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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/taskshield.cpp
parenteeb69b34d2467e51ff84b3235f94506ce6bb9283 (diff)
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diff --git a/src/object/task/taskshield.cpp b/src/object/task/taskshield.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/.
+
+// taskshield.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 "light.h"
+#include "sound.h"
+#include "task.h"
+#include "taskshield.h"
+
+
+#define ENERGY_TIME 20.0f // maximum duration if full battery
+
+
+
+// Object's constructor.
+
+CTaskShield::CTaskShield(CInstanceManager* iMan, CObject* object)
+ : CTask(iMan, object)
+{
+ CTask::CTask(iMan, object);
+
+ m_rankSphere = -1;
+ m_soundChannel = -1;
+ m_effectLight = -1;
+}
+
+// Object's destructor.
+
+CTaskShield::~CTaskShield()
+{
+ Abort();
+}
+
+
+// Management of an event.
+
+BOOL CTaskShield::EventProcess(const Event &event)
+{
+ CObject* power;
+ D3DMATRIX* mat;
+ D3DMATRIX matrix;
+ D3DVECTOR pos, speed, goal, angle;
+ D3DCOLORVALUE color;
+ FPOINT dim;
+ float energy;
+
+ if ( m_engine->RetPause() ) return TRUE;
+ if ( event.event != EVENT_FRAME ) return TRUE;
+ if ( m_bError ) return FALSE;
+
+ m_progress += event.rTime*m_speed; // others advance
+ m_time += event.rTime;
+ m_delay -= event.rTime;
+
+ mat = m_object->RetWorldMatrix(0);
+ pos = D3DVECTOR(7.0f, 15.0f, 0.0f);
+ pos = Transform(*mat, pos); // sphere position
+ m_shieldPos = pos;
+
+ if ( m_rankSphere != -1 )
+ {
+ m_particule->SetPosition(m_rankSphere, m_shieldPos);
+ dim.x = RetRadius();
+ dim.y = dim.x;
+ m_particule->SetDimension(m_rankSphere, dim);
+ }
+
+ if ( m_phase == TS_UP1 )
+ {
+ pos.x = 7.0f;
+ pos.y = 4.5f+Bounce(m_progress)*3.0f;
+ pos.z = 0.0f;
+ m_object->SetPosition(2, pos);
+ }
+
+ if ( m_phase == TS_UP2 )
+ {
+ pos.x = 0.0f;
+ pos.y = 1.0f+Bounce(m_progress)*3.0f;
+ pos.z = 0.0f;
+ m_object->SetPosition(3, pos);
+ }
+
+ if ( m_phase == TS_SHIELD )
+ {
+ energy = (1.0f/ENERGY_TIME)*event.rTime;
+ energy *= RetRadius()/RADIUS_SHIELD_MAX;
+ power = m_object->RetPower();
+ if ( power != 0 )
+ {
+ power->SetEnergy(power->RetEnergy()-energy/power->RetCapacity());
+ }
+ m_energyUsed += energy;
+
+ if ( m_soundChannel == -1 )
+ {
+ m_soundChannel = m_sound->Play(SOUND_SHIELD, m_shieldPos, 0.5f, 0.5f, TRUE);
+ m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.0f, 2.0f, SOPER_CONTINUE);
+ m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.0f, 1.0f, SOPER_LOOP);
+ }
+ else
+ {
+ m_sound->Position(m_soundChannel, m_shieldPos);
+ }
+
+ pos = m_shieldPos;
+ pos.y += RetRadius()*(2.0f+sinf(m_time*9.0f)*0.2f);
+ if ( m_effectLight == -1 )
+ {
+ CreateLight(pos);
+ }
+ else
+ {
+ m_light->SetLightPos(m_effectLight, pos);
+
+ color.r = 0.0f+sinf(m_time*33.2f)*0.2f;
+ color.g = 0.5f+sinf(m_time*20.0f)*0.5f;
+ color.b = 0.5f+sinf(m_time*21.3f)*1.0f;
+ color.a = 0.0f;
+ m_light->SetLightColor(m_effectLight, color);
+ }
+
+ if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_time )
+ {
+ m_lastParticule = m_time;
+
+ pos = m_shieldPos;
+ pos.x += (Rand()-0.5f)*5.0f;
+ pos.z += (Rand()-0.5f)*5.0f;
+ speed.x = (Rand()-0.5f)*0.0f;
+ speed.z = (Rand()-0.5f)*0.0f;
+ speed.y = Rand()*15.0f;
+ dim.x = Rand()*6.0f+4.0f;
+ dim.y = dim.x;
+ m_particule->CreateParticule(pos, speed, dim, PARTIBLUE, 1.0f, 0.0f, 0.0f);
