572 lines
14 KiB
C++
572 lines
14 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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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.
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* See the 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://gnu.org/licenses
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*/
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#include "object/task/taskshield.h"
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#include "graphics/core/light.h"
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#include "graphics/engine/engine.h"
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#include "graphics/engine/lightman.h"
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#include "graphics/engine/particle.h"
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#include "level/robotmain.h"
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#include "math/geometry.h"
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#include "object/object_manager.h"
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#include "object/old_object.h"
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#include "object/interface/slotted_object.h"
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#include "object/subclass/shielder.h"
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#include "physics/physics.h"
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#include "sound/sound.h"
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#include <string.h>
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const float ENERGY_TIME = 20.0f; // maximum duration if full battery
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// Object's constructor.
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CTaskShield::CTaskShield(COldObject* object) : CBackgroundTask(object)
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{
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m_rankSphere = -1;
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m_soundChannel = -1;
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m_effectLight = -1;
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assert(HasPowerCellSlot(m_object));
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m_shielder = dynamic_cast<CShielder*>(object);
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}
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// Object's destructor.
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CTaskShield::~CTaskShield()
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{
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Abort();
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}
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// Management of an event.
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bool CTaskShield::EventProcess(const Event &event)
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{
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glm::vec3 pos, speed, goal, angle;
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Gfx::Color color;
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glm::vec2 dim;
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float energy;
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if ( m_engine->GetPause() ) return true;
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if ( event.type != EVENT_FRAME ) return true;
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if ( m_bError ) return false;
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m_progress += event.rTime*m_speed; // others advance
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m_time += event.rTime;
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m_delay -= event.rTime;
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glm::mat4 mat = m_object->GetWorldMatrix(0);
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pos = glm::vec3(7.0f, 15.0f, 0.0f);
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pos = Math::Transform(mat, pos); // sphere position
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m_shieldPos = pos;
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if ( m_rankSphere != -1 )
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{
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m_particle->SetPosition(m_rankSphere, m_shieldPos);
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dim.x = GetRadius();
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dim.y = dim.x;
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m_particle->SetDimension(m_rankSphere, dim);
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}
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if ( m_phase == TS_UP1 )
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{
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pos.x = 7.0f;
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pos.y = 4.5f+Math::Bounce(m_progress)*3.0f;
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pos.z = 0.0f;
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m_object->SetPartPosition(2, pos);
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}
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if ( m_phase == TS_UP2 )
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{
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pos.x = 0.0f;
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pos.y = 1.0f+Math::Bounce(m_progress)*3.0f;
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pos.z = 0.0f;
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m_object->SetPartPosition(3, pos);
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}
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if ( m_phase == TS_SHIELD )
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{
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energy = (1.0f/ENERGY_TIME)*event.rTime;
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energy *= GetRadius()/RADIUS_SHIELD_MAX;
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if (CPowerContainerObject *power = GetObjectPowerCell(m_object))
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power->SetEnergy(power->GetEnergy()-energy);
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m_energyUsed += energy;
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if ( m_soundChannel == -1 )
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{
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m_soundChannel = m_sound->Play(SOUND_SHIELD, m_shieldPos, 0.5f, 0.5f, true);
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m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.0f, 2.0f, SOPER_CONTINUE);
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m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.0f, 1.0f, SOPER_LOOP);
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}
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else
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{
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m_sound->Position(m_soundChannel, m_shieldPos);
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}
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pos = m_shieldPos;
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pos.y += GetRadius()*(2.0f+sinf(m_time*9.0f)*0.2f);
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if ( m_effectLight == -1 )
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{
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CreateLight(pos);
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}
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else
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{
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m_lightMan->SetLightPos(m_effectLight, pos);
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color.r = 0.0f+sinf(m_time*33.2f)*0.2f;
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color.g = 0.5f+sinf(m_time*20.0f)*0.5f;
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color.b = 0.5f+sinf(m_time*21.3f)*1.0f;
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color.a = 0.0f;
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m_lightMan->SetLightColor(m_effectLight, color);
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}
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if ( m_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_time )
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{
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m_lastParticle = m_time;
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pos = m_shieldPos;
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pos.x += (Math::Rand()-0.5f)*5.0f;
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pos.z += (Math::Rand()-0.5f)*5.0f;
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speed.x = (Math::Rand()-0.5f)*0.0f;
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speed.z = (Math::Rand()-0.5f)*0.0f;
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speed.y = Math::Rand()*15.0f;
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dim.x = Math::Rand()*6.0f+4.0f;
