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authorPiotr Dziwinski <piotrdz@gmail.com>2012-06-26 22:23:05 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-06-26 22:23:05 +0200
commitebed57aa22b772211387a5561f995eee8f5faed1 (patch)
tree9a0b08371df54c125957e63c7ecff81c001d4eaf /src/object/task/taskmanip.cpp
parentfc5389d18816799ba2698914384cd099ba8a7a6c (diff)
downloadcolobot-ebed57aa22b772211387a5561f995eee8f5faed1.tar.gz
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Whitespace and language change
- changed tabs to spaces and DOS line endings to Unix (except in CBot and metafile) - changed language to English - fixed #include <d3d.h> in d3dengine.h
Diffstat (limited to 'src/object/task/taskmanip.cpp')
-rw-r--r--src/object/task/taskmanip.cpp2766
1 files changed, 1383 insertions, 1383 deletions
diff --git a/src/object/task/taskmanip.cpp b/src/object/task/taskmanip.cpp
index 636031b..456f274 100644
--- a/src/object/task/taskmanip.cpp
+++ b/src/object/task/taskmanip.cpp
@@ -1,1383 +1,1383 @@
-// * 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/.
-
-// taskmanip.cpp
-
-
-#include <stdio.h>
-
-#include "object/task/taskmanip.h"
-
-#include "common/iman.h"
-#include "old/terrain.h"
-#include "old/pyro.h"
-#include "math/geometry.h"
-#include "object/robotmain.h"
-#include "physics/physics.h"
-
-
-//?const float MARGIN_FRONT = 2.0f;
-//?const float MARGIN_BACK = 2.0f;
-//?const float MARGIN_FRIEND = 2.0f;
-//?const float MARGIN_BEE = 5.0f;
-const float MARGIN_FRONT = 4.0f; //OK 1.9
-const float MARGIN_BACK = 4.0f; //OK 1.9
-const float MARGIN_FRIEND = 4.0f; //OK 1.9
-const float MARGIN_BEE = 5.0f; //OK 1.9
-
-
-
-
-// Object's constructor.
-
-CTaskManip::CTaskManip(CInstanceManager* iMan, CObject* object)
- : CTask(iMan, object)
-{
- m_arm = TMA_NEUTRAL;
- m_hand = TMH_OPEN;
-}
-
-// Object's destructor.
-
-CTaskManip::~CTaskManip()
-{
-}
-
-
-// Management of an event.
-
-bool CTaskManip::EventProcess(const Event &event)
-{
- Math::Vector pos;
- float angle, a, g, cirSpeed, progress;
- int i;
-
- if ( m_engine->RetPause() ) return true;
- if ( event.event != EVENT_FRAME ) return true;
- if ( m_bError ) return false;
-
- if ( m_bBee ) // bee?
- {
- return true;
- }
-
- if ( m_bTurn ) // preliminary rotation?
- {
- a = m_object->RetAngleY(0);
- g = m_angle;
- cirSpeed = Math::Direction(a, g)*1.0f;
- if ( m_physics->RetType() == TYPE_FLYING ) // flying on the ground?
- {
- cirSpeed *= 4.0f; // more fishing
- }
- 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_move != 0 ) // preliminary advance?
- {
- m_timeLimit -= event.rTime;
- m_physics->SetMotorSpeedX(m_move); // forward/backward
- return true;
- }
-
- m_progress += event.rTime*m_speed; // others advance
- progress = m_progress;
- if ( progress > 1.0f ) progress = 1.0f;
-
- if ( m_bSubm ) // submarine?
- {
- if ( m_order == TMO_GRAB )
- {
- if ( m_step == 0 ) // fall?
- {
- pos = m_object->RetPosition(1);
- pos.y = 3.0f-progress*2.0f;
- m_object->SetPosition(1, pos);
- }
- if ( m_step == 1 ) // farm?
- {
- pos = m_object->RetPosition(2);
- pos.z = -1.5f+progress*0.5f;
- m_object->SetPosition(2, pos);
-
- pos = m_object->RetPosition(3);
- pos.z = 1.5f-progress*0.5f;
- m_object->SetPosition(3, pos);
- }
- if ( m_step == 2 ) // up?
- {
- pos = m_object->RetPosition(1);
- pos.y = 3.0f-(1.0f-progress)*2.0f;
- m_object->SetPosition(1, pos);
- }
- }
- else
- {
- if ( m_step == 0 ) // fall?
- {
- pos = m_object->RetPosition(1);
- pos.y = 3.0f-progress*2.0f;
- m_object->SetPosition(1, pos);
- }
- if ( m_step == 1 ) // farm?
- {
- pos = m_object->RetPosition(2);
- pos.z = -1.5f+(1.0f-progress)*0.5f;
- m_object->SetPosition(2, pos);
-
- pos = m_object->RetPosition(3);
- pos.z = 1.5f-(1.0f-progress)*0.5f;
- m_object->SetPosition(3, pos);
- }
- if ( m_step == 2 ) // up?
- {
- pos = m_object->RetPosition(1);
- pos.y = 3.0f-(1.0f-progress)*2.0f;
- m_object->SetPosition(1, pos);
- }
- }
- }
- else
- {
- for ( i=0 ; i<5 ; i++ )
- {
- angle = (m_finalAngle[i]-m_initialAngle[i])*progress;
- angle += m_initialAngle[i];
- m_object->SetAngleZ(i+1, angle);
- }
- }
-
- return true;
-}
-
-
-// Initializes the initial and final angles.
-
-void CTaskManip::InitAngle()
-{
- CObject* power;
- float max, energy;
- int i;
-
- if ( m_bSubm || m_bBee ) return;
-
- if ( m_arm == TMA_NEUTRAL ||
- m_arm == TMA_GRAB )
- {
- m_finalAngle[0] = ARM_NEUTRAL_ANGLE1; // arm
- m_finalAngle[1] = ARM_NEUTRAL_ANGLE2; // forearm
- m_finalAngle[2] = ARM_NEUTRAL_ANGLE3; // hand
- }
- if ( m_arm == TMA_STOCK )
- {
- m_finalAngle[0] = ARM_STOCK_ANGLE1; // arm
- m_finalAngle[1] = ARM_STOCK_ANGLE2; // forearm
- m_finalAngle[2] = ARM_STOCK_ANGLE3; // hand
- }
- if ( m_arm == TMA_FFRONT )
- {
- m_finalAngle[0] = 35.0f*Math::PI/180.0f; // arm
- m_finalAngle[1] = -95.0f*Math::PI/180.0f; // forearm
- m_finalAngle[2] = -27.0f*Math::PI/180.0f; // hand
- }
- if ( m_arm == TMA_FBACK )
- {
- m_finalAngle[0] = 145.0f*Math::PI/180.0f; // arm
- m_finalAngle[1] = 95.0f*Math::PI/180.0f; // forearm
- m_finalAngle[2] = 27.0f*Math::PI/180.0f; // hand
- }
- if ( m_arm == TMA_POWER )
- {
- m_finalAngle[0] = 95.0f*Math::PI/180.0f; // arm
- m_finalAngle[1] = 125.0f*Math::PI/180.0f; // forearm
- m_finalAngle[2] = 50.0f*Math::PI/180.0f; // hand
- }
- if ( m_arm == TMA_OTHER )
- {
- if ( m_height <= 3.0f )
- {
- m_finalAngle[0] = 55.0f*Math::PI/180.0f; // arm
- m_finalAngle[1] = -90.0f*Math::PI/180.0f; // forearm
- m_finalAngle[2] = -35.0f*Math::PI/180.0f; // hand
- }
- else
- {
- m_finalAngle[0] = 70.0f*Math::PI/180.0f; // arm
- m_finalAngle[1] = -90.0f*Math::PI/180.0f; // forearm
- m_finalAngle[2] = -50.0f*Math::PI/180.0f; // hand
- }
- }
-
- if ( m_hand == TMH_OPEN ) // open clamp?
- {
- m_finalAngle[3] = -Math::PI*0.10f; // clamp close
- m_finalAngle[4] = Math::PI*0.10f; // clamp remote
- }
- if ( m_hand == TMH_CLOSE ) // clamp closed?
- {
- m_finalAngle[3] = Math::PI*0.05f; // clamp close
- m_finalAngle[4] = -Math::PI*0.05f; // clamp remote
- }
-
- for ( i=0 ; i<5 ; i++ )
- {
- m_initialAngle[i] = m_object->RetAngleZ(i+1);
- }
-
- max = 0.0f;
- for ( i=0 ; i<5 ; i++ )
- {
- max = Math::Max(max, fabs(m_initialAngle[i] - m_finalAngle[i]));
- }
- m_speed = (Math::PI*1.0f)/max;
- if ( m_speed > 3.0f ) m_speed = 3.0f; // piano, ma non troppo (?)
-
- energy = 0.0f;
- power = m_object->RetPower();
- if ( power != 0 )
- {
- energy = power->RetEnergy();
- }
-
- if ( energy == 0.0f )
- {
- m_speed *= 0.7f; // slower if more energy!
- }
-}
-
-
-// Tests whether an object is compatible with the operation TMA_OTHER.
-
-bool TestFriend(ObjectType oType, ObjectType fType)
-{
- if ( oType == OBJECT_ENERGY )
- {
- return ( fType == OBJECT_METAL );
- }
- if ( oType == OBJECT_LABO )
- {
- return ( fType == OBJECT_BULLET );
- }
- if ( oType == OBJECT_NUCLEAR )
- {
- return ( fType == OBJECT_URANIUM );
- }
-
- return ( fType == OBJECT_POWER ||
- fType == OBJECT_ATOMIC );
-}
-
-// Assigns the goal was achieved.
-
-Error CTaskManip::Start(TaskManipOrder order, TaskManipArm arm)
-{
- ObjectType type;
- CObject *front, *other, *power;
- CPyro *pyro;
- float iAngle, dist, len;
- float fDist, fAngle, oDist, oAngle, oHeight;
- Math::Vector pos, fPos, oPos;
-
- m_arm = arm;
- m_height = 0.0f;
- m_step = 0;
- m_progress = 0.0f;
- m_speed = 1.0f/1.5f;
-
- iAngle = m_object->RetAngleY(0);
- iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI
- oAngle = iAngle;
-
- m_bError = true; // operation impossible
-
- if ( m_arm != TMA_FFRONT &&
- m_arm != TMA_FBACK &&
- m_arm != TMA_POWER &&
- m_arm != TMA_GRAB ) return ERR_MANIP_VEH;
-
- m_physics->SetMotorSpeed(Math::Vector(0.0f, 0.0f, 0.0f));
-
- type = m_object->RetType();
- if ( type == OBJECT_BEE ) // bee?
