colobot/src/motionhuman.cpp

1800 lines
52 KiB
C++

// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// *
// * 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://www.gnu.org/licenses/.
// motionhuman.cpp
#define STRICT
#define D3D_OVERLOADS
#include <windows.h>
#include <stdio.h>
#include <d3d.h>
#include "struct.h"
#include "d3dengine.h"
#include "math3d.h"
#include "event.h"
#include "misc.h"
#include "iman.h"
#include "light.h"
#include "particule.h"
#include "terrain.h"
#include "water.h"
#include "object.h"
#include "physics.h"
#include "brain.h"
#include "camera.h"
#include "modfile.h"
#include "robotmain.h"
#include "sound.h"
#include "motion.h"
#include "motionhuman.h"
#define ADJUST_ANGLE FALSE // TRUE -> adjusts the angles of the members
#define ADJUST_ACTION (3*3*3*3*MH_SPEC+3*3*3*MHS_SATCOM)
#define START_TIME 1000.0f // beginning of the relative time
// Object's constructor.
CMotionHuman::CMotionHuman(CInstanceManager* iMan, CObject* object)
: CMotion(iMan, object)
{
CMotion::CMotion(iMan, object);
m_partiReactor = -1;
m_armMember = START_TIME;
m_armTimeAbs = START_TIME;
m_armTimeAction = START_TIME;
m_armTimeSwim = START_TIME;
m_armTimeIndex = 0;
m_armPartIndex = 0;
m_armMemberIndex = 0;
m_armLastAction = -1;
m_bArmStop = FALSE;
m_lastSoundMarch = 0.0f;
m_lastSoundHhh = 0.0f;
m_time = 0.0f;
m_tired = 0.0f;
m_bDisplayPerso = FALSE;
}
// Object's constructor.
CMotionHuman::~CMotionHuman()
{
}
// Removes an object.
void CMotionHuman::DeleteObject(BOOL bAll)
{
if ( m_partiReactor != -1 )
{
m_particule->DeleteParticule(m_partiReactor);
m_partiReactor = -1;
}
}
// Starts an action.
Error CMotionHuman::SetAction(int action, float time)
{
CMotion::SetAction(action, time);
m_time = 0.0f;
return ERR_OK;
}
// Creates cosmonaut on the ground.
BOOL CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
float power)
{
CModFile* pModFile;
char filename[100];
int rank, option, face, glasses;
if ( m_engine->RetRestCreate() < 16 ) return FALSE;
pModFile = new CModFile(m_iMan);
m_object->SetType(type);
option = m_object->RetOption();
if ( m_main->RetGamerOnlyHead() )
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEVEHICULE); // this is a moving object
m_object->SetObjectRank(0, rank);
face = m_main->RetGamerFace();
sprintf(filename, "objects\\human2h%d.mod", face+1);
pModFile->ReadModel(filename);
pModFile->CreateEngineObject(rank);
glasses = m_main->RetGamerGlasses();
if ( glasses != 0 )
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(1, rank);
m_object->SetObjectParent(1, 0);
sprintf(filename, "objects\\human2g%d.mod", glasses);
pModFile->ReadModel(filename);
pModFile->CreateEngineObject(rank);
}
CreatePhysics(type);
m_object->SetFloorHeight(0.0f);
m_engine->LoadAllTexture();
delete pModFile;
return TRUE;
}
// Creates the main base.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEVEHICULE); // this is a moving object
m_object->SetObjectRank(0, rank);
if ( option == 0 ) // head in helmet?
{
pModFile->ReadModel("objects\\human1c.mod");
}
if ( option == 1 ) // head without helmet?
{
pModFile->ReadModel("objects\\human1h.mod");
}
if ( option == 2 ) // without a backpack?
{
pModFile->ReadModel("objects\\human1v.mod");
}
pModFile->CreateEngineObject(rank);
m_object->SetPosition(0, pos);
m_object->SetAngleY(0, angle);
// A vehicle must have an obligatory collision with a sphere of center (0, y, 0) (see GetCrashSphere).
m_object->CreateCrashSphere(D3DVECTOR(0.0f, 0.0f, 0.0f), 2.0f, SOUND_AIE, 0.20f);
m_object->SetGlobalSphere(D3DVECTOR(0.0f, 1.0f, 0.0f), 4.0f);
// Creates the head.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(1, rank);
m_object->SetObjectParent(1, 0);
if ( type == OBJECT_HUMAN )
{
if ( option == 0 ) // head in helmet?
{
face = m_main->RetGamerFace();
sprintf(filename, "objects\\human2c%d.mod", face+1);
pModFile->ReadModel(filename);
}
if ( option == 1 || // head without helmet?
option == 2 ) // without a backpack?
{
face = m_main->RetGamerFace();
sprintf(filename, "objects\\human2h%d.mod", face+1);
pModFile->ReadModel(filename);
}
}
if ( type == OBJECT_TECH )
{
pModFile->ReadModel("objects\\human2t.mod");
}
pModFile->CreateEngineObject(rank);
m_object->SetPosition(1, D3DVECTOR(0.0f, 2.7f, 0.0f));
if ( option == 1 || // head without helmet?
option == 2 ) // without a backpack?
{
m_object->SetZoom(1, D3DVECTOR(1.0f, 1.05f, 1.0f));
}
// Creates the glasses.
glasses = m_main->RetGamerGlasses();
if ( glasses != 0 && type == OBJECT_HUMAN )
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(15, rank);
m_object->SetObjectParent(15, 1);
sprintf(filename, "objects\\human2g%d.mod", glasses);
pModFile->ReadModel(filename);
pModFile->CreateEngineObject(rank);
}
// Creates the right arm.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(2, rank);
m_object->SetObjectParent(2, 0);
pModFile->ReadModel("objects\\human3.mod");
pModFile->CreateEngineObject(rank);
m_object->SetPosition(2, D3DVECTOR(0.0f, 2.3f, -1.2f));
m_object->SetAngle(2, D3DVECTOR(90.0f*PI/180.0f, 90.0f*PI/180.0f, -50.0f*PI/180.0f));
// Creates the right forearm.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(3, rank);
m_object->SetObjectParent(3, 2);
pModFile->ReadModel("objects\\human4r.mod");
pModFile->CreateEngineObject(rank);
m_object->SetPosition(3, D3DVECTOR(1.3f, 0.0f, 0.0f));
m_object->SetAngle(3, D3DVECTOR(0.0f*PI/180.0f, -20.0f*PI/180.0f, 0.0f*PI/180.0f));
// Creates right hand.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(4, rank);
m_object->SetObjectParent(4, 3);