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dim.y = dim.x;
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m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIBLUE, 1.0f, 0.0f, 0.0f);
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}
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if ( m_lastRay+m_engine->ParticleAdapt(0.05f) <= m_time )
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{
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m_lastRay = m_time;
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pos = m_shieldPos;
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dim.x = GetRadius()/20.0f;
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dim.y = dim.x;
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angle.x = (Math::Rand()-0.5f)*Math::PI*1.2f;
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angle.y = 0.0f;
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angle.z = (Math::Rand()-0.5f)*Math::PI*1.2f;
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glm::mat4 matrix;
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Math::LoadRotationXZYMatrix(matrix, angle);
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goal = Math::Transform(matrix, glm::vec3(0.0f, GetRadius()-dim.x, 0.0f));
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goal += pos;
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m_particle->CreateRay(pos, goal, Gfx::PARTIRAY2, dim, 0.3f);
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}
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if ( m_lastIncrease+0.2f <= m_time )
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{
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m_lastIncrease = m_time;
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IncreaseShield();
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}
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}
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if ( m_phase == TS_SMOKE )
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{
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if ( m_soundChannel != -1 )
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{
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m_sound->FlushEnvelope(m_soundChannel);
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m_sound->AddEnvelope(m_soundChannel, 0.5f, 0.5f, 2.0f, SOPER_STOP);
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m_soundChannel = -1;
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}
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if ( m_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_time )
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{
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m_lastParticle = m_time;
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pos = m_shieldPos;
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pos.x += (Math::Rand()-0.5f)*5.0f;
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pos.z += (Math::Rand()-0.5f)*5.0f;
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speed.x = (Math::Rand()-0.5f)*3.0f;
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speed.z = (Math::Rand()-0.5f)*3.0f;
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speed.y = (Math::Rand()-0.5f)*3.0f;
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dim.x = Math::Rand()*1.5f+2.0f;
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dim.y = dim.x;
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m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISMOKE3, 4.0f);
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}
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}
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if ( m_phase == TS_DOWN1 )
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{
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pos.x = 0.0f;
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pos.y = 1.0f+(1.0f-Math::Bounce(m_progress))*3.0f;
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pos.z = 0.0f;
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m_object->SetPartPosition(3, pos);
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}
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if ( m_phase == TS_DOWN2 )
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{
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pos.x = 7.0f;
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pos.y = 4.5f+(1.0f-Math::Bounce(m_progress))*3.0f;
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pos.z = 0.0f;
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m_object->SetPartPosition(2, pos);
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}
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return true;
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}
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// Deploys the shield.
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// The period is only useful with TSM_UP!
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Error CTaskShield::Start(TaskShieldMode mode, float delay)
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{
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if ( mode == TSM_DOWN )
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{
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return Stop();
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}
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if ( mode == TSM_UPDATE )
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{
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if ( m_object->GetSelect() )
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{
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m_object->UpdateInterface();
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}
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return ERR_OK;
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}
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if ( mode == TSM_START )
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{
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glm::vec3 pos;
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glm::vec2 dim;
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pos.x = 7.0f;
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pos.y = 4.5f+3.0f;
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pos.z = 0.0f;
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m_object->SetPartPosition(2, pos);
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pos.x = 0.0f;
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pos.y = 1.0f+3.0f;
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pos.z = 0.0f;
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m_object->SetPartPosition(3, pos);
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glm::mat4 mat = m_object->GetWorldMatrix(0);
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pos = glm::vec3(7.0f, 15.0f, 0.0f);
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pos = Math::Transform(mat, pos); // sphere position
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m_shieldPos = pos;
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pos = m_shieldPos;
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glm::vec3 speed = glm::vec3(0.0f, 0.0f, 0.0f);
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dim.x = GetRadius();
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dim.y = dim.x;
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m_rankSphere = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISPHERE3, 2.0f, 0.0f, 0.0f);
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m_phase = TS_SHIELD;
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m_progress = 0.0f;
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m_speed = 1.0f/999.9f;
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m_time = 0.0f;
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m_delay = delay;
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m_lastParticle = 0.0f;
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m_lastRay = 0.0f;
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m_lastIncrease = 0.0f;
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m_energyUsed = 0.0f;
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m_bError = false; // ok
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if ( m_object->GetSelect() )
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{
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m_object->UpdateInterface();
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}
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return ERR_OK;
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}
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ObjectType type = m_object->GetType();
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if ( type != OBJECT_MOBILErs ) return ERR_WRONG_BOT;
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m_bError = true; // operation impossible
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if ( !m_physics->GetLand() ) return ERR_WRONG_BOT;