- {
- if ( m_object->RetFret() == 0 )
- {
- if ( !m_physics->RetLand() ) return ERR_MANIP_FLY;
-
- other = SearchTakeUnderObject(m_targetPos, MARGIN_BEE);
- if ( other == 0 ) return ERR_MANIP_NIL;
- m_object->SetFret(other); // takes the ball
- other->SetTruck(m_object);
- other->SetTruckPart(0); // taken with the base
- other->SetPosition(0, Math::Vector(0.0f, -3.0f, 0.0f));
- }
- else
- {
- other = m_object->RetFret(); // other = ball
- m_object->SetFret(0); // lick the ball
- other->SetTruck(0);
- pos = m_object->RetPosition(0);
- pos.y -= 3.0f;
- other->SetPosition(0, pos);
-
- pos = m_object->RetPosition(0);
- pos.y += 2.0f;
- m_object->SetPosition(0, pos); // against the top of jump
-
- pyro = new CPyro(m_iMan);
- pyro->Create(PT_FALL, other); // the ball falls
- }
-
- m_bBee = true;
- m_bError = false; // ok
- return ERR_OK;
- }
- m_bBee = false;
-
- m_bSubm = ( type == OBJECT_MOBILEsa ); // submarine?
-
- if ( m_arm == TMA_GRAB ) // takes immediately?
- {
- TruckTakeObject();
- Abort();
- return ERR_OK;
- }
-
- m_energy = 0.0f;
- power = m_object->RetPower();
- if ( power != 0 )
- {
- m_energy = power->RetEnergy();
- }
-
- if ( !m_physics->RetLand() ) return ERR_MANIP_FLY;
-
- if ( type != OBJECT_MOBILEfa &&
- type != OBJECT_MOBILEta &&
- type != OBJECT_MOBILEwa &&
- type != OBJECT_MOBILEia &&
- type != OBJECT_MOBILEsa ) return ERR_MANIP_VEH;
-
- if ( m_bSubm ) // submarine?
- {
- m_arm = TMA_FFRONT; // only possible in front!
- }
-
- m_move = 0.0f; // advance not necessary
- m_angle = iAngle;
-
- if ( order == TMO_AUTO )
- {
- if ( m_object->RetFret() == 0 )
- {
- m_order = TMO_GRAB;
- }
- else
- {
- m_order = TMO_DROP;
- }
- }
- else
- {
- m_order = order;
- }
-
- if ( m_order == TMO_GRAB && m_object->RetFret() != 0 )
- {
- return ERR_MANIP_BUSY;
- }
- if ( m_order == TMO_DROP && m_object->RetFret() == 0 )
- {
- return ERR_MANIP_EMPTY;
- }
-
-//? speed = m_physics->RetMotorSpeed();
-//? if ( speed.x != 0.0f ||
-//? speed.z != 0.0f ) return ERR_MANIP_MOTOR;
-
- if ( m_order == TMO_GRAB )
- {
- if ( m_arm == TMA_FFRONT )
- {
- front = SearchTakeFrontObject(true, fPos, fDist, fAngle);
- other = SearchOtherObject(true, oPos, oDist, oAngle, oHeight);
-
- if ( front != 0 && fDist < oDist )
- {
- m_targetPos = fPos;
- m_angle = fAngle;
- m_move = 1.0f; // advance required
- }
- else if ( other != 0 && oDist < fDist )
- {
- if ( other->RetPower() == 0 ) return ERR_MANIP_NIL;
- m_targetPos = oPos;
- m_angle = oAngle;
- m_height = oHeight;
- m_move = 1.0f; // advance required
- m_arm = TMA_OTHER;
- }
- else
- {
- return ERR_MANIP_NIL;
- }
- m_main->HideDropZone(front); // hides buildable area
- }
- if ( m_arm == TMA_FBACK )
- {
- if ( SearchTakeBackObject(true, m_targetPos, fDist, m_angle) == 0 )
- {
- return ERR_MANIP_NIL;
- }
- m_angle += Math::PI;
- m_move = -1.0f; // back necessary
- }
- if ( m_arm == TMA_POWER )
- {
- if ( m_object->RetPower() == 0 ) return ERR_MANIP_NIL;
- }
- }
-
- if ( m_order == TMO_DROP )
- {
- if ( m_arm == TMA_FFRONT )
- {
- other = SearchOtherObject(true, oPos, oDist, oAngle, oHeight);
- if ( other != 0 && other->RetPower() == 0 )
- {
- m_targetPos = oPos;
- m_angle = oAngle;
- m_height = oHeight;
- m_move = 1.0f; // advance required
- m_arm = TMA_OTHER;
- }
- else
- {
- if ( !IsFreeDeposeObject(Math::Vector(TAKE_DIST, 0.0f, 0.0f)) ) return ERR_MANIP_OCC;
- }
- }
- if ( m_arm == TMA_FBACK )
- {
- if ( !IsFreeDeposeObject(Math::Vector(-TAKE_DIST, 0.0f, 0.0f)) ) return ERR_MANIP_OCC;
- }
- if ( m_arm == TMA_POWER )
- {
- if ( m_object->RetPower() != 0 ) return ERR_MANIP_OCC;
- }
- }
-
- dist = Math::Distance(m_object->RetPosition(0), m_targetPos);
- len = dist-TAKE_DIST;
- if ( m_arm == TMA_OTHER ) len -= TAKE_DIST_OTHER;
- if ( len < 0.0f ) len = 0.0f;
- if ( m_arm == TMA_FBACK ) len = -len;
- m_advanceLength = dist-m_physics->RetLinLength(len);
- if ( dist <= m_advanceLength+0.2f ) m_move = 0.0f; // not necessary to advance
-
- if ( m_energy == 0.0f ) m_move = 0.0f;
-
- if ( m_move != 0.0f ) // forward or backward?
- {
- m_timeLimit = m_physics->RetLinTimeLength(fabs(len))*1.5f;
- if ( m_timeLimit < 0.5f ) m_timeLimit = 0.5f;
- }
-
- if ( m_object->RetFret() == 0 ) // not carrying anything?
- {
- m_hand = TMH_OPEN; // open clamp
- }
- else
- {
- m_hand = TMH_CLOSE; // closed clamp
- }
-
- InitAngle();
-
- if ( iAngle == m_angle || m_energy == 0.0f )
- {
- m_bTurn = false; // preliminary rotation unnecessary
- SoundManip(1.0f/m_speed);
- }
- else
- {
- m_bTurn = true; // preliminary rotation necessary
- }
-
- if ( m_bSubm )
- {
- m_camera->StartCentering(m_object, Math::PI*0.8f, 99.9f, 0.0f, 0.5f);
- }
-
- m_physics->SetFreeze(true); // it does not move
-
- m_bError = false; // ok
- return ERR_OK;
-}
-
-// Indicates whether the action is complete.
-
-Error CTaskManip::IsEnded()
-{
- CObject* fret;
- Math::Vector pos;
- float angle, dist;
- int i;
-
- if ( m_engine->RetPause() ) return ERR_CONTINUE;
- if ( m_bError ) return ERR_STOP;
-
- if ( m_bBee ) // bee?
- {
- return ERR_STOP;
- }
-
- if ( m_bTurn ) // preliminary rotation?
- {
- angle = m_object->RetAngleY(0);
- angle = Math::NormAngle(angle); // 0..2*Math::PI
-
- if ( Math::TestAngle(angle, m_angle-Math::PI*0.01f, m_angle+Math::PI*0.01f) )
- {
- m_bTurn = false; // rotation ended
- m_physics->SetMotorSpeedZ(0.0f);
- if ( m_move == 0.0f )
- {
- SoundManip(1.0f/m_speed);
- }
- }
- return ERR_CONTINUE;
- }
-
- if ( m_move != 0.0f ) // preliminary advance?
- {
- if ( m_timeLimit <= 0.0f )
- {
-//OK 1.9
- dist = Math::Distance(m_object->RetPosition(0), m_targetPos);
- if ( dist <= m_advanceLength + 2.0f )
- {
- m_move = 0.0f; // advance ended
- m_physics->SetMotorSpeedX(0.0f);
- SoundManip(1.0f/m_speed);
- return ERR_CONTINUE;
- }
- else
- {
-//EOK 1.9
- m_move = 0.0f; // advance ended
- m_physics->SetMotorSpeedX(0.0f); // stops
- Abort();
- return ERR_STOP;
- }
- }
-
- dist = Math::Distance(m_object->RetPosition(0), m_targetPos);
- if ( dist <= m_advanceLength )
- {
- m_move = 0.0f; // advance ended
- m_physics->SetMotorSpeedX(0.0f);
- SoundManip(1.0f/m_speed);
- }
- return ERR_CONTINUE;
- }
-
- if ( m_progress < 1.0f ) return ERR_CONTINUE;
- m_progress = 0.0f;
-
- if ( !m_bSubm )
- {
- for ( i=0 ; i<5 ; i++ )
- {
- m_object->SetAngleZ(i+1, m_finalAngle[i]);
- }
- }
- m_step ++;
-
- if ( m_order == TMO_GRAB )
- {
- if ( m_step == 1 )
- {
- if ( m_bSubm ) m_speed = 1.0f/0.7f;
- m_hand = TMH_CLOSE; // closes the clamp to take
- InitAngle();
- SoundManip(1.0f/m_speed, 0.8f, 1.5f);
- return ERR_CONTINUE;
- }
- if ( m_step == 2 )
- {
- if ( m_bSubm ) m_speed = 1.0f/1.5f;
- if ( !TruckTakeObject() &&
- m_object->RetFret() == 0 )
- {
- m_hand = TMH_OPEN; // reopens the clamp
- m_arm = TMA_NEUTRAL;
- InitAngle();
- SoundManip(1.0f/m_speed, 0.8f, 1.5f);
- }
- else
- {
- if ( (m_arm == TMA_OTHER ||
- m_arm == TMA_POWER ) &&
- (m_fretType == OBJECT_POWER ||
- m_fretType == OBJECT_ATOMIC ) )
- {
- m_sound->Play(SOUND_POWEROFF, m_object->RetPosition(0));
- }
- m_arm = TMA_STOCK;
- InitAngle();
- SoundManip(1.0f/m_speed);
- }
- return ERR_CONTINUE;
- }
- }
-
- if ( m_order == TMO_DROP )
- {
- if ( m_step == 1 )
- {
- if ( m_bSubm ) m_speed = 1.0f/0.7f;
- fret = m_object->RetFret();
- if ( TruckDeposeObject() )
- {
- if ( (m_arm == TMA_OTHER ||
- m_arm == TMA_POWER ) &&
- (m_fretType == OBJECT_POWER ||
- m_fretType == OBJECT_ATOMIC ) )
- {
- m_sound->Play(SOUND_POWERON, m_object->RetPosition(0));
- }
- if ( fret != 0 && m_fretType == OBJECT_METAL && m_arm == TMA_FFRONT )
- {
- m_main->ShowDropZone(fret, m_object); // shows buildable area
- }
- m_hand = TMH_OPEN; // opens the clamp to deposit
- SoundManip(1.0f/m_speed, 0.8f, 1.5f);
- }
- InitAngle();
- return ERR_CONTINUE;
- }
- if ( m_step == 2 )
- {
- if ( m_bSubm ) m_speed = 1.0f/1.5f;
- m_arm = TMA_NEUTRAL;
- InitAngle();
- SoundManip(1.0f/m_speed);
- return ERR_CONTINUE;
- }
- }
-
- Abort();
- return ERR_STOP;
-}
-
-// Suddenly ends the current action.
