colobot/src/object/motion/motiontoto.cpp

873 lines
27 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/.
#include "object/motion/motiontoto.h"
#include "app/app.h"
#include "math/geometry.h"
#include "graphics/engine/terrain.h"
#include "graphics/engine/water.h"
#include "graphics/engine/modelfile.h"
#include "object/robotmain.h"
#include <stdio.h>
const float START_TIME = 1000.0f; // beginning of the relative time
// Object's constructor.
CMotionToto::CMotionToto(CInstanceManager* iMan, CObject* object)
: CMotion(iMan, object)
{
m_time = 0.0f;
m_bDisplayInfo = false;
m_bQuickPos = false;
m_bStartAction = false;
m_speedAction = 20.0f;
m_soundChannel = -1;
m_clownRadius = 0.0f;
m_clownDelay = 0.0f;
m_clownTime = 0.0f;
m_blinkTime = 0.0f;
m_blinkProgress = -1.0f;
m_lastMotorParticle = 0.0f;
m_type = OBJECT_NULL;
m_mousePos = Math::Point(0.0f, 0.0f);
}
// Object's destructor.
CMotionToto::~CMotionToto()
{
}
// Removes an object.
void CMotionToto::DeleteObject(bool bAll)
{
if ( m_soundChannel != -1 )
{
m_sound->Stop(m_soundChannel);
m_soundChannel = -1;
}
}
// Creates a vehicle traveling any lands on the ground.
bool CMotionToto::Create(Math::Vector pos, float angle, ObjectType type,
float power)
{
Gfx::CModelFile* pModFile;
int rank;
// if ( m_engine->GetRestCreate() < 10 ) return false;
pModFile = new Gfx::CModelFile(m_iMan);
m_object->SetType(type);
// Creates the head.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICULE); // this is a moving object
m_object->SetObjectRank(0, rank);
pModFile->ReadModel(m_app->GetDataFilePath(DIR_MODEL, "toto1.mod"));
pModFile->CreateEngineObject(rank);
m_object->SetPosition(0, pos);
m_object->SetAngleY(0, angle);
// Creates mouth.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
m_object->SetObjectRank(1, rank);
m_object->SetObjectParent(1, 0);
pModFile->ReadModel(m_app->GetDataFilePath(DIR_MODEL, "toto2.mod"));
pModFile->CreateEngineObject(rank);
m_object->SetPosition(1, Math::Vector(1.00f, 0.17f, 0.00f));
// Creates the left eye.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
m_object->SetObjectRank(2, rank);
m_object->SetObjectParent(2, 0);
pModFile->ReadModel(m_app->GetDataFilePath(DIR_MODEL, "toto3.mod"));
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
m_object->SetPosition(2, Math::Vector(0.85f, 1.04f, 0.25f));
m_object->SetAngleY(2, -20.0f*Math::PI/180.0f);
// Creates the right eye.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
m_object->SetObjectRank(3, rank);
m_object->SetObjectParent(3, 0);
pModFile->ReadModel(m_app->GetDataFilePath(DIR_MODEL, "toto3.mod"));
pModFile->CreateEngineObject(rank);
m_object->SetPosition(3, Math::Vector(0.85f, 1.04f, -0.25f));
m_object->SetAngleY(3, 20.0f*Math::PI/180.0f);
// Creates left antenna.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
m_object->SetObjectRank(4, rank);
m_object->SetObjectParent(4, 0);
pModFile->ReadModel(m_app->GetDataFilePath(DIR_MODEL, "toto4.mod"));
pModFile->CreateEngineObject(rank);
m_object->SetPosition(4, Math::Vector(0.0f, 1.9f, 0.3f));
m_object->SetAngleX(4, 30.0f*Math::PI/180.0f);
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
m_object->SetObjectRank(5, rank);
m_object->SetObjectParent(5, 4);
pModFile->ReadModel(m_app->GetDataFilePath(DIR_MODEL, "toto4.mod"));
pModFile->CreateEngineObject(rank);
m_object->SetPosition(5, Math::Vector(0.0f, 0.67f, 0.0f));