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CPowerContainerObject* power = GetObjectPowerCell(m_object);
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if (power == nullptr) return ERR_SHIELD_ENERGY;
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float energy = power->GetEnergy();
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if ( energy == 0.0f ) return ERR_SHIELD_ENERGY;
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glm::mat4 mat = m_object->GetWorldMatrix(0);
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glm::vec3 pos = glm::vec3(7.0f, 15.0f, 0.0f);
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pos = Math::Transform(mat, pos); // sphere position
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m_shieldPos = pos;
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m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 0.7f);
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m_phase = TS_UP1;
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m_progress = 0.0f;
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m_speed = 1.0f/1.0f;
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m_time = 0.0f;
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m_delay = delay;
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m_lastParticle = 0.0f;
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m_lastRay = 0.0f;
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m_lastIncrease = 0.0f;
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m_energyUsed = 0.0f;
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m_bError = false; // ok
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if ( m_object->GetSelect() )
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{
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m_object->UpdateInterface();
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}
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//? m_camera->StartCentering(m_object, Math::PI*0.85f, -Math::PI*0.15f, GetRadius()+40.0f, 3.0f);
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return ERR_OK;
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}
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// Returns the shield.
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Error CTaskShield::Stop()
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{
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float time;
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if ( m_phase == TS_SHIELD )
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{
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if ( m_rankSphere != -1 )
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{
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m_particle->SetPhase(m_rankSphere, Gfx::PARPHEND, 3.0f);
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m_rankSphere = -1;
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}
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if ( m_effectLight != -1 )
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{
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m_lightMan->DeleteLight(m_effectLight);
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m_effectLight = -1;
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}
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time = m_energyUsed*4.0f;
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if ( time < 1.0f ) time = 1.0f;
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if ( time > 4.0f ) time = 4.0f;
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m_phase = TS_SMOKE;
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m_speed = 1.0f/time;
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m_camera->StopCentering(m_object, 4.0f);
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if ( m_object->GetSelect() )
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{
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m_object->UpdateInterface();
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}
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}
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return ERR_OK;
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}
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// Indicates whether the action is finished.
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Error CTaskShield::IsEnded()
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{
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glm::vec3 pos, speed;
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glm::vec2 dim;
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float energy;
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if ( m_engine->GetPause() ) return ERR_CONTINUE;
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if ( m_bError ) return ERR_STOP;
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if ( m_phase == TS_SHIELD )
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{
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energy = GetObjectEnergy(m_object);
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if ( energy == 0.0f || m_delay <= 0.0f )
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{
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Stop();
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}
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return ERR_CONTINUE;
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}
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if ( m_progress < 1.0f ) return ERR_CONTINUE;
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m_progress = 0.0f;
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if ( m_phase == TS_UP1 )
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{
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pos.x = 7.0f;
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pos.y = 4.5f+3.0f;
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pos.z = 0.0f;
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m_object->SetPartPosition(2, pos);
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m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 1.0f);
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m_phase = TS_UP2;
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m_speed = 1.0f/0.8f;
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return ERR_CONTINUE;
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}
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if ( m_phase == TS_UP2 )
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{
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pos.x = 0.0f;
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pos.y = 1.0f+3.0f;
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pos.z = 0.0f;
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m_object->SetPartPosition(3, pos);
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pos = m_shieldPos;
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speed = glm::vec3(0.0f, 0.0f, 0.0f);
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dim.x = GetRadius();
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dim.y = dim.x;
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m_rankSphere = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISPHERE3, 2.0f, 0.0f, 0.0f);
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m_phase = TS_SHIELD;
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m_speed = 1.0f/999.9f;
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if ( m_object->GetSelect() )
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{
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m_object->UpdateInterface();
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}
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return ERR_CONTINUE;
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}
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if ( m_phase == TS_SMOKE )
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{
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m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 1.0f);
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m_phase = TS_DOWN1;
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m_speed = 1.0f/0.8f;
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return ERR_CONTINUE;
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}
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if ( m_phase == TS_DOWN1 )
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{
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m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 0.7f);
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m_phase = TS_DOWN2;
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m_speed = 1.0f/1.0f;
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return ERR_CONTINUE;
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}
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Abort();
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return ERR_STOP;
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}
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// Indicates whether the action is pending.
