colobot/colobot-base/object/task/taskshield.cpp

572 lines
14 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/task/taskshield.h"
#include "graphics/core/light.h"
#include "graphics/engine/engine.h"
#include "graphics/engine/lightman.h"
#include "graphics/engine/particle.h"
#include "level/robotmain.h"
#include "math/geometry.h"
#include "object/object_manager.h"
#include "object/old_object.h"
#include "object/interface/slotted_object.h"
#include "object/subclass/shielder.h"
#include "physics/physics.h"
#include "sound/sound.h"
#include <string.h>
const float ENERGY_TIME = 20.0f; // maximum duration if full battery
// Object's constructor.
CTaskShield::CTaskShield(COldObject* object) : CBackgroundTask(object)
{
m_rankSphere = -1;
m_soundChannel = -1;
m_effectLight = -1;
assert(HasPowerCellSlot(m_object));
m_shielder = dynamic_cast<CShielder*>(object);
}
// Object's destructor.
CTaskShield::~CTaskShield()
{
Abort();
}
// Management of an event.
bool CTaskShield::EventProcess(const Event &event)
{
glm::vec3 pos, speed, goal, angle;
Gfx::Color color;
glm::vec2 dim;
float energy;
if ( m_engine->GetPause() ) return true;
if ( event.type != EVENT_FRAME ) return true;
if ( m_bError ) return false;
m_progress += event.rTime*m_speed; // others advance
m_time += event.rTime;
m_delay -= event.rTime;
glm::mat4 mat = m_object->GetWorldMatrix(0);
pos = glm::vec3(7.0f, 15.0f, 0.0f);
pos = Math::Transform(mat, pos); // sphere position
m_shieldPos = pos;
if ( m_rankSphere != -1 )
{
m_particle->SetPosition(m_rankSphere, m_shieldPos);
dim.x = GetRadius();
dim.y = dim.x;
m_particle->SetDimension(m_rankSphere, dim);
}
if ( m_phase == TS_UP1 )
{
pos.x = 7.0f;
pos.y = 4.5f+Math::Bounce(m_progress)*3.0f;
pos.z = 0.0f;
m_object->SetPartPosition(2, pos);
}
if ( m_phase == TS_UP2 )
{
pos.x = 0.0f;
pos.y = 1.0f+Math::Bounce(m_progress)*3.0f;
pos.z = 0.0f;
m_object->SetPartPosition(3, pos);
}
if ( m_phase == TS_SHIELD )
{
energy = (1.0f/ENERGY_TIME)*event.rTime;
energy *= GetRadius()/RADIUS_SHIELD_MAX;
if (CPowerContainerObject *power = GetObjectPowerCell(m_object))
power->SetEnergy(power->GetEnergy()-energy);
m_energyUsed += energy;
if ( m_soundChannel == -1 )
{
m_soundChannel = m_sound->Play(SOUND_SHIELD, m_shieldPos, 0.5f, 0.5f, true);
m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.0f, 2.0f, SOPER_CONTINUE);
m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.0f, 1.0f, SOPER_LOOP);
}
else
{
m_sound->Position(m_soundChannel, m_shieldPos);
}
pos = m_shieldPos;
pos.y += GetRadius()*(2.0f+sinf(m_time*9.0f)*0.2f);
if ( m_effectLight == -1 )
{
CreateLight(pos);
}
else
{
m_lightMan->SetLightPos(m_effectLight, pos);
color.r = 0.0f+sinf(m_time*33.2f)*0.2f;
color.g = 0.5f+sinf(m_time*20.0f)*0.5f;
color.b = 0.5f+sinf(m_time*21.3f)*1.0f;
color.a = 0.0f;
m_lightMan->SetLightColor(m_effectLight, color);
}
if ( m_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_time )
{
m_lastParticle = m_time;
pos = m_shieldPos;
pos.x += (Math::Rand()-0.5f)*5.0f;
pos.z += (Math::Rand()-0.5f)*5.0f;
speed.x = (Math::Rand()-0.5f)*0.0f;
speed.z = (Math::Rand()-0.5f)*0.0f;
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);
}
if ( m_lastRay+m_engine->ParticleAdapt(0.05f) <= m_time )
{
m_lastRay = m_time;
pos = m_shieldPos;
dim.x = GetRadius()/20.0f;
dim.y = dim.x;
angle.x = (Math::Rand()-0.5f)*Math::PI*1.2f;
angle.y = 0.0f;