m_object->SetAngleX(5, 30.0f*Math::PI/180.0f);
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
m_object->SetObjectRank(6, rank);
m_object->SetObjectParent(6, 5);
pModFile->ReadModel(m_app->GetDataFilePath(DIR_MODEL, "toto5.mod"));
pModFile->CreateEngineObject(rank);
m_object->SetPosition(6, Math::Vector(0.0f, 0.70f, 0.0f));
m_object->SetAngleX(6, 30.0f*Math::PI/180.0f);
// Creates right antenna.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
m_object->SetObjectRank(7, rank);
m_object->SetObjectParent(7, 0);
pModFile->ReadModel(m_app->GetDataFilePath(DIR_MODEL, "toto4.mod"));
pModFile->CreateEngineObject(rank);
m_object->SetPosition(7, Math::Vector(0.0f, 1.9f, -0.3f));
m_object->SetAngleX(7, -30.0f*Math::PI/180.0f);
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
m_object->SetObjectRank(8, rank);
m_object->SetObjectParent(8, 7);
pModFile->ReadModel(m_app->GetDataFilePath(DIR_MODEL, "toto4.mod"));
pModFile->CreateEngineObject(rank);
m_object->SetPosition(8, Math::Vector(0.0f, 0.67f, 0.0f));
m_object->SetAngleX(8, -30.0f*Math::PI/180.0f);
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
m_object->SetObjectRank(9, rank);
m_object->SetObjectParent(9, 8);
pModFile->ReadModel(m_app->GetDataFilePath(DIR_MODEL, "toto5.mod"));
pModFile->CreateEngineObject(rank);
m_object->SetPosition(9, Math::Vector(0.0f, 0.70f, 0.0f));
m_object->SetAngleX(9, -30.0f*Math::PI/180.0f);
m_object->SetZoom(0, 0.5f); // is little
m_object->SetFloorHeight(0.0f);
pos = m_object->GetPosition(0);
m_object->SetPosition(0, pos); // to display the shadows immediately
m_engine->LoadAllTextures();
delete pModFile;
return true;
}
// Beginning of the display of informations, with foo in the left margin.
void CMotionToto::StartDisplayInfo()
{
return;
//?
m_bDisplayInfo = true;
m_actionType = -1;
m_actionTime = 0.0f;
m_progress = 0.0f;
m_object->SetAngleY(0, 0.0f);
m_mousePos = Math::Point(0.5f, 0.5f);
}
// End of the display of informations.
void CMotionToto::StopDisplayInfo()
{
m_bDisplayInfo = false;
m_bQuickPos = true;
}
// Getes the position of the mouse.
void CMotionToto::SetMousePos(Math::Point pos)
{
m_mousePos = pos;
}
// Management of an event.
bool CMotionToto::EventProcess(const Event &event)
{
CMotion::EventProcess(event);
if ( event.type == EVENT_FRAME )
{
return EventFrame(event);
}
return true;
}
// Management of an event.
bool CMotionToto::EventFrame(const Event &event)
{
Math::Matrix* mat;
Math::Vector eye, lookat, dir, perp, nPos, aPos, pos, speed;
Math::Vector vibLin, vibCir, dirSpeed, aAntenna;
Math::Point dim;
Math::IntPoint wDim;
Gfx::ParticleType type;
float progress, focus, distance, shift, verti, level, zoom;
float aAngle, nAngle, mAngle, angle, linSpeed, cirSpeed;
int sheet, i, r;
bool bHidden;
if ( m_engine->GetPause() &&
!m_main->GetInfoLock() ) return true;
if ( m_bDisplayInfo ) // "looks" mouse?
{
bHidden = false;
}
else
{
bHidden = false;
if ( m_main->GetMovieLock() ) // current movie?
{
bHidden = true;
}
if ( !m_engine->GetTotoMode() )
{
if ( !m_main->GetEditLock() ) // current edition?
{
bHidden = true;
}
}
}
if ( bHidden )
{
nPos = m_object->GetPosition(0);
m_terrain->AdjustToFloor(nPos, true);
nPos.y -= 100.0f; // hidden under the ground!
m_object->SetPosition(0, nPos);
return true;
}
m_time += event.rTime;
m_blinkTime -= event.rTime;
progress = 0.0f;
if ( m_actionType != -1 ) // current action?