pModFile->ReadModel("objects\\human5.mod");
pModFile->CreateEngineObject(rank);
m_object->SetPosition(4, D3DVECTOR(1.2f, 0.0f, 0.0f));
// Creates the right thigh.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(5, rank);
m_object->SetObjectParent(5, 0);
pModFile->ReadModel("objects\\human6.mod");
pModFile->CreateEngineObject(rank);
m_object->SetPosition(5, D3DVECTOR(0.0f, 0.0f, -0.7f));
m_object->SetAngle(5, D3DVECTOR(10.0f*PI/180.0f, 0.0f*PI/180.0f, 5.0f*PI/180.0f));
// Creates the right leg.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(6, rank);
m_object->SetObjectParent(6, 5);
pModFile->ReadModel("objects\\human7.mod");
pModFile->CreateEngineObject(rank);
m_object->SetPosition(6, D3DVECTOR(0.0f, -1.5f, 0.0f));
m_object->SetAngle(6, D3DVECTOR(0.0f*PI/180.0f, 0.0f*PI/180.0f, -10.0f*PI/180.0f));
// Creates the right foot.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(7, rank);
m_object->SetObjectParent(7, 6);
pModFile->ReadModel("objects\\human8.mod");
pModFile->CreateEngineObject(rank);
m_object->SetPosition(7, D3DVECTOR(0.0f, -1.5f, 0.0f));
m_object->SetAngle(7, D3DVECTOR(-10.0f*PI/180.0f, 5.0f*PI/180.0f, 5.0f*PI/180.0f));
// Creates the left arm.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(8, rank);
m_object->SetObjectParent(8, 0);
pModFile->ReadModel("objects\\human3.mod");
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
m_object->SetPosition(8, D3DVECTOR(0.0f, 2.3f, 1.2f));
m_object->SetAngle(8, D3DVECTOR(-90.0f*PI/180.0f, -90.0f*PI/180.0f, -50.0f*PI/180.0f));
// Creates the left forearm.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(9, rank);
m_object->SetObjectParent(9, 8);
pModFile->ReadModel("objects\\human4l.mod");
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
m_object->SetPosition(9, D3DVECTOR(1.3f, 0.0f, 0.0f));
m_object->SetAngle(9, D3DVECTOR(0.0f*PI/180.0f, 20.0f*PI/180.0f, 0.0f*PI/180.0f));
// Creates left hand.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(10, rank);
m_object->SetObjectParent(10, 9);
pModFile->ReadModel("objects\\human5.mod");
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
m_object->SetPosition(10, D3DVECTOR(1.2f, 0.0f, 0.0f));
// Creates the left thigh.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(11, rank);
m_object->SetObjectParent(11, 0);
pModFile->ReadModel("objects\\human6.mod");
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
m_object->SetPosition(11, D3DVECTOR(0.0f, 0.0f, 0.7f));
m_object->SetAngle(11, D3DVECTOR(-10.0f*PI/180.0f, 0.0f*PI/180.0f, 5.0f*PI/180.0f));
// Creates the left leg.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(12, rank);
m_object->SetObjectParent(12, 11);
pModFile->ReadModel("objects\\human7.mod");
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
m_object->SetPosition(12, D3DVECTOR(0.0f, -1.5f, 0.0f));
m_object->SetAngle(12, D3DVECTOR(0.0f*PI/180.0f, 0.0f*PI/180.0f, -10.0f*PI/180.0f));
// Creates the left foot.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(13, rank);
m_object->SetObjectParent(13, 12);
pModFile->ReadModel("objects\\human8.mod");
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
m_object->SetPosition(13, D3DVECTOR(0.0f, -1.5f, 0.0f));
m_object->SetAngle(13, D3DVECTOR(10.0f*PI/180.0f, -5.0f*PI/180.0f, 5.0f*PI/180.0f));
// Creates the neutron gun.
if ( option != 2 ) // with backpack?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(14, rank);
m_object->SetObjectParent(14, 0);
pModFile->ReadModel("objects\\human9.mod");
pModFile->CreateEngineObject(rank);
m_object->SetPosition(14, D3DVECTOR(-1.5f, 0.3f, -1.35f));
m_object->SetAngleZ(14, PI);
}
m_object->CreateShadowCircle(2.0f, 0.8f);
CreatePhysics(type);
m_object->SetFloorHeight(0.0f);
pos = m_object->RetPosition(0);
m_object->SetPosition(0, pos); // to display the shadows immediately
m_engine->LoadAllTexture();
delete pModFile;
return TRUE;
}
// Creates the physical object.
void CMotionHuman::CreatePhysics(ObjectType type)
{
Character* character;
int i;
int member_march[] =
{
// x1,y1,z1, x2,y2,z2, x3,y3,z3, // in the air:
90,90,-50, 10,0,55, 0,0,0, // t0: arms/thighs/-
0,-20,0, -5,0,-110, 0,0,0, // t0: forearm/legs/-
0,0,0, -5,0,40, 0,0,0, // t0: hands/feet/-
// on the ground:
125,115,-45, 10,0,50, 0,0,0, // t1: arms/thighs/-
0,-20,0, -5,0,-15, 0,0,0, // t1: forearm/legs/-
0,0,0, -5,0,0, 0,0,0, // t1: hands/feet/-
// on the ground back:
25,55,-40, 10,0,-15, 0,0,0, // t2: arms/thighs/-
30,-50,40, -5,0,-55, 0,0,0, // t2: forearm/legs/-
0,0,0, -5,0,25, 0,0,0, // t2: hands/feet/-
};
int member_march_take[] =
{
// x1,y1,z1, x2,y2,z2, x3,y3,z3, // in the air:
15,50,-50, 10,0,55, 0,0,0, // t0: arms/thighs/-
45,-70,10, -5,0,-110, 0,0,0, // t0: forearm/legs/-
-10,25,0, -5,0,40, 0,0,0, // t0: hands/feet/-
// on the ground:
15,50,-55, 10,0,50, 0,0,0, // t1: arms/thighs/-
45,-70,10, -5,0,-15, 0,0,0, // t1: forearm/legs/-
-10,25,0, -5,0,0, 0,0,0, // t1: hands/feet/-
// on the ground back:
15,50,-45, 10,0,-15, 0,0,0, // t2: arms/thighs/-
45,-70,10, -5,0,-55, 0,0,0, // t2: forearm/legs/-
-10,25,0, -5,0,45, 0,0,0, // t2: hands/feet/-
};
int member_turn[] =
{
// x1,y1,z1, x2,y2,z2, x3,y3,z3, // in the air:
90,90,-50, 10,0,30, 0,0,0, // t0: arms/thighs/-
0,-20,0, -5,0,-60, 0,0,0, // t0: forearm/legs/-
0,0,0, -5,0,30, 0,0,0, // t0: hands/feet/-
// on the ground:
90,110,-45, 10,0,0, 0,0,0, // t1: arms/thighs/-
0,-20,0, -5,5,0, 0,0,0, // t1: forearm/legs/-
0,0,0, -5,10,0, 0,0,0, // t1: hands/feet/-
// on the ground back:
90,70,-45, 10,0,0, 0,0,0, // t2: arms/thighs/-
0,-20,10, -5,-5,0, 0,0,0, // t2: forearm/legs/-
