900 lines
27 KiB
C++
900 lines
27 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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// motionant.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 "struct.h"
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#include "d3dengine.h"
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#include "math3d.h"
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#include "event.h"
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#include "misc.h"
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#include "iman.h"
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#include "light.h"
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#include "particule.h"
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#include "terrain.h"
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#include "object.h"
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#include "physics.h"
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#include "brain.h"
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#include "camera.h"
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#include "modfile.h"
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#include "sound.h"
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#include "motion.h"
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#include "motionant.h"
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#define ADJUST_ANGLE FALSE // TRUE -> adjusts the angles of the members
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#define START_TIME 1000.0f // beginning of the relative time
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// Object's constructor.
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CMotionAnt::CMotionAnt(CInstanceManager* iMan, CObject* object)
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: CMotion(iMan, object)
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{
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m_armMember = START_TIME;
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m_armTimeAbs = START_TIME;
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m_armTimeMarch = START_TIME;
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m_armTimeAction = START_TIME;
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m_armTimeIndex = 0;
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m_armPartIndex = 0;
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m_armMemberIndex = 0;
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m_armLastAction = -1;
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m_bArmStop = FALSE;
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m_lastParticule = 0.0f;
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}
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// Object's destructor.
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CMotionAnt::~CMotionAnt()
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{
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}
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// Removes an object.
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void CMotionAnt::DeleteObject(BOOL bAll)
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{
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}
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// Creates a vehicle poses some rolling on the floor.
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BOOL CMotionAnt::Create(D3DVECTOR pos, float angle, ObjectType type,
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float power)
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{
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CModFile* pModFile;
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int rank;
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if ( m_engine->RetRestCreate() < 3+18 ) return FALSE;
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pModFile = new CModFile(m_iMan);
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m_object->SetType(type);
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// Creates the main base.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEVEHICULE); // this is a moving object
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m_object->SetObjectRank(0, rank);
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pModFile->ReadModel("objects\\ant1.mod");
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(0, pos);
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m_object->SetAngleY(0, angle);
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// A vehicle must have necessarily a collision
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//with a sphere of center (0, y, 0) (see GetCrashSphere).
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m_object->CreateCrashSphere(D3DVECTOR(0.0f, -2.0f, 0.0f), 4.0f, SOUND_BOUM, 0.20f);
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m_object->SetGlobalSphere(D3DVECTOR(-0.5f, 1.0f, 0.0f), 4.0f);
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// Creates the head.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(1, rank);
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m_object->SetObjectParent(1, 0);
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pModFile->ReadModel("objects\\ant2.mod");
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(1, D3DVECTOR(2.0f, 0.0f, 0.0f));
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// Creates the tail.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(2, rank);
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m_object->SetObjectParent(2, 0);
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pModFile->ReadModel("objects\\ant3.mod");
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(2, D3DVECTOR(-1.0f, 0.0f, 0.0f));
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// Creates a right-back thigh.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(3, rank);
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m_object->SetObjectParent(3, 0);
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pModFile->ReadModel("objects\\ant4.mod");
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(3, D3DVECTOR(-0.4f, -0.1f, -0.3f));
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// Creates a right-back leg.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(4, rank);
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m_object->SetObjectParent(4, 3);
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pModFile->ReadModel("objects\\ant5.mod");
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(4, D3DVECTOR(0.0f, 0.0f, -1.0f));
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// Creates a right-back foot.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(5, rank);
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m_object->SetObjectParent(5, 4);
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pModFile->ReadModel("objects\\ant6.mod");
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(5, D3DVECTOR(0.0f, 0.0f, -2.0f));
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// Creates two middle-right thighs.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(6, rank);
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m_object->SetObjectParent(6, 0);
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pModFile->ReadModel("objects\\ant4.mod");
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(6, D3DVECTOR(0.1f, -0.1f, -0.4f));
