBJECT_MOBILEwi &&
|
|
type != OBJECT_MOBILEii &&
|
|
type != OBJECT_MOBILEfs &&
|
|
type != OBJECT_MOBILEts &&
|
|
type != OBJECT_MOBILEws &&
|
|
type != OBJECT_MOBILEis &&
|
|
type != OBJECT_MOBILErt &&
|
|
type != OBJECT_MOBILErc &&
|
|
type != OBJECT_MOBILErr &&
|
|
type != OBJECT_MOBILErs &&
|
|
type != OBJECT_MOBILEsa &&
|
|
type != OBJECT_MOBILEtg &&
|
|
type != OBJECT_MOBILEft &&
|
|
type != OBJECT_MOBILEtt &&
|
|
type != OBJECT_MOBILEwt &&
|
|
type != OBJECT_MOBILEit &&
|
|
type != OBJECT_TOWER &&
|
|
type != OBJECT_RESEARCH &&
|
|
type != OBJECT_ENERGY &&
|
|
type != OBJECT_LABO &&
|
|
type != OBJECT_NUCLEAR ) continue;
|
|
|
|
pPower = pObj->RetPower();
|
|
if ( pPower != 0 )
|
|
{
|
|
if ( pPower->RetLock() ) continue;
|
|
if ( pPower->RetZoomY(0) != 1.0f ) continue;
|
|
|
|
powerType = pPower->RetType();
|
|
if ( powerType == OBJECT_NULL ||
|
|
powerType == OBJECT_FIX ) continue;
|
|
}
|
|
|
|
mat = pObj->RetWorldMatrix(0);
|
|
character = pObj->RetCharacter();
|
|
oPos = Transform(*mat, character->posPower);
|
|
|
|
oAngle = pObj->RetAngleY(0);
|
|
if ( type == OBJECT_TOWER ||
|
|
type == OBJECT_RESEARCH )
|
|
{
|
|
oLimit = 45.0f*PI/180.0f;
|
|
}
|
|
else if ( type == OBJECT_ENERGY )
|
|
{
|
|
oLimit = 90.0f*PI/180.0f;
|
|
}
|
|
else if ( type == OBJECT_LABO )
|
|
{
|
|
oLimit = 120.0f*PI/180.0f;
|
|
}
|
|
else if ( type == OBJECT_NUCLEAR )
|
|
{
|
|
oLimit = 45.0f*PI/180.0f;
|
|
}
|
|
else
|
|
{
|
|
oLimit = 45.0f*PI/180.0f;
|
|
oAngle += PI; // is behind
|
|
}
|
|
oAngle = NormAngle(oAngle); // 0..2*PI
|
|
angle = RotateAngle(iPos.x-oPos.x, oPos.z-iPos.z); // CW !
|
|
if ( !TestAngle(angle, oAngle-oLimit, oAngle+oLimit) ) continue;
|
|
|
|
distance = Abs(Length(oPos, iPos)-TAKE_DIST);
|
|
if ( distance <= dLimit )
|
|
{
|
|
angle = RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
|
|
if ( TestAngle(angle, iAngle-aLimit, iAngle+aLimit) )
|
|
{
|
|
character = pObj->RetCharacter();
|
|
height = character->posPower.y;
|
|
pos = oPos;
|
|
return pObj;
|
|
}
|
|
}
|
|
}
|
|
|
|
distance = 1000000.0f;
|
|
angle = 0.0f;
|
|
return 0;
|
|
}
|
|
|
|
// Takes the object placed in front.
|
|
|
|
bool CTaskManip::TruckTakeObject()
|
|
{
|
|
CObject* fret;
|
|
CObject* other;
|
|
D3DMATRIX matRotate;
|
|
D3DVECTOR pos;
|
|
float angle, dist;
|
|
|
|
if ( m_arm == TMA_GRAB ) // takes immediately?
|
|
{
|
|
fret = m_object->RetFret();
|
|
if ( fret == 0 ) return false; // nothing to take?
|
|
m_fretType = fret->RetType();
|
|
|
|
if ( m_object->RetType() == OBJECT_HUMAN ||
|
|
m_object->RetType() == OBJECT_TECH )
|
|
{
|
|
fret->SetTruck(m_object);
|
|
fret->SetTruckPart(4); // takes with the hand
|
|
|
|
fret->SetPosition(0, D3DVECTOR(1.7f, -0.5f, 1.1f));
|
|
fret->SetAngleY(0, 0.1f);
|
|
fret->SetAngleX(0, 0.0f);
|
|
fret->SetAngleZ(0, 0.8f);
|
|
}
|
|
else if ( m_bSubm )
|
|
{
|
|
fret->SetTruck(m_object);
|
|
fret->SetTruckPart(2); // takes with the right claw
|
|
|
|
pos = D3DVECTOR(1.1f, -1.0f, 1.0f); // relative
|
|
fret->SetPosition(0, pos);
|
|
fret->SetAngleX(0, 0.0f);
|
|
fret->SetAngleY(0, 0.0f);
|
|
fret->SetAngleZ(0, 0.0f);
|
|
}
|
|
else
|
|
{
|
|
fret->SetTruck(m_object);
|
|
fret->SetTruckPart(3); // takes with the hand
|
|
|
|
pos = D3DVECTOR(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
|
|
fret->SetPosition(0, pos);
|
|
fret->SetAngleX(0, 0.0f);
|
|
fret->SetAngleZ(0, PI/2.0f);
|
|
fret->SetAngleY(0, 0.0f);
|
|
}
|
|
|
|
m_object->SetFret(fret); // takes
|
|
}
|
|
|
|
if ( m_arm == TMA_FFRONT ) // takes on the ground in front?