0,0,0, -5,-10,0, 0,0,0, // t2: hands/feet/-
};
int member_stop[] =
{
// x1,y1,z1, x2,y2,z2, x3,y3,z3,
90,90,-50, 10,0,5, 0,0,0, // arms/thighs/-
0,-20,0, 0,0,-10, 0,0,0, // forearm/legs/-
0,0,0, -10,5,5, 0,0,0, // hands/feet/-
//
90,90,-55, 10,0,5, 0,0,0, // arms/thighs/-
0,-15,0, 0,0,-10, 0,0,0, // forearm/legs/-
0,0,0, -10,5,5, 0,0,0, // hands/feet/-
//
90,90,-60, 10,0,5, 0,0,0, // arms/thighs/-
0,-10,0, 0,0,-10, 0,0,0, // forearm/legs/-
0,0,0, -10,5,5, 0,0,0, // hands/feet/-
};
int member_fly[] =
{
// x1,y1,z1, x2,y2,z2, x3,y3,z3,
-5,90,-60, 20,5,-25, 0,0,0, // arms/thighs/-
85,-40,-25, 10,0,-30, 0,0,0, // forearm/legs/-
40,10,25, 0,15,0, 0,0,0, // hands/feet/-
//
-15,90,-40, 20,5,-35, 0,0,0, // arms/thighs/-
85,-40,-25, 10,0,-40, 0,0,0, // forearm/legs/-
45,5,20, 0,15,0, 0,0,0, // hands/feet/-
//
-25,90,-50, 20,5,-20, 0,0,0, // arms/thighs/-
85,-40,-25, 10,0,-10, 0,0,0, // forearm/legs/-
30,15,25, 0,15,0, 0,0,0, // hands/feet/-
};
int member_swim[] =
{
// x1,y1,z1, x2,y2,z2, x3,y3,z3,
#if 1
130,-70,200, 10,20,55, 0,0,0, // arms/thighs/-
115,-125,0, -5,0,-110, 0,0,0, // forearm/legs/-
0,0,0, -5,10,-5, 0,0,0, // hands/feet/-
//
130,-95,115,55,5,5, 0,0,0, // arms/thighs/-
75,-50,25, -5,0,-15, 0,0,0, // forearm/legs/-
0,0,0, -5,5,-30, 0,0,0, // hands/feet/-
//
130,-100,220,5,0,0, 0,0,0, // arms/thighs/-
150,5,0, -5,0,-15, 0,0,0, // forearm/legs/-
0,0,0, -5,30,-20, 0,0,0, // hands/feet/-
#endif
#if 0
130,-70,200,5,0,0, 0,0,0, // arms/thighs/-
115,-125,0, -5,0,-15, 0,0,0, // forearm/legs/-
0,0,0, -5,30,-20, 0,0,0, // hands/feet/-
//
130,-95,115, 10,20,55, 0,0,0, // arms/thighs/-
75,-50,25, -5,0,-110, 0,0,0, // forearm/legs/-
0,0,0, -5,10,-5, 0,0,0, // hands/feet/-
//
130,-100,220, 55,5,5, 0,0,0, // arms/thighs/-
150,5,0, -5,0,-15, 0,0,0, // forearm/legs/-
0,0,0, -5,5,-30, 0,0,0, // hands/feet/-
#endif
#if 0
130,-70,200, 55,5,5, 0,0,0, // arms/thighs/-
115,-125,0, -5,0,-15, 0,0,0, // forearm/legs/-
0,0,0, -5,5,-30, 0,0,0, // hands/feet/-
//
130,-95,115, 5,0,0, 0,0,0, // arms/thighs/-
75,-50,25, -5,0,-15, 0,0,0, // forearm/legs/-
0,0,0, -5,30,-20, 0,0,0, // hands/feet/-
//
130,-100,220, 10,20,55, 0,0,0, // arms/thighs/-
150,5,0, -5,0,-110, 0,0,0, // forearm/legs/-
0,0,0, -5,10,-5, 0,0,0, // hands/feet/-
#endif
};
int member_spec[] =
{
// x1,y1,z1, x2,y2,z2, x3,y3,z3, // shooting:
65,5,-20, 10,0,40, 0,0,0, // s0: arms/thighs/-
-50,-30,50, 0,0,-70, 0,0,0, // s0: forearm/legs/-
0,50,0, -10,0,35, 0,0,0, // s0: hands/feet/-
// takes weapon:
160,135,-20,10,0,5, 0,0,0, // s1: arms/thighs/-
10,-60,40, 0,0,-10, 0,0,0, // s1: forearm/legs/-
0,-5,-25, -10,5,5, 0,0,0, // s1: hands/feet/-
// carries earth:
25,40,-40, 10,0,60, 0,0,0, // s2: arms/thighs/-
0,-45,0, 0,0,-120, 0,0,0, // s2: forearm/legs/-
0,15,5, -10,0,70, 0,0,0, // s2: hands/feet/-
// carries in front:
25,20,5, 10,0,55, 0,0,0, // s3: arms/thighs/-
-15,-30,10, 0,0,-110, 0,0,0, // s3: forearm/legs/-
0,0,0, -10,0,65, 0,0,0, // s3: hands/feet/-
// carries vertically:
-30,15,-5, 10,0,15, 0,0,0, // s4: arms/thighs/-
0,-15,15, 0,0,-30, 0,0,0, // s4: forearm/legs/-
35,0,-15, -10,0,25, 0,0,0, // s4: hands/feet/-
// rises:
15,50,-50, 10,0,5, 0,0,0, // s5: arms/thighs/-
45,-70,10, 0,0,-10, 0,0,0, // s5: forearm/legs/-
-10,25,0, -10,5,5, 0,0,0, // s5: hands/feet/-
// wins:
90,90,-30, 20,0,5, 0,0,0, // s6: arms/thighs/-
0,-90,0, -10,0,-10, 0,0,0, // s6: forearm/legs/-
0,25,0, -10,5,5, 0,0,0, // s6: hands/feet/-
// lose:
-70,45,35, 10,0,40, 0,0,0, // s7: arms/thighs/-
15,-95,-5, 0,0,-70, 0,0,0, // s7: forearm/legs/-
0,0,0, -10,0,35, 0,0,0, // s7: hands/feet/-
// shooting death (falls):
90,90,-50, 10,0,5, 0,0,0, // s8: arms/thighs/-
0,-20,0, 0,0,-10, 0,0,0, // s8: forearm/legs/-
0,0,0, -10,5,5, 0,0,0, // s8: hands/feet/-
// shooting death (knees):
110,105,-5, 10,0,25, 0,0,0, // s9: arms/thighs/-
0,-40,20, 0,0,-120, 0,0,0, // s9: forearm/legs/-
0,0,0, -10,5,5, 0,0,0, // s9: hands/feet/-
// shooting death (knees):
110,120,-25, 10,0,25, 0,0,0, // s10: arms/thighs/-
0,-40,20, 0,0,-120, 0,0,0, // s10: forearm/legs/-
0,0,0, -10,5,5, 0,0,0, // s10: hands/feet/-
// shooting death (face down):
110,100,-25, 25,0,10, 0,0,0, // s11: arms/thighs/-
0,-40,20, 0,0,-25, 0,0,0, // s11: forearm/legs/-
0,0,0, -10,5,5, 0,0,0, // s11: hands/feet/-
// shooting death (face down):
110,100,-25, 25,0,10, 0,0,0, // s12: arms/thighs/-
0,-40,20, 0,0,-25, 0,0,0, // s12: forearm/legs/-
0,0,0, -10,5,5, 0,0,0, // s12: hands/feet/-
// drowned:
110,100,-25, 25,0,10, 0,0,0, // s13: arms/thighs/-
0,-40,20, 0,0,-25, 0,0,0, // s13: forearm/legs/-
0,0,0, -10,5,5, 0,0,0, // s13: hands/feet/-
// puts / removes flag:
85,45,-50, 10,0,60, 0,0,0, // s14: arms/thighs/-
-60,15,65, 0,0,-105, 0,0,0, // s14: forearm/legs/-
0,10,0, -10,0,60, 0,0,0, // s14: hands/feet/-
// reads SatCom:
70,30,-20, 10,0,5, 0,0,0, // s15: arms/thighs/-
115,-65,60, 0,0,-10, 0,0,0, // s15: forearm/legs/-
0,20,0, -10,5,5, 0,0,0, // s15: hands/feet/-
};
m_physics->SetType(TYPE_FLYING);
character = m_object->RetCharacter();
character->wheelFront = 4.0f;
character->wheelBack = 4.0f;
character->wheelLeft = 4.0f;
character->wheelRight = 4.0f;
character->height = 3.5f;
if ( type == OBJECT_HUMAN )
{
m_physics->SetLinMotionX(MO_ADVSPEED, 50.0f);
m_physics->SetLinMotionX(MO_RECSPEED, 35.0f);
m_physics->SetLinMotionX(MO_ADVACCEL, 20.0f);
m_physics->SetLinMotionX(MO_RECACCEL, 20.0f);
m_physics->SetLinMotionX(MO_STOACCEL, 20.0f);
m_physics->SetLinMotionX(MO_TERSLIDE, 5.0f);
m_physics->SetLinMotionZ(MO_TERSLIDE, 5.0f);
