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authorPiotr Dziwinski <piotrdz@gmail.com>2012-04-28 17:53:17 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-04-28 17:53:17 +0200
commit449cc186d5b8117d74ba22d6173497d00939f5f1 (patch)
tree39f38530dab2c9c8b33f5d8e42a81242bd48704b /src/object/task/taskbuild.cpp
parenteeb69b34d2467e51ff84b3235f94506ce6bb9283 (diff)
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diff --git a/src/object/task/taskbuild.cpp b/src/object/task/taskbuild.cpp
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+// * 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/.
+
+// taskbuild.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 "auto.h"
+#include "camera.h"
+#include "motion.h"
+#include "motionhuman.h"
+#include "robotmain.h"
+#include "sound.h"
+#include "displaytext.h"
+#include "task.h"
+#include "taskbuild.h"
+
+
+
+
+// Object's constructor.
+
+CTaskBuild::CTaskBuild(CInstanceManager* iMan, CObject* object)
+ : CTask(iMan, object)
+{
+ int i;
+
+ CTask::CTask(iMan, object);
+
+ m_type = OBJECT_DERRICK;
+ m_time = 0.0f;
+ m_soundChannel = -1;
+
+ for ( i=0 ; i<TBMAXLIGHT ; i++ )
+ {
+ m_lightRank[i] = -1;
+ }
+}
+
+// Object's destructor.
+
+CTaskBuild::~CTaskBuild()
+{
+ int i;
+
+ if ( m_soundChannel != -1 )
+ {
+ m_sound->FlushEnvelope(m_soundChannel);
+ m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 1.0f, SOPER_STOP);
+ m_soundChannel = -1;
+ }
+
+ for ( i=0 ; i<TBMAXLIGHT ; i++ )
+ {
+ if ( m_lightRank[i] == -1 ) continue;
+ m_light->DeleteLight(m_lightRank[i]);
+ }
+}
+
+
+// Creates a building.
+
+BOOL CTaskBuild::CreateBuilding(D3DVECTOR pos, float angle)
+{
+ m_building = new CObject(m_iMan);
+ if ( !m_building->CreateBuilding(pos, angle, 0.0f, m_type, 0.0f) )
+ {
+ delete m_building;
+ m_building = 0;
+ return FALSE;
+ }
+ m_building->UpdateMapping();
+ m_building->SetLock(TRUE); // not yet usable
+
+ if ( m_type == OBJECT_DERRICK ) m_buildingHeight = 35.0f;
+ if ( m_type == OBJECT_FACTORY ) m_buildingHeight = 28.0f;
+ if ( m_type == OBJECT_REPAIR ) m_buildingHeight = 30.0f;
+ if ( m_type == OBJECT_STATION ) m_buildingHeight = 13.0f;
+ if ( m_type == OBJECT_CONVERT ) m_buildingHeight = 20.0f;
+ if ( m_type == OBJECT_TOWER ) m_buildingHeight = 30.0f;
+ if ( m_type == OBJECT_RESEARCH ) m_buildingHeight = 22.0f;
+ if ( m_type == OBJECT_RADAR ) m_buildingHeight = 19.0f;
+ if ( m_type == OBJECT_ENERGY ) m_buildingHeight = 20.0f;
+ if ( m_type == OBJECT_LABO ) m_buildingHeight = 16.0f;
+ if ( m_type == OBJECT_NUCLEAR ) m_buildingHeight = 40.0f;
+ if ( m_type == OBJECT_PARA ) m_buildingHeight = 68.0f;
+ if ( m_type == OBJECT_INFO ) m_buildingHeight = 19.0f;
+ m_buildingHeight *= 0.25f;
+
+ m_buildingPos = m_building->RetPosition(0);
+ m_buildingPos.y -= m_buildingHeight;
+ m_building->SetPosition(0, m_buildingPos);
+ return TRUE;
+}
+
+// Creates lights for the effects.