|
|
{
|
|
fret = SearchTakeFrontObject(false, pos, dist, angle);
|
|
if ( fret == 0 ) return false; // nothing to take?
|
|
m_fretType = fret->RetType();
|
|
|
|
if ( m_bSubm )
|
|
{
|
|
fret->SetTruck(m_object);
|
|
fret->SetTruckPart(2); // takes with the right claw
|
|
|
|
pos = D3DVECTOR(1.1f, -1.0f, 1.0f); // relative
|
|
fret->SetPosition(0, pos);
|
|
fret->SetAngleX(0, 0.0f);
|
|
fret->SetAngleY(0, 0.0f);
|
|
fret->SetAngleZ(0, 0.0f);
|
|
}
|
|
else
|
|
{
|
|
fret->SetTruck(m_object);
|
|
fret->SetTruckPart(3); // takes with the hand
|
|
|
|
pos = D3DVECTOR(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
|
|
fret->SetPosition(0, pos);
|
|
fret->SetAngleX(0, 0.0f);
|
|
fret->SetAngleZ(0, PI/2.0f);
|
|
fret->SetAngleY(0, 0.0f);
|
|
}
|
|
|
|
m_object->SetFret(fret); // takes
|
|
}
|
|
|
|
if ( m_arm == TMA_FBACK ) // takes on the ground behind?
|
|
{
|
|
fret = SearchTakeBackObject(false, pos, dist, angle);
|
|
if ( fret == 0 ) return false; // nothing to take?
|
|
m_fretType = fret->RetType();
|
|
|
|
fret->SetTruck(m_object);
|
|
fret->SetTruckPart(3); // takes with the hand
|
|
|
|
pos = D3DVECTOR(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
|
|
fret->SetPosition(0, pos);
|
|
fret->SetAngleX(0, 0.0f);
|
|
fret->SetAngleZ(0, PI/2.0f);
|
|
fret->SetAngleY(0, 0.0f);
|
|
|
|
m_object->SetFret(fret); // takes
|
|
}
|
|
|
|
if ( m_arm == TMA_POWER ) // takes battery in the back?
|
|
{
|
|
fret = m_object->RetPower();
|
|
if ( fret == 0 ) return false; // no battery?
|
|
m_fretType = fret->RetType();
|
|
|
|
pos = D3DVECTOR(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
|
|
fret->SetPosition(0, pos);
|
|
fret->SetAngleX(0, 0.0f);
|
|
fret->SetAngleZ(0, PI/2.0f);
|
|
fret->SetAngleY(0, 0.0f);
|
|
fret->SetTruckPart(3); // takes with the hand
|
|
|
|
m_object->SetPower(0);
|
|
m_object->SetFret(fret); // takes
|
|
}
|
|
|
|
if ( m_arm == TMA_OTHER ) // battery takes from friend?
|
|
{
|
|
other = SearchOtherObject(false, pos, dist, angle, m_height);
|
|
if ( other == 0 ) return false;
|
|
|
|
fret = other->RetPower();
|
|
if ( fret == 0 ) return false; // the other does not have a battery?
|
|
m_fretType = fret->RetType();
|
|
|
|
other->SetPower(0);
|
|
fret->SetTruck(m_object);
|
|
fret->SetTruckPart(3); // takes with the hand
|
|
|
|
pos = D3DVECTOR(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
|
|
fret->SetPosition(0, pos);
|
|
fret->SetAngleX(0, 0.0f);
|
|
fret->SetAngleZ(0, PI/2.0f);
|
|
fret->SetAngleY(0, 0.0f);
|
|
|
|
m_object->SetFret(fret); // takes
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Deposes the object taken.
|
|
|
|
bool CTaskManip::TruckDeposeObject()
|
|
{
|
|
Character* character;
|
|
CObject* fret;
|
|
CObject* other;
|
|
D3DMATRIX* mat;
|
|
D3DVECTOR pos;
|
|
float angle, dist;
|
|
|
|
if ( m_arm == TMA_FFRONT ) // deposits on the ground in front?
|
|
{
|
|
fret = m_object->RetFret();
|
|
if ( fret == 0 ) return false; // nothing transported?