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bool CTaskShield::IsBusy()
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{
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if ( m_phase == TS_SHIELD )
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{
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return false;
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}
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return true;
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}
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// Suddenly ends the current action.
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bool CTaskShield::Abort()
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{
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glm::vec3 pos;
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pos.x = 7.0f;
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pos.y = 4.5f;
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pos.z = 0.0f;
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m_object->SetPartPosition(2, pos);
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pos.x = 0.0f;
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pos.y = 1.0f;
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pos.z = 0.0f;
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m_object->SetPartPosition(3, pos);
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if ( m_soundChannel != -1 )
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{
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m_sound->FlushEnvelope(m_soundChannel);
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m_sound->AddEnvelope(m_soundChannel, 0.5f, 0.5f, 2.0f, SOPER_STOP);
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m_soundChannel = -1;
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}
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if ( m_rankSphere != -1 )
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{
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m_particle->SetPhase(m_rankSphere, Gfx::PARPHEND, 3.0f);
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m_rankSphere = -1;
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}
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if ( m_effectLight != -1 )
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{
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m_lightMan->DeleteLight(m_effectLight);
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m_effectLight = -1;
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}
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m_camera->StopCentering(m_object, 2.0f);
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return true;
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}
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// Creates the light to accompany a pyrotechnic effect.
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bool CTaskShield::CreateLight(glm::vec3 pos)
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{
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Gfx::Light light;
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if ( !m_engine->GetLightMode() ) return true;
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light.type = Gfx::LIGHT_SPOT;
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light.ambient = Gfx::Color(0.0f, 0.0f, 0.0f);
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light.diffuse = Gfx::Color(0.0f, 1.0f, 2.0f);
|
|
light.position = pos;
|
|
light.direction = glm::vec3(0.0f, -1.0f, 0.0f); // against the bottom
|
|
light.spotIntensity = 128;
|
|
light.attenuation0 = 1.0f;
|
|
light.attenuation1 = 0.0f;
|
|
light.attenuation2 = 0.0f;
|
|
light.spotAngle = 90.0f*Math::PI/180.0f;
|
|
|
|
m_effectLight = m_lightMan->CreateLight();
|
|
if ( m_effectLight == -1 ) return false;
|
|
|
|
m_lightMan->SetLight(m_effectLight, light);
|
|
m_lightMan->SetLightIntensity(m_effectLight, 1.0f);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Repaired the shielded objects within the sphere of the shield.
|
|
|
|
void CTaskShield::IncreaseShield()
|
|
{
|
|
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
|
|
{
|
|
if (!obj->Implements(ObjectInterfaceType::Shielded)) continue;
|
|
CShieldedObject* shielded = dynamic_cast<CShieldedObject*>(obj);
|
|
if (!shielded->IsRepairable()) continue; // NOTE: Looks like the original code forgot to check that
|
|
|
|
glm::vec3 oPos = obj->GetPosition();
|
|
float dist = glm::distance(oPos, m_shieldPos);
|
|
if ( dist <= GetRadius()+10.0f )
|
|
{
|
|
shielded->SetShield(shielded->GetShield() + 0.1f);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Returns the radius of the shield.
|
|
|
|
float CTaskShield::GetRadius()
|
|
{
|
|
return RADIUS_SHIELD_MIN + (RADIUS_SHIELD_MAX-RADIUS_SHIELD_MIN)*m_shielder->GetShieldRadius();
|
|
}
|
|
|
|
float CTaskShield::GetActiveRadius()
|
|
{
|
|
return m_phase == TS_SHIELD ? GetRadius() : 0.0f;
|
|
}
|