+
+void CTaskBuild::CreateLight()
+{
+ D3DLIGHT7 light;
+ D3DCOLORVALUE color;
+ D3DVECTOR center, pos, dir;
+ FPOINT c, p;
+ float angle;
+ int i;
+
+ if ( !m_engine->RetLightMode() ) return;
+
+ center = m_metal->RetPosition(0);
+
+ angle = 0;
+ for ( i=0 ; i<TBMAXLIGHT ; i++ )
+ {
+ m_lightRank[i] = m_light->CreateLight();
+ if ( m_lightRank[i] == -1 ) continue;
+
+ c.x = center.x;
+ c.y = center.z;
+ p.x = center.x+40.0f;
+ p.y = center.z;
+ p = RotatePoint(c, angle, p);
+ pos.x = p.x;
+ pos.z = p.y;
+ pos.y = center.y+40.0f;
+ dir = center-pos;
+
+ ZeroMemory( &light, sizeof(light) );
+ light.dltType = D3DLIGHT_SPOT;
+ light.dcvDiffuse.r = 0.0f;
+ light.dcvDiffuse.g = 0.0f;
+ light.dcvDiffuse.b = 0.0f; // white (invisible)
+ light.dvPosition.x = pos.x;
+ light.dvPosition.y = pos.y;
+ light.dvPosition.z = pos.z;
+ light.dvDirection.x = dir.x;
+ light.dvDirection.y = dir.y;
+ light.dvDirection.z = dir.z;
+ light.dvRange = D3DLIGHT_RANGE_MAX;
+ light.dvFalloff = 1.0f;
+ light.dvAttenuation0 = 1.0f;
+ light.dvAttenuation1 = 0.0f;
+ light.dvAttenuation2 = 0.0f;
+ light.dvTheta = 0.0f;
+ light.dvPhi = PI/4.0f;
+ m_light->SetLight(m_lightRank[i], light);
+
+ color.r = -1.0f;
+ color.g = -1.0f;
+ color.b = -0.5f; // violet
+ color.a = 0.0f;
+ m_light->SetLightColor(m_lightRank[i], color);
+ m_light->SetLightColorSpeed(m_lightRank[i], 1.0f/((1.0f/m_speed)*0.25f));
+
+ angle += (PI*2.0f)/TBMAXLIGHT;
+ }
+
+ m_bBlack = FALSE;
+}
+
+// Switches the lights from black to white.
+
+void CTaskBuild::BlackLight()
+{
+ D3DCOLORVALUE color;
+ int i;
+
+ for ( i=0 ; i<TBMAXLIGHT ; i++ )
+ {
+ if ( m_lightRank[i] == -1 ) continue;
+
+ color.r = 0.0f;
+ color.g = 0.0f;
+ color.b = 0.0f; // white (invisible)
+ color.a = 0.0f;
+ m_light->SetLightColor(m_lightRank[i], color);
+ m_light->SetLightColorSpeed(m_lightRank[i], 1.0f/((1.0f/m_speed)*0.75f));
+ }
+
+ m_bBlack = TRUE;
+}
+
+// Management of an event.
+
+BOOL CTaskBuild::EventProcess(const Event &event)
+{
+ D3DMATRIX* mat;
+ D3DVECTOR pos, dir, speed;
+ FPOINT dim;
+ float a, g, cirSpeed, dist, linSpeed;
+
+ if ( m_engine->RetPause() ) return TRUE;
+ if ( event.event != EVENT_FRAME ) return TRUE;
+ if ( m_bError ) return FALSE;
+
+ m_time += event.rTime;
+
+ m_progress += event.rTime*m_speed; // other advance
+
+ if ( m_phase == TBP_TURN ) // preliminary rotation?
+ {
+ a = m_object->RetAngleY(0);
+ g = m_angleY;
+ cirSpeed = Direction(a, g)*1.0f;
+ if ( cirSpeed > 1.0f ) cirSpeed = 1.0f;
+ if ( cirSpeed < -1.0f ) cirSpeed = -1.0f;
+
+ m_physics->SetMotorSpeedZ(cirSpeed); // turns left/right
+ return TRUE;
+ }
+
+ if ( m_phase == TBP_MOVE ) // preliminary forward/backward?