m_physics->SetLinMotionX(MO_TERFORCE, 70.0f);
m_physics->SetLinMotionZ(MO_TERFORCE, 40.0f);
m_physics->SetLinMotionZ(MO_MOTACCEL, 40.0f);
m_physics->SetLinMotionY(MO_ADVSPEED, 60.0f);
m_physics->SetLinMotionY(MO_RECSPEED, 60.0f);
m_physics->SetLinMotionY(MO_ADVACCEL, 20.0f);
m_physics->SetLinMotionY(MO_RECACCEL, 50.0f);
m_physics->SetLinMotionY(MO_STOACCEL, 50.0f);
m_physics->SetCirMotionY(MO_ADVSPEED, 0.8f*PI);
m_physics->SetCirMotionY(MO_RECSPEED, 0.8f*PI);
m_physics->SetCirMotionY(MO_ADVACCEL, 6.0f);
m_physics->SetCirMotionY(MO_RECACCEL, 6.0f);
m_physics->SetCirMotionY(MO_STOACCEL, 4.0f);
}
else
{
m_physics->SetLinMotionX(MO_ADVSPEED, 40.0f);
m_physics->SetLinMotionX(MO_RECSPEED, 15.0f);
m_physics->SetLinMotionX(MO_ADVACCEL, 8.0f);
m_physics->SetLinMotionX(MO_RECACCEL, 8.0f);
m_physics->SetLinMotionX(MO_STOACCEL, 8.0f);
m_physics->SetLinMotionX(MO_TERSLIDE, 5.0f);
m_physics->SetLinMotionZ(MO_TERSLIDE, 5.0f);
m_physics->SetLinMotionX(MO_TERFORCE, 50.0f);
m_physics->SetLinMotionZ(MO_TERFORCE, 50.0f);
m_physics->SetLinMotionZ(MO_MOTACCEL, 40.0f);
m_physics->SetLinMotionY(MO_ADVSPEED, 60.0f);
m_physics->SetLinMotionY(MO_RECSPEED, 60.0f);
m_physics->SetLinMotionY(MO_ADVACCEL, 20.0f);
m_physics->SetLinMotionY(MO_RECACCEL, 50.0f);
m_physics->SetLinMotionY(MO_STOACCEL, 50.0f);
m_physics->SetCirMotionY(MO_ADVSPEED, 0.6f*PI);
m_physics->SetCirMotionY(MO_RECSPEED, 0.6f*PI);
m_physics->SetCirMotionY(MO_ADVACCEL, 4.0f);
m_physics->SetCirMotionY(MO_RECACCEL, 4.0f);
m_physics->SetCirMotionY(MO_STOACCEL, 3.0f);
}
for ( i=0 ; i<3*3*3*3 ; i++ )
{
m_armAngles[3*3*3*3*MH_MARCH+i] = member_march[i];
}
for ( i=0 ; i<3*3*3*3 ; i++ )
{
m_armAngles[3*3*3*3*MH_MARCHTAKE+i] = member_march_take[i];
}
for ( i=0 ; i<3*3*3*3 ; i++ )
{
m_armAngles[3*3*3*3*MH_TURN+i] = member_turn[i];
}
for ( i=0 ; i<3*3*3*3 ; i++ )
{
m_armAngles[3*3*3*3*MH_STOP+i] = member_stop[i];
}
for ( i=0 ; i<3*3*3*3 ; i++ )
{
m_armAngles[3*3*3*3*MH_FLY+i] = member_fly[i];
}
for ( i=0 ; i<3*3*3*3 ; i++ )
{
m_armAngles[3*3*3*3*MH_SWIM+i] = member_swim[i];
}
for ( i=0 ; i<3*3*3*16 ; i++ )
{
m_armAngles[3*3*3*3*MH_SPEC+i] = member_spec[i];
}
}
// Management of an event.
BOOL CMotionHuman::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 += ADJUST_ACTION;
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;
if ( event.param == 'Y' )
{
char s[100];
sprintf(s, "index dans table = %d %d %d\n", i, i+9, i+18);
OutputDebugString(s);
}
#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 CMotionHuman::EventFrame(const Event &event)
{
D3DMATRIX* mat;
D3DVECTOR dir, actual, pos, speed, pf;
FPOINT center, dim, p2;
float s, a, prog, rTime[2], lTime[2], time, rot, hr, hl;
float al, ar, af;
float tSt[9], tNd[9];
float aa, bb, shield, deadFactor, level;
int i, ii, st, nd, action, legAction, armAction;
BOOL bOnBoard, bSwim, bStop;
if ( m_engine->RetPause() )
{
if ( m_actionType == MHS_SATCOM )
{
m_progress += event.rTime*m_actionTime;
}
else
{
return TRUE;
}
}
bOnBoard = FALSE;
if ( m_object->RetSelect() &&
m_camera->RetType() == CAMERA_ONBOARD )
{
bOnBoard = TRUE;
}
if ( m_bDisplayPerso && m_main->RetGamerOnlyHead() )
{
m_time += event.rTime;
m_object->SetLinVibration(D3DVECTOR(0.0f, -0.55f, 0.0f));
m_object->SetCirVibration(D3DVECTOR(0.0f, m_main->RetPersoAngle(), 0.0f));
return TRUE;
}
if ( m_bDisplayPerso )
{
m_object->SetCirVibration(D3DVECTOR(0.0f, m_main->RetPersoAngle()+0.2f, 0.0f));
}
shield = m_object->RetShield();
shield += event.rTime*(1.0f/120.0f); // regeneration in 120 seconds
if ( shield > 1.0f ) shield = 1.0f;
m_object->SetShield(shield);
bSwim = m_physics->RetSwim();
#if 0
rot = m_physics->RetCirMotionY(MO_MOTSPEED);
s = m_physics->RetLinMotionX(MO_REASPEED)*2.0f;
a = m_physics->RetLinMotionX(MO_TERSPEED);
if ( a < 0.0f ) // rises?
{
if ( s > 0.0f && s < 20.0f ) s = 20.0f; // moving slowly?
//? if ( s < 0.0f && s > -10.0f ) s = 0.0f; // falling slowly?
}
if ( a > 0.0f && !bSwim ) // falls?
{
if ( s > 0.0f && s < 10.0f ) s = 0.0f; // moving slowly?
//? if ( s < 0.0f && s > -5.0f ) s = -5.0f; // falling slowly?
}
a = Abs(rot*12.0f);
if ( !m_physics->RetLand() && !bSwim ) // in flight?
{
s = 0.0f;
}
if ( m_object->RetFret() != 0 ) // carries something?
{
s *= 1.3f;
}
#else
rot = m_physics->RetCirMotionY(MO_MOTSPEED);
#if 0
s = m_physics->RetLinMotionX(MO_REASPEED);
#else
a = m_physics->RetLinMotionX(MO_REASPEED);
s = m_physics->RetLinMotionX(MO_MOTSPEED)*0.2f;
if ( Abs(a) > Abs(s) ) s = a; // the highest value
#endif
a = m_physics->RetLinMotionX(MO_TERSPEED);
if ( a < 0.0f ) // rises?
{
a += m_physics->RetLinMotionX(MO_TERSLIDE);
if ( a < 0.0f ) s -= a;
}
if ( a > 0.0f ) // falls?
{
a -= m_physics->RetLinMotionX(MO_TERSLIDE);
if ( a > 0.0f ) s -= a;
}
s *= 2.0f;
a = Abs(rot*12.0f);
if ( !m_physics->RetLand() && !bSwim ) // in flight?
{
s = 0.0f;
}
if ( m_object->RetFret() != 0 ) // carries something?
{
s *= 1.3f;
}
#endif
m_time += event.rTime;
m_armTimeAbs += event.rTime;
m_armTimeAction += event.rTime;
m_armMember += s*event.rTime*0.05f;
// Fatigue management when short.
if ( m_physics->RetLand() && s != 0.0f ) // on the ground?
{
m_tired += event.rTime*0.1f;
if ( m_tired > 1.0f )
{
m_tired = 1.0f;
if ( m_lastSoundHhh > 3.0f ) m_lastSoundHhh = 0.5f;
}
}
else
{
m_tired -= event.rTime*0.2f;
if ( m_tired < 0.0f ) m_tired = 0.0f;
}
if ( bSwim ) // swims?
{
s += Abs(m_physics->RetLinMotionY(MO_REASPEED)*2.0f);
a *= 2.0f;
m_armTimeSwim += Min(Max(s,a,3.0f),15.0f)*event.rTime*0.05f;
}
bStop = ( s == 0.0f ); // stop?
prog = 0.0f;
if ( m_physics->RetLand() ) // on the ground?