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// Creates two middle-right legs.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(7, rank);
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m_object->SetObjectParent(7, 6);
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pModFile->ReadModel("objects\\ant5.mod");
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(7, D3DVECTOR(0.0f, 0.0f, -1.0f));
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// Creates two middle-right foots.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(8, rank);
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m_object->SetObjectParent(8, 7);
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pModFile->ReadModel("objects\\ant6.mod");
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(8, D3DVECTOR(0.0f, 0.0f, -2.0f));
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// Creates the right front thigh.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(9, rank);
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m_object->SetObjectParent(9, 0);
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pModFile->ReadModel("objects\\ant4.mod");
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(9, D3DVECTOR(1.4f, -0.1f, -0.6f));
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// Creates the right front leg.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(10, rank);
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m_object->SetObjectParent(10, 9);
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pModFile->ReadModel("objects\\ant5.mod");
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(10, D3DVECTOR(0.0f, 0.0f, -1.0f));
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// Creates the right front foot.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(11, rank);
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m_object->SetObjectParent(11, 10);
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pModFile->ReadModel("objects\\ant6.mod");
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(11, D3DVECTOR(0.0f, 0.0f, -2.0f));
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// Creates a left-back thigh.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(12, rank);
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m_object->SetObjectParent(12, 0);
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pModFile->ReadModel("objects\\ant4.mod");
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pModFile->Mirror();
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(12, D3DVECTOR(-0.4f, -0.1f, 0.3f));
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// Creates a left-back leg.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(13, rank);
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m_object->SetObjectParent(13, 12);
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pModFile->ReadModel("objects\\ant5.mod");
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pModFile->Mirror();
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(13, D3DVECTOR(0.0f, 0.0f, 1.0f));
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// Creates a left-back foot.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(14, rank);
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m_object->SetObjectParent(14, 13);
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pModFile->ReadModel("objects\\ant6.mod");
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pModFile->Mirror();
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(14, D3DVECTOR(0.0f, 0.0f, 2.0f));
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// Creates two middle-left thighs.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(15, rank);
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m_object->SetObjectParent(15, 0);
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pModFile->ReadModel("objects\\ant4.mod");
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pModFile->Mirror();
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(15, D3DVECTOR(0.1f, -0.1f, 0.4f));
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// Creates two middle-left legs.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(16, rank);
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m_object->SetObjectParent(16, 15);
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pModFile->ReadModel("objects\\ant5.mod");
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pModFile->Mirror();
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(16, D3DVECTOR(0.0f, 0.0f, 1.0f));
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// Creates two middle-left foot.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(17, rank);
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m_object->SetObjectParent(17, 16);
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pModFile->ReadModel("objects\\ant6.mod");
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pModFile->Mirror();
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(17, D3DVECTOR(0.0f, 0.0f, 2.0f));
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// Creates the left front thigh.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(18, rank);
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m_object->SetObjectParent(18, 0);
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pModFile->ReadModel("objects\\ant4.mod");
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pModFile->Mirror();
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(18, D3DVECTOR(1.4f, -0.1f, 0.6f));
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// Creates the left front leg.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(19, rank);
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m_object->SetObjectParent(19, 18);
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pModFile->ReadModel("objects\\ant5.mod");
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pModFile->Mirror();
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(19, D3DVECTOR(0.0f, 0.0f, 1.0f));
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// Creates the left front foot.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, TYPEDESCENDANT);
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m_object->SetObjectRank(20, rank);
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m_object->SetObjectParent(20, 19);
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pModFile->ReadModel("objects\\ant6.mod");
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pModFile->Mirror();
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pModFile->CreateEngineObject(rank);
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m_object->SetPosition(20, D3DVECTOR(0.0f, 0.0f, 2.0f));
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m_object->CreateShadowCircle(4.0f, 0.5f);
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CreatePhysics();
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m_object->SetFloorHeight(0.0f);
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pos = m_object->RetPosition(0);
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m_object->SetPosition(0, pos); // to display the shadows immediately
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m_engine->LoadAllTexture();
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delete pModFile;
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return TRUE;
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}
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// Creates the physics of the object.