|
|
m_fretType = fret->RetType();
|
|
|
|
mat = fret->RetWorldMatrix(0);
|
|
pos = Transform(*mat, D3DVECTOR(0.0f, 1.0f, 0.0f));
|
|
m_terrain->MoveOnFloor(pos);
|
|
fret->SetPosition(0, pos);
|
|
fret->SetAngleY(0, m_object->RetAngleY(0)+PI/2.0f);
|
|
fret->SetAngleX(0, 0.0f);
|
|
fret->SetAngleZ(0, 0.0f);
|
|
fret->FloorAdjust(); // plate well on the ground
|
|
|
|
fret->SetTruck(0);
|
|
m_object->SetFret(0); // deposit
|
|
}
|
|
|
|
if ( m_arm == TMA_FBACK ) // deposited on the ground behind?
|
|
{
|
|
fret = m_object->RetFret();
|
|
if ( fret == 0 ) return false; // nothing transported?
|
|
m_fretType = fret->RetType();
|
|
|
|
mat = fret->RetWorldMatrix(0);
|
|
pos = Transform(*mat, D3DVECTOR(0.0f, 1.0f, 0.0f));
|
|
m_terrain->MoveOnFloor(pos);
|
|
fret->SetPosition(0, pos);
|
|
fret->SetAngleY(0, m_object->RetAngleY(0)+PI/2.0f);
|
|
fret->SetAngleX(0, 0.0f);
|
|
fret->SetAngleZ(0, 0.0f);
|
|
|
|
fret->SetTruck(0);
|
|
m_object->SetFret(0); // deposit
|
|
}
|
|
|
|
if ( m_arm == TMA_POWER ) // deposits battery in the back?
|
|
{
|
|
fret = m_object->RetFret();
|
|
if ( fret == 0 ) return false; // nothing transported?
|
|
m_fretType = fret->RetType();
|
|
|
|
if ( m_object->RetPower() != 0 ) return false;
|
|
|
|
fret->SetTruck(m_object);
|
|
fret->SetTruckPart(0); // carried by the base
|
|
|
|
character = m_object->RetCharacter();
|
|
fret->SetPosition(0, character->posPower);
|
|
fret->SetAngleY(0, 0.0f);
|
|
fret->SetAngleX(0, 0.0f);
|
|
fret->SetAngleZ(0, 0.0f);
|
|
|
|
m_object->SetPower(fret); // uses
|
|
m_object->SetFret(0);
|
|
}
|
|
|
|
if ( m_arm == TMA_OTHER ) // deposits battery on friend?
|
|
{
|
|
other = SearchOtherObject(false, pos, dist, angle, m_height);
|
|
if ( other == 0 ) return false;
|
|
|
|
fret = other->RetPower();
|
|
if ( fret != 0 ) return false; // the other already has a battery?
|
|
|
|
fret = m_object->RetFret();
|
|
if ( fret == 0 ) return false;
|
|
m_fretType = fret->RetType();
|
|
|
|
other->SetPower(fret);
|
|
fret->SetTruck(other);
|
|
|
|
character = other->RetCharacter();
|
|
fret->SetPosition(0, character->posPower);
|
|
fret->SetAngleY(0, 0.0f);
|
|
fret->SetAngleX(0, 0.0f);
|
|
fret->SetAngleZ(0, 0.0f);
|
|
fret->SetTruckPart(0); // carried by the base
|
|
|
|
m_object->SetFret(0); // deposit
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Seeks if a location allows to deposit an object.
|
|
|
|
bool CTaskManip::IsFreeDeposeObject(D3DVECTOR pos)
|
|
{
|
|
CObject* pObj;
|
|
D3DMATRIX* mat;
|
|
D3DVECTOR iPos, oPos;
|
|
float oRadius;
|
|
int i, j;
|
|
|
|
mat = m_object->RetWorldMatrix(0);
|
|
iPos = Transform(*mat, pos);
|
|
|
|
for ( i=0 ; i<1000000 ; i++ )
|
|
{
|
|
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
|
|
if ( pObj == 0 ) break;
|
|
|
|
if ( pObj == m_object ) continue;
|
|
if ( !pObj->RetActif() ) continue; // inactive?
|
|
if ( pObj->RetTruck() != 0 ) continue; // object transported?
|
|
|
|
j = 0;
|
|
while ( pObj->GetCrashSphere(j++, oPos, oRadius) )
|
|
{
|
|
if ( Length(iPos, oPos)-(oRadius+1.0f) < 2.0f )
|
|
{
|
|
return false; // location occupied
|
|
}
|
|
}
|
|
}
|
|
return true; // location free
|
|
}
|
|
|
|
// Plays the sound of the manipulator arm.
|
|
|
|
void CTaskManip::SoundManip(float time, float amplitude, float frequency)
|
|
{
|
|
int i;
|
|
|
|
i = m_sound->Play(SOUND_MANIP, m_object->RetPosition(0), 0.0f, 0.3f*frequency, true);
|
|
m_sound->AddEnvelope(i, 0.5f*amplitude, 1.0f*frequency, 0.1f, SOPER_CONTINUE);
|
|
m_sound->AddEnvelope(i, 0.5f*amplitude, 1.0f*frequency, time-0.1f, SOPER_CONTINUE);
|
|
m_sound->AddEnvelope(i, 0.0f, 0.3f*frequency, 0.1f, SOPER_STOP);
|
|
}
|
|
|