{
if ( m_progress < 0.15f )
{
progress = m_progress/0.15f;
}
else if ( m_progress < 0.85f )
{
progress = 1.0f;
}
else
{
progress = (1.0f-m_progress)/0.15f;
}
}
if ( m_progress >= 1.0f )
{
m_actionType = -1; // action ended
m_actionTime = 0.0f;
m_progress = 0.0f;
m_clownTime = 0.0f;
m_clownDelay = 0.0f;
}
focus = m_engine->GetFocus();
eye = m_engine->GetEyePt();
lookat = m_engine->GetLookatPt();
vibLin = Math::Vector(0.0f, 0.0f, 0.0f);
vibCir = Math::Vector(0.0f, 0.0f, 0.0f);
aAntenna = Math::Vector(0.0f, 0.0f, 0.0f);
aAntenna.x += 30.0f*Math::PI/180.0f;
// Calculates the new position.
if ( m_bDisplayInfo )
{
wDim = m_engine->GetWindowSize();
nPos.x = -4.0f*(static_cast< float >(wDim.x)/static_cast< float >(wDim.y))/(640.0f/480.0f);
nPos.y = -0.5f;
nPos.z = 7.0f; // in the left margin
linSpeed = 0.0f;
}
else
{
#if 0
distance = 30.0f-progress*24.5f; // remoteness
shift = 18.0f-progress*15.4f; // shift is left
verti = 10.0f-progress* 9.6f; // shift at the top
#else
distance = 30.0f-progress*18.0f; // remoteness
shift = 18.0f-progress*11.0f; // shift is left
verti = 10.0f-progress* 8.0f; // shift at the top
#endif
if ( m_actionType == -1 &&
(m_type == OBJECT_HUMAN ||
m_type == OBJECT_TECH ||
m_type == OBJECT_MOBILEwa ||
m_type == OBJECT_MOBILEta ||
m_type == OBJECT_MOBILEfa ||
m_type == OBJECT_MOBILEia ||
m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEic ||
m_type == OBJECT_MOBILEwi ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEii ||
m_type == OBJECT_MOBILEws ||
m_type == OBJECT_MOBILEts ||
m_type == OBJECT_MOBILEfs ||
m_type == OBJECT_MOBILEis ||
m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErc ||
m_type == OBJECT_MOBILErr ||
m_type == OBJECT_MOBILErs ||
m_type == OBJECT_MOBILEsa ||
m_type == OBJECT_MOBILEwt ||
m_type == OBJECT_MOBILEtt ||
m_type == OBJECT_MOBILEft ||
m_type == OBJECT_MOBILEit ||
m_type == OBJECT_MOBILEdr ) ) // vehicle?
{
m_clownTime += event.rTime;
if ( m_clownTime >= m_clownDelay )
{
if ( rand()%10 < 2 )
{
m_clownRadius = 2.0f+Math::Rand()*10.0f;
//? m_clownDelay = m_clownRadius/(2.0f+Math::Rand()*2.0f);
m_clownDelay = 1.5f+Math::Rand()*1.0f;
}
else
{
m_clownRadius = 0.0f;
m_clownDelay = 2.0f+Math::Rand()*2.0f;
}
pos = m_object->GetPosition(0);
if ( pos.y < m_water->GetLevel() ) // underwater?
{
m_clownRadius /= 1.5f;
m_clownDelay *= 2.0f;
}
m_clownTime = 0.0f;
}
else
{
distance -= m_clownRadius*sinf(m_clownTime*Math::PI*2.0f/m_clownDelay);
shift -= m_clownRadius-m_clownRadius*cosf(m_clownTime*Math::PI*2.0f/m_clownDelay);
}
verti += (18.0f-shift)*0.2f;
}
distance /= focus;
//? shift *= focus;
verti /= focus;
dir = Normalize(lookat-eye);
nPos = eye + dir*distance;
perp.x = -dir.z;
perp.y = dir.y;
perp.z = dir.x;
nPos = nPos + perp*shift;
nPos.y += verti;
if ( m_bQuickPos ) // immediately in place?