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void CMotionAnt::CreatePhysics()
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{
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Character* character;
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int i;
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int member_march[] =
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{
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// x1,y1,z1, x2,y2,z2, x3,y3,z3, // in the air:
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0,45,0, 0,45,0, 0,50,0, // t0: thighs 1..3
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30,-70,0, 20,-105,20, 25,-100,0, // t0: legs 1..3
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-70,75,0, -30,80,0, -80,80,0, // t0: feet 1..3
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// on the ground:
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0,30,0, 0,20,0, 0,15,0, // t1: thighs 1..3
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-15,-50,0, -20,-60,0, -10,-75,0, // t1: legs 1..3
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-40,50,0, -25,15,0, -50,35,0, // t1: feet 1..3
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// on the ground back:
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0,35,0, 0,30,0, 0,20,0, // t2: thighs 1..3
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-20,-15,0, -30,-55,0, -25,-70,15, // t2: legs 1..3
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-25,25,0, -20,60,0, -30,95,0, // t2: feet 1..3
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};
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int member_stop[] =
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{
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// x1,y1,z1, x2,y2,z2, x3,y3,z3, // in the air:
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0,30,0, 0,20,0, 0,15,0, // t0: thighs 1..3
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-15,-35,0, -20,-60,0, -15,-75,0, // t0: legs 1..3
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-35,35,0, -25,40,0, -40,65,0, // t0: feet 1..3
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// on the ground:
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0,30,0, 0,20,0, 0,15,0, // t1: thighs 1..3
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-15,-35,0, -20,-60,0, -15,-75,0, // t1: legs 1..3
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-35,35,0, -25,40,0, -40,65,0, // t1: feet 1..3
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// on the ground back:
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0,30,0, 0,20,0, 0,15,0, // t2: thighs 1..3
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-15,-35,0, -20,-60,0, -15,-75,0, // t2: legs 1..3
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-35,35,0, -25,40,0, -40,65,0, // t2: feet 1..3
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};
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int member_spec[] =
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{
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// x1,y1,z1, x2,y2,z2, x3,y3,z3, // prepares the fire:
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0,20,0, 0,10,0, 0,50,0, // s0: thighs 1..3
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-50,-30,0, -20,-15,0, 35,-65,0, // s0: legs 1..3
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-5,-40,0, 20,-70,0, -10,-40,0, // s0: feet 1..3
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// shot:
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0,20,0, 0,10,0, 0,50,0, // s1: thighs 1..3
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-50,-30,0, -20,-15,0, 35,-65,0, // s1: legs 1..3
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-5,-40,0, 20,-70,0, -10,-40,0, // s1: feet 1..3
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// ends the fire:
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0,30,0, 0,20,0, 0,15,0, // s2: thighs 1..3
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-15,-50,0, -20,-60,0, -10,-75,0, // s2: legs 1..3
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-40,50,0, -25,15,0, -50,35,0, // s2: feet 1..3
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// burning:
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0,30,0, 0,20,0, 0,15,0, // s3: thighs 1..3
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-15,-35,0, -20,-60,0, -15,-75,0, // s3: legs 1..3
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-35,35,0, -25,40,0, -40,65,0, // s3: feet 1..3
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// destroyed:
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0,30,0, 0,20,0, 0,15,0, // s4: thighs 1..3
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-15,-35,0, -20,-60,0, -15,-75,0, // s4: legs 1..3
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-35,35,0, -25,40,0, -40,65,0, // s4: feet 1..3
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// back1 :
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0,30,0, 0,20,0, 0,15,0, // s5: thighs 1..3
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-15,-35,0, -20,-60,0, -15,-75,0, // s5: legs 1..3
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-35,35,0, -25,40,0, -40,65,0, // s5: feet 1..3
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// back2 :
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0,45,0, 0,45,0, 0,50,0, // s6: thighs 1..3
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-35,-70,0, -20,-85,-25, -25,-100,0, // s6: legs 1..3
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-110,75,-15, -130,80,-25, -125,40,0, // s6: feet 1..3
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// back3 :
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0,30,0, 0,20,0, 0,15,0, // s7: thighs 1..3
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-15,-35,0, -20,-60,0, -15,-75,0, // s7: legs 1..3
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-35,35,0, -25,40,0, -40,65,0, // s7: feet 1..3
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};
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m_physics->SetType(TYPE_ROLLING);
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character = m_object->RetCharacter();
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character->wheelFront = 3.0f;
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character->wheelBack = 3.0f;
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character->wheelLeft = 5.0f;
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character->wheelRight = 5.0f;
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character->height = 1.2f;
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m_physics->SetLinMotionX(MO_ADVSPEED, 12.0f);
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m_physics->SetLinMotionX(MO_RECSPEED, 12.0f);
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m_physics->SetLinMotionX(MO_ADVACCEL, 15.0f);
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m_physics->SetLinMotionX(MO_RECACCEL, 15.0f);
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m_physics->SetLinMotionX(MO_STOACCEL, 40.0f);
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m_physics->SetLinMotionX(MO_TERSLIDE, 5.0f);
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m_physics->SetLinMotionZ(MO_TERSLIDE, 5.0f);
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m_physics->SetLinMotionX(MO_TERFORCE, 5.0f);
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m_physics->SetLinMotionZ(MO_TERFORCE, 5.0f);
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m_physics->SetLinMotionZ(MO_MOTACCEL, 10.0f);
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m_physics->SetCirMotionY(MO_ADVSPEED, 1.0f*PI);
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m_physics->SetCirMotionY(MO_RECSPEED, 1.0f*PI);
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m_physics->SetCirMotionY(MO_ADVACCEL, 20.0f);
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m_physics->SetCirMotionY(MO_RECACCEL, 20.0f);
|
|
m_physics->SetCirMotionY(MO_STOACCEL, 40.0f);
|
|
|
|
for ( i=0 ; i<3*3*3*3 ; i++ )
|
|
{
|
|
m_armAngles[3*3*3*3*MA_MARCH+i] = member_march[i];
|
|
}
|
|
for ( i=0 ; i<3*3*3*3 ; i++ )
|
|
{
|
|
m_armAngles[3*3*3*3*MA_STOP+i] = member_stop[i];
|
|
}
|
|
for ( i=0 ; i<3*3*3*8 ; i++ )
|
|
{
|
|
m_armAngles[3*3*3*3*MA_SPEC+i] = member_spec[i];
|
|
}
|
|
}
|
|
|
|
|
|
// Management of an event.