{
if ( s == 0.0f && a == 0.0f )
{
action = MH_STOP; // stop
rTime[0] = rTime[1] = m_armTimeAbs*0.21f;
lTime[0] = lTime[1] = m_armTimeAbs*0.25f;
m_armMember = START_TIME;
}
else
{
if ( s == 0.0f )
{
action = MH_TURN; // turn
rTime[0] = rTime[1] = m_armTimeAbs;
lTime[0] = lTime[1] = m_armTimeAbs+0.5f;
if ( rot < 0.0f )
{
rTime[1] = 1000000.0f-rTime[1];
}
else
{
lTime[1] = 1000000.0f-lTime[1];
}
m_armMember = START_TIME;
}
else
{
action = MH_MARCH; // walking
if ( m_object->RetFret() != 0 ) action = MH_MARCHTAKE; // take walking
rTime[0] = rTime[1] = m_armMember;
lTime[0] = lTime[1] = m_armMember+0.5f;
}
}
if ( bSwim )
{
rTime[0] *= 0.6f;
rTime[1] *= 0.6f;
lTime[0] = rTime[0]+0.5f;
lTime[1] = rTime[1]+0.5f;
}
}
else
{
if ( bSwim )
{
action = MH_SWIM; // swim
rTime[0] = rTime[1] = m_armTimeSwim;
lTime[0] = lTime[1] = m_armTimeSwim;
}
else
{
action = MH_FLY; // fly
rTime[0] = rTime[1] = m_armTimeAbs*0.30f;
lTime[0] = lTime[1] = m_armTimeAbs*0.31f;
m_armMember = START_TIME;
}
}
if ( action != m_armLastAction )
{
m_armLastAction = action;
m_armTimeAction = 0.0f;
}
armAction = action;
legAction = action;
if ( m_object->RetFret() != 0 ) // carries something?
{
armAction = MH_MARCHTAKE; // take walking
}
if ( m_physics->RetLand() ) // on the ground?
{
a = m_object->RetAngleY(0);
pos = m_object->RetPosition(0);
m_terrain->MoveOnFloor(pos);
pf.x = pos.x+cosf(a+PI*1.5f)*0.7f;
pf.y = pos.y;
pf.z = pos.z-sinf(a+PI*1.5f)*0.7f;
m_terrain->MoveOnFloor(pf);
al = atanf((pf.y-pos.y)/0.7f); // angle for left leg
pf = pos;
pf.x = pos.x+cosf(a+PI*0.5f)*0.7f;
pf.y = pos.y;
pf.z = pos.z-sinf(a+PI*0.5f)*0.7f;
m_terrain->MoveOnFloor(pf);
ar = atanf((pf.y-pos.y)/0.7f); // angle to right leg
pf.x = pos.x+cosf(a+PI)*0.3f;
pf.y = pos.y;
pf.z = pos.z-sinf(a+PI)*0.3f;
m_terrain->MoveOnFloor(pf);
af = atanf((pf.y-pos.y)/0.3f); // angle for feet
}
else
{
al = 0.0f;
ar = 0.0f;
af = 0.0f;
}
for ( i=0 ; i<4 ; i++ ) // 4 members
{
if ( m_bArmStop ) // focus?
{
st = ADJUST_ACTION + (i%2)*3;
nd = st;
time = 100.0f;
m_armTimeAction = 0.0f;
}
else if ( m_actionType != -1 ) // special action in progress?
{
st = 3*3*3*3*MH_SPEC + 3*3*3*m_actionType + (i%2)*3;
nd = st;
time = event.rTime*m_actionTime;
m_armTimeAction = 0.0f;
}
else
{
if ( i < 2 ) prog = Mod(rTime[i%2], 1.0f);
else prog = Mod(lTime[i%2], 1.0f);
if ( prog < 0.25f ) // t0..t1 ?
{
prog = prog/0.25f; // 0..1
st = 0; // index start
nd = 1; // index end
}
else if ( prog < 0.75f ) // t1..t2 ?
{
prog = (prog-0.25f)/0.50f; // 0..1
st = 1; // index start
nd = 2; // index end
}
else // t2..t0 ?
{
prog = (prog-0.75f)/0.25f; // 0..1
st = 2; // index start
nd = 0; // index end
}
if ( i%2 == 0 ) // arm?
{
st = 3*3*3*3*armAction + st*3*3*3 + (i%2)*3;
nd = 3*3*3*3*armAction + nd*3*3*3 + (i%2)*3;
}
else // leg?
{
st = 3*3*3*3*legAction + st*3*3*3 + (i%2)*3;
nd = 3*3*3*3*legAction + nd*3*3*3 + (i%2)*3;
}
// Less soft ...
time = event.rTime*(5.0f+Min(m_armTimeAction*50.0f, 100.0f));
if ( bSwim ) time *= 0.25f;
}
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
aa = 0.5f;
if ( i%2 == 0 ) // arm?
{
if ( m_object->RetFret() == 0 ) // does nothing?
{
aa = 2.0f; // moves a lot
}
else
{
aa = 0.0f; // immobile
}
}
if ( i < 2 ) // left?
{
bb = sinf(m_time*1.1f)*aa; tSt[0] += bb; tNd[0] += bb;
bb = sinf(m_time*1.0f)*aa; tSt[1] += bb; tNd[1] += bb;
bb = sinf(m_time*1.2f)*aa; tSt[2] += bb; tNd[2] += bb;
bb = sinf(m_time*2.5f)*aa; tSt[3] += bb; tNd[3] += bb;
bb = sinf(m_time*2.0f)*aa; tSt[4] += bb; tNd[4] += bb;
bb = sinf(m_time*3.8f)*aa; tSt[5] += bb; tNd[5] += bb;
bb = sinf(m_time*3.0f)*aa; tSt[6] += bb; tNd[6] += bb;
bb = sinf(m_time*2.3f)*aa; tSt[7] += bb; tNd[7] += bb;
bb = sinf(m_time*4.0f)*aa; tSt[8] += bb; tNd[8] += bb;
}
else // right?
{
bb = sinf(m_time*0.9f)*aa; tSt[0] += bb; tNd[0] += bb;
bb = sinf(m_time*1.2f)*aa; tSt[1] += bb; tNd[1] += bb;
bb = sinf(m_time*1.4f)*aa; tSt[2] += bb; tNd[2] += bb;
bb = sinf(m_time*2.9f)*aa; tSt[3] += bb; tNd[3] += bb;
bb = sinf(m_time*1.4f)*aa; tSt[4] += bb; tNd[4] += bb;
bb = sinf(m_time*3.1f)*aa; tSt[5] += bb; tNd[5] += bb;
bb = sinf(m_time*3.7f)*aa; tSt[6] += bb; tNd[6] += bb;
bb = sinf(m_time*2.0f)*aa; tSt[7] += bb; tNd[7] += bb;
bb = sinf(m_time*3.1f)*aa; tSt[8] += bb; tNd[8] += bb;
}
#if 1
if ( i%2 == 1 && // leg?
m_actionType == -1 ) // no special action?
{
if ( i == 1 ) // right leg?
{
ii = 5;
a = ar*0.25f;
}
else
{
ii = 11;
a = al*0.25f;
}
if ( a < -0.2f ) a = -0.2f;
if ( a > 0.2f ) a = 0.2f;
pos = m_object->RetPosition(ii+0);
pos.y = 0.0f+a;
m_object->SetPosition(ii+0, pos); // lengthens / shortcuts thigh
pos = m_object->RetPosition(ii+1);
pos.y = -1.5f+a;
m_object->SetPosition(ii+1, pos); // lengthens / shortcuts leg
pos = m_object->RetPosition(ii+2);
pos.y = -1.5f+a;
m_object->SetPosition(ii+2, pos); // lengthens / shortcuts foot
if ( i == 1 ) // right leg?
{
aa = (ar*180.0f/PI*0.5f);
}
else // left leg?