{
m_bQuickPos = false;
linSpeed = 0.0f;
}
else
{
aPos = m_object->GetPosition(0);
if ( m_actionType == -1 )
{
level = 4.0f;
}
else
{
if ( m_bStartAction )
{
m_bStartAction = false;
m_speedAction = Math::Distance(nPos, aPos)/15.0f;
if ( m_speedAction < 20.0f ) m_speedAction = 20.0f;
}
level = m_speedAction;
}
if ( level > 1.0f/event.rTime ) level = 1.0f/event.rTime;
nPos = aPos + (nPos-aPos)*event.rTime*level; // progression aPos -> nPos
linSpeed = Math::DistanceProjected(nPos, aPos)/event.rTime;
dirSpeed = (nPos-aPos)/event.rTime;
nPos.y -= linSpeed*0.015f*(1.0f-progress); // at ground level if moving fast
}
}
// Calculate the new angle.
nAngle = Math::NormAngle(Math::RotateAngle(eye.x-lookat.x, lookat.z-eye.z)-0.9f);
if ( linSpeed == 0.0f || m_actionType != -1 )
{
mAngle = nAngle;
}
else
{
mAngle = Math::NormAngle(Math::RotateAngle(dirSpeed.x, -dirSpeed.z));
}
level = Math::Min(linSpeed*0.1f, 1.0f);
nAngle = nAngle*(1.0f-level) + mAngle*level;
aAngle = Math::NormAngle(m_object->GetAngleY(0));
if ( nAngle < aAngle )
{
if ( nAngle+Math::PI*2.0f-aAngle < aAngle-nAngle ) nAngle += Math::PI*2.0f;
}
else
{
if ( aAngle+Math::PI*2.0f-nAngle < nAngle-aAngle ) aAngle += Math::PI*2.0f;
}
nAngle = aAngle + (nAngle-aAngle)*event.rTime*4.0f;
// Leans quotes if running.
cirSpeed = (aAngle-nAngle)/event.rTime;
angle = cirSpeed*0.3f*(1.0f-progress);
if ( angle > 0.7f ) angle = 0.7f;
if ( angle < -0.7f ) angle = -0.7f;
vibCir.x += angle*1.5f;
aAntenna.x += fabs(angle)*0.8f; // deviates
// Leans forward so quickly advance.
angle = linSpeed*0.10f*(1.0f-progress);
if ( angle > 1.0f ) angle = 1.0f;
vibCir.z -= angle/2.0f; // leans forward
aAntenna.z -= angle; // leans forward
// Calculates the residual motion.
#if 1
vibLin.y += (sinf(m_time*2.00f)*0.5f+
sinf(m_time*2.11f)*0.2f)*(1.0f-progress);
vibCir.z += sinf(m_time*Math::PI* 2.01f)*(Math::PI/ 75.0f)+
sinf(m_time*Math::PI* 2.51f)*(Math::PI/100.0f)+
sinf(m_time*Math::PI*19.01f)*(Math::PI/200.0f);
vibCir.x += sinf(m_time*Math::PI* 2.03f)*(Math::PI/ 75.0f)+
sinf(m_time*Math::PI* 2.52f)*(Math::PI/100.0f)+
sinf(m_time*Math::PI*19.53f)*(Math::PI/200.0f);
vibCir.y += (sinf(m_time*Math::PI* 1.07f)*(Math::PI/ 10.0f)+
sinf(m_time*Math::PI* 1.19f)*(Math::PI/ 17.0f)+
sinf(m_time*Math::PI* 1.57f)*(Math::PI/ 31.0f))*(1.0f-progress);
#endif
// Calculates the animations in action.
if ( m_actionType == MT_ERROR ) // no-no?
{
vibCir.y += progress*sinf(m_progress*Math::PI*11.0f)*1.0f;
vibCir.z -= progress*0.5f; // leans forward
aAntenna.x -= progress*0.4f; // narrows
aAntenna.z += progress*1.0f; // leaning back
}
if ( m_actionType == MT_WARNING ) // warning?
{
vibCir.x += progress*sinf(m_progress*Math::PI*17.0f)*0.5f;
aAntenna.x += progress*sinf(m_progress*Math::PI*17.0f)*0.5f; // deviates
aAntenna.z += progress*cosf(m_progress*Math::PI*17.0f)*0.5f; // turns
}
if ( m_actionType == MT_INFO ) // yes-yes?
{
vibCir.z += progress*sinf(m_progress*Math::PI*19.0f)*0.7f;
aAntenna.x -= progress*0.2f; // narrows
aAntenna.z -= progress*cosf(m_progress*Math::PI*19.0f)*0.9f; // turns
}
if ( m_actionType == MT_MESSAGE ) // message?