+ {
+ dist = Length(m_object->RetPosition(0), m_metal->RetPosition(0));
+ linSpeed = 0.0f;
+ if ( dist > 30.0f ) linSpeed = 1.0f;
+ if ( dist < 30.0f ) linSpeed = -1.0f;
+ m_physics->SetMotorSpeedX(linSpeed); // forward/backward
+ return TRUE;
+ }
+
+ if ( m_phase == TBP_RECEDE ) // terminal back?
+ {
+ m_physics->SetMotorSpeedX(-1.0f); // back
+ return TRUE;
+ }
+
+ if ( m_phase == TBP_TAKE ) // takes gun?
+ {
+ return TRUE;
+ }
+
+ if ( m_phase == TBP_PREP ) // prepares?
+ {
+ return TRUE;
+ }
+
+ if ( m_phase == TBP_TERM ) // ends?
+ {
+ return TRUE;
+ }
+
+ if ( !m_bBuild ) // building to build?
+ {
+ m_bBuild = TRUE;
+
+ pos = m_metal->RetPosition(0);
+ a = m_object->RetAngleY(0);
+ if ( !CreateBuilding(pos, a+PI) )
+ {
+ m_metal->SetLock(FALSE); // usable again
+ m_motion->SetAction(-1);
+ m_object->SetObjectParent(14, 0);
+ m_object->SetPosition(14, D3DVECTOR(-1.5f, 0.3f, -1.35f));
+ m_object->SetAngleZ(14, PI);
+ m_camera->FlushEffect();
+ Abort();
+ m_bError = TRUE;
+ m_displayText->DisplayError(ERR_TOOMANY, m_object->RetPosition(0));
+ return FALSE;
+ }
+ CreateLight();
+ }
+
+ pos = m_buildingPos;
+ pos.y += m_buildingHeight*m_progress;
+ m_building->SetPosition(0, pos); // the building rises
+
+ m_building->SetZoom(0, m_progress*0.75f+0.25f);
+ m_metal->SetZoom(0, 1.0f-m_progress);
+
+ a = (2.0f-2.0f*m_progress);
+ if ( a > 1.0f ) a = 1.0f;
+ dir.x = (Rand()-0.5f)*a*0.1f;
+ dir.z = (Rand()-0.5f)*a*0.1f;
+ dir.y = (Rand()-0.5f)*a*0.1f;
+ m_building->SetCirVibration(dir);
+
+ if ( !m_bBlack && m_progress >= 0.25f )
+ {
+ BlackLight();
+ }
+
+ if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_time )
+ {
+ m_lastParticule = m_time;
+
+ pos = m_metal->RetPosition(0);
+ speed.x = (Rand()-0.5f)*20.0f;
+ speed.z = (Rand()-0.5f)*20.0f;
+ speed.y = Rand()*10.0f;
+ dim.x = Rand()*6.0f+4.0f;
+ dim.y = dim.x;
+ m_particule->CreateParticule(pos, speed, dim, PARTIFIRE);
+
+ pos = D3DVECTOR(0.0f, 0.5f, 0.0f);
+ mat = m_object->RetWorldMatrix(14);
+ pos = Transform(*mat, pos);
+ speed = m_metal->RetPosition(0);
+ speed.x += (Rand()-0.5f)*5.0f;
+ speed.z += (Rand()-0.5f)*5.0f;
+ speed -= pos;
+ dim.x = 2.0f;
+ dim.y = dim.x;
+ m_particule->CreateParticule(pos, speed, dim, PARTIFIREZ);
+
+ if ( Rand() < 0.3f )
+ {
+ m_sound->Play(SOUND_BUILD, m_object->RetPosition(0), 0.5f, 1.0f*Rand()*1.5f);
+ }
+ }
+
+ return TRUE;
+}
+
+
+// Assigns the goal was achieved.