-
-bool CTaskManip::Abort()
-{
- int i;
-
- if ( m_object->RetFret() == 0 ) // not carrying anything?
- {
- m_hand = TMH_OPEN; // open clamp
- m_arm = TMA_NEUTRAL;
- }
- else
- {
- m_hand = TMH_CLOSE; // closed clamp
- m_arm = TMA_STOCK;
- }
- InitAngle();
-
- if ( !m_bSubm )
- {
- for ( i=0 ; i<5 ; i++ )
- {
- m_object->SetAngleZ(i+1, m_finalAngle[i]);
- }
- }
-
- m_camera->StopCentering(m_object, 2.0f);
- m_physics->SetFreeze(false); // is moving again
- return true;
-}
-
-
-// Seeks the object below to take (for bees).
-
-CObject* CTaskManip::SearchTakeUnderObject(Math::Vector &pos, float dLimit)
-{
- CObject *pObj, *pBest;
- Math::Vector iPos, oPos;
- ObjectType type;
- float min, distance;
- int i;
-
- iPos = m_object->RetPosition(0);
-
- min = 1000000.0f;
- pBest = 0;
- for ( i=0 ; i<1000000 ; i++ )
- {
- pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
- if ( pObj == 0 ) break;
-
- type = pObj->RetType();
-
- if ( type != OBJECT_FRET &&
- type != OBJECT_STONE &&
- type != OBJECT_URANIUM &&
- type != OBJECT_BULLET &&
- type != OBJECT_METAL &&
- type != OBJECT_POWER &&
- type != OBJECT_ATOMIC &&
- type != OBJECT_BBOX &&
- type != OBJECT_KEYa &&
- type != OBJECT_KEYb &&
- type != OBJECT_KEYc &&
- type != OBJECT_KEYd &&
- type != OBJECT_TNT ) continue;
-
- if ( pObj->RetTruck() != 0 ) continue; // object transported?
- if ( pObj->RetLock() ) continue;
- if ( pObj->RetZoomY(0) != 1.0f ) continue;
-
- oPos = pObj->RetPosition(0);
- distance = Math::Distance(oPos, iPos);
- if ( distance <= dLimit &&
- distance < min )
- {
- min = distance;
- pBest = pObj;
- }
- }
- if ( pBest != 0 )
- {
- pos = pBest->RetPosition(0);
- }
- return pBest;
-}
-
-// Seeks the object in front to take.
-
-CObject* CTaskManip::SearchTakeFrontObject(bool bAdvance, Math::Vector &pos,
- float &distance, float &angle)
-{
- CObject *pObj, *pBest;
- Math::Vector iPos, oPos;
- ObjectType type;
- float min, iAngle, bAngle, aLimit, dLimit, f;
- int i;
-
- iPos = m_object->RetPosition(0);
- iAngle = m_object->RetAngleY(0);
- iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI
-
- if ( bAdvance && m_energy > 0.0f )
- {
- aLimit = 60.0f*Math::PI/180.0f;
- dLimit = MARGIN_FRONT+10.0f;
- }
- else
- {
-//? aLimit = 7.0f*Math::PI/180.0f;
- aLimit = 15.0f*Math::PI/180.0f; //OK 1.9
- dLimit = MARGIN_FRONT;
- }
-
- min = 1000000.0f;
- pBest = 0;
- bAngle = 0.0f;
- for ( i=0 ; i<1000000 ; i++ )
- {
- pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
- if ( pObj == 0 ) break;
-
- type = pObj->RetType();
-
- if ( type != OBJECT_FRET &&
- type != OBJECT_STONE &&
- type != OBJECT_URANIUM &&
- type != OBJECT_BULLET &&
- type != OBJECT_METAL &&
- type != OBJECT_POWER &&
- type != OBJECT_ATOMIC &&
- type != OBJECT_BBOX &&
- type != OBJECT_KEYa &&
- type != OBJECT_KEYb &&
- type != OBJECT_KEYc &&
- type != OBJECT_KEYd &&
- type != OBJECT_TNT &&
- type != OBJECT_SCRAP1 &&
- type != OBJECT_SCRAP2 &&
- type != OBJECT_SCRAP3 &&
- type != OBJECT_SCRAP4 &&
- type != OBJECT_SCRAP5 ) continue;
-
- if ( pObj->RetTruck() != 0 ) continue; // object transported?
- if ( pObj->RetLock() ) continue;
- if ( pObj->RetZoomY(0) != 1.0f ) continue;
-
- oPos = pObj->RetPosition(0);
- distance = fabs(Math::Distance(oPos, iPos)-TAKE_DIST);
- f = 1.0f-distance/50.0f;
- if ( f < 0.5f ) f = 0.5f;
-
- angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
- if ( !Math::TestAngle(angle, iAngle-aLimit*f, iAngle+aLimit*f) ) continue;
-
- if ( distance < -dLimit ||
- distance > dLimit ) continue;
-
- if ( distance < min )
- {
- min = distance;
- pBest = pObj;
- bAngle = angle;
- }
- }
- if ( pBest == 0 )
- {
- distance = 1000000.0f;
- angle = 0.0f;
- }
- else
- {
- pos = pBest->RetPosition(0);
- distance = min;
- angle = bAngle;
- }
- return pBest;
-}
-
-// Seeks the object back to take.
-
-CObject* CTaskManip::SearchTakeBackObject(bool bAdvance, Math::Vector &pos,
- float &distance, float &angle)
-{
- CObject *pObj, *pBest;
- Math::Vector iPos, oPos;
- ObjectType type;
- float min, iAngle, bAngle, aLimit, dLimit, f;
- int i;
-
- iPos = m_object->RetPosition(0);
- iAngle = m_object->RetAngleY(0)+Math::PI;
- iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI
-
- if ( bAdvance && m_energy > 0.0f )
- {
- aLimit = 60.0f*Math::PI/180.0f;
- dLimit = MARGIN_BACK+5.0f;
- }
- else
- {
- aLimit = 7.0f*Math::PI/180.0f;
- dLimit = MARGIN_BACK;
- }
-
- min = 1000000.0f;
- pBest = 0;
- bAngle = 0.0f;
- for ( i=0 ; i<1000000 ; i++ )
- {
- pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
- if ( pObj == 0 ) break;
-
- type = pObj->RetType();
-
- if ( type != OBJECT_FRET &&
- type != OBJECT_STONE &&
- type != OBJECT_URANIUM &&
- type != OBJECT_BULLET &&
- type != OBJECT_METAL &&
- type != OBJECT_POWER &&
- type != OBJECT_ATOMIC &&
- type != OBJECT_BBOX &&
- type != OBJECT_KEYa &&
- type != OBJECT_KEYb &&
- type != OBJECT_KEYc &&
- type != OBJECT_KEYd &&
- type != OBJECT_TNT &&
- type != OBJECT_SCRAP1 &&
- type != OBJECT_SCRAP2 &&
- type != OBJECT_SCRAP3 &&
- type != OBJECT_SCRAP4 &&
- type != OBJECT_SCRAP5 ) continue;
-
- if ( pObj->RetTruck() != 0 ) continue; // object transported?
- if ( pObj->RetLock() ) continue;
- if ( pObj->RetZoomY(0) != 1.0f ) continue;
-
- oPos = pObj->RetPosition(0);
- distance = fabs(Math::Distance(oPos, iPos)-TAKE_DIST);
- f = 1.0f-distance/50.0f;
- if ( f < 0.5f ) f = 0.5f;
-
- angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
- if ( !Math::TestAngle(angle, iAngle-aLimit*f, iAngle+aLimit*f) ) continue;
-
- if ( distance < -dLimit ||
- distance > dLimit ) continue;
-
- if ( distance < min )
- {
- min = distance;
- pBest = pObj;
- bAngle = angle;
- }
- }
- if ( pBest == 0 )
- {
- distance = 1000000.0f;
- angle = 0.0f;
- }
- else
- {
- pos = pBest->RetPosition(0);
- distance = min;
- angle = bAngle;
- }
- return pBest;
-}
-
-// Seeks the robot or building on which it wants to put a battery or or other object.
-
-CObject* CTaskManip::SearchOtherObject(bool bAdvance, Math::Vector &pos,
- float &distance, float &angle,
- float &height)
-{
- Character* character;
- CObject* pObj;
- CObject* pPower;
- Math::Matrix* mat;
- Math::Vector iPos, oPos;
- ObjectType type, powerType;
- float iAngle, iRad, oAngle, oLimit, aLimit, dLimit;
- int i;
-
- distance = 1000000.0f;
- angle = 0.0f;
-
- if ( m_bSubm ) return 0; // impossible with the submarine
-
- if ( !m_object->GetCrashSphere(0, iPos, iRad) ) return 0;
- iAngle = m_object->RetAngleY(0);
- iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI
-
- if ( bAdvance && m_energy > 0.0f )
- {
- aLimit = 60.0f*Math::PI/180.0f;
- dLimit = MARGIN_FRIEND+10.0f;
- }
- else
- {
- aLimit = 7.0f*Math::PI/180.0f;
- dLimit = MARGIN_FRIEND;
- }
-
- for ( i=0 ; i<1000000 ; i++ )
- {
- pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
- if ( pObj == 0 ) break;
-
- if ( pObj == m_object ) continue; // yourself?
-
- type = pObj->RetType();
- if ( type != OBJECT_MOBILEfa &&
- type != OBJECT_MOBILEta &&
- type != OBJECT_MOBILEwa &&
- type != OBJECT_MOBILEia &&
- 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_MOBILEfs &&
- type != OBJECT_MOBILEts &&
- type != OBJECT_MOBILEws &&
- type != OBJECT_MOBILEis &&
- type != OBJECT_MOBILErt &&
- type != OBJECT_MOBILErc &&
- type != OBJECT_MOBILErr &&
- type != OBJECT_MOBILErs &&
- type != OBJECT_MOBILEsa &&
- type != OBJECT_MOBILEtg &&
- type != OBJECT_MOBILEft &&
- type != OBJECT_MOBILEtt &&
- type != OBJECT_MOBILEwt &&
- type != OBJECT_MOBILEit &&
- type != OBJECT_TOWER &&
- type != OBJECT_RESEARCH &&
- type != OBJECT_ENERGY &&
- type != OBJECT_LABO &&
- type != OBJECT_NUCLEAR ) continue;
-
- pPower = pObj->RetPower();
- if ( pPower != 0 )
- {
- if ( pPower->RetLock() ) continue;
- if ( pPower->RetZoomY(0) != 1.0f ) continue;
-
- powerType = pPower->RetType();
- if ( powerType == OBJECT_NULL ||
- powerType == OBJECT_FIX ) continue;
- }
-
- mat = pObj->RetWorldMatrix(0);
- character = pObj->RetCharacter();
- oPos = Transform(*mat, character->posPower);
-
- oAngle = pObj->RetAngleY(0);
- if ( type == OBJECT_TOWER ||
- type == OBJECT_RESEARCH )
- {
- oLimit = 45.0f*Math::PI/180.0f;
- }
- else if ( type == OBJECT_ENERGY )
- {
- oLimit = 90.0f*Math::PI/180.0f;
- }
- else if ( type == OBJECT_LABO )
- {
- oLimit = 120.0f*Math::PI/180.0f;
- }
- else if ( type == OBJECT_NUCLEAR )
- {
- oLimit = 45.0f*Math::PI/180.0f;
- }
- else
- {
- oLimit = 45.0f*Math::PI/180.0f;
- oAngle += Math::PI; // is behind
- }
- oAngle = Math::NormAngle(oAngle); // 0..2*Math::PI
- angle = Math::RotateAngle(iPos.x-oPos.x, oPos.z-iPos.z); // CW !
