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authorKrzysztof H <krzys_h@interia.pl>2012-03-09 17:08:05 +0100
committerKrzysztof H <krzys_h@interia.pl>2012-03-09 17:08:05 +0100
commit84d1f79fdf02e0010e4b2d118458e8cd8ce0dd71 (patch)
tree842825145ada8e6f53d1de9f100383cc028d2b46 /src/motionmother.cpp
parenta4c804b49ec872b71bd5a0167c3ad45704a3cc30 (diff)
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Added license info using a small program SrcHead.
Diffstat (limited to 'src/motionmother.cpp')
-rw-r--r--src/motionmother.cpp82
1 files changed, 48 insertions, 34 deletions
diff --git a/src/motionmother.cpp b/src/motionmother.cpp
index b342eb8..7ece3f5 100644
--- a/src/motionmother.cpp
+++ b/src/motionmother.cpp
@@ -1,4 +1,18 @@
-// motionmother.cpp
+// * 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 .
#define STRICT
#define D3D_OVERLOADS
@@ -28,7 +42,7 @@
#define ADJUST_ANGLE FALSE // TRUE -> ajuste les angles des membres
-#define START_TIME 1000.0f // début du temps relatif
+#define START_TIME 1000.0f // d�but du temps relatif
@@ -65,7 +79,7 @@ void CMotionMother::DeleteObject(BOOL bAll)
}
-// Crée un véhicule roulant quelconque posé sur le sol.
+// Cr�e un v�hicule roulant quelconque pos� sur le sol.
BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
float power)
@@ -79,7 +93,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetType(type);
- // Crée la base principale.
+ // Cr�e la base principale.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEVEHICULE); // c'est un objet mobile
m_object->SetObjectRank(0, rank);
@@ -90,12 +104,12 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetPosition(0, pos);
m_object->SetAngleY(0, angle);
- // Un véhicule doit avoir obligatoirement une sphère de
+ // Un v�hicule doit avoir obligatoirement une sph�re de
// collision avec un centre (0;y;0) (voir GetCrashSphere).
m_object->CreateCrashSphere(D3DVECTOR(0.0f, 0.0f, 0.0f), 20.0f, SOUND_BOUM, 0.20f);
m_object->SetGlobalSphere(D3DVECTOR(-2.0f, 10.0f, 0.0f), 25.0f);
- // Crée la tête.
+ // Cr�e la t�te.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(1, rank);
@@ -104,7 +118,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(1, D3DVECTOR(16.0f, 3.0f, 0.0f));
- // Crée la jambe 1 arrière-droite.
+ // Cr�e la jambe 1 arri�re-droite.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(2, rank);
@@ -113,7 +127,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(2, D3DVECTOR(-5.0f, -1.0f, -12.0f));
- // Crée le pied 1 arrière-droite.
+ // Cr�e le pied 1 arri�re-droite.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(3, rank);
@@ -122,7 +136,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(3, D3DVECTOR(0.0f, 0.0f, -8.5f));
- // Crée la jambe 2 milieu-droite.
+ // Cr�e la jambe 2 milieu-droite.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(4, rank);
@@ -131,7 +145,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(4, D3DVECTOR(3.5f, -1.0f, -12.0f));
- // Crée le pied 2 milieu-droite.
+ // Cr�e le pied 2 milieu-droite.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(5, rank);
@@ -140,7 +154,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(5, D3DVECTOR(0.0f, 0.0f, -8.5f));
- // Crée la jambe 3 avant-droite.
+ // Cr�e la jambe 3 avant-droite.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(6, rank);
@@ -149,7 +163,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(6, D3DVECTOR(10.0f, -1.0f, -10.0f));
- // Crée le pied 3 avant-droite.
+ // Cr�e le pied 3 avant-droite.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(7, rank);
@@ -158,7 +172,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(7, D3DVECTOR(0.0f, 0.0f, -8.5f));
- // Crée la jambe 1 arrière-gauche.
+ // Cr�e la jambe 1 arri�re-gauche.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(8, rank);
@@ -168,7 +182,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetPosition(8, D3DVECTOR(-5.0f, -1.0f, 12.0f));
m_object->SetAngleY(8, PI);
- // Crée le pied 1 arrière-gauche.
+ // Cr�e le pied 1 arri�re-gauche.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(9, rank);
@@ -177,7 +191,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(9, D3DVECTOR(0.0f, 0.0f, -8.5f));
- // Crée la jambe 2 milieu-gauche.
+ // Cr�e la jambe 2 milieu-gauche.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(10, rank);
@@ -187,7 +201,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetPosition(10, D3DVECTOR(3.5f, -1.0f, 12.0f));
m_object->SetAngleY(10, PI);
- // Crée le pied 2 milieu-gauche.
+ // Cr�e le pied 2 milieu-gauche.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(11, rank);
@@ -196,7 +210,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(11, D3DVECTOR(0.0f, 0.0f, -8.5f));
- // Crée la jambe 3 avant-gauche.