+
+Error CTaskBuild::Start(ObjectType type)
+{
+ D3DVECTOR pos, speed, pv, pm;
+ Error err;
+ float iAngle, oAngle;
+
+ m_type = type;
+ m_lastParticule = 0.0f;
+ m_progress = 0.0f;
+
+ iAngle = m_object->RetAngleY(0);
+ iAngle = NormAngle(iAngle); // 0..2*PI
+ oAngle = iAngle;
+
+ m_bError = TRUE; // operation impossible
+
+ pos = m_object->RetPosition(0);
+ if ( pos.y < m_water->RetLevel() ) return ERR_BUILD_WATER;
+
+ if ( !m_physics->RetLand() ) return ERR_BUILD_FLY;
+
+ speed = m_physics->RetMotorSpeed();
+ if ( speed.x != 0.0f ||
+ speed.z != 0.0f ) return ERR_BUILD_MOTOR;
+
+ if ( m_object->RetFret() != 0 ) return ERR_MANIP_BUSY;
+
+ m_metal = SearchMetalObject(oAngle, 2.0f, 100.0f, PI*0.25f, err);
+ if ( err == ERR_BUILD_METALNEAR && m_metal != 0 )
+ {
+ err = FlatFloor();
+ if ( err != ERR_OK ) return err;
+ return ERR_BUILD_METALNEAR;
+ }
+ if ( err != ERR_OK ) return err;
+
+ err = FlatFloor();
+ if ( err != ERR_OK ) return err;
+
+ m_metal->SetLock(TRUE); // not usable
+ m_camera->StartCentering(m_object, PI*0.15f, 99.9f, 0.0f, 1.0f);
+
+ m_phase = TBP_TURN; // rotation necessary preliminary
+ m_angleY = oAngle; // angle was reached
+
+ pv = m_object->RetPosition(0);
+ pv.y += 8.3f;
+ pm = m_metal->RetPosition(0);
+ m_angleZ = RotateAngle(Length2d(pv, pm), Abs(pv.y-pm.y));
+
+ m_physics->SetFreeze(TRUE); // it does not move
+
+ m_bBuild = FALSE; // not yet built
+ m_bError = FALSE; // ok
+ return ERR_OK;
+}
+
+// Indicates whether the action is finished.
+
+Error CTaskBuild::IsEnded()
+{
+ CAuto* automat;
+ float angle, dist, time;
+
+ if ( m_engine->RetPause() ) return ERR_CONTINUE;
+ if ( m_bError ) return ERR_STOP;
+
+ if ( m_phase == TBP_TURN ) // preliminary rotation?
+ {
+ angle = m_object->RetAngleY(0);
+ angle = NormAngle(angle); // 0..2*PI
+
+ if ( TestAngle(angle, m_angleY-PI*0.01f, m_angleY+PI*0.01f) )
+ {
+ m_physics->SetMotorSpeedZ(0.0f);
+
+ dist = Length(m_object->RetPosition(0), m_metal->RetPosition(0));
+ if ( dist > 30.0f )
+ {
+ time = m_physics->RetLinTimeLength(dist-30.0f, 1.0f);
+ m_speed = 1.0f/time;
+ }
+ else
+ {
+ time = m_physics->RetLinTimeLength(30.0f-dist, -1.0f);
+ m_speed = 1.0f/time;
+ }
+ m_phase = TBP_MOVE;
+ m_progress = 0.0f;
+ }
+ return ERR_CONTINUE;
+ }
+
+ if ( m_phase == TBP_MOVE ) // preliminary forward/backward?
+ {
+ dist = Length(m_object->RetPosition(0), m_metal->RetPosition(0));
+
+ if ( dist >= 25.0f && dist <= 35.0f )
+ {
+ m_physics->SetMotorSpeedX(0.0f);
+ m_motion->SetAction(MHS_GUN); // takes gun
+
+ m_phase = TBP_TAKE;
+ m_speed = 1.0f/1.0f;
+ m_progress = 0.0f;
+ }
+ else
+ {
+ if ( m_progress > 1.0f ) // timeout?