{
vibCir.x += progress*sinf(m_progress*Math::PI*15.0f)*0.3f;
vibCir.z += progress*cosf(m_progress*Math::PI*15.0f)*0.3f;
aAntenna.x -= progress*0.4f; // narrows
aAntenna.z -= progress*cosf(m_progress*Math::PI*19.0f)*0.8f;
}
// Initialize the object.
if ( m_bDisplayInfo ) // "looks" mouse?
{
if ( m_mousePos.x < 0.15f )
{
progress = 1.0f-m_mousePos.x/0.15f;
vibCir.y += progress*Math::PI/2.0f;
}
else
{
progress = (m_mousePos.x-0.15f)/0.85f;
vibCir.y -= progress*Math::PI/3.0f;
}
angle = Math::RotateAngle(m_mousePos.x-0.1f, m_mousePos.y-0.5f-vibLin.y*0.2f);
if ( angle < Math::PI )
{
if ( angle > Math::PI*0.5f ) angle = Math::PI-angle;
if ( angle > Math::PI*0.3f ) angle = Math::PI*0.3f;
vibCir.z += angle;
}
else
{
angle = Math::PI*2.0f-angle;
if ( angle > Math::PI*0.5f ) angle = Math::PI-angle;
if ( angle > Math::PI*0.3f ) angle = Math::PI*0.3f;
vibCir.z -= angle;
}
}
else
{
nPos.y += vibLin.y;
level = m_terrain->GetFloorLevel(nPos);
if ( nPos.y < level+2.0f )
{
nPos.y = level+2.0f; // just above the ground
}
nPos.y -= vibLin.y;
}
m_object->SetPosition(0, nPos);
m_object->SetAngleY(0, nAngle);
SetLinVibration(vibLin);
SetCirVibration(vibCir);
// Calculates the residual movement of the antennas.
pos = aAntenna*0.40f;
pos.x += sinf(m_time*Math::PI*2.07f)*(Math::PI/50.0f)+
sinf(m_time*Math::PI*2.59f)*(Math::PI/70.0f)+
sinf(m_time*Math::PI*2.67f)*(Math::PI/90.0f);
pos.y += sinf(m_time*Math::PI*2.22f)*(Math::PI/50.0f)+
sinf(m_time*Math::PI*2.36f)*(Math::PI/70.0f)+
sinf(m_time*Math::PI*3.01f)*(Math::PI/90.0f);
pos.z += sinf(m_time*Math::PI*2.11f)*(Math::PI/50.0f)+
sinf(m_time*Math::PI*2.83f)*(Math::PI/70.0f)+
sinf(m_time*Math::PI*3.09f)*(Math::PI/90.0f);
m_object->SetAngle(4, pos); // left antenna
m_object->SetAngle(5, pos); // left antenna
m_object->SetAngle(6, pos); // left antenna
pos = aAntenna*0.40f;
pos.x = -pos.x;
pos.x += sinf(m_time*Math::PI*2.33f)*(Math::PI/50.0f)+
sinf(m_time*Math::PI*2.19f)*(Math::PI/70.0f)+
sinf(m_time*Math::PI*2.07f)*(Math::PI/90.0f);
pos.y += sinf(m_time*Math::PI*2.44f)*(Math::PI/50.0f)+
sinf(m_time*Math::PI*2.77f)*(Math::PI/70.0f)+
sinf(m_time*Math::PI*3.22f)*(Math::PI/90.0f);
pos.z += sinf(m_time*Math::PI*2.05f)*(Math::PI/50.0f)+
sinf(m_time*Math::PI*2.38f)*(Math::PI/70.0f)+
sinf(m_time*Math::PI*2.79f)*(Math::PI/90.0f);
m_object->SetAngle(7, pos); // right antenna
m_object->SetAngle(8, pos); // right antenna
m_object->SetAngle(9, pos); // right antenna
// Movement of the mouth.
if ( m_actionType == MT_ERROR ) // no-no?
{
m_object->SetAngleX(1, 0.0f);
m_object->SetAngleZ(1, 0.2f+sinf(m_time*10.0f)*0.2f);
m_object->SetZoomY(1, 2.0f+sinf(m_time*10.0f));
m_object->SetZoomZ(1, 1.0f);
}
else if ( m_actionType == MT_WARNING ) // warning?
{
m_object->SetAngleX(1, 15.0f*Math::PI/180.0f);
m_object->SetAngleZ(1, 0.0f);
m_object->SetZoomY(1, 1.0f);
m_object->SetZoomZ(1, 1.0f);
}
else if ( m_actionType == MT_INFO ) // yes-yes?