+ // Cr�e la jambe 3 avant-gauche.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(12, rank);
@@ -206,7 +220,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetPosition(12, D3DVECTOR(10.0f, -1.0f, 10.0f));
m_object->SetAngleY(12, PI);
- // Crée le pied 3 avant-gauche.
+ // Cr�e le pied 3 avant-gauche.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(13, rank);
@@ -215,7 +229,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(13, D3DVECTOR(0.0f, 0.0f, -8.5f));
- // Crée l'antenne droite.
+ // Cr�e l'antenne droite.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(14, rank);
@@ -232,7 +246,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(15, D3DVECTOR(8.0f, 0.0f, 0.0f));
- // Crée l'antenne gauche.
+ // Cr�e l'antenne gauche.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(16, rank);
@@ -249,7 +263,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(17, D3DVECTOR(8.0f, 0.0f, 0.0f));
- // Crée la pince droite.
+ // Cr�e la pince droite.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(18, rank);
@@ -259,7 +273,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetPosition(18, D3DVECTOR(-4.0f, -3.5f, -8.0f));
m_object->SetZoomX(18, 1.2f);
- // Crée la pince gauche.
+ // Cr�e la pince gauche.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(19, rank);
@@ -284,7 +298,7 @@ BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
return TRUE;
}
-// Crée la physique de l'objet.
+// Cr�e la physique de l'objet.
void CMotionMother::CreatePhysics()
{
@@ -296,15 +310,15 @@ void CMotionMother::CreatePhysics()
// x1,y1,z1, x2,y2,z2, x3,y3,z3, // en l'air :
30,30,10, 35,-15,10, 35,-35,10, // t0: jambes 1..3
-80,-45,-35, -115,-40,-35, -90,10,-55, // t0: pieds 1..3
- 0,0,0, 0,0,0, 0,0,0, // t0: inutilisé
+ 0,0,0, 0,0,0, 0,0,0, // t0: inutilis�
// au sol devant :
15,-5,10, 10,-30,10, 5,-50,10, // t1: jambes 1..3
-90,-15,-15, -110,-55,-35, -75,-75,-30, // t1: pieds 1..3
- 0,0,0, 0,0,0, 0,0,0, // t1: inutilisé
- // au sol derrière :
+ 0,0,0, 0,0,0, 0,0,0, // t1: inutilis�
+ // au sol derri�re :
0,40,10, 5,5,10, 0,-15,10, // t2: jambes 1..3
-45,0,-55, -65,10,-50, -125,-85,-45, // t2: pieds 1..3
- 0,0,0, 0,0,0, 0,0,0, // t2: inutilisé
+ 0,0,0, 0,0,0, 0,0,0, // t2: inutilis�
};
m_physics->SetType(TYPE_ROLLING);
@@ -340,7 +354,7 @@ void CMotionMother::CreatePhysics()
}
-// Gestion d'un événement.
+// Gestion d'un �v�nement.
BOOL CMotionMother::EventProcess(const Event &event)
{
@@ -384,7 +398,7 @@ BOOL CMotionMother::EventProcess(const Event &event)
return TRUE;
}
-// Gestion d'un événement.
+// Gestion d'un �v�nement.
BOOL CMotionMother::EventFrame(const Event &event)
{
@@ -405,13 +419,13 @@ BOOL CMotionMother::EventFrame(const Event &event)
m_armTimeMarch += (s)*event.rTime*0.05f;
m_armMember += (s+a)*event.rTime*0.05f;
- bStop = ( a == 0.0f && s == 0.0f ); // a l'arrêt ?
+ bStop = ( a == 0.0f && s == 0.0f ); // a l'arr�t ?
if ( bStop )
{
prog = Mod(m_armTimeAbs, 2.0f)/10.0f;
a = Mod(m_armMember, 1.0f);
- a = (prog-a)*event.rTime*1.0f; // vient gentiment à position stop
+ a = (prog-a)*event.rTime*1.0f; // vient gentiment � position stop
m_armMember += a;
}
@@ -505,9 +519,9 @@ BOOL CMotionMother::EventFrame(const Event &event)
m_object->SetLinVibration(dir);
}
- m_object->SetAngleZ(1, sinf(m_armTimeAbs*0.5f)*0.20f); // tête
- m_object->SetAngleX(1, sinf(m_armTimeAbs*0.6f)*0.10f); // tête
- m_object->SetAngleY(1, sinf(m_armTimeAbs*0.7f)*0.20f); // tête
+ m_object->SetAngleZ(1, sinf(m_armTimeAbs*0.5f)*0.20f); // t�te
+ m_object->SetAngleX(1, sinf(m_armTimeAbs*0.6f)*0.10f); // t�te
+ m_object->SetAngleY(1, sinf(m_armTimeAbs*0.7f)*0.20f); // t�te
m_object->SetAngleZ(14, 0.50f);
m_object->SetAngleZ(16, 0.50f);