+ {
+ m_metal->SetLock(FALSE); // usable again
+ if ( dist < 30.0f ) return ERR_BUILD_METALNEAR;
+ else return ERR_BUILD_METALAWAY;
+ }
+ }
+ return ERR_CONTINUE;
+ }
+
+ if ( m_phase == TBP_TAKE ) // takes gun
+ {
+ if ( m_progress < 1.0f ) return ERR_CONTINUE;
+
+ m_motion->SetAction(MHS_FIRE); // shooting position
+ m_object->SetObjectParent(14, 4);
+ m_object->SetPosition(14, D3DVECTOR(0.6f, 0.1f, 0.3f));
+ m_object->SetAngleZ(14, 0.0f);
+
+ m_phase = TBP_PREP;
+ m_speed = 1.0f/1.0f;
+ m_progress = 0.0f;
+ }
+
+ if ( m_phase == TBP_PREP ) // prepares?
+ {
+ if ( m_progress < 1.0f ) return ERR_CONTINUE;
+
+ m_soundChannel = m_sound->Play(SOUND_TREMBLE, m_object->RetPosition(0), 0.0f, 1.0f, TRUE);
+ m_sound->AddEnvelope(m_soundChannel, 0.7f, 1.0f, 1.0f, SOPER_CONTINUE);
+ m_sound->AddEnvelope(m_soundChannel, 0.7f, 1.5f, 7.0f, SOPER_CONTINUE);
+ m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.5f, 2.0f, SOPER_STOP);
+
+ m_camera->StartEffect(CE_VIBRATION, m_metal->RetPosition(0), 1.0f);
+
+ m_phase = TBP_BUILD;
+ m_speed = 1.0f/10.f; // duration of 10s
+ m_progress = 0.0f;
+ }
+
+ if ( m_phase == TBP_BUILD ) // construction?
+ {
+ if ( m_progress < 1.0f ) return ERR_CONTINUE;
+
+ DeleteMark(m_metal->RetPosition(0), 20.0f);
+
+ m_metal->DeleteObject(); // removes the metal
+ delete m_metal;
+ m_metal = 0;
+
+ m_building->SetZoom(0, 1.0f);
+ m_building->SetCirVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
+ m_building->SetLock(FALSE); // building usable
+ m_main->CreateShortcuts();
+ m_displayText->DisplayError(INFO_BUILD, m_buildingPos, 10.0f, 50.0f);
+
+ automat = m_building->RetAuto();
+ if ( automat != 0 )
+ {
+ automat->Init();
+ }
+
+ m_motion->SetAction(MHS_GUN); // hands gun
+ m_phase = TBP_TERM;
+ m_speed = 1.0f/1.0f;
+ m_progress = 0.0f;
+ }
+
+ if ( m_phase == TBP_TERM ) // rotation terminale ?
+ {
+ if ( m_progress < 1.0f ) return ERR_CONTINUE;
+
+ m_motion->SetAction(-1);
+ m_object->SetObjectParent(14, 0);
+ m_object->SetPosition(14, D3DVECTOR(-1.5f, 0.3f, -1.35f));
+ m_object->SetAngleZ(14, PI);
+
+ if ( m_type == OBJECT_FACTORY ||
+ m_type == OBJECT_RESEARCH ||
+ m_type == OBJECT_NUCLEAR )
+ {
+
+ m_phase = TBP_RECEDE;
+ m_speed = 1.0f/1.5f;
+ m_progress = 0.0f;
+ }
+ }
+
+ if ( m_phase == TBP_RECEDE ) // back?
+ {
+ if ( m_progress < 1.0f ) return ERR_CONTINUE;
+
+ m_physics->SetMotorSpeedX(0.0f);
+ }
+
+ Abort();
+ return ERR_STOP;
+}
+
+// Suddenly ends the current action.
+
+BOOL CTaskBuild::Abort()
+{
+ if ( m_soundChannel != -1 )
+ {
+ m_sound->FlushEnvelope(m_soundChannel);
+ m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 1.0f, SOPER_STOP);
+ m_soundChannel = -1;
+ }
+
+ m_camera->StopCentering(m_object, 2.0f);
+ m_physics->SetFreeze(FALSE); // is moving again
+ return TRUE;
+}
+
+
+// Checks whether the terrain is fairly flat
+// and if there is not too close to another object.