|
|
|
|
BOOL CMotionAnt::EventProcess(const Event &event)
|
|
{
|
|
CMotion::EventProcess(event);
|
|
|
|
if ( event.event == EVENT_FRAME )
|
|
{
|
|
return EventFrame(event);
|
|
}
|
|
|
|
if ( event.event == EVENT_KEYDOWN )
|
|
{
|
|
#if ADJUST_ANGLE
|
|
int i;
|
|
|
|
if ( event.param == 'A' ) m_armTimeIndex++;
|
|
if ( m_armTimeIndex >= 3 ) m_armTimeIndex = 0;
|
|
|
|
if ( event.param == 'Q' ) m_armPartIndex++;
|
|
if ( m_armPartIndex >= 3 ) m_armPartIndex = 0;
|
|
|
|
if ( event.param == 'W' ) m_armMemberIndex++;
|
|
if ( m_armMemberIndex >= 3 ) m_armMemberIndex = 0;
|
|
|
|
i = m_armMemberIndex*3;
|
|
i += m_armPartIndex*3*3;
|
|
i += m_armTimeIndex*3*3*3;
|
|
//? i += 3*3*3*3;
|
|
|
|
if ( event.param == 'E' ) m_armAngles[i+0] += 5;
|
|
if ( event.param == 'D' ) m_armAngles[i+0] -= 5;
|
|
if ( event.param == 'R' ) m_armAngles[i+1] += 5;
|
|
if ( event.param == 'F' ) m_armAngles[i+1] -= 5;
|
|
if ( event.param == 'T' ) m_armAngles[i+2] += 5;
|
|
if ( event.param == 'G' ) m_armAngles[i+2] -= 5;
|
|
|
|
if ( event.param == 'Y' ) m_bArmStop = !m_bArmStop;
|
|
#endif
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
// Calculates a value (radians) proportional between a and b (degrees).
|
|
|
|
inline float Propf(float a, float b, float p)
|
|
{
|
|
float aa, bb;
|
|
|
|
aa = a*PI/180.0f;
|
|
bb = b*PI/180.0f;
|
|
|
|
return aa+p*(bb-aa);
|
|
}
|
|
|
|
// Management of an event.
|
|
|
|
BOOL CMotionAnt::EventFrame(const Event &event)
|
|
{
|
|
D3DVECTOR dir, pos, speed;
|
|
FPOINT dim;
|
|
float s, a, prog, time;
|
|
float tSt[9], tNd[9];
|
|
int i, ii, st, nd, action;
|
|
BOOL bStop;
|
|
|
|
if ( m_engine->RetPause() ) return TRUE;
|
|
if ( !m_engine->IsVisiblePoint(m_object->RetPosition(0)) ) return TRUE;
|
|
|
|
s = m_physics->RetLinMotionX(MO_MOTSPEED)*1.5f;
|
|
a = Abs(m_physics->RetCirMotionY(MO_MOTSPEED)*2.0f);
|
|
|
|
if ( s == 0.0f && a != 0.0f ) a *= 1.5f;
|
|
|
|
m_armTimeAbs += event.rTime;
|
|
m_armTimeMarch += (s)*event.rTime*0.15f;
|
|
m_armMember += (s+a)*event.rTime*0.15f;
|
|
|
|
bStop = ( a == 0.0f && s == 0.0f ); // stopped?
|
|
|
|
action = MA_MARCH; // walking
|
|
if ( s == 0.0f && a == 0.0f )
|
|
{
|
|
action = MA_STOP; // stop
|
|
}
|
|
|
|
if ( bStop )
|
|
{
|
|
prog = Mod(m_armTimeAbs, 2.0f)/10.0f;
|
|
a = Mod(m_armMember, 1.0f);
|
|
a = (prog-a)*event.rTime*2.0f; // stop position is pleasantly
|
|
m_armMember += a;
|
|
}
|
|
|
|
if ( m_object->RetRuin() ) // destroyed?
|
|
{
|
|
m_actionType = MAS_RUIN;
|
|
}
|
|
if ( m_object->RetBurn() ) // burning?