angle.z = (Math::Rand()-0.5f)*Math::PI*1.2f;
glm::mat4 matrix;
Math::LoadRotationXZYMatrix(matrix, angle);
goal = Math::Transform(matrix, glm::vec3(0.0f, GetRadius()-dim.x, 0.0f));
goal += pos;
m_particle->CreateRay(pos, goal, Gfx::PARTIRAY2, dim, 0.3f);
}
if ( m_lastIncrease+0.2f <= m_time )
{
m_lastIncrease = m_time;
IncreaseShield();
}
}
if ( m_phase == TS_SMOKE )
{
if ( m_soundChannel != -1 )
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 0.5f, 0.5f, 2.0f, SOPER_STOP);
m_soundChannel = -1;
}
if ( m_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_time )
{
m_lastParticle = m_time;
pos = m_shieldPos;
pos.x += (Math::Rand()-0.5f)*5.0f;
pos.z += (Math::Rand()-0.5f)*5.0f;
speed.x = (Math::Rand()-0.5f)*3.0f;
speed.z = (Math::Rand()-0.5f)*3.0f;
speed.y = (Math::Rand()-0.5f)*3.0f;
dim.x = Math::Rand()*1.5f+2.0f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISMOKE3, 4.0f);
}
}
if ( m_phase == TS_DOWN1 )
{
pos.x = 0.0f;
pos.y = 1.0f+(1.0f-Math::Bounce(m_progress))*3.0f;
pos.z = 0.0f;
m_object->SetPartPosition(3, pos);
}
if ( m_phase == TS_DOWN2 )
{
pos.x = 7.0f;
pos.y = 4.5f+(1.0f-Math::Bounce(m_progress))*3.0f;
pos.z = 0.0f;
m_object->SetPartPosition(2, pos);
}
return true;
}
// Deploys the shield.
// The period is only useful with TSM_UP!
Error CTaskShield::Start(TaskShieldMode mode, float delay)
{
if ( mode == TSM_DOWN )
{
return Stop();
}
if ( mode == TSM_UPDATE )
{
if ( m_object->GetSelect() )
{
m_object->UpdateInterface();
}
return ERR_OK;
}
if ( mode == TSM_START )
{
glm::vec3 pos;
glm::vec2 dim;
pos.x = 7.0f;
pos.y = 4.5f+3.0f;
pos.z = 0.0f;
m_object->SetPartPosition(2, pos);
pos.x = 0.0f;
pos.y = 1.0f+3.0f;
pos.z = 0.0f;
m_object->SetPartPosition(3, pos);
glm::mat4 mat = m_object->GetWorldMatrix(0);
pos = glm::vec3(7.0f, 15.0f, 0.0f);
pos = Math::Transform(mat, pos); // sphere position
m_shieldPos = pos;
pos = m_shieldPos;
glm::vec3 speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = GetRadius();
dim.y = dim.x;
m_rankSphere = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISPHERE3, 2.0f, 0.0f, 0.0f);
m_phase = TS_SHIELD;
m_progress = 0.0f;
m_speed = 1.0f/999.9f;
m_time = 0.0f;
m_delay = delay;
m_lastParticle = 0.0f;
m_lastRay = 0.0f;
m_lastIncrease = 0.0f;
m_energyUsed = 0.0f;
m_bError = false; // ok
if ( m_object->GetSelect() )
{
m_object->UpdateInterface();
}
return ERR_OK;
}
ObjectType type = m_object->GetType();
if ( type != OBJECT_MOBILErs ) return ERR_WRONG_BOT;
m_bError = true; // operation impossible
if ( !m_physics->GetLand() ) return ERR_WRONG_BOT;
CPowerContainerObject* power = GetObjectPowerCell(m_object);
if (power == nullptr) return ERR_SHIELD_ENERGY;
float energy = power->GetEnergy();
if ( energy == 0.0f ) return ERR_SHIELD_ENERGY;
glm::mat4 mat = m_object->GetWorldMatrix(0);
glm::vec3 pos = glm::vec3(7.0f, 15.0f, 0.0f);
pos = Math::Transform(mat, pos); // sphere position
m_shieldPos = pos;
m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 0.7f);
m_phase = TS_UP1;
m_progress = 0.0f;
m_speed = 1.0f/1.0f;
m_time = 0.0f;
m_delay = delay;
m_lastParticle = 0.0f;
m_lastRay = 0.0f;
m_lastIncrease = 0.0f;
m_energyUsed = 0.0f;
m_bError = false; // ok
if ( m_object->GetSelect() )
{
m_object->UpdateInterface();
}
//? m_camera->StartCentering(m_object, Math::PI*0.85f, -Math::PI*0.15f, GetRadius()+40.0f, 3.0f);
return ERR_OK;
}
// Returns the shield.