+
+Error CTaskBuild::FlatFloor()
+{
+ CObject *pObj;
+ ObjectType type;
+ D3DVECTOR center, pos, oPos, bPos;
+ FPOINT c, p;
+ float radius, max, oRadius, bRadius, angle, dist;
+ int i, j;
+ BOOL bLittleFlat, bBase;
+
+ radius = 0.0f;
+ if ( m_type == OBJECT_DERRICK ) radius = 5.0f;
+ if ( m_type == OBJECT_FACTORY ) radius = 15.0f;
+ if ( m_type == OBJECT_REPAIR ) radius = 12.0f;
+ if ( m_type == OBJECT_STATION ) radius = 12.0f;
+ if ( m_type == OBJECT_CONVERT ) radius = 12.0f;
+ if ( m_type == OBJECT_TOWER ) radius = 7.0f;
+ if ( m_type == OBJECT_RESEARCH ) radius = 10.0f;
+ if ( m_type == OBJECT_RADAR ) radius = 5.0f;
+ if ( m_type == OBJECT_ENERGY ) radius = 8.0f;
+ if ( m_type == OBJECT_LABO ) radius = 12.0f;
+ if ( m_type == OBJECT_NUCLEAR ) radius = 20.0f;
+ if ( m_type == OBJECT_PARA ) radius = 20.0f;
+ if ( m_type == OBJECT_INFO ) radius = 5.0f;
+ if ( radius == 0.0f ) return ERR_GENERIC;
+
+ center = m_metal->RetPosition(0);
+ angle = m_terrain->RetFineSlope(center);
+ bLittleFlat = ( angle < FLATLIMIT );
+
+ max = m_terrain->RetFlatZoneRadius(center, radius);
+ if ( max < radius ) // area too small?
+ {
+ if ( bLittleFlat )
+ {
+ m_main->SetShowLimit(1, PARTILIMIT3, m_metal, center, max, 10.0f);
+ }
+ return bLittleFlat?ERR_BUILD_FLATLIT:ERR_BUILD_FLAT;
+ }
+
+ max = 100000.0f;
+ bBase = FALSE;
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ if ( !pObj->RetActif() ) continue; // inactive?
+ if ( pObj->RetTruck() != 0 ) continue; // object transported?
+ if ( pObj == m_metal ) continue;
+ if ( pObj == m_object ) continue;
+
+ type = pObj->RetType();
+ if ( type == OBJECT_BASE )
+ {
+ oPos = pObj->RetPosition(0);
+ dist = Length(center, oPos)-80.0f;
+ if ( dist < max )
+ {
+ max = dist;
+ bPos = oPos;
+ bRadius = oRadius;
+ bBase = TRUE;
+ }
+ }
+ else
+ {
+ j = 0;
+ while ( pObj->GetCrashSphere(j++, oPos, oRadius) )
+ {
+ dist = Length(center, oPos)-oRadius;
+ if ( dist < max )
+ {
+ max = dist;
+ bPos = oPos;
+ bRadius = oRadius;
+ bBase = FALSE;
+ }
+ }
+ }
+ }
+ if ( max < radius )
+ {
+ m_main->SetShowLimit(1, PARTILIMIT2, m_metal, center, max, 10.0f);
+ if ( bRadius < 2.0f ) bRadius = 2.0f;
+ m_main->SetShowLimit(2, PARTILIMIT3, m_metal, bPos, bRadius, 10.0f);
+ return bBase?ERR_BUILD_BASE:ERR_BUILD_BUSY;
+ }
+
+ max = 100000.0f;
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ if ( !pObj->RetActif() ) continue; // inactive?
+ if ( pObj->RetTruck() != 0 ) continue; // object transported?
+ if ( pObj == m_metal ) continue;
+ if ( pObj == m_object ) continue;
+
+ type = pObj->RetType();
+ if ( type == OBJECT_DERRICK ||
+ type == OBJECT_FACTORY ||
+ type == OBJECT_STATION ||
+ type == OBJECT_CONVERT ||
+ type == OBJECT_REPAIR ||
+ type == OBJECT_TOWER ||
+ type == OBJECT_RESEARCH ||
+ type == OBJECT_RADAR ||
+ type == OBJECT_ENERGY ||
+ type == OBJECT_LABO ||
+ type == OBJECT_NUCLEAR ||
+ type == OBJECT_START ||
+ type == OBJECT_END ||
+ type == OBJECT_INFO ||
+ type == OBJECT_PARA ||
+ type == OBJECT_SAFE ||
+ type == OBJECT_HUSTON ) // building?