- if ( !Math::TestAngle(angle, oAngle-oLimit, oAngle+oLimit) ) continue;
-
- distance = fabs(Math::Distance(oPos, iPos)-TAKE_DIST);
- if ( distance <= dLimit )
- {
- angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
- if ( Math::TestAngle(angle, iAngle-aLimit, iAngle+aLimit) )
- {
- character = pObj->RetCharacter();
- height = character->posPower.y;
- pos = oPos;
- return pObj;
- }
- }
- }
-
- distance = 1000000.0f;
- angle = 0.0f;
- return 0;
-}
-
-// Takes the object placed in front.
-
-bool CTaskManip::TruckTakeObject()
-{
- CObject* fret;
- CObject* other;
- Math::Matrix matRotate;
- Math::Vector pos;
- float angle, dist;
-
- if ( m_arm == TMA_GRAB ) // takes immediately?
- {
- fret = m_object->RetFret();
- if ( fret == 0 ) return false; // nothing to take?
- m_fretType = fret->RetType();
-
- if ( m_object->RetType() == OBJECT_HUMAN ||
- m_object->RetType() == OBJECT_TECH )
- {
- fret->SetTruck(m_object);
- fret->SetTruckPart(4); // takes with the hand
-
- fret->SetPosition(0, Math::Vector(1.7f, -0.5f, 1.1f));
- fret->SetAngleY(0, 0.1f);
- fret->SetAngleX(0, 0.0f);
- fret->SetAngleZ(0, 0.8f);
- }
- else if ( m_bSubm )
- {
- fret->SetTruck(m_object);
- fret->SetTruckPart(2); // takes with the right claw
-
- pos = Math::Vector(1.1f, -1.0f, 1.0f); // relative
- fret->SetPosition(0, pos);
- fret->SetAngleX(0, 0.0f);
- fret->SetAngleY(0, 0.0f);
- fret->SetAngleZ(0, 0.0f);
- }
- else
- {
- fret->SetTruck(m_object);
- fret->SetTruckPart(3); // takes with the hand
-
- pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
- fret->SetPosition(0, pos);
- fret->SetAngleX(0, 0.0f);
- fret->SetAngleZ(0, Math::PI/2.0f);
- fret->SetAngleY(0, 0.0f);
- }
-
- m_object->SetFret(fret); // takes
- }
-
- if ( m_arm == TMA_FFRONT ) // takes on the ground in front?
- {
- fret = SearchTakeFrontObject(false, pos, dist, angle);
- if ( fret == 0 ) return false; // nothing to take?
- m_fretType = fret->RetType();
-
- if ( m_bSubm )
- {
- fret->SetTruck(m_object);
- fret->SetTruckPart(2); // takes with the right claw
-
- pos = Math::Vector(1.1f, -1.0f, 1.0f); // relative
- fret->SetPosition(0, pos);
- fret->SetAngleX(0, 0.0f);
- fret->SetAngleY(0, 0.0f);
- fret->SetAngleZ(0, 0.0f);
- }
- else
- {
- fret->SetTruck(m_object);
- fret->SetTruckPart(3); // takes with the hand
-
- pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
- fret->SetPosition(0, pos);
- fret->SetAngleX(0, 0.0f);
- fret->SetAngleZ(0, Math::PI/2.0f);
- fret->SetAngleY(0, 0.0f);
- }
-
- m_object->SetFret(fret); // takes
- }
-
- if ( m_arm == TMA_FBACK ) // takes on the ground behind?
- {
- fret = SearchTakeBackObject(false, pos, dist, angle);
- if ( fret == 0 ) return false; // nothing to take?
- m_fretType = fret->RetType();
-
- fret->SetTruck(m_object);
- fret->SetTruckPart(3); // takes with the hand
-
- pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
- fret->SetPosition(0, pos);
- fret->SetAngleX(0, 0.0f);
- fret->SetAngleZ(0, Math::PI/2.0f);
- fret->SetAngleY(0, 0.0f);
-
- m_object->SetFret(fret); // takes
- }
-
- if ( m_arm == TMA_POWER ) // takes battery in the back?
- {
- fret = m_object->RetPower();
- if ( fret == 0 ) return false; // no battery?
- m_fretType = fret->RetType();
-
- pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
- fret->SetPosition(0, pos);
- fret->SetAngleX(0, 0.0f);
- fret->SetAngleZ(0, Math::PI/2.0f);
- fret->SetAngleY(0, 0.0f);
- fret->SetTruckPart(3); // takes with the hand
-
- m_object->SetPower(0);
- m_object->SetFret(fret); // takes
- }
-
- if ( m_arm == TMA_OTHER ) // battery takes from friend?
- {
- other = SearchOtherObject(false, pos, dist, angle, m_height);
- if ( other == 0 ) return false;
-
- fret = other->RetPower();
- if ( fret == 0 ) return false; // the other does not have a battery?
- m_fretType = fret->RetType();
-
- other->SetPower(0);
- fret->SetTruck(m_object);
- fret->SetTruckPart(3); // takes with the hand
-
- pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
- fret->SetPosition(0, pos);
- fret->SetAngleX(0, 0.0f);
- fret->SetAngleZ(0, Math::PI/2.0f);
- fret->SetAngleY(0, 0.0f);
-
- m_object->SetFret(fret); // takes
- }
-
- return true;
-}
-
-// Deposes the object taken.
-
-bool CTaskManip::TruckDeposeObject()
-{
- Character* character;
- CObject* fret;
- CObject* other;
- Math::Matrix* mat;
- Math::Vector pos;
- float angle, dist;
-
- if ( m_arm == TMA_FFRONT ) // deposits on the ground in front?
- {
- fret = m_object->RetFret();
- if ( fret == 0 ) return false; // nothing transported?
- m_fretType = fret->RetType();
-
- mat = fret->RetWorldMatrix(0);
- pos = Transform(*mat, Math::Vector(0.0f, 1.0f, 0.0f));
- m_terrain->MoveOnFloor(pos);
- fret->SetPosition(0, pos);
- fret->SetAngleY(0, m_object->RetAngleY(0)+Math::PI/2.0f);
- fret->SetAngleX(0, 0.0f);
- fret->SetAngleZ(0, 0.0f);
- fret->FloorAdjust(); // plate well on the ground
-
- fret->SetTruck(0);
- m_object->SetFret(0); // deposit
- }
-
- if ( m_arm == TMA_FBACK ) // deposited on the ground behind?
- {
- fret = m_object->RetFret();
- if ( fret == 0 ) return false; // nothing transported?
- m_fretType = fret->RetType();
-
- mat = fret->RetWorldMatrix(0);
- pos = Transform(*mat, Math::Vector(0.0f, 1.0f, 0.0f));
- m_terrain->MoveOnFloor(pos);
- fret->SetPosition(0, pos);
- fret->SetAngleY(0, m_object->RetAngleY(0)+Math::PI/2.0f);
- fret->SetAngleX(0, 0.0f);
- fret->SetAngleZ(0, 0.0f);
-
- fret->SetTruck(0);
- m_object->SetFret(0); // deposit
- }
-
- if ( m_arm == TMA_POWER ) // deposits battery in the back?
- {
- fret = m_object->RetFret();
- if ( fret == 0 ) return false; // nothing transported?
- m_fretType = fret->RetType();
-
- if ( m_object->RetPower() != 0 ) return false;
-
- fret->SetTruck(m_object);
- fret->SetTruckPart(0); // carried by the base
-
- character = m_object->RetCharacter();
- fret->SetPosition(0, character->posPower);
- fret->SetAngleY(0, 0.0f);
- fret->SetAngleX(0, 0.0f);
- fret->SetAngleZ(0, 0.0f);
-
- m_object->SetPower(fret); // uses
- m_object->SetFret(0);
- }
-
- if ( m_arm == TMA_OTHER ) // deposits battery on friend?
- {
- other = SearchOtherObject(false, pos, dist, angle, m_height);
- if ( other == 0 ) return false;
-
- fret = other->RetPower();
- if ( fret != 0 ) return false; // the other already has a battery?
-
- fret = m_object->RetFret();
- if ( fret == 0 ) return false;
- m_fretType = fret->RetType();
-
- other->SetPower(fret);
- fret->SetTruck(other);
-
- character = other->RetCharacter();
- fret->SetPosition(0, character->posPower);
- fret->SetAngleY(0, 0.0f);
- fret->SetAngleX(0, 0.0f);
- fret->SetAngleZ(0, 0.0f);
- fret->SetTruckPart(0); // carried by the base
-
- m_object->SetFret(0); // deposit
- }
-
- return true;
-}
-
-// Seeks if a location allows to deposit an object.
-
-bool CTaskManip::IsFreeDeposeObject(Math::Vector pos)
-{
- CObject* pObj;
- Math::Matrix* mat;
- Math::Vector iPos, oPos;
- float oRadius;
- int i, j;
-
- mat = m_object->RetWorldMatrix(0);
- iPos = Transform(*mat, pos);
-
- for ( i=0 ; i<1000000 ; i++ )
- {
- pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
- if ( pObj == 0 ) break;
-
- if ( pObj == m_object ) continue;
- if ( !pObj->RetActif() ) continue; // inactive?
- if ( pObj->RetTruck() != 0 ) continue; // object transported?
-
- j = 0;
- while ( pObj->GetCrashSphere(j++, oPos, oRadius) )
- {
- if ( Math::Distance(iPos, oPos)-(oRadius+1.0f) < 2.0f )
- {
- return false; // location occupied
- }
- }
- }
- return true; // location free
-}
-
-// Plays the sound of the manipulator arm.
-
-void CTaskManip::SoundManip(float time, float amplitude, float frequency)
-{
- int i;
-
- i = m_sound->Play(SOUND_MANIP, m_object->RetPosition(0), 0.0f, 0.3f*frequency, true);
- m_sound->AddEnvelope(i, 0.5f*amplitude, 1.0f*frequency, 0.1f, SOPER_CONTINUE);
- m_sound->AddEnvelope(i, 0.5f*amplitude, 1.0f*frequency, time-0.1f, SOPER_CONTINUE);
- m_sound->AddEnvelope(i, 0.0f, 0.3f*frequency, 0.1f, SOPER_STOP);
-}
-
+// * 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/.