{
m_object->SetAngleX(1, 0.0f);
m_object->SetAngleZ(1, 0.0f);
m_object->SetZoomY(1, 1.0f);
m_object->SetZoomZ(1, 0.7f+sinf(m_time*10.0f)*0.3f);
}
else if ( m_actionType == MT_MESSAGE ) // message?
{
m_object->SetAngleX(1, 0.0f);
m_object->SetAngleZ(1, 0.0f);
m_object->SetZoomY(1, 1.0f);
m_object->SetZoomZ(1, 0.8f+sinf(m_time*7.0f)*0.2f);
}
else
{
m_object->SetAngleX(1, 0.0f);
m_object->SetAngleZ(1, 0.0f);
m_object->SetZoomY(1, 1.0f);
m_object->SetZoomZ(1, 1.0f);
}
// Eye blinking management.
if ( m_blinkTime <= 0.0f && m_blinkProgress == -1.0f )
{
m_blinkProgress = 0.0f;
}
if ( m_blinkProgress >= 0.0f )
{
m_blinkProgress += event.rTime*3.2f;
if ( m_blinkProgress < 1.0f )
{
if ( m_blinkProgress < 0.5f ) zoom = m_blinkProgress/0.5f;
else zoom = 2.0f-m_blinkProgress/0.5f;
m_object->SetZoomY(2, 1.0f-zoom*0.9f);
m_object->SetZoomY(3, 1.0f-zoom*0.9f);
}
else
{
m_blinkProgress = -1.0f;
m_blinkTime = 0.1f+Math::Rand()*4.0f;
m_object->SetZoomY(2, 1.0f);
m_object->SetZoomY(3, 1.0f);
}
}
if ( m_actionType == MT_ERROR ) // no-no?
{
m_object->SetAngleX(2, -30.0f*Math::PI/180.0f);
m_object->SetAngleX(3, 30.0f*Math::PI/180.0f);
}
else if ( m_actionType == MT_WARNING ) // warning?
{
m_object->SetAngleX(2, -15.0f*Math::PI/180.0f);
m_object->SetAngleX(3, 15.0f*Math::PI/180.0f);
}
else if ( m_actionType == MT_INFO ) // yes-yes?
{
m_object->SetAngleX(2, 40.0f*Math::PI/180.0f);
m_object->SetAngleX(3, -40.0f*Math::PI/180.0f);
}
else if ( m_actionType == MT_MESSAGE ) // message?
{
m_object->SetAngleX(2, 20.0f*Math::PI/180.0f);
m_object->SetAngleX(3, -20.0f*Math::PI/180.0f);
}
else
{
m_object->SetAngleX(2, 0.0f);
m_object->SetAngleX(3, 0.0f);
}
mat = m_object->GetWorldMatrix(0); // must be done every time!
// Generates particles.
if ( m_time-m_lastMotorParticle >= m_engine->ParticleAdapt(0.05f) )
{
m_lastMotorParticle = m_time;
if ( m_bDisplayInfo ) sheet = Gfx::SH_FRONT;
else sheet = Gfx::SH_WORLD;
pos = m_object->GetPosition(0);
if ( !m_bDisplayInfo &&
pos.y < m_water->GetLevel() ) // underwater?
{
float t = Math::Mod(m_time, 3.5f);
if ( t >= 2.2f || ( t >= 1.2f && t <= 1.4f ) ) // breathe?
{
pos = Math::Vector(1.0f, 0.2f, 0.0f);
pos.z += (Math::Rand()-0.5f)*0.5f;
speed = pos;
speed.y += 5.0f+Math::Rand()*5.0f;
speed.x += Math::Rand()*2.0f;
speed.z += (Math::Rand()-0.5f)*2.0f;
pos = Transform(*mat, pos);
speed = Transform(*mat, speed)-pos;
dim.x = 0.12f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIBUBBLE, 3.0f, 0.0f, 0.0f);
}
}
else // out of water?