+ {
+ j = 0;
+ while ( pObj->GetCrashSphere(j++, oPos, oRadius) )
+ {
+ dist = Length(center, oPos)-oRadius;
+ if ( dist < max )
+ {
+ max = dist;
+ bPos = oPos;
+ bRadius = oRadius;
+ }
+ }
+ }
+ }
+ if ( max-BUILDMARGIN < radius )
+ {
+ m_main->SetShowLimit(1, PARTILIMIT2, m_metal, center, max-BUILDMARGIN, 10.0f);
+ m_main->SetShowLimit(2, PARTILIMIT3, m_metal, bPos, bRadius+BUILDMARGIN, 10.0f);
+ return bBase?ERR_BUILD_BASE:ERR_BUILD_NARROW;
+ }
+
+ return ERR_OK;
+}
+
+// Seeks the nearest metal object.
+
+CObject* CTaskBuild::SearchMetalObject(float &angle, float dMin, float dMax,
+ float aLimit, Error &err)
+{
+ CObject *pObj, *pBest;
+ D3DVECTOR iPos, oPos;
+ ObjectType type;
+ float min, iAngle, a, aa, aBest, distance, magic;
+ int i;
+ BOOL bMetal;
+
+ iPos = m_object->RetPosition(0);
+ iAngle = m_object->RetAngleY(0);
+ iAngle = NormAngle(iAngle); // 0..2*PI
+
+ min = 1000000.0f;
+ pBest = 0;
+ bMetal = FALSE;
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ if ( !pObj->RetActif() ) continue; // objet inactive?
+ if ( pObj->RetTruck() != 0 ) continue; // object transported?
+
+ type = pObj->RetType();
+ if ( type != OBJECT_METAL ) continue;
+
+ bMetal = TRUE; // metal exists
+
+ oPos = pObj->RetPosition(0);
+ distance = Length(oPos, iPos);
+ a = RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW!
+
+ if ( distance > dMax ) continue;
+ if ( !TestAngle(a, iAngle-aLimit, iAngle+aLimit) ) continue;
+
+ if ( distance < dMin )
+ {
+ err = ERR_BUILD_METALNEAR; // too close
+ return pObj;
+ }
+
+ aa = Abs(a-iAngle);
+ if ( aa > PI ) aa = PI*2.0f-aa;
+ magic = distance*aa;
+
+ if ( magic < min )
+ {
+ min = magic;
+ aBest = a;
+ pBest = pObj;
+ }
+ }
+
+ if ( pBest == 0 )
+ {
+ if ( bMetal ) err = ERR_BUILD_METALAWAY; // too far
+ else err = ERR_BUILD_METALINEX; // non-existent
+ }
+ else
+ {
+ angle = aBest;
+ err = ERR_OK;
+ }
+ return pBest;
+}
+
+// Destroys all the close marks.
+
+void CTaskBuild::DeleteMark(D3DVECTOR pos, float radius)
+{
+ CObject* pObj;
+ D3DVECTOR oPos;
+ ObjectType type;
+ float distance;
+ int i;
+
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ type = pObj->RetType();
+ if ( type != OBJECT_MARKSTONE &&
+ type != OBJECT_MARKURANIUM &&
+ type != OBJECT_MARKKEYa &&
+ type != OBJECT_MARKKEYb &&
+ type != OBJECT_MARKKEYc &&
+ type != OBJECT_MARKKEYd &&
+ type != OBJECT_MARKPOWER ) continue;
+
+ oPos = pObj->RetPosition(0);
+ distance = Length(oPos, pos);
+ if ( distance <= radius )
+ {
+ pObj->DeleteObject(); // removes the mark
+ delete pObj;
+ i --;
+ }
+ }
+}
+