+
+// taskmanip.cpp
+
+
+#include <stdio.h>
+
+#include "object/task/taskmanip.h"
+
+#include "common/iman.h"
+#include "old/terrain.h"
+#include "old/pyro.h"
+#include "math/geometry.h"
+#include "object/robotmain.h"
+#include "physics/physics.h"
+
+
+//?const float MARGIN_FRONT = 2.0f;
+//?const float MARGIN_BACK = 2.0f;
+//?const float MARGIN_FRIEND = 2.0f;
+//?const float MARGIN_BEE = 5.0f;
+const float MARGIN_FRONT = 4.0f; //OK 1.9
+const float MARGIN_BACK = 4.0f; //OK 1.9
+const float MARGIN_FRIEND = 4.0f; //OK 1.9
+const float MARGIN_BEE = 5.0f; //OK 1.9
+
+
+
+
+// Object's constructor.
+
+CTaskManip::CTaskManip(CInstanceManager* iMan, CObject* object)
+ : CTask(iMan, object)
+{
+ m_arm = TMA_NEUTRAL;
+ m_hand = TMH_OPEN;
+}
+
+// Object's destructor.
+
+CTaskManip::~CTaskManip()
+{
+}
+
+
+// Management of an event.
+
+bool CTaskManip::EventProcess(const Event &event)
+{
+ Math::Vector pos;
+ float angle, a, g, cirSpeed, progress;
+ int i;
+
+ if ( m_engine->RetPause() ) return true;
+ if ( event.event != EVENT_FRAME ) return true;
+ if ( m_bError ) return false;
+
+ if ( m_bBee ) // bee?
+ {
+ return true;
+ }
+
+ if ( m_bTurn ) // preliminary rotation?
+ {
+ a = m_object->RetAngleY(0);
+ g = m_angle;
+ cirSpeed = Math::Direction(a, g)*1.0f;
+ if ( m_physics->RetType() == TYPE_FLYING ) // flying on the ground?
+ {
+ cirSpeed *= 4.0f; // more fishing
+ }
+ 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_move != 0 ) // preliminary advance?
+ {
+ m_timeLimit -= event.rTime;
+ m_physics->SetMotorSpeedX(m_move); // forward/backward
+ return true;
+ }
+
+ m_progress += event.rTime*m_speed; // others advance
+ progress = m_progress;
+ if ( progress > 1.0f ) progress = 1.0f;
+
+ if ( m_bSubm ) // submarine?
+ {
+ if ( m_order == TMO_GRAB )
+ {
+ if ( m_step == 0 ) // fall?
+ {
+ pos = m_object->RetPosition(1);
+ pos.y = 3.0f-progress*2.0f;
+ m_object->SetPosition(1, pos);
+ }
+ if ( m_step == 1 ) // farm?
+ {
+ pos = m_object->RetPosition(2);
+ pos.z = -1.5f+progress*0.5f;
+ m_object->SetPosition(2, pos);
+
+ pos = m_object->RetPosition(3);
+ pos.z = 1.5f-progress*0.5f;
+ m_object->SetPosition(3, pos);
+ }
+ if ( m_step == 2 ) // up?
+ {
+ pos = m_object->RetPosition(1);
+ pos.y = 3.0f-(1.0f-progress)*2.0f;
+ m_object->SetPosition(1, pos);
+ }
+ }
+ else
+ {
+ if ( m_step == 0 ) // fall?
+ {
+ pos = m_object->RetPosition(1);
+ pos.y = 3.0f-progress*2.0f;
+ m_object->SetPosition(1, pos);
+ }
+ if ( m_step == 1 ) // farm?
+ {
+ pos = m_object->RetPosition(2);
+ pos.z = -1.5f+(1.0f-progress)*0.5f;
+ m_object->SetPosition(2, pos);
+
+ pos = m_object->RetPosition(3);
+ pos.z = 1.5f-(1.0f-progress)*0.5f;
+ m_object->SetPosition(3, pos);
+ }
+ if ( m_step == 2 ) // up?
+ {
+ pos = m_object->RetPosition(1);
+ pos.y = 3.0f-(1.0f-progress)*2.0f;
+ m_object->SetPosition(1, pos);
+ }
+ }
+ }
+ else
+ {
+ for ( i=0 ; i<5 ; i++ )
+ {
+ angle = (m_finalAngle[i]-m_initialAngle[i])*progress;
+ angle += m_initialAngle[i];
+ m_object->SetAngleZ(i+1, angle);
+ }
+ }
+
+ return true;
+}
+
+
+// Initializes the initial and final angles.
+
+void CTaskManip::InitAngle()
+{
+ CObject* power;
+ float max, energy;
+ int i;
+
+ if ( m_bSubm || m_bBee ) return;
+
+ if ( m_arm == TMA_NEUTRAL ||
+ m_arm == TMA_GRAB )
+ {
+ m_finalAngle[0] = ARM_NEUTRAL_ANGLE1; // arm
+ m_finalAngle[1] = ARM_NEUTRAL_ANGLE2; // forearm
+ m_finalAngle[2] = ARM_NEUTRAL_ANGLE3; // hand
+ }
+ if ( m_arm == TMA_STOCK )
+ {
+ m_finalAngle[0] = ARM_STOCK_ANGLE1; // arm
+ m_finalAngle[1] = ARM_STOCK_ANGLE2; // forearm
+ m_finalAngle[2] = ARM_STOCK_ANGLE3; // hand
+ }
+ if ( m_arm == TMA_FFRONT )
+ {
+ m_finalAngle[0] = 35.0f*Math::PI/180.0f; // arm
+ m_finalAngle[1] = -95.0f*Math::PI/180.0f; // forearm
+ m_finalAngle[2] = -27.0f*Math::PI/180.0f; // hand
+ }
+ if ( m_arm == TMA_FBACK )
+ {
+ m_finalAngle[0] = 145.0f*Math::PI/180.0f; // arm
+ m_finalAngle[1] = 95.0f*Math::PI/180.0f; // forearm
+ m_finalAngle[2] = 27.0f*Math::PI/180.0f; // hand
+ }
+ if ( m_arm == TMA_POWER )
+ {
+ m_finalAngle[0] = 95.0f*Math::PI/180.0f; // arm
+ m_finalAngle[1] = 125.0f*Math::PI/180.0f; // forearm
+ m_finalAngle[2] = 50.0f*Math::PI/180.0f; // hand
+ }
+ if ( m_arm == TMA_OTHER )
+ {
+ if ( m_height <= 3.0f )
+ {
+ m_finalAngle[0] = 55.0f*Math::PI/180.0f; // arm
+ m_finalAngle[1] = -90.0f*Math::PI/180.0f; // forearm
+ m_finalAngle[2] = -35.0f*Math::PI/180.0f; // hand
+ }
+ else
+ {
+ m_finalAngle[0] = 70.0f*Math::PI/180.0f; // arm
+ m_finalAngle[1] = -90.0f*Math::PI/180.0f; // forearm
+ m_finalAngle[2] = -50.0f*Math::PI/180.0f; // hand
+ }
+ }
+
+ if ( m_hand == TMH_OPEN ) // open clamp?
+ {
+ m_finalAngle[3] = -Math::PI*0.10f; // clamp close
+ m_finalAngle[4] = Math::PI*0.10f; // clamp remote
+ }
+ if ( m_hand == TMH_CLOSE ) // clamp closed?
+ {
+ m_finalAngle[3] = Math::PI*0.05f; // clamp close
+ m_finalAngle[4] = -Math::PI*0.05f; // clamp remote
+ }
+
+ for ( i=0 ; i<5 ; i++ )
+ {
+ m_initialAngle[i] = m_object->RetAngleZ(i+1);
+ }
+
+ max = 0.0f;
+ for ( i=0 ; i<5 ; i++ )
+ {
+ max = Math::Max(max, fabs(m_initialAngle[i] - m_finalAngle[i]));
+ }
+ m_speed = (Math::PI*1.0f)/max;
+ if ( m_speed > 3.0f ) m_speed = 3.0f; // piano, ma non troppo (?)
+
+ energy = 0.0f;
+ power = m_object->RetPower();
+ if ( power != 0 )
+ {
+ energy = power->RetEnergy();
+ }
+
+ if ( energy == 0.0f )
+ {
+ m_speed *= 0.7f; // slower if more energy!
+ }
+}
+
+
+// Tests whether an object is compatible with the operation TMA_OTHER.
+
+bool TestFriend(ObjectType oType, ObjectType fType)
+{
+ if ( oType == OBJECT_ENERGY )
+ {
+ return ( fType == OBJECT_METAL );
+ }
+ if ( oType == OBJECT_LABO )
+ {
+ return ( fType == OBJECT_BULLET );
+ }
+ if ( oType == OBJECT_NUCLEAR )
+ {
+ return ( fType == OBJECT_URANIUM );
+ }
+
+ return ( fType == OBJECT_POWER ||
+ fType == OBJECT_ATOMIC );
+}
+
+// Assigns the goal was achieved.
+
+Error CTaskManip::Start(TaskManipOrder order, TaskManipArm arm)
+{
+ ObjectType type;
+ CObject *front, *other, *power;
+ CPyro *pyro;
+ float iAngle, dist, len;
+ float fDist, fAngle, oDist, oAngle, oHeight;
+ Math::Vector pos, fPos, oPos;
+
+ m_arm = arm;
+ m_height = 0.0f;
+ m_step = 0;
+ m_progress = 0.0f;
+ m_speed = 1.0f/1.5f;
+
+ iAngle = m_object->RetAngleY(0);
+ iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI
+ oAngle = iAngle;
+
+ m_bError = true; // operation impossible
+
+ if ( m_arm != TMA_FFRONT &&
+ m_arm != TMA_FBACK &&
+ m_arm != TMA_POWER &&
+ m_arm != TMA_GRAB ) return ERR_MANIP_VEH;
+
+ m_physics->SetMotorSpeed(Math::Vector(0.0f, 0.0f, 0.0f));
+
+ type = m_object->RetType();
+ if ( type == OBJECT_BEE ) // bee?
+ {
+ if ( m_object->RetFret() == 0 )
+ {
+ if ( !m_physics->RetLand() ) return ERR_MANIP_FLY;
+
+ other = SearchTakeUnderObject(m_targetPos, MARGIN_BEE);
+ if ( other == 0 ) return ERR_MANIP_NIL;
+ m_object->SetFret(other); // takes the ball
+ other->SetTruck(m_object);
+ other->SetTruckPart(0); // taken with the base
+ other->SetPosition(0, Math::Vector(0.0f, -3.0f, 0.0f));
+ }
+ else
+ {
+ other = m_object->RetFret(); // other = ball
+ m_object->SetFret(0); // lick the ball
+ other->SetTruck(0);
+ pos = m_object->RetPosition(0);
+ pos.y -= 3.0f;
+ other->SetPosition(0, pos);
+
+ pos = m_object->RetPosition(0);
+ pos.y += 2.0f;
+ m_object->SetPosition(0, pos); // against the top of jump
+
+ pyro = new CPyro(m_iMan);
+ pyro->Create(PT_FALL, other); // the ball falls
+ }
+
+ m_bBee = true;
+ m_bError = false; // ok
+ return ERR_OK;
+ }
+ m_bBee = false;
+
+ m_bSubm = ( type == OBJECT_MOBILEsa ); // submarine?
+
+ if ( m_arm == TMA_GRAB ) // takes immediately?