{
aa = (al*180.0f/PI*0.5f);
}
tSt[6] += aa;
tNd[6] += aa; // increases the angle X of the foot
if ( i == 1 ) // right leg?
{
aa = (ar*180.0f/PI);
}
else // left leg?
{
aa = (al*180.0f/PI);
}
if ( aa < 0.0f ) aa = 0.0f;
if ( aa > 30.0f ) aa = 30.0f;
tSt[2] += aa;
tNd[2] += aa; // increases the angle Z of the thigh
tSt[5] -= aa*2;
tNd[5] -= aa*2; // increases the angle Z of the leg
tSt[8] += aa;
tNd[8] += aa; // increases the angle Z of the foot
aa = (af*180.0f/PI)*0.7f;
if ( aa < -30.0f ) aa = -30.0f;
if ( aa > 30.0f ) aa = 30.0f;
tSt[8] -= aa;
tNd[8] -= aa; // increases the angle Z of the foot
}
#endif
if ( m_actionType == MHS_DEADw ) // drowned?
{
if ( m_progress < 0.5f )
{
deadFactor = m_progress/0.5f;
}
else
{
deadFactor = 1.0f-(m_progress-0.5f)/0.5f;
}
if ( deadFactor < 0.0f ) deadFactor = 0.0f;
if ( deadFactor > 1.0f ) deadFactor = 1.0f;
for ( ii=0 ; ii<9 ; ii++ )
{
tSt[ii] += Rand()*20.0f*deadFactor;
tNd[ii] = tSt[ii];
}
time = 100.0f;
}
if ( i < 2 ) // right member (0..1) ?
{
m_object->SetAngleX(2+3*i+0, Smooth(m_object->RetAngleX(2+3*i+0), Propf(tSt[0], tNd[0], prog), time));
m_object->SetAngleY(2+3*i+0, Smooth(m_object->RetAngleY(2+3*i+0), Propf(tSt[1], tNd[1], prog), time));
m_object->SetAngleZ(2+3*i+0, Smooth(m_object->RetAngleZ(2+3*i+0), Propf(tSt[2], tNd[2], prog), time));
m_object->SetAngleX(2+3*i+1, Smooth(m_object->RetAngleX(2+3*i+1), Propf(tSt[3], tNd[3], prog), time));
m_object->SetAngleY(2+3*i+1, Smooth(m_object->RetAngleY(2+3*i+1), Propf(tSt[4], tNd[4], prog), time));
m_object->SetAngleZ(2+3*i+1, Smooth(m_object->RetAngleZ(2+3*i+1), Propf(tSt[5], tNd[5], prog), time));
m_object->SetAngleX(2+3*i+2, Smooth(m_object->RetAngleX(2+3*i+2), Propf(tSt[6], tNd[6], prog), time));
m_object->SetAngleY(2+3*i+2, Smooth(m_object->RetAngleY(2+3*i+2), Propf(tSt[7], tNd[7], prog), time));
m_object->SetAngleZ(2+3*i+2, Smooth(m_object->RetAngleZ(2+3*i+2), Propf(tSt[8], tNd[8], prog), time));
}
else // left member (2..3) ?
{
m_object->SetAngleX(2+3*i+0, Smooth(m_object->RetAngleX(2+3*i+0), Propf(-tSt[0], -tNd[0], prog), time));
m_object->SetAngleY(2+3*i+0, Smooth(m_object->RetAngleY(2+3*i+0), Propf(-tSt[1], -tNd[1], prog), time));
m_object->SetAngleZ(2+3*i+0, Smooth(m_object->RetAngleZ(2+3*i+0), Propf( tSt[2], tNd[2], prog), time));
m_object->SetAngleX(2+3*i+1, Smooth(m_object->RetAngleX(2+3*i+1), Propf(-tSt[3], -tNd[3], prog), time));
m_object->SetAngleY(2+3*i+1, Smooth(m_object->RetAngleY(2+3*i+1), Propf(-tSt[4], -tNd[4], prog), time));
m_object->SetAngleZ(2+3*i+1, Smooth(m_object->RetAngleZ(2+3*i+1), Propf( tSt[5], tNd[5], prog), time));
m_object->SetAngleX(2+3*i+2, Smooth(m_object->RetAngleX(2+3*i+2), Propf(-tSt[6], -tNd[6], prog), time));
m_object->SetAngleY(2+3*i+2, Smooth(m_object->RetAngleY(2+3*i+2), Propf(-tSt[7], -tNd[7], prog), time));
m_object->SetAngleZ(2+3*i+2, Smooth(m_object->RetAngleZ(2+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
// calculates the height lowering as a function
// of the position of the legs.
hr = 1.5f*(1.0f-cosf(m_object->RetAngleZ(5))) +
1.5f*(1.0f-cosf(m_object->RetAngleZ(5)+m_object->RetAngleZ(6)));
a = 1.0f*sinf(m_object->RetAngleZ(5)+m_object->RetAngleZ(6)+m_object->RetAngleZ(7));
if ( a < 0.0f ) hr += a;
hl = 1.5f*(1.0f-cosf(m_object->RetAngleZ(11))) +
1.5f*(1.0f-cosf(m_object->RetAngleZ(11)+m_object->RetAngleZ(12)));
a = 1.0f*sinf(m_object->RetAngleZ(11)+m_object->RetAngleZ(12)+m_object->RetAngleZ(13));
if ( a < 0.0f ) hl += a;
hr = Min(hr, hl);
if ( m_actionType == MHS_FIRE ) // shooting?
{
time = event.rTime*m_actionTime;
dir.x = (Rand()-0.5f)/8.0f;
dir.z = (Rand()-0.5f)/8.0f;
dir.y = -0.5f; // slightly lower
actual = m_object->RetLinVibration();
dir.x = Smooth(actual.x, dir.x, time);
//? dir.y = Smooth(actual.y, dir.y, time);
dir.y = -hr;
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetLinVibration(dir);
dir.x = 0.0f;
dir.y = (Rand()-0.5f)/3.0f;
dir.z = -0.1f; // slightly leaning forward
actual = m_object->RetInclinaison();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetInclinaison(dir);
}
else if ( m_actionType == MHS_TAKE || // carrying?
m_actionType == MHS_TAKEOTHER ) // flag?
{
time = event.rTime*m_actionTime*2.0f;
dir.x = 0.0f;
dir.z = 0.0f;
dir.y = -1.5f; // slightly lower
actual = m_object->RetLinVibration();
dir.x = Smooth(actual.x, dir.x, time);
//? dir.y = Smooth(actual.y, dir.y, time);
dir.y = -hr;
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetLinVibration(dir);
dir.x = 0.0f;
dir.y = 0.0f;
dir.z = -0.2f;
actual = m_object->RetInclinaison();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetInclinaison(dir);
}
else if ( m_actionType == MHS_TAKEHIGH ) // carrying?
{
time = event.rTime*m_actionTime*2.0f;
dir.x = 0.4f; // slightly forward
dir.z = 0.0f;
dir.y = 0.0f;
actual = m_object->RetLinVibration();
dir.x = Smooth(actual.x, dir.x, time);
//? dir.y = Smooth(actual.y, dir.y, time);
dir.y = -hr;
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetLinVibration(dir);
dir.x = 0.0f;
dir.y = 0.0f;
dir.z = -0.2f;
actual = m_object->RetInclinaison();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetInclinaison(dir);
}
else if ( m_actionType == MHS_FLAG ) // flag?
{
time = event.rTime*m_actionTime*2.0f;
dir.x = 0.0f;
dir.z = 0.0f;
dir.y = -2.0f; // slightly lower
actual = m_object->RetLinVibration();
dir.x = Smooth(actual.x, dir.x, time);
//? dir.y = Smooth(actual.y, dir.y, time);
dir.y = -hr;
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetLinVibration(dir);
dir.x = 0.0f;
dir.y = 0.0f;
dir.z = -0.4f;
actual = m_object->RetInclinaison();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetInclinaison(dir);
}
else if ( m_actionType == MHS_DEADg ) // shooting death (falls)?
