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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/taskfire.cpp
parenteeb69b34d2467e51ff84b3235f94506ce6bb9283 (diff)
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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/.
+
+// taskfire.cpp
+
+#define STRICT
+#define D3D_OVERLOADS
+
+#include <windows.h>
+#include <stdio.h>
+#include <d3d.h>
+
+#include "struct.h"
+#include "math3d.h"
+#include "event.h"
+#include "misc.h"
+#include "iman.h"
+#include "particule.h"
+#include "terrain.h"
+#include "object.h"
+#include "physics.h"
+#include "brain.h"
+#include "camera.h"
+#include "sound.h"
+#include "task.h"
+#include "taskfire.h"
+
+
+
+#define ENERGY_FIRE (0.25f/2.5f) // energy consumed/shot
+#define ENERGY_FIREr (0.25f/1.5f) // energy consumed/ray
+#define ENERGY_FIREi (0.10f/2.5f) // energy consumed/organic
+
+
+// Object's constructor.
+
+CTaskFire::CTaskFire(CInstanceManager* iMan, CObject* object)
+ : CTask(iMan, object)
+{
+ CTask::CTask(iMan, object);
+ m_soundChannel = -1;
+}
+
+// Object's destructor.
+
+CTaskFire::~CTaskFire()
+{
+ 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;
+ }
+}
+
+
+// Management of an event.
+
+BOOL CTaskFire::EventProcess(const Event &event)
+{
+ CObject* power;
+ CPhysics* physics;
+ D3DMATRIX* mat;
+ D3DVECTOR pos, speed, dir, vib;
+ ObjectType type;
+ FPOINT dim;
+ float energy, fire;
+ int i, channel;
+
+ if ( m_engine->RetPause() ) return TRUE;
+ if ( event.event != EVENT_FRAME ) return TRUE;
+ if ( m_bError ) return FALSE;
+
+ m_time += event.rTime;
+ m_lastSound -= event.rTime;
+ m_progress += event.rTime*m_speed;
+
+ power = m_object->RetPower();
+ if ( power != 0 )
+ {
+ energy = power->RetEnergy();
+ if ( m_bOrganic ) fire = ENERGY_FIREi;
+ else if ( m_bRay ) fire = ENERGY_FIREr;
+ else fire = ENERGY_FIRE;
+ energy -= event.rTime*fire/power->RetCapacity();
+ power->SetEnergy(energy);
+ }
+
+ if ( m_lastParticule+0.05f <= m_time )
+ {
+ m_lastParticule = m_time;
+
+ if ( m_bOrganic )
+ {
+ mat = m_object->RetWorldMatrix(1); // insect-cannon
+
+ for ( i=0 ; i<6 ; i++ )
+ {
+ pos = D3DVECTOR(0.0f, 2.5f, 0.0f);
+ pos = Transform(*mat, pos);
+
+ speed = D3DVECTOR(200.0f, 0.0f, 0.0f);
+
+ physics = m_object->RetPhysics();
+ if ( physics != 0 )
+ {
+ speed += physics->RetLinMotion(MO_REASPEED);
+ }
+
+ speed.x += (Rand()-0.5f)*10.0f;
+ speed.y += (Rand()-0.5f)*20.0f;
+ speed.z += (Rand()-0.5f)*30.0f;
+ speed = Transform(*mat, speed);
+ speed -= pos;
+
+ dim.x = Rand()*0.5f+0.5f;
+ dim.y = dim.x;
+
+ channel = m_particule->CreateParticule(pos, speed, dim, PARTIGUN4, 0.8f, 0.0f, 0.0f);
+ m_particule->SetObjectFather(channel, m_object);
+ }
+ }
+ else if ( m_bRay )
+ {
+ mat = m_object->RetWorldMatrix(2); // cannon
+
+ for ( i=0 ; i<4 ; i++ )
+ {
+ pos = D3DVECTOR(4.0f, 0.0f, 0.0f);
+ pos.y += (rand()%3-1)*1.5f;
+ pos.z += (rand()%3-1)*1.5f;
+ pos = Transform(*mat, pos);
+
+ speed = D3DVECTOR(200.0f, 0.0f, 0.0f);