|
|
{
|
|
if ( m_object->RetFixed() )
|
|
{
|
|
m_actionType = MAS_BURN;
|
|
}
|
|
else
|
|
{
|
|
m_actionType = -1;
|
|
}
|
|
}
|
|
|
|
for ( i=0 ; i<6 ; i++ ) // the six legs
|
|
{
|
|
if ( m_actionType != -1 ) // special action in progress?
|
|
{
|
|
st = 3*3*3*3*MA_SPEC + 3*3*3*m_actionType + (i%3)*3;
|
|
nd = st;
|
|
time = event.rTime*m_actionTime;
|
|
m_armTimeAction = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
if ( i < 3 ) prog = Mod(m_armMember+(2.0f-(i%3))*0.33f+0.0f, 1.0f);
|
|
else prog = Mod(m_armMember+(2.0f-(i%3))*0.33f+0.3f, 1.0f);
|
|
if ( m_bArmStop )
|
|
{
|
|
prog = (float)m_armTimeIndex/3.0f;
|
|
}
|
|
if ( prog < 0.33f ) // t0..t1 ?
|
|
{
|
|
prog = prog/0.33f; // 0..1
|
|
st = 0; // index start
|
|
nd = 1; // index end
|
|
}
|
|
else if ( prog < 0.67f ) // t1..t2 ?
|
|
{
|
|
prog = (prog-0.33f)/0.33f; // 0..1
|
|
st = 1; // index start
|
|
nd = 2; // index end
|
|
}
|
|
else // t2..t0 ?
|
|
{
|
|
prog = (prog-0.67f)/0.33f; // 0..1
|
|
st = 2; // index start
|
|
nd = 0; // index end
|
|
}
|
|
st = 3*3*3*3*action + st*3*3*3 + (i%3)*3;
|
|
nd = 3*3*3*3*action + nd*3*3*3 + (i%3)*3;
|
|
|
|
// More and more soft ...
|
|
time = event.rTime*(10.0f+Min(m_armTimeAction*100.0f, 200.0f));
|
|
}
|
|
|
|
tSt[0] = m_armAngles[st+ 0]; // x
|
|
tSt[1] = m_armAngles[st+ 1]; // y
|
|
tSt[2] = m_armAngles[st+ 2]; // z
|
|
tSt[3] = m_armAngles[st+ 9]; // x
|
|
tSt[4] = m_armAngles[st+10]; // y
|
|
tSt[5] = m_armAngles[st+11]; // z
|
|
tSt[6] = m_armAngles[st+18]; // x
|
|
tSt[7] = m_armAngles[st+19]; // y
|
|
tSt[8] = m_armAngles[st+20]; // z
|
|
|
|
tNd[0] = m_armAngles[nd+ 0]; // x
|
|
tNd[1] = m_armAngles[nd+ 1]; // y
|
|
tNd[2] = m_armAngles[nd+ 2]; // z
|
|
tNd[3] = m_armAngles[nd+ 9]; // x
|
|
tNd[4] = m_armAngles[nd+10]; // y
|
|
tNd[5] = m_armAngles[nd+11]; // z
|
|
tNd[6] = m_armAngles[nd+18]; // x
|
|
tNd[7] = m_armAngles[nd+19]; // y
|
|
tNd[8] = m_armAngles[nd+20]; // z
|
|
|
|
if ( m_actionType == MAS_BACK2 ) // on the back?
|
|
{
|
|
for ( ii=0 ; ii<9 ; ii++ )
|
|
{
|
|
tSt[ii] += Rand()*50.0f;
|
|
tNd[ii] = tSt[ii];
|
|
}
|
|
//? time = 100.0f;
|
|
time = event.rTime*10.0f;
|
|
}
|
|
|
|
if ( i < 3 ) // right leg (1..3) ?
|
|
{
|
|
m_object->SetAngleX(3+3*i+0, Smooth(m_object->RetAngleX(3+3*i+0), Propf(tSt[0], tNd[0], prog), time));
|
|
m_object->SetAngleY(3+3*i+0, Smooth(m_object->RetAngleY(3+3*i+0), Propf(tSt[1], tNd[1], prog), time));
|
|
m_object->SetAngleZ(3+3*i+0, Smooth(m_object->RetAngleZ(3+3*i+0), Propf(tSt[2], tNd[2], prog), time));
|
|
m_object->SetAngleX(3+3*i+1, Smooth(m_object->RetAngleX(3+3*i+1), Propf(tSt[3], tNd[3], prog), time));
|
|
m_object->SetAngleY(3+3*i+1, Smooth(m_object->RetAngleY(3+3*i+1), Propf(tSt[4], tNd[4], prog), time));
|
|
m_object->SetAngleZ(3+3*i+1, Smooth(m_object->RetAngleZ(3+3*i+1), Propf(tSt[5], tNd[5], prog), time));
|
|
m_object->SetAngleX(3+3*i+2, Smooth(m_object->RetAngleX(3+3*i+2), Propf(tSt[6], tNd[6], prog), time));
|
|
m_object->SetAngleY(3+3*i+2, Smooth(m_object->RetAngleY(3+3*i+2), Propf(tSt[7], tNd[7], prog), time));
|
|
m_object->SetAngleZ(3+3*i+2, Smooth(m_object->RetAngleZ(3+3*i+2), Propf(tSt[8], tNd[8], prog), time));
|
|
}
|
|
else // left leg (4..6) ?