{
pos = Math::Vector(0.0f, -0.5f, 0.0f);
pos.z += (Math::Rand()-0.5f)*0.5f;
speed = pos;
speed.y -= (1.5f+Math::Rand()*1.5f) + vibLin.y;
speed.x += (Math::Rand()-0.5f)*2.0f;
speed.z += (Math::Rand()-0.5f)*2.0f;
// mat = m_object->GetWorldMatrix(0);
pos = Transform(*mat, pos);
speed = Transform(*mat, speed)-pos;
dim.x = (Math::Rand()*0.4f+0.4f)*(1.0f+Math::Min(linSpeed*0.1f, 5.0f));
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTITOTO, 1.0f+Math::Rand()*1.0f, 0.0f, 1.0f, sheet);
}
if ( m_actionType != -1 && // current action?
m_progress <= 0.85f )
{
pos.x = (Math::Rand()-0.5f)*1.0f;
pos.y = (Math::Rand()-0.5f)*1.0f+3.5f;
pos.z = (Math::Rand()-0.5f)*1.0f;
pos = Transform(*mat, pos);
speed = Math::Vector(0.0f, 0.0f, 0.0f);
dim.x = (Math::Rand()*0.3f+0.3f);
dim.y = dim.x;
if ( m_actionType == MT_ERROR ) type = Gfx::PARTIERROR;
if ( m_actionType == MT_WARNING ) type = Gfx::PARTIWARNING;
if ( m_actionType == MT_INFO ) type = Gfx::PARTIINFO;
if ( m_actionType == MT_MESSAGE ) type = Gfx::PARTIWARNING;
m_particle->CreateParticle(pos, speed, dim, type, 0.5f+Math::Rand()*0.5f, 0.0f, 1.0f, sheet);
pos.x = 0.50f+(Math::Rand()-0.5f)*0.80f;
pos.y = 0.86f+(Math::Rand()-0.5f)*0.08f;
pos.z = 0.00f;
dim.x = (Math::Rand()*0.04f+0.04f);
dim.y = dim.x/0.75f;
m_particle->CreateParticle(pos, speed, dim, type, 0.5f+Math::Rand()*0.5f, 0.0f, 1.0f, Gfx::SH_INTERFACE);
}
//? if ( m_bDisplayInfo && m_main->GetGlint() )
if ( false )
{
pos.x = (Math::Rand()-0.5f)*1.4f;
pos.y = (Math::Rand()-0.5f)*1.4f+3.5f;
pos.z = (Math::Rand()-0.5f)*1.4f;
pos = Transform(*mat, pos);
speed = Math::Vector(0.0f, 0.0f, 0.0f);
dim.x = (Math::Rand()*0.5f+0.5f);
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIERROR, 0.5f+Math::Rand()*0.5f, 0.0f, 1.0f, sheet);
for ( i=0 ; i<10 ; i++ )
{
pos.x = 0.60f+(Math::Rand()-0.5f)*0.76f;
pos.y = 0.47f+(Math::Rand()-0.5f)*0.90f;
pos.z = 0.00f;
r = rand()%4;
if ( r == 0 ) pos.x = 0.21f; // the left edge
else if ( r == 1 ) pos.x = 0.98f; // the right edge
else if ( r == 2 ) pos.y = 0.02f; // on the lower edge
else pos.y = 0.92f; // on the upper edge
dim.x = (Math::Rand()*0.02f+0.02f);
dim.y = dim.x/0.75f;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIERROR, 0.5f+Math::Rand()*0.5f, 0.0f, 1.0f, Gfx::SH_INTERFACE);
}
}
}
// Move the sound.
if ( m_soundChannel != -1 )
{
if ( !m_sound->Position(m_soundChannel, m_object->GetPosition(0)) )
{
m_soundChannel = -1;
}
}
return true;
}
// Starts an action.
Error CMotionToto::SetAction(int action, float time)
{
Sound sound;
CMotion::SetAction(action, time);
m_bStartAction = true;
sound = SOUND_CLICK;
if ( action == MT_ERROR ) sound = SOUND_ERROR;
if ( action == MT_WARNING ) sound = SOUND_WARNING;
if ( action == MT_INFO ) sound = SOUND_INFO;
if ( action == MT_MESSAGE ) sound = SOUND_MESSAGE;
if ( sound != SOUND_CLICK )
{
m_soundChannel = m_sound->Play(sound, m_object->GetPosition(0));
}
return ERR_OK;
}
// Specifies the type of the object is attached to toto.
void CMotionToto::SetLinkType(ObjectType type)
{
m_type = type;
}