+ speed.x += (Rand()-0.5f)*6.0f;
+ speed.y += (Rand()-0.5f)*12.0f;
+ speed.z += (Rand()-0.5f)*12.0f;
+ speed = Transform(*mat, speed);
+ speed -= pos;
+
+ dim.x = 1.0f;
+ dim.y = dim.x;
+ channel = m_particule->CreateTrack(pos, speed, dim, PARTITRACK11,
+ 2.0f, 200.0f, 0.5f, 1.0f);
+ m_particule->SetObjectFather(channel, m_object);
+
+ speed = D3DVECTOR(5.0f, 0.0f, 0.0f);
+ speed.x += (Rand()-0.5f)*1.0f;
+ speed.y += (Rand()-0.5f)*2.0f;
+ speed.z += (Rand()-0.5f)*2.0f;
+ speed = Transform(*mat, speed);
+ speed -= pos;
+ speed.y += 5.0f;
+
+ dim.x = 2.0f;
+ dim.y = dim.x;
+ m_particule->CreateParticule(pos, speed, dim, PARTISMOKE2, 2.0f, 0.0f, 0.5f);
+ }
+ }
+ else
+ {
+ type = m_object->RetType();
+
+ if ( type == OBJECT_MOBILErc )
+ {
+ mat = m_object->RetWorldMatrix(2); // cannon
+ }
+ else
+ {
+ mat = m_object->RetWorldMatrix(1); // cannon
+ }
+
+ for ( i=0 ; i<3 ; i++ )
+ {
+ if ( type == OBJECT_MOBILErc )
+ {
+ pos = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ }
+ else
+ {
+ pos = D3DVECTOR(3.0f, 1.0f, 0.0f);
+ }
+ pos.y += (Rand()-0.5f)*1.0f;
+ pos.z += (Rand()-0.5f)*1.0f;
+ pos = Transform(*mat, pos);
+
+ speed = D3DVECTOR(200.0f, 0.0f, 0.0f);
+
+ physics = m_object->RetPhysics();
+ if ( physics != 0 )
+ {
+ speed += physics->RetLinMotion(MO_REASPEED);
+ }
+
+ speed.x += (Rand()-0.5f)*3.0f;
+ speed.y += (Rand()-0.5f)*6.0f;
+ speed.z += (Rand()-0.5f)*6.0f;
+ speed = Transform(*mat, speed);
+ speed -= pos;
+
+ dim.x = Rand()*0.7f+0.7f;
+ dim.y = dim.x;
+
+ channel = m_particule->CreateParticule(pos, speed, dim, PARTIGUN1, 0.8f, 0.0f, 0.0f);
+ m_particule->SetObjectFather(channel, m_object);
+ }
+
+ if ( type != OBJECT_MOBILErc &&
+ m_progress > 0.3f )
+ {
+ pos = D3DVECTOR(-1.0f, 1.0f, 0.0f);
+ pos.y += (Rand()-0.5f)*0.4f;
+ pos.z += (Rand()-0.5f)*0.4f;
+ pos = Transform(*mat, pos);
+
+ speed = D3DVECTOR(-4.0f, 0.0f, 0.0f);
+ speed.x += (Rand()-0.5f)*2.0f;
+ speed.y += (Rand()-0.2f)*4.0f;
+ speed.z += (Rand()-0.5f)*4.0f;
+ speed = Transform(*mat, speed);
+ speed -= pos;
+
+ dim.x = Rand()*1.2f+1.2f;
+ dim.y = dim.x;
+
+ m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f, 0.0f, 0.0f);
+//? m_particule->CreateParticule(pos, speed, dim, PARTISMOKE2, 4.0f, 0.0f, 0.0f);
+ }
+ }
+
+ dir = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ if ( m_progress < 0.1f )
+ {
+ dir.z = (PI*0.04f)*(m_progress*10.0f);
+ }
+ else if ( m_progress < 0.9f )
+ {
+ dir.z = (PI*0.04f);
+ }
+ else
+ {
+ dir.z = (PI*0.04f)*(1.0f-(m_progress-0.9f)*10.0f);
+ }
+ m_object->SetInclinaison(dir);
+
+ vib.x = (Rand()-0.5f)*0.01f;
+ vib.y = (Rand()-0.5f)*0.02f;
+ vib.z = (Rand()-0.5f)*0.02f;
+ m_object->SetCirVibration(vib);
+
+ vib.x = (Rand()-0.5f)*0.20f;
+ vib.y = (Rand()-0.5f)*0.05f;
+ vib.z = (Rand()-0.5f)*0.20f;
+ m_object->SetLinVibration(vib);
+ }
+
+ if ( m_bRay && m_lastSound <= 0.0f )
+ {
+ m_lastSound = Rand()*0.4f+0.4f;
+ m_sound->Play(SOUND_FIREp, m_object->RetPosition(0));
+ }
+
+ return TRUE;
+}
+
+
+// Assigns the goal was achieved.