+ {
+ TruckTakeObject();
+ Abort();
+ return ERR_OK;
+ }
+
+ m_energy = 0.0f;
+ power = m_object->RetPower();
+ if ( power != 0 )
+ {
+ m_energy = power->RetEnergy();
+ }
+
+ if ( !m_physics->RetLand() ) return ERR_MANIP_FLY;
+
+ if ( type != OBJECT_MOBILEfa &&
+ type != OBJECT_MOBILEta &&
+ type != OBJECT_MOBILEwa &&
+ type != OBJECT_MOBILEia &&
+ type != OBJECT_MOBILEsa ) return ERR_MANIP_VEH;
+
+ if ( m_bSubm ) // submarine?
+ {
+ m_arm = TMA_FFRONT; // only possible in front!
+ }
+
+ m_move = 0.0f; // advance not necessary
+ m_angle = iAngle;
+
+ if ( order == TMO_AUTO )
+ {
+ if ( m_object->RetFret() == 0 )
+ {
+ m_order = TMO_GRAB;
+ }
+ else
+ {
+ m_order = TMO_DROP;
+ }
+ }
+ else
+ {
+ m_order = order;
+ }
+
+ if ( m_order == TMO_GRAB && m_object->RetFret() != 0 )
+ {
+ return ERR_MANIP_BUSY;
+ }
+ if ( m_order == TMO_DROP && m_object->RetFret() == 0 )
+ {
+ return ERR_MANIP_EMPTY;
+ }
+
+//? speed = m_physics->RetMotorSpeed();
+//? if ( speed.x != 0.0f ||
+//? speed.z != 0.0f ) return ERR_MANIP_MOTOR;
+
+ if ( m_order == TMO_GRAB )
+ {
+ if ( m_arm == TMA_FFRONT )
+ {
+ front = SearchTakeFrontObject(true, fPos, fDist, fAngle);
+ other = SearchOtherObject(true, oPos, oDist, oAngle, oHeight);
+
+ if ( front != 0 && fDist < oDist )
+ {
+ m_targetPos = fPos;
+ m_angle = fAngle;
+ m_move = 1.0f; // advance required
+ }
+ else if ( other != 0 && oDist < fDist )
+ {
+ if ( other->RetPower() == 0 ) return ERR_MANIP_NIL;
+ m_targetPos = oPos;
+ m_angle = oAngle;
+ m_height = oHeight;
+ m_move = 1.0f; // advance required
+ m_arm = TMA_OTHER;
+ }
+ else
+ {
+ return ERR_MANIP_NIL;
+ }
+ m_main->HideDropZone(front); // hides buildable area
+ }
+ if ( m_arm == TMA_FBACK )
+ {
+ if ( SearchTakeBackObject(true, m_targetPos, fDist, m_angle) == 0 )
+ {
+ return ERR_MANIP_NIL;
+ }
+ m_angle += Math::PI;
+ m_move = -1.0f; // back necessary
+ }
+ if ( m_arm == TMA_POWER )
+ {
+ if ( m_object->RetPower() == 0 ) return ERR_MANIP_NIL;
+ }
+ }
+
+ if ( m_order == TMO_DROP )
+ {
+ if ( m_arm == TMA_FFRONT )
+ {
+ other = SearchOtherObject(true, oPos, oDist, oAngle, oHeight);
+ if ( other != 0 && other->RetPower() == 0 )
+ {
+ m_targetPos = oPos;
+ m_angle = oAngle;
+ m_height = oHeight;
+ m_move = 1.0f; // advance required
+ m_arm = TMA_OTHER;
+ }
+ else
+ {
+ if ( !IsFreeDeposeObject(Math::Vector(TAKE_DIST, 0.0f, 0.0f)) ) return ERR_MANIP_OCC;
+ }
+ }
+ if ( m_arm == TMA_FBACK )
+ {
+ if ( !IsFreeDeposeObject(Math::Vector(-TAKE_DIST, 0.0f, 0.0f)) ) return ERR_MANIP_OCC;
+ }
+ if ( m_arm == TMA_POWER )
+ {
+ if ( m_object->RetPower() != 0 ) return ERR_MANIP_OCC;
+ }
+ }
+
+ dist = Math::Distance(m_object->RetPosition(0), m_targetPos);
+ len = dist-TAKE_DIST;
+ if ( m_arm == TMA_OTHER ) len -= TAKE_DIST_OTHER;
+ if ( len < 0.0f ) len = 0.0f;
+ if ( m_arm == TMA_FBACK ) len = -len;
+ m_advanceLength = dist-m_physics->RetLinLength(len);
+ if ( dist <= m_advanceLength+0.2f ) m_move = 0.0f; // not necessary to advance
+
+ if ( m_energy == 0.0f ) m_move = 0.0f;
+
+ if ( m_move != 0.0f ) // forward or backward?
+ {
+ m_timeLimit = m_physics->RetLinTimeLength(fabs(len))*1.5f;
+ if ( m_timeLimit < 0.5f ) m_timeLimit = 0.5f;
+ }
+
+ if ( m_object->RetFret() == 0 ) // not carrying anything?
+ {
+ m_hand = TMH_OPEN; // open clamp
+ }
+ else
+ {
+ m_hand = TMH_CLOSE; // closed clamp
+ }
+
+ InitAngle();
+
+ if ( iAngle == m_angle || m_energy == 0.0f )
+ {
+ m_bTurn = false; // preliminary rotation unnecessary
+ SoundManip(1.0f/m_speed);
+ }
+ else
+ {
+ m_bTurn = true; // preliminary rotation necessary
+ }
+
+ if ( m_bSubm )
+ {
+ m_camera->StartCentering(m_object, Math::PI*0.8f, 99.9f, 0.0f, 0.5f);
+ }
+
+ m_physics->SetFreeze(true); // it does not move
+
+ m_bError = false; // ok
+ return ERR_OK;
+}
+
+// Indicates whether the action is complete.
+
+Error CTaskManip::IsEnded()
+{
+ CObject* fret;
+ Math::Vector pos;
+ float angle, dist;
+ int i;
+
+ if ( m_engine->RetPause() ) return ERR_CONTINUE;
+ if ( m_bError ) return ERR_STOP;
+
+ if ( m_bBee ) // bee?
+ {
+ return ERR_STOP;
+ }
+
+ if ( m_bTurn ) // preliminary rotation?
+ {
+ angle = m_object->RetAngleY(0);
+ angle = Math::NormAngle(angle); // 0..2*Math::PI
+
+ if ( Math::TestAngle(angle, m_angle-Math::PI*0.01f, m_angle+Math::PI*0.01f) )
+ {
+ m_bTurn = false; // rotation ended
+ m_physics->SetMotorSpeedZ(0.0f);
+ if ( m_move == 0.0f )
+ {
+ SoundManip(1.0f/m_speed);
+ }
+ }
+ return ERR_CONTINUE;
+ }
+
+ if ( m_move != 0.0f ) // preliminary advance?
+ {
+ if ( m_timeLimit <= 0.0f )
+ {
+//OK 1.9
+ dist = Math::Distance(m_object->RetPosition(0), m_targetPos);
+ if ( dist <= m_advanceLength + 2.0f )
+ {
+ m_move = 0.0f; // advance ended
+ m_physics->SetMotorSpeedX(0.0f);
+ SoundManip(1.0f/m_speed);
+ return ERR_CONTINUE;
+ }
+ else
+ {
+//EOK 1.9
+ m_move = 0.0f; // advance ended
+ m_physics->SetMotorSpeedX(0.0f); // stops
+ Abort();
+ return ERR_STOP;
+ }
+ }
+
+ dist = Math::Distance(m_object->RetPosition(0), m_targetPos);
+ if ( dist <= m_advanceLength )
+ {
+ m_move = 0.0f; // advance ended
+ m_physics->SetMotorSpeedX(0.0f);
+ SoundManip(1.0f/m_speed);
+ }
+ return ERR_CONTINUE;
+ }
+
+ if ( m_progress < 1.0f ) return ERR_CONTINUE;
+ m_progress = 0.0f;
+
+ if ( !m_bSubm )
+ {
+ for ( i=0 ; i<5 ; i++ )
+ {
+ m_object->SetAngleZ(i+1, m_finalAngle[i]);
+ }
+ }
+ m_step ++;
+
+ if ( m_order == TMO_GRAB )
+ {
+ if ( m_step == 1 )
+ {
+ if ( m_bSubm ) m_speed = 1.0f/0.7f;
+ m_hand = TMH_CLOSE; // closes the clamp to take
+ InitAngle();
+ SoundManip(1.0f/m_speed, 0.8f, 1.5f);
+ return ERR_CONTINUE;
+ }
+ if ( m_step == 2 )
+ {
+ if ( m_bSubm ) m_speed = 1.0f/1.5f;
+ if ( !TruckTakeObject() &&
+ m_object->RetFret() == 0 )
+ {
+ m_hand = TMH_OPEN; // reopens the clamp
+ m_arm = TMA_NEUTRAL;
+ InitAngle();
+ SoundManip(1.0f/m_speed, 0.8f, 1.5f);
+ }
+ else
+ {
+ if ( (m_arm == TMA_OTHER ||
+ m_arm == TMA_POWER ) &&
+ (m_fretType == OBJECT_POWER ||
+ m_fretType == OBJECT_ATOMIC ) )
+ {
+ m_sound->Play(SOUND_POWEROFF, m_object->RetPosition(0));
+ }
+ m_arm = TMA_STOCK;
+ InitAngle();
+ SoundManip(1.0f/m_speed);
+ }
+ return ERR_CONTINUE;
+ }
+ }
+
+ if ( m_order == TMO_DROP )
+ {
+ if ( m_step == 1 )
+ {
+ if ( m_bSubm ) m_speed = 1.0f/0.7f;
+ fret = m_object->RetFret();
+ if ( TruckDeposeObject() )
+ {
+ if ( (m_arm == TMA_OTHER ||
+ m_arm == TMA_POWER ) &&
+ (m_fretType == OBJECT_POWER ||
+ m_fretType == OBJECT_ATOMIC ) )
+ {
+ m_sound->Play(SOUND_POWERON, m_object->RetPosition(0));
+ }
+ if ( fret != 0 && m_fretType == OBJECT_METAL && m_arm == TMA_FFRONT )
+ {
+ m_main->ShowDropZone(fret, m_object); // shows buildable area
+ }
+ m_hand = TMH_OPEN; // opens the clamp to deposit
+ SoundManip(1.0f/m_speed, 0.8f, 1.5f);
+ }
+ InitAngle();
+ return ERR_CONTINUE;
+ }
+ if ( m_step == 2 )
+ {
+ if ( m_bSubm ) m_speed = 1.0f/1.5f;
+ m_arm = TMA_NEUTRAL;
+ InitAngle();
+ SoundManip(1.0f/m_speed);
+ return ERR_CONTINUE;
+ }
+ }
+
+ Abort();
+ return ERR_STOP;
+}
+
+// Suddenly ends the current action.
+
+bool CTaskManip::Abort()
+{
+ int i;
+
+ if ( m_object->RetFret() == 0 ) // not carrying anything?