|
|
{
|
|
m_object->SetAngleX(3+3*i+0, Smooth(m_object->RetAngleX(3+3*i+0), Propf(-tSt[0], -tNd[0], prog), time));
|
|
m_object->SetAngleY(3+3*i+0, Smooth(m_object->RetAngleY(3+3*i+0), Propf(-tSt[1], -tNd[1], prog), time));
|
|
m_object->SetAngleZ(3+3*i+0, Smooth(m_object->RetAngleZ(3+3*i+0), Propf( tSt[2], tNd[2], prog), time));
|
|
m_object->SetAngleX(3+3*i+1, Smooth(m_object->RetAngleX(3+3*i+1), Propf(-tSt[3], -tNd[3], prog), time));
|
|
m_object->SetAngleY(3+3*i+1, Smooth(m_object->RetAngleY(3+3*i+1), Propf(-tSt[4], -tNd[4], prog), time));
|
|
m_object->SetAngleZ(3+3*i+1, Smooth(m_object->RetAngleZ(3+3*i+1), Propf( tSt[5], tNd[5], prog), time));
|
|
m_object->SetAngleX(3+3*i+2, Smooth(m_object->RetAngleX(3+3*i+2), Propf(-tSt[6], -tNd[6], prog), time));
|
|
m_object->SetAngleY(3+3*i+2, Smooth(m_object->RetAngleY(3+3*i+2), Propf(-tSt[7], -tNd[7], prog), time));
|
|
m_object->SetAngleZ(3+3*i+2, Smooth(m_object->RetAngleZ(3+3*i+2), Propf( tSt[8], tNd[8], prog), time));
|
|
}
|
|
}
|
|
|
|
#if ADJUST_ANGLE
|
|
if ( m_object->RetSelect() )
|
|
{
|
|
char s[100];
|
|
sprintf(s, "A:time=%d Q:part=%d W:member=%d", m_armTimeIndex, m_armPartIndex, m_armMemberIndex);
|
|
m_engine->SetInfoText(4, s);
|
|
}
|
|
#endif
|
|
|
|
if ( m_actionType == MAS_PREPARE ) // prepares the shooting?
|
|
{
|
|
prog = m_progress;
|
|
|
|
dir.x = 0.0f;
|
|
dir.y = 0.0f;
|
|
dir.z = Prop(0, -50, prog);
|
|
SetInclinaison(dir);
|
|
m_object->SetAngleZ(1, Prop(0, 65, prog)); // head
|
|
m_object->SetAngleZ(2, Prop(0, -95, prog)); // tail
|
|
}
|
|
else if ( m_actionType == MAS_FIRE ) // shooting?
|
|
{
|
|
if ( m_progress < 0.75f ) a = m_progress/0.75f;
|
|
else a = (1.0f-m_progress)/0.25f;
|
|
m_object->SetZoom(2, (a*0.5f)+1.0f); // tail
|
|
m_object->SetAngleX(2, (Rand()-0.5f)*0.3f*a);
|
|
m_object->SetAngleY(2, (Rand()-0.5f)*0.3f*a);
|
|
|
|
dir.x = (Rand()-0.5f)*0.02f*a;
|
|
dir.y = (Rand()-0.5f)*0.05f*a;
|
|
dir.z = (Rand()-0.5f)*0.03f*a;
|
|
SetCirVibration(dir);
|
|
}
|
|
else if ( m_actionType == MAS_TERMINATE ) // ends the shooting?
|
|
{
|
|
prog = 1.0f-m_progress;
|
|
|
|
dir.x = 0.0f;
|
|
dir.y = 0.0f;
|
|
dir.z = Prop(0, -50, prog);
|
|
SetInclinaison(dir);
|
|
m_object->SetAngleZ(1, Prop(0, 65, prog)); // head
|
|
m_object->SetAngleZ(2, Prop(0, -95, prog)); // tail
|
|
}
|
|
else if ( m_actionType == MAS_BURN ) // burning?