{
if ( m_physics->RetLand() ) // on the ground?
{
SetAction(MHS_DEADg1, 0.5f); // knees
}
}
else if ( m_actionType == MHS_DEADg1 ) // shooting death (knees)?
{
prog = m_progress;
if ( prog >= 1.0f )
{
prog = 1.0f;
for ( i=0 ; i<10 ; i++ )
{
pos = m_object->RetPosition(0);
pos.x += (Rand()-0.5f)*4.0f;
pos.z += (Rand()-0.5f)*4.0f;
m_terrain->MoveOnFloor(pos);
speed = D3DVECTOR(0.0f, 0.0f, 0.0f);
dim.x = 1.2f+Rand()*1.2f;
dim.y = dim.x;
m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f, 0.0f, 0.0f);
}
m_sound->Play(SOUND_BOUMv, m_object->RetPosition(0));
SetAction(MHS_DEADg2, 1.0f); // expects knees
}
time = 100.0f;
dir.x = 0.0f;
dir.z = 0.0f;
dir.y = -1.5f*prog;
actual = m_object->RetLinVibration();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetLinVibration(dir);
dir.x = 0.0f;
dir.y = 0.0f;
dir.z = -(20.0f*PI/180.0f)*prog;
actual = m_object->RetInclinaison();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetInclinaison(dir);
}
else if ( m_actionType == MHS_DEADg2 ) // shooting death (knees)?
{
if ( m_progress >= 1.0f )
{
SetAction(MHS_DEADg3, 1.0f); // face down
}
time = 100.0f;
dir.x = 0.0f;
dir.z = 0.0f;
dir.y = -1.5f;
actual = m_object->RetLinVibration();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetLinVibration(dir);
dir.x = 0.0f;
dir.y = 0.0f;
dir.z = -(20.0f*PI/180.0f);
actual = m_object->RetInclinaison();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetInclinaison(dir);
}
else if ( m_actionType == MHS_DEADg3 ) // shooting death (face down)?
{
prog = m_progress;
if ( prog >= 1.0f )
{
prog = 1.0f;
for ( i=0 ; i<20 ; i++ )
{
pos = m_object->RetPosition(0);
pos.x += (Rand()-0.5f)*8.0f;
pos.z += (Rand()-0.5f)*8.0f;
m_terrain->MoveOnFloor(pos);
speed = D3DVECTOR(0.0f, 0.0f, 0.0f);
dim.x = 2.0f+Rand()*1.5f;
dim.y = dim.x;
m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f, 0.0f, 0.0f);
}
m_sound->Play(SOUND_BOUMv, m_object->RetPosition(0));
SetAction(MHS_DEADg4, 3.0f); // expects face down
}
time = 100.0f;
prog = powf(prog, 3.0f);
dir.y = -(1.5f+1.5f*prog);
dir.x = 0.0f;
dir.z = 0.0f;
actual = m_object->RetLinVibration();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetLinVibration(dir);
dir.z = -((20.0f*PI/180.0f)+(70.0f*PI/180.0f)*prog);
dir.x = 0.0f;
dir.y = 0.0f;
actual = m_object->RetInclinaison();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetInclinaison(dir);
}
else if ( m_actionType == MHS_DEADg4 ) // shooting death (face down)?
{
if ( m_progress >= 1.0f )
{
m_object->SetEnable(FALSE);
}
time = 100.0f;
dir.y = -(1.5f+1.5f);
dir.x = 0.0f;
dir.z = 0.0f;
actual = m_object->RetLinVibration();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetLinVibration(dir);
dir.z = -((20.0f*PI/180.0f)+(70.0f*PI/180.0f));
dir.x = 0.0f;
dir.y = 0.0f;
actual = m_object->RetInclinaison();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetInclinaison(dir);
}
else if ( m_actionType == MHS_DEADw ) // drowned?
{
pos = m_object->RetPosition(0);
level = m_water->RetLevel()-0.5f;
if ( pos.y < level )
{
pos.y += 4.0f*event.rTime; // back to the surface
if ( pos.y > level ) pos.y = level;
m_object->SetPosition(0, pos);
}
if ( pos.y > level )
{
pos.y -= 10.0f*event.rTime; // down quickly
if ( pos.y < level ) pos.y = level;
m_object->SetPosition(0, pos);
}
prog = m_progress;
if ( prog >= 1.0f )
{
prog = 1.0f;
if ( pos.y >= level ) m_object->SetEnable(FALSE);
}
prog *= 2.0f;
if ( prog > 1.0f ) prog = 1.0f;
time = 100.0f;
dir.z = -(90.0f*PI/180.0f)*prog;
dir.x = Rand()*0.3f*deadFactor;
dir.y = Rand()*0.3f*deadFactor;
actual = m_object->RetInclinaison();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
m_object->SetInclinaison(dir);
m_object->SetCirVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
}
else if ( m_actionType == MHS_LOST ) // lost?
{
time = m_time;
if ( time < 10.0f ) time *= time/10.0f; // starts slowly
dir.x = time*2.0f;
dir.y = sinf(m_time*0.8f)*0.8f;
dir.z = sinf(m_time*0.6f)*0.5f;
m_object->SetInclinaison(dir);
SetInclinaison(dir);
//? dir.x = -(sinf(time*0.05f+PI*1.5f)+1.0f)*100.0f;
// original code: Min(time/30.0f) (?) changed to time/30.0f
dir.x = -(powf(time/30.0f, 4.0f))*1000.0f; // from the distance
dir.y = 0.0f;
dir.z = 0.0f;
m_object->SetLinVibration(dir);
SetLinVibration(dir);
mat = m_object->RetWorldMatrix(0);
pos = D3DVECTOR(0.5f, 3.7f, 0.0f);
pos.x += (Rand()-0.5f)*1.0f;
pos.y += (Rand()-0.5f)*1.0f;
pos.z += (Rand()-0.5f)*1.0f;
pos = Transform(*mat, pos);
speed.x = (Rand()-0.5f)*0.5f;
speed.y = (Rand()-0.5f)*0.5f;
speed.z = (Rand()-0.5f)*0.5f;
dim.x = 0.5f+Rand()*0.5f;
dim.y = dim.x;
m_particule->CreateParticule(pos, speed, dim, PARTILENS1, 5.0f, 0.0f, 0.0f);
}
else if ( m_actionType == MHS_SATCOM ) // look at the SatCom?
{
SetCirVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
SetLinVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
SetInclinaison(D3DVECTOR(0.0f, 0.0f, 0.0f));
}
else
{
if ( m_physics->RetLand() ) // on the ground?
{
time = event.rTime*8.0f;
if ( bSwim ) time *= 0.25f;
if ( action == MH_MARCH ) // walking?
{
dir.x = sinf(Mod(rTime[0]+0.5f, 1.0f)*PI*2.0f)*0.10f;
dir.y = sinf(Mod(rTime[0]+0.6f, 1.0f)*PI*2.0f)*0.20f;
s = m_physics->RetLinMotionX(MO_REASPEED)*0.03f;
}
else if ( action == MH_MARCHTAKE ) // takes walking?
{
dir.x = sinf(Mod(rTime[0]+0.5f, 1.0f)*PI*2.0f)*0.10f;
dir.y = sinf(Mod(rTime[0]+0.6f, 1.0f)*PI*2.0f)*0.15f;
s = m_physics->RetLinMotionX(MO_REASPEED)*0.02f;
}
else
{
dir.x = 0.0f;
dir.y = 0.0f;
s = m_physics->RetLinMotionX(MO_REASPEED)*0.03f;
}
if ( s < 0.0f ) s *= 0.5f;
dir.z = -s*0.7f;
actual = m_object->RetInclinaison();
dir.x = Smooth(actual.x, dir.x, time);
dir.y = Smooth(actual.y, dir.y, time);
dir.z = Smooth(actual.z, dir.z, time);
if ( bOnBoard ) dir *= 0.3f;
m_object->SetInclinaison(dir);
SetInclinaison(dir);
if ( action == MH_MARCH ) // walking?