+
+Error CTaskFire::Start(float delay)
+{
+ CObject* power;
+ D3DVECTOR pos, goal, speed;
+ float energy, fire;
+ ObjectType type;
+
+ m_bError = TRUE; // operation impossible
+
+ type = m_object->RetType();
+ if ( type != OBJECT_MOBILEfc &&
+ type != OBJECT_MOBILEtc &&
+ type != OBJECT_MOBILEwc &&
+ type != OBJECT_MOBILEic &&
+ type != OBJECT_MOBILEfi &&
+ type != OBJECT_MOBILEti &&
+ type != OBJECT_MOBILEwi &&
+ type != OBJECT_MOBILEii &&
+ type != OBJECT_MOBILErc ) return ERR_FIRE_VEH;
+
+//? if ( !m_physics->RetLand() ) return ERR_FIRE_FLY;
+
+ speed = m_physics->RetMotorSpeed();
+//? if ( speed.x != 0.0f ||
+//? speed.z != 0.0f ) return ERR_FIRE_MOTOR;
+
+ m_bRay = (type == OBJECT_MOBILErc);
+
+ m_bOrganic = FALSE;
+ if ( type == OBJECT_MOBILEfi ||
+ type == OBJECT_MOBILEti ||
+ type == OBJECT_MOBILEwi ||
+ type == OBJECT_MOBILEii )
+ {
+ m_bOrganic = TRUE;
+ }
+
+ if ( delay == 0.0f )
+ {
+ if ( m_bRay ) delay = 1.2f;
+ else delay = 2.0f;
+ }
+ m_delay = delay;
+
+ power = m_object->RetPower();
+ if ( power == 0 ) return ERR_FIRE_ENERGY;
+ energy = power->RetEnergy();
+ if ( m_bOrganic ) fire = m_delay*ENERGY_FIREi;
+ else if ( m_bRay ) fire = m_delay*ENERGY_FIREr;
+ else fire = m_delay*ENERGY_FIRE;
+ if ( energy < fire/power->RetCapacity()+0.05f ) return ERR_FIRE_ENERGY;
+
+ m_speed = 1.0f/m_delay;
+ m_progress = 0.0f;
+ m_time = 0.0f;
+ m_lastParticule = 0.0f;
+ m_lastSound = 0.0f;
+ m_bError = FALSE; // ok
+
+//? m_camera->StartCentering(m_object, PI*0.15f, 99.9f, 0.0f, 1.0f);
+
+ if ( m_bOrganic )
+ {
+ m_soundChannel = m_sound->Play(SOUND_FIREi, m_object->RetPosition(0), 1.0f, 1.0f, TRUE);
+ if ( m_soundChannel != -1 )
+ {
+ m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.0f, m_delay, SOPER_CONTINUE);
+ m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 0.5f, SOPER_STOP);
+ }
+ }
+ else if ( m_bRay )
+ {
+ }
+ else
+ {
+ m_soundChannel = m_sound->Play(SOUND_FIRE, m_object->RetPosition(0), 1.0f, 1.0f, TRUE);
+ if ( m_soundChannel != -1 )
+ {
+ m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.0f, m_delay, SOPER_CONTINUE);
+ m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 0.5f, SOPER_STOP);
+ }
+ }
+
+ return ERR_OK;
+}
+
+// Indicates whether the action is finished.
+
+Error CTaskFire::IsEnded()
+{
+ if ( m_engine->RetPause() ) return ERR_CONTINUE;
+ if ( m_bError ) return ERR_STOP;
+ if ( m_progress < 1.0f ) return ERR_CONTINUE;
+
+ Abort();
+ return ERR_STOP;
+}
+
+// Suddenly ends the current action.
+
+BOOL CTaskFire::Abort()
+{
+ m_object->SetInclinaison(D3DVECTOR(0.0f, 0.0f, 0.0f));
+ m_object->SetCirVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
+ m_object->SetLinVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
+
+ 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, 1.0f);
+ return TRUE;
+}
+