+ {
+ m_hand = TMH_OPEN; // open clamp
+ m_arm = TMA_NEUTRAL;
+ }
+ else
+ {
+ m_hand = TMH_CLOSE; // closed clamp
+ m_arm = TMA_STOCK;
+ }
+ InitAngle();
+
+ if ( !m_bSubm )
+ {
+ for ( i=0 ; i<5 ; i++ )
+ {
+ m_object->SetAngleZ(i+1, m_finalAngle[i]);
+ }
+ }
+
+ m_camera->StopCentering(m_object, 2.0f);
+ m_physics->SetFreeze(false); // is moving again
+ return true;
+}
+
+
+// Seeks the object below to take (for bees).
+
+CObject* CTaskManip::SearchTakeUnderObject(Math::Vector &pos, float dLimit)
+{
+ CObject *pObj, *pBest;
+ Math::Vector iPos, oPos;
+ ObjectType type;
+ float min, distance;
+ int i;
+
+ iPos = m_object->RetPosition(0);
+
+ min = 1000000.0f;
+ pBest = 0;
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ type = pObj->RetType();
+
+ if ( type != OBJECT_FRET &&
+ type != OBJECT_STONE &&
+ type != OBJECT_URANIUM &&
+ type != OBJECT_BULLET &&
+ type != OBJECT_METAL &&
+ type != OBJECT_POWER &&
+ type != OBJECT_ATOMIC &&
+ type != OBJECT_BBOX &&
+ type != OBJECT_KEYa &&
+ type != OBJECT_KEYb &&
+ type != OBJECT_KEYc &&
+ type != OBJECT_KEYd &&
+ type != OBJECT_TNT ) continue;
+
+ if ( pObj->RetTruck() != 0 ) continue; // object transported?
+ if ( pObj->RetLock() ) continue;
+ if ( pObj->RetZoomY(0) != 1.0f ) continue;
+
+ oPos = pObj->RetPosition(0);
+ distance = Math::Distance(oPos, iPos);
+ if ( distance <= dLimit &&
+ distance < min )
+ {
+ min = distance;
+ pBest = pObj;
+ }
+ }
+ if ( pBest != 0 )
+ {
+ pos = pBest->RetPosition(0);
+ }
+ return pBest;
+}
+
+// Seeks the object in front to take.
+
+CObject* CTaskManip::SearchTakeFrontObject(bool bAdvance, Math::Vector &pos,
+ float &distance, float &angle)
+{
+ CObject *pObj, *pBest;
+ Math::Vector iPos, oPos;
+ ObjectType type;
+ float min, iAngle, bAngle, aLimit, dLimit, f;
+ int i;
+
+ iPos = m_object->RetPosition(0);
+ iAngle = m_object->RetAngleY(0);
+ iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI
+
+ if ( bAdvance && m_energy > 0.0f )
+ {
+ aLimit = 60.0f*Math::PI/180.0f;
+ dLimit = MARGIN_FRONT+10.0f;
+ }
+ else
+ {
+//? aLimit = 7.0f*Math::PI/180.0f;
+ aLimit = 15.0f*Math::PI/180.0f; //OK 1.9
+ dLimit = MARGIN_FRONT;
+ }
+
+ min = 1000000.0f;
+ pBest = 0;
+ bAngle = 0.0f;
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ type = pObj->RetType();
+
+ if ( type != OBJECT_FRET &&
+ type != OBJECT_STONE &&
+ type != OBJECT_URANIUM &&
+ type != OBJECT_BULLET &&
+ type != OBJECT_METAL &&
+ type != OBJECT_POWER &&
+ type != OBJECT_ATOMIC &&
+ type != OBJECT_BBOX &&
+ type != OBJECT_KEYa &&
+ type != OBJECT_KEYb &&
+ type != OBJECT_KEYc &&
+ type != OBJECT_KEYd &&
+ type != OBJECT_TNT &&
+ type != OBJECT_SCRAP1 &&
+ type != OBJECT_SCRAP2 &&
+ type != OBJECT_SCRAP3 &&
+ type != OBJECT_SCRAP4 &&
+ type != OBJECT_SCRAP5 ) continue;
+
+ if ( pObj->RetTruck() != 0 ) continue; // object transported?
+ if ( pObj->RetLock() ) continue;
+ if ( pObj->RetZoomY(0) != 1.0f ) continue;
+
+ oPos = pObj->RetPosition(0);
+ distance = fabs(Math::Distance(oPos, iPos)-TAKE_DIST);
+ f = 1.0f-distance/50.0f;
+ if ( f < 0.5f ) f = 0.5f;
+
+ angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
+ if ( !Math::TestAngle(angle, iAngle-aLimit*f, iAngle+aLimit*f) ) continue;
+
+ if ( distance < -dLimit ||
+ distance > dLimit ) continue;
+
+ if ( distance < min )
+ {
+ min = distance;
+ pBest = pObj;
+ bAngle = angle;
+ }
+ }
+ if ( pBest == 0 )
+ {
+ distance = 1000000.0f;
+ angle = 0.0f;
+ }
+ else
+ {
+ pos = pBest->RetPosition(0);
+ distance = min;
+ angle = bAngle;
+ }
+ return pBest;
+}
+
+// Seeks the object back to take.
+
+CObject* CTaskManip::SearchTakeBackObject(bool bAdvance, Math::Vector &pos,
+ float &distance, float &angle)
+{
+ CObject *pObj, *pBest;
+ Math::Vector iPos, oPos;
+ ObjectType type;
+ float min, iAngle, bAngle, aLimit, dLimit, f;
+ int i;
+
+ iPos = m_object->RetPosition(0);
+ iAngle = m_object->RetAngleY(0)+Math::PI;
+ iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI
+
+ if ( bAdvance && m_energy > 0.0f )
+ {
+ aLimit = 60.0f*Math::PI/180.0f;
+ dLimit = MARGIN_BACK+5.0f;
+ }
+ else
+ {
+ aLimit = 7.0f*Math::PI/180.0f;
+ dLimit = MARGIN_BACK;
+ }
+
+ min = 1000000.0f;
+ pBest = 0;
+ bAngle = 0.0f;
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ type = pObj->RetType();
+
+ if ( type != OBJECT_FRET &&
+ type != OBJECT_STONE &&
+ type != OBJECT_URANIUM &&
+ type != OBJECT_BULLET &&
+ type != OBJECT_METAL &&
+ type != OBJECT_POWER &&
+ type != OBJECT_ATOMIC &&
+ type != OBJECT_BBOX &&
+ type != OBJECT_KEYa &&
+ type != OBJECT_KEYb &&
+ type != OBJECT_KEYc &&
+ type != OBJECT_KEYd &&
+ type != OBJECT_TNT &&
+ type != OBJECT_SCRAP1 &&
+ type != OBJECT_SCRAP2 &&
+ type != OBJECT_SCRAP3 &&
+ type != OBJECT_SCRAP4 &&
+ type != OBJECT_SCRAP5 ) continue;
+
+ if ( pObj->RetTruck() != 0 ) continue; // object transported?
+ if ( pObj->RetLock() ) continue;
+ if ( pObj->RetZoomY(0) != 1.0f ) continue;
+
+ oPos = pObj->RetPosition(0);
+ distance = fabs(Math::Distance(oPos, iPos)-TAKE_DIST);
+ f = 1.0f-distance/50.0f;
+ if ( f < 0.5f ) f = 0.5f;
+
+ angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
+ if ( !Math::TestAngle(angle, iAngle-aLimit*f, iAngle+aLimit*f) ) continue;
+
+ if ( distance < -dLimit ||
+ distance > dLimit ) continue;
+
+ if ( distance < min )
+ {
+ min = distance;
+ pBest = pObj;
+ bAngle = angle;
+ }
+ }
+ if ( pBest == 0 )
+ {
+ distance = 1000000.0f;
+ angle = 0.0f;
+ }
+ else
+ {
+ pos = pBest->RetPosition(0);
+ distance = min;
+ angle = bAngle;
+ }
+ return pBest;
+}
+
+// Seeks the robot or building on which it wants to put a battery or or other object.
+
+CObject* CTaskManip::SearchOtherObject(bool bAdvance, Math::Vector &pos,
+ float &distance, float &angle,
+ float &height)
+{
+ Character* character;
+ CObject* pObj;
+ CObject* pPower;
+ Math::Matrix* mat;
+ Math::Vector iPos, oPos;
+ ObjectType type, powerType;
+ float iAngle, iRad, oAngle, oLimit, aLimit, dLimit;
+ int i;
+
+ distance = 1000000.0f;
+ angle = 0.0f;
+
+ if ( m_bSubm ) return 0; // impossible with the submarine
+
+ if ( !m_object->GetCrashSphere(0, iPos, iRad) ) return 0;
+ iAngle = m_object->RetAngleY(0);
+ iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI
+
+ if ( bAdvance && m_energy > 0.0f )
+ {
+ aLimit = 60.0f*Math::PI/180.0f;
+ dLimit = MARGIN_FRIEND+10.0f;
+ }
+ else
+ {
+ aLimit = 7.0f*Math::PI/180.0f;
+ dLimit = MARGIN_FRIEND;
+ }
+
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ if ( pObj == m_object ) continue; // yourself?
+
+ type = pObj->RetType();
+ if ( type != OBJECT_MOBILEfa &&
+ type != OBJECT_MOBILEta &&
+ type != OBJECT_MOBILEwa &&
+ type != OBJECT_MOBILEia &&
+ 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_MOBILEfs &&
+ type != OBJECT_MOBILEts &&
+ type != OBJECT_MOBILEws &&
+ type != OBJECT_MOBILEis &&
+ type != OBJECT_MOBILErt &&
+ type != OBJECT_MOBILErc &&
+ type != OBJECT_MOBILErr &&
+ type != OBJECT_MOBILErs &&
+ type != OBJECT_MOBILEsa &&
+ type != OBJECT_MOBILEtg &&
+ type != OBJECT_MOBILEft &&
+ type != OBJECT_MOBILEtt &&
+ type != OBJECT_MOBILEwt &&
+ type != OBJECT_MOBILEit &&
+ type != OBJECT_TOWER &&
+ type != OBJECT_RESEARCH &&
+ type != OBJECT_ENERGY &&
+ type != OBJECT_LABO &&
+ type != OBJECT_NUCLEAR ) continue;
+
+ pPower = pObj->RetPower();
+ if ( pPower != 0 )
+ {
+ if ( pPower->RetLock() ) continue;
+ if ( pPower->RetZoomY(0) != 1.0f ) continue;
+
+ powerType = pPower->RetType();
+ if ( powerType == OBJECT_NULL ||
+ powerType == OBJECT_FIX ) continue;
+ }
+
+ mat = pObj->RetWorldMatrix(0);
+ character = pObj->RetCharacter();
+ oPos = Transform(*mat, character->posPower);
+
+ oAngle = pObj->RetAngleY(0);
+ if ( type == OBJECT_TOWER ||
+ type == OBJECT_RESEARCH )
+ {
+ oLimit = 45.0f*Math::PI/180.0f;
+ }
+ else if ( type == OBJECT_ENERGY )
+ {
+ oLimit = 90.0f*Math::PI/180.0f;
+ }
+ else if ( type == OBJECT_LABO )
+ {
+ oLimit = 120.0f*Math::PI/180.0f;
+ }
+ else if ( type == OBJECT_NUCLEAR )
+ {
+ oLimit = 45.0f*Math::PI/180.0f;
+ }
+ else
+ {
+ oLimit = 45.0f*Math::PI/180.0f;
+ oAngle += Math::PI; // is behind
+ }
+ oAngle = Math::NormAngle(oAngle); // 0..2*Math::PI
+ angle = Math::RotateAngle(iPos.x-oPos.x, oPos.z-iPos.z); // CW !