|
|
{
|
|
dir = D3DVECTOR(PI, 0.0f, 0.0f);
|
|
SetCirVibration(dir);
|
|
dir = D3DVECTOR(0.0f, -1.5f, 0.0f);
|
|
SetLinVibration(dir);
|
|
dir = D3DVECTOR(0.0f, 0.0f, 0.0f);
|
|
SetInclinaison(dir);
|
|
|
|
time = event.rTime*1.0f;
|
|
m_object->SetAngleZ(1, Smooth(m_object->RetAngleZ(1), 0.0f, time)); // head
|
|
m_object->SetAngleZ(2, Smooth(m_object->RetAngleZ(2), 0.0f, time)); // tail
|
|
}
|
|
else if ( m_actionType == MAS_RUIN ) // destroyed?
|
|
{
|
|
dir = D3DVECTOR(0.0f, 0.0f, 0.0f);
|
|
SetLinVibration(dir);
|
|
SetCirVibration(dir);
|
|
SetInclinaison(dir);
|
|
}
|
|
else if ( m_actionType == MAS_BACK1 ) // starts on the back?
|
|
{
|
|
if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs )
|
|
{
|
|
m_lastParticule = m_armTimeAbs;
|
|
|
|
pos = m_object->RetPosition(0);
|
|
speed.x = (Rand()-0.5f)*10.0f;
|
|
speed.z = (Rand()-0.5f)*10.0f;
|
|
speed.y = Rand()*5.0f;
|
|
dim.x = Rand()*3.0f+2.0f;
|
|
dim.y = dim.x;
|
|
m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
|
|
}
|
|
|
|
if ( m_progress < 0.5f )
|
|
{
|
|
dir.x = 0.0f;
|
|
dir.y = powf(m_progress/0.5f, 2.0f)*12.0f;
|
|
dir.z = 0.0f;
|
|
SetLinVibration(dir);
|
|
}
|
|
else
|
|
{
|
|
dir.x = 0.0f;
|
|
dir.y = powf(2.0f-m_progress/0.5f, 2.0f)*12.0f;
|
|
dir.z = 0.0f;
|
|
SetLinVibration(dir);
|
|
}
|
|
dir.x = m_progress*PI;
|
|
dir.y = 0.0f;
|
|
dir.z = 0.0f;
|
|
SetCirVibration(dir);
|
|
|
|
dir = D3DVECTOR(0.0f, 0.0f, 0.0f);
|
|
SetInclinaison(dir);
|
|
|
|
if ( m_progress >= 1.0f )
|
|
{
|
|
SetAction(MAS_BACK2, 55.0f+Rand()*10.0f);
|
|
}
|
|
}
|
|
else if ( m_actionType == MAS_BACK2 ) // moves on the back?
|
|
{
|
|
if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs )
|
|
{
|
|
m_lastParticule = m_armTimeAbs;
|
|
|
|
if ( rand()%10 == 0 )
|
|
{
|
|
pos = m_object->RetPosition(0);
|
|
pos.x += (Rand()-0.5f)*5.0f;
|
|
pos.z += (Rand()-0.5f)*5.0f;
|
|
pos.y -= 1.0f;
|
|
speed.x = (Rand()-0.5f)*2.0f;
|
|
speed.z = (Rand()-0.5f)*2.0f;
|
|
speed.y = Rand()*2.0f;
|
|
dim.x = Rand()*1.0f+1.0f;
|
|
dim.y = dim.x;
|
|
m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
|
|
}
|
|
}
|
|
|
|
dir = D3DVECTOR(0.0f, -1.0f, 0.0f);
|
|
SetLinVibration(dir);
|
|
dir.x = sinf(m_armTimeAbs* 4.0f)*0.10f+
|
|
sinf(m_armTimeAbs* 7.0f)*0.20f+
|
|
sinf(m_armTimeAbs*10.0f)*0.40f+
|
|
sinf(m_armTimeAbs*21.0f)*0.50f+PI;
|
|
dir.y = sinf(m_armTimeAbs* 3.0f)*0.01f+
|
|
sinf(m_armTimeAbs* 6.0f)*0.02f+
|
|
sinf(m_armTimeAbs*11.0f)*0.04f+
|
|
sinf(m_armTimeAbs*20.0f)*0.02f;
|
|
dir.z = sinf(m_armTimeAbs* 5.0f)*0.01f+
|
|
sinf(m_armTimeAbs* 8.0f)*0.02f+
|
|
sinf(m_armTimeAbs* 9.0f)*0.04f+
|
|
sinf(m_armTimeAbs*23.0f)*0.03f;
|
|
SetCirVibration(dir);
|
|
dir = D3DVECTOR(0.0f, 0.0f, 0.0f);
|
|
SetInclinaison(dir);
|
|
|
|
m_object->SetAngleY(1, sinf(m_armTimeAbs*8.0f)*0.7f); // head
|
|
m_object->SetAngleY(2, cosf(m_armTimeAbs*8.0f)*0.7f); // tail
|
|
m_object->SetAngleZ(1, 0.0f); // head
|
|
m_object->SetAngleZ(2, 0.0f); // tail
|
|
|
|
if ( m_progress >= 1.0f )
|
|
{
|
|
SetAction(MAS_BACK3, 0.4f);
|
|
}
|
|
}
|
|
else if ( m_actionType == MAS_BACK3 ) // goes back on the legs?