Error CTaskShield::Stop()
{
float time;
if ( m_phase == TS_SHIELD )
{
if ( m_rankSphere != -1 )
{
m_particle->SetPhase(m_rankSphere, Gfx::PARPHEND, 3.0f);
m_rankSphere = -1;
}
if ( m_effectLight != -1 )
{
m_lightMan->DeleteLight(m_effectLight);
m_effectLight = -1;
}
time = m_energyUsed*4.0f;
if ( time < 1.0f ) time = 1.0f;
if ( time > 4.0f ) time = 4.0f;
m_phase = TS_SMOKE;
m_speed = 1.0f/time;
m_camera->StopCentering(m_object, 4.0f);
if ( m_object->GetSelect() )
{
m_object->UpdateInterface();
}
}
return ERR_OK;
}
// Indicates whether the action is finished.
Error CTaskShield::IsEnded()
{
glm::vec3 pos, speed;
glm::vec2 dim;
float energy;
if ( m_engine->GetPause() ) return ERR_CONTINUE;
if ( m_bError ) return ERR_STOP;
if ( m_phase == TS_SHIELD )
{
energy = GetObjectEnergy(m_object);
if ( energy == 0.0f || m_delay <= 0.0f )
{
Stop();
}
return ERR_CONTINUE;
}
if ( m_progress < 1.0f ) return ERR_CONTINUE;
m_progress = 0.0f;
if ( m_phase == TS_UP1 )
{
pos.x = 7.0f;
pos.y = 4.5f+3.0f;
pos.z = 0.0f;
m_object->SetPartPosition(2, pos);
m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 1.0f);
m_phase = TS_UP2;
m_speed = 1.0f/0.8f;
return ERR_CONTINUE;
}
if ( m_phase == TS_UP2 )
{
pos.x = 0.0f;
pos.y = 1.0f+3.0f;
pos.z = 0.0f;
m_object->SetPartPosition(3, pos);
pos = m_shieldPos;
speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = GetRadius();
dim.y = dim.x;
m_rankSphere = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISPHERE3, 2.0f, 0.0f, 0.0f);
m_phase = TS_SHIELD;
m_speed = 1.0f/999.9f;
if ( m_object->GetSelect() )
{
m_object->UpdateInterface();
}
return ERR_CONTINUE;
}
if ( m_phase == TS_SMOKE )
{
m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 1.0f);
m_phase = TS_DOWN1;
m_speed = 1.0f/0.8f;
return ERR_CONTINUE;
}
if ( m_phase == TS_DOWN1 )
{
m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 0.7f);
m_phase = TS_DOWN2;
m_speed = 1.0f/1.0f;
return ERR_CONTINUE;
}
Abort();
return ERR_STOP;
}
// Indicates whether the action is pending.
bool CTaskShield::IsBusy()
{
if ( m_phase == TS_SHIELD )
{
return false;
}
return true;
}
// Suddenly ends the current action.
bool CTaskShield::Abort()
{
glm::vec3 pos;
pos.x = 7.0f;
pos.y = 4.5f;
pos.z = 0.0f;
m_object->SetPartPosition(2, pos);
pos.x = 0.0f;
pos.y = 1.0f;
pos.z = 0.0f;
m_object->SetPartPosition(3, pos);
if ( m_soundChannel != -1 )
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 0.5f, 0.5f, 2.0f, SOPER_STOP);
m_soundChannel = -1;
}
if ( m_rankSphere != -1 )
{
m_particle->SetPhase(m_rankSphere, Gfx::PARPHEND, 3.0f);
m_rankSphere = -1;
}
if ( m_effectLight != -1 )
{
m_lightMan->DeleteLight(m_effectLight);
m_effectLight = -1;
}
m_camera->StopCentering(m_object, 2.0f);
return true;
}
// Creates the light to accompany a pyrotechnic effect.
bool CTaskShield::CreateLight(glm::vec3 pos)
{
Gfx::Light light;
if ( !m_engine->GetLightMode() ) return true;
light.type = Gfx::LIGHT_SPOT;
light.ambient = Gfx::Color(0.0f, 0.0f, 0.0f);
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;
}