+ if ( !Math::TestAngle(angle, oAngle-oLimit, oAngle+oLimit) ) continue;
+
+ distance = fabs(Math::Distance(oPos, iPos)-TAKE_DIST);
+ if ( distance <= dLimit )
+ {
+ angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
+ if ( Math::TestAngle(angle, iAngle-aLimit, iAngle+aLimit) )
+ {
+ character = pObj->RetCharacter();
+ height = character->posPower.y;
+ pos = oPos;
+ return pObj;
+ }
+ }
+ }
+
+ distance = 1000000.0f;
+ angle = 0.0f;
+ return 0;
+}
+
+// Takes the object placed in front.
+
+bool CTaskManip::TruckTakeObject()
+{
+ CObject* fret;
+ CObject* other;
+ Math::Matrix matRotate;
+ Math::Vector pos;
+ float angle, dist;
+
+ if ( m_arm == TMA_GRAB ) // takes immediately?
+ {
+ fret = m_object->RetFret();
+ if ( fret == 0 ) return false; // nothing to take?
+ m_fretType = fret->RetType();
+
+ if ( m_object->RetType() == OBJECT_HUMAN ||
+ m_object->RetType() == OBJECT_TECH )
+ {
+ fret->SetTruck(m_object);
+ fret->SetTruckPart(4); // takes with the hand
+
+ fret->SetPosition(0, Math::Vector(1.7f, -0.5f, 1.1f));
+ fret->SetAngleY(0, 0.1f);
+ fret->SetAngleX(0, 0.0f);
+ fret->SetAngleZ(0, 0.8f);
+ }
+ else if ( m_bSubm )
+ {
+ fret->SetTruck(m_object);
+ fret->SetTruckPart(2); // takes with the right claw
+
+ pos = Math::Vector(1.1f, -1.0f, 1.0f); // relative
+ fret->SetPosition(0, pos);
+ fret->SetAngleX(0, 0.0f);
+ fret->SetAngleY(0, 0.0f);
+ fret->SetAngleZ(0, 0.0f);
+ }
+ else
+ {
+ fret->SetTruck(m_object);
+ fret->SetTruckPart(3); // takes with the hand
+
+ pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
+ fret->SetPosition(0, pos);
+ fret->SetAngleX(0, 0.0f);
+ fret->SetAngleZ(0, Math::PI/2.0f);
+ fret->SetAngleY(0, 0.0f);
+ }
+
+ m_object->SetFret(fret); // takes
+ }
+
+ if ( m_arm == TMA_FFRONT ) // takes on the ground in front?
+ {
+ fret = SearchTakeFrontObject(false, pos, dist, angle);
+ if ( fret == 0 ) return false; // nothing to take?
+ m_fretType = fret->RetType();
+
+ if ( m_bSubm )
+ {
+ fret->SetTruck(m_object);
+ fret->SetTruckPart(2); // takes with the right claw
+
+ pos = Math::Vector(1.1f, -1.0f, 1.0f); // relative
+ fret->SetPosition(0, pos);
+ fret->SetAngleX(0, 0.0f);
+ fret->SetAngleY(0, 0.0f);
+ fret->SetAngleZ(0, 0.0f);
+ }
+ else
+ {
+ fret->SetTruck(m_object);
+ fret->SetTruckPart(3); // takes with the hand
+
+ pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
+ fret->SetPosition(0, pos);
+ fret->SetAngleX(0, 0.0f);
+ fret->SetAngleZ(0, Math::PI/2.0f);
+ fret->SetAngleY(0, 0.0f);
+ }
+
+ m_object->SetFret(fret); // takes
+ }
+
+ if ( m_arm == TMA_FBACK ) // takes on the ground behind?
+ {
+ fret = SearchTakeBackObject(false, pos, dist, angle);
+ if ( fret == 0 ) return false; // nothing to take?
+ m_fretType = fret->RetType();
+
+ fret->SetTruck(m_object);
+ fret->SetTruckPart(3); // takes with the hand
+
+ pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
+ fret->SetPosition(0, pos);
+ fret->SetAngleX(0, 0.0f);
+ fret->SetAngleZ(0, Math::PI/2.0f);
+ fret->SetAngleY(0, 0.0f);
+
+ m_object->SetFret(fret); // takes
+ }
+
+ if ( m_arm == TMA_POWER ) // takes battery in the back?
+ {
+ fret = m_object->RetPower();
+ if ( fret == 0 ) return false; // no battery?
+ m_fretType = fret->RetType();
+
+ pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
+ fret->SetPosition(0, pos);
+ fret->SetAngleX(0, 0.0f);
+ fret->SetAngleZ(0, Math::PI/2.0f);
+ fret->SetAngleY(0, 0.0f);
+ fret->SetTruckPart(3); // takes with the hand
+
+ m_object->SetPower(0);
+ m_object->SetFret(fret); // takes
+ }
+
+ if ( m_arm == TMA_OTHER ) // battery takes from friend?
+ {
+ other = SearchOtherObject(false, pos, dist, angle, m_height);
+ if ( other == 0 ) return false;
+
+ fret = other->RetPower();
+ if ( fret == 0 ) return false; // the other does not have a battery?
+ m_fretType = fret->RetType();
+
+ other->SetPower(0);
+ fret->SetTruck(m_object);
+ fret->SetTruckPart(3); // takes with the hand
+
+ pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4)
+ fret->SetPosition(0, pos);
+ fret->SetAngleX(0, 0.0f);
+ fret->SetAngleZ(0, Math::PI/2.0f);
+ fret->SetAngleY(0, 0.0f);
+
+ m_object->SetFret(fret); // takes
+ }
+
+ return true;
+}
+
+// Deposes the object taken.
+
+bool CTaskManip::TruckDeposeObject()
+{
+ Character* character;
+ CObject* fret;
+ CObject* other;
+ Math::Matrix* mat;
+ Math::Vector pos;
+ float angle, dist;
+
+ if ( m_arm == TMA_FFRONT ) // deposits on the ground in front?
+ {
+ fret = m_object->RetFret();
+ if ( fret == 0 ) return false; // nothing transported?
+ m_fretType = fret->RetType();
+
+ mat = fret->RetWorldMatrix(0);
+ pos = Transform(*mat, Math::Vector(0.0f, 1.0f, 0.0f));
+ m_terrain->MoveOnFloor(pos);
+ fret->SetPosition(0, pos);
+ fret->SetAngleY(0, m_object->RetAngleY(0)+Math::PI/2.0f);
+ fret->SetAngleX(0, 0.0f);
+ fret->SetAngleZ(0, 0.0f);
+ fret->FloorAdjust(); // plate well on the ground
+
+ fret->SetTruck(0);
+ m_object->SetFret(0); // deposit
+ }
+
+ if ( m_arm == TMA_FBACK ) // deposited on the ground behind?
+ {
+ fret = m_object->RetFret();
+ if ( fret == 0 ) return false; // nothing transported?
+ m_fretType = fret->RetType();
+
+ mat = fret->RetWorldMatrix(0);
+ pos = Transform(*mat, Math::Vector(0.0f, 1.0f, 0.0f));
+ m_terrain->MoveOnFloor(pos);
+ fret->SetPosition(0, pos);
+ fret->SetAngleY(0, m_object->RetAngleY(0)+Math::PI/2.0f);
+ fret->SetAngleX(0, 0.0f);
+ fret->SetAngleZ(0, 0.0f);
+
+ fret->SetTruck(0);
+ m_object->SetFret(0); // deposit
+ }
+
+ if ( m_arm == TMA_POWER ) // deposits battery in the back?
+ {
+ fret = m_object->RetFret();
+ if ( fret == 0 ) return false; // nothing transported?
+ m_fretType = fret->RetType();
+
+ if ( m_object->RetPower() != 0 ) return false;
+
+ fret->SetTruck(m_object);
+ fret->SetTruckPart(0); // carried by the base
+
+ character = m_object->RetCharacter();
+ fret->SetPosition(0, character->posPower);
+ fret->SetAngleY(0, 0.0f);
+ fret->SetAngleX(0, 0.0f);
+ fret->SetAngleZ(0, 0.0f);
+
+ m_object->SetPower(fret); // uses
+ m_object->SetFret(0);
+ }
+
+ if ( m_arm == TMA_OTHER ) // deposits battery on friend?
+ {
+ other = SearchOtherObject(false, pos, dist, angle, m_height);
+ if ( other == 0 ) return false;
+
+ fret = other->RetPower();
+ if ( fret != 0 ) return false; // the other already has a battery?
+
+ fret = m_object->RetFret();
+ if ( fret == 0 ) return false;
+ m_fretType = fret->RetType();
+
+ other->SetPower(fret);
+ fret->SetTruck(other);
+
+ character = other->RetCharacter();
+ fret->SetPosition(0, character->posPower);
+ fret->SetAngleY(0, 0.0f);
+ fret->SetAngleX(0, 0.0f);
+ fret->SetAngleZ(0, 0.0f);
+ fret->SetTruckPart(0); // carried by the base
+
+ m_object->SetFret(0); // deposit
+ }
+
+ return true;
+}
+
+// Seeks if a location allows to deposit an object.
+
+bool CTaskManip::IsFreeDeposeObject(Math::Vector pos)
+{
+ CObject* pObj;
+ Math::Matrix* mat;
+ Math::Vector iPos, oPos;
+ float oRadius;
+ int i, j;
+
+ mat = m_object->RetWorldMatrix(0);
+ iPos = Transform(*mat, pos);
+
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ if ( pObj == m_object ) continue;
+ if ( !pObj->RetActif() ) continue; // inactive?
+ if ( pObj->RetTruck() != 0 ) continue; // object transported?
+
+ j = 0;
+ while ( pObj->GetCrashSphere(j++, oPos, oRadius) )
+ {
+ if ( Math::Distance(iPos, oPos)-(oRadius+1.0f) < 2.0f )
+ {
+ return false; // location occupied
+ }
+ }
+ }
+ return true; // location free
+}
+
+// Plays the sound of the manipulator arm.
+
+void CTaskManip::SoundManip(float time, float amplitude, float frequency)
+{
+ int i;
+
+ i = m_sound->Play(SOUND_MANIP, m_object->RetPosition(0), 0.0f, 0.3f*frequency, true);
+ m_sound->AddEnvelope(i, 0.5f*amplitude, 1.0f*frequency, 0.1f, SOPER_CONTINUE);
+ m_sound->AddEnvelope(i, 0.5f*amplitude, 1.0f*frequency, time-0.1f, SOPER_CONTINUE);
+ m_sound->AddEnvelope(i, 0.0f, 0.3f*frequency, 0.1f, SOPER_STOP);
+}
+