{
p2.x = 0.0f;
p2.y = sinf(Mod(rTime[0]+0.5f, 1.0f)*PI*2.0f)*0.5f;
p2 = RotatePoint(-m_object->RetAngleY(0), p2);
dir.x = p2.x;
dir.z = p2.y;
dir.y = sinf(Mod(rTime[0]*2.0f, 1.0f)*PI*2.0f)*0.3f;
}
else if ( action == MH_MARCHTAKE ) // takes walking?
{
p2.x = 0.0f;
p2.y = sinf(Mod(rTime[0]+0.5f, 1.0f)*PI*2.0f)*0.25f;
p2 = RotatePoint(-m_object->RetAngleY(0), p2);
dir.x = p2.x;
dir.z = p2.y;
dir.y = sinf(Mod(rTime[0]*2.0f, 1.0f)*PI*2.0f)*0.05f-0.3f;
}
else
{
dir.x = 0.0f;
dir.z = 0.0f;
dir.y = 0.0f;
}
actual = m_object->RetLinVibration();
dir.x = Smooth(actual.x, dir.x, time);
if ( action == MH_MARCHTAKE ) // takes walking?
{
dir.y = -hr;
}
else
{
s = Min(m_armTimeAction, 1.0f);
dir.y = Smooth(actual.y, dir.y, time)*s;
dir.y += -hr*(1.0f-s);
}
dir.z = Smooth(actual.z, dir.z, time);
if ( bOnBoard ) dir *= 0.3f;
m_object->SetLinVibration(dir);
dir.x = 0.0f;
dir.z = 0.0f;
dir.y = 0.0f;
SetCirVibration(dir);
}
}
// Management of the head.
if ( m_actionType == MHS_TAKE || // takes?
m_actionType == MHS_FLAG ) // takes?
{
m_object->SetAngleZ(1, Smooth(m_object->RetAngleZ(1), sinf(m_armTimeAbs*1.0f)*0.2f-0.6f, event.rTime*5.0f));
m_object->SetAngleX(1, sinf(m_armTimeAbs*1.1f)*0.1f);
m_object->SetAngleY(1, Smooth(m_object->RetAngleY(1), sinf(m_armTimeAbs*1.3f)*0.2f+rot*0.3f, event.rTime*5.0f));
}
else if ( m_actionType == MHS_TAKEOTHER || // takes?
m_actionType == MHS_TAKEHIGH ) // takes?
{
m_object->SetAngleZ(1, Smooth(m_object->RetAngleZ(1), sinf(m_armTimeAbs*1.0f)*0.2f-0.3f, event.rTime*5.0f));
m_object->SetAngleX(1, sinf(m_armTimeAbs*1.1f)*0.1f);
m_object->SetAngleY(1, Smooth(m_object->RetAngleY(1), sinf(m_armTimeAbs*1.3f)*0.2f+rot*0.3f, event.rTime*5.0f));
}
else if ( m_actionType == MHS_WIN ) // win
{
float factor = 0.6f+(sinf(m_armTimeAbs*0.5f)*0.40f);
m_object->SetAngleZ(1, sinf(m_armTimeAbs*5.0f)*0.20f*factor);
m_object->SetAngleX(1, sinf(m_armTimeAbs*0.6f)*0.10f);
m_object->SetAngleY(1, sinf(m_armTimeAbs*1.5f)*0.15f);
}
else if ( m_actionType == MHS_LOST ) // lost?
{
float factor = 0.6f+(sinf(m_armTimeAbs*0.5f)*0.40f);
m_object->SetAngleZ(1, sinf(m_armTimeAbs*0.6f)*0.10f);
m_object->SetAngleX(1, sinf(m_armTimeAbs*0.7f)*0.10f);
m_object->SetAngleY(1, sinf(m_armTimeAbs*3.0f)*0.30f*factor);
}
else if ( m_object->RetDead() ) // dead?
{
}
else
{
m_object->SetAngleZ(1, Smooth(m_object->RetAngleZ(1), sinf(m_armTimeAbs*1.0f)*0.2f, event.rTime*5.0f));
m_object->SetAngleX(1, sinf(m_armTimeAbs*1.1f)*0.1f);
m_object->SetAngleY(1, Smooth(m_object->RetAngleY(1), sinf(m_armTimeAbs*1.3f)*0.2f+rot*0.3f, event.rTime*5.0f));
}
if ( bOnBoard )
{
m_object->SetAngleZ(1, 0.0f);
m_object->SetAngleX(1, 0.0f);
m_object->SetAngleY(1, 0.0f);
}
// Steps sound effects.
if ( legAction == MH_MARCH ||
legAction == MH_MARCHTAKE )
{
Sound sound[2];
float speed, synchro, volume[2], freq[2], hard, level;
speed = m_physics->RetLinMotionX(MO_REASPEED);
if ( m_object->RetFret() == 0 )
{
if ( speed > 0.0f ) synchro = 0.21f; // synchro forward
else synchro = 0.29f; // synchro backward
}
else
{
if ( speed > 0.0f ) synchro = 0.15f; // synchro forward
else synchro = 0.35f; // synchro backward
}
time = rTime[1]+synchro;
if ( Abs(m_lastSoundMarch-time) > 0.4f &&
Mod(time, 0.5f) < 0.1f )
{
volume[0] = 0.5f;
freq[0] = 1.0f;
if ( m_object->RetFret() != 0 )
{
//? volume[0] *= 2.0f;
freq[0] = 0.7f;
}
volume[1] = volume[0];
freq[1] = freq[0];
sound[0] = SOUND_CLICK;
sound[1] = SOUND_CLICK;
pos = m_object->RetPosition(0);
level = m_water->RetLevel();
if ( pos.y <= level+3.0f ) // underwater?
{
sound[0] = SOUND_STEPw;
}
else
{
hard = m_terrain->RetHardness(pos);
if ( hard >= 0.875 )
{
sound[0] = SOUND_STEPm; // metal
}
else
{
hard /= 0.875;
sound[0] = SOUND_STEPs; // smooth
sound[1] = SOUND_STEPh; // hard
volume[0] *= 1.0f-hard;
volume[1] *= hard;
if ( hard < 0.5f )
{
volume[0] *= 1.0f+hard*2.0f;
volume[1] *= 1.0f+hard*2.0f;
}
else
{
volume[0] *= 3.0f-hard*2.0f;
volume[1] *= 3.0f-hard*2.0f;
}
freq[0] *= 1.0f+hard;
freq[1] *= 0.5f+hard;
}
}
if ( sound[0] != SOUND_CLICK )
{
m_sound->Play(sound[0], pos, volume[0], freq[0]);
}
if ( sound[1] != SOUND_CLICK )
{
m_sound->Play(sound[1], pos, volume[1], freq[1]);
}
m_lastSoundMarch = time;
}
}
if ( legAction == MH_SWIM )
{
time = rTime[0]+0.5f;
if ( Abs(m_lastSoundMarch-time) > 0.9f &&
Mod(time, 1.0f) < 0.1f )
{
m_sound->Play(SOUND_SWIM, m_object->RetPosition(0), 0.5f);
m_lastSoundMarch = time;
}
}
m_lastSoundHhh -= event.rTime;
if ( m_lastSoundHhh <= 0.0f &&
m_object->RetSelect() &&
m_object->RetOption() == 0 ) // helmet?
{
m_sound->Play(SOUND_HUMAN1, m_object->RetPosition(0), (0.5f+m_tired*0.2f));
m_lastSoundHhh = (4.0f-m_tired*2.5f)+(4.0f-m_tired*2.5f)*Rand();
}
return TRUE;
}
// Management of the display mode when customizing the personal.
void CMotionHuman::StartDisplayPerso()
{
m_bDisplayPerso = TRUE;
}
void CMotionHuman::StopDisplayPerso()
{
m_bDisplayPerso = FALSE;
}