|
|
{
|
|
if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs )
|
|
{
|
|
m_lastParticule = m_armTimeAbs;
|
|
|
|
pos = m_object->RetPosition(0);
|
|
speed.x = (Rand()-0.5f)*10.0f;
|
|
speed.z = (Rand()-0.5f)*10.0f;
|
|
speed.y = Rand()*5.0f;
|
|
dim.x = Rand()*3.0f+2.0f;
|
|
dim.y = dim.x;
|
|
m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
|
|
}
|
|
|
|
if ( m_progress < 0.5f )
|
|
{
|
|
dir.x = 0.0f;
|
|
dir.y = powf(m_progress/0.5f, 2.0f)*5.0f;
|
|
dir.z = 0.0f;
|
|
SetLinVibration(dir);
|
|
}
|
|
else
|
|
{
|
|
dir.x = 0.0f;
|
|
dir.y = powf(2.0f-m_progress/0.5f, 2.0f)*5.0f;
|
|
dir.z = 0.0f;
|
|
SetLinVibration(dir);
|
|
}
|
|
dir.x = (1.0f-m_progress)*PI;
|
|
dir.y = 0.0f;
|
|
dir.z = 0.0f;
|
|
SetCirVibration(dir);
|
|
|
|
dir = D3DVECTOR(0.0f, 0.0f, 0.0f);
|
|
SetInclinaison(dir);
|
|
|
|
if ( m_progress >= 1.0f )
|
|
{
|
|
SetAction(-1);
|
|
m_object->SetFixed(FALSE); // moving again
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_object->SetZoom(2, 1.0f); // tail
|
|
m_object->SetAngleX(2, 0.0f);
|
|
m_object->SetAngleY(2, 0.0f);
|
|
|
|
if ( bStop )
|
|
{
|
|
m_object->SetAngleZ(2, sinf(m_armTimeAbs*1.7f)*0.15f); // tail
|
|
|
|
dir = D3DVECTOR(0.0f, 0.0f, 0.0f);
|
|
SetLinVibration(dir);
|
|
SetInclinaison(dir);
|
|
}
|
|
else
|
|
{
|
|
a = Mod(m_armTimeMarch, 1.0f);
|
|
if ( a < 0.5f ) a = -1.0f+4.0f*a; // -1..1
|
|
else a = 3.0f-4.0f*a; // 1..-1
|
|
dir.x = sinf(a)*0.05f;
|
|
|
|
s = Mod(m_armTimeMarch/2.0f, 1.0f);
|
|
if ( s < 0.5f ) s = -1.0f+4.0f*s; // -1..1
|
|
else s = 3.0f-4.0f*s; // 1..-1
|
|
dir.z = sinf(s)*0.1f;
|
|
|
|
dir.y = 0.0f;
|
|
SetInclinaison(dir);
|
|
|
|
m_object->SetAngleZ(2, -sinf(a)*0.3f); // tail
|
|
|
|
a = Mod(m_armMember-0.1f, 1.0f);
|
|
if ( a < 0.33f )
|
|
{
|
|
dir.y = -(1.0f-(a/0.33f))*0.3f;
|
|
}
|
|
else if ( a < 0.67f )
|
|
{
|
|
dir.y = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
dir.y = -(a-0.67f)/0.33f*0.3f;
|
|
}
|
|
dir.x = 0.0f;
|
|
dir.z = 0.0f;
|
|
SetLinVibration(dir);
|
|
}
|
|
|
|
dir = D3DVECTOR(0.0f, 0.0f, 0.0f);
|
|
SetCirVibration(dir);
|
|
|
|
m_object->SetAngleZ(1, sinf(m_armTimeAbs*1.4f)*0.20f); // head
|
|
m_object->SetAngleX(1, sinf(m_armTimeAbs*1.9f)*0.10f); // head
|
|
m_object->SetAngleY(1, sinf(m_armTimeAbs*2.1f)*0.50f); // head
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|