+ }
+
+ if ( m_lastRay+m_engine->ParticuleAdapt(0.05f) <= m_time )
+ {
+ m_lastRay = m_time;
+
+ pos = m_shieldPos;
+ dim.x = RetRadius()/20.0f;
+ dim.y = dim.x;
+ angle.x = (Rand()-0.5f)*PI*1.2f;
+ angle.y = 0.0f;
+ angle.z = (Rand()-0.5f)*PI*1.2f;
+ MatRotateXZY(matrix, angle);
+ goal = Transform(matrix, D3DVECTOR(0.0f, RetRadius()-dim.x, 0.0f));
+ goal += pos;
+ m_particule->CreateRay(pos, goal, PARTIRAY2, dim, 0.3f);
+ }
+
+ if ( m_lastIncrease+0.2f <= m_time )
+ {
+ m_lastIncrease = m_time;
+ IncreaseShield();
+ }
+ }
+
+ if ( m_phase == TS_SMOKE )
+ {
+ if ( m_soundChannel != -1 )
+ {
+ m_sound->FlushEnvelope(m_soundChannel);
+ m_sound->AddEnvelope(m_soundChannel, 0.5f, 0.5f, 2.0f, SOPER_STOP);
+ m_soundChannel = -1;
+ }
+
+ if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_time )
+ {
+ m_lastParticule = m_time;
+
+ pos = m_shieldPos;
+ pos.x += (Rand()-0.5f)*5.0f;
+ pos.z += (Rand()-0.5f)*5.0f;
+ speed.x = (Rand()-0.5f)*3.0f;
+ speed.z = (Rand()-0.5f)*3.0f;
+ speed.y = (Rand()-0.5f)*3.0f;
+ dim.x = Rand()*1.5f+2.0f;
+ dim.y = dim.x;
+ m_particule->CreateParticule(pos, speed, dim, PARTISMOKE3, 4.0f);
+ }
+ }
+
+ if ( m_phase == TS_DOWN1 )
+ {
+ pos.x = 0.0f;
+ pos.y = 1.0f+(1.0f-Bounce(m_progress))*3.0f;
+ pos.z = 0.0f;
+ m_object->SetPosition(3, pos);
+ }
+
+ if ( m_phase == TS_DOWN2 )
+ {
+ pos.x = 7.0f;
+ pos.y = 4.5f+(1.0f-Bounce(m_progress))*3.0f;
+ pos.z = 0.0f;
+ m_object->SetPosition(2, pos);
+ }
+
+ return TRUE;
+}
+
+
+// Deploys the shield.
+// The period is only useful with TSM_UP!
+
+Error CTaskShield::Start(TaskShieldMode mode, float delay)
+{
+ CObject* power;
+ D3DMATRIX* mat;
+ D3DVECTOR pos, iPos, oPos, speed;
+ ObjectType type;
+ float energy;
+
+ if ( mode == TSM_DOWN )
+ {
+ return Stop();
+ }
+
+ if ( mode == TSM_UPDATE )
+ {
+ if ( m_object->RetSelect() )
+ {
+ m_brain->UpdateInterface();
+ }
+ return ERR_OK;
+ }
+
+ type = m_object->RetType();
+ if ( type != OBJECT_MOBILErs ) return ERR_SHIELD_VEH;
+
+ m_bError = TRUE; // operation impossible
+ if ( !m_physics->RetLand() ) return ERR_SHIELD_VEH;
+
+ power = m_object->RetPower();
+ if ( power == 0 ) return ERR_SHIELD_ENERGY;
+ energy = power->RetEnergy();
+ if ( energy == 0.0f ) return ERR_SHIELD_ENERGY;
+
+ mat = m_object->RetWorldMatrix(0);
+ pos = D3DVECTOR(7.0f, 15.0f, 0.0f);
+ pos = Transform(*mat, pos); // sphere position
+ m_shieldPos = pos;
+
+ m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 0.7f);
+
+ m_phase = TS_UP1;
+ m_progress = 0.0f;
+ m_speed = 1.0f/1.0f;
+ m_time = 0.0f;
+ m_delay = delay;
+ m_lastParticule = 0.0f;
+ m_lastRay = 0.0f;
+ m_lastIncrease = 0.0f;
+ m_energyUsed = 0.0f;
+
+ m_bError = FALSE; // ok
+
+ if ( m_object->RetSelect() )
+ {
+ m_brain->UpdateInterface();
+ }
+//? m_camera->StartCentering(m_object, PI*0.85f, -PI*0.15f, RetRadius()+40.0f, 3.0f);
+ return ERR_OK;
+}
+
+// Returns the shield.
+
+Error CTaskShield::Stop()
+{
+ float time;
+
+ if ( m_phase == TS_SHIELD )
+ {
+ m_object->SetShieldRadius(0.0f);
+
+ if ( m_rankSphere != -1 )
+ {
+ m_particule->SetPhase(m_rankSphere, PARPHEND, 3.0f);
+ m_rankSphere = -1;
+ }
+
+ if ( m_effectLight != -1 )
+ {
+ m_light->DeleteLight(m_effectLight);
+ m_effectLight = -1;
+ }
+
+ time = m_energyUsed*4.0f;
+ if ( time < 1.0f ) time = 1.0f;
+ if ( time > 4.0f ) time = 4.0f;
+
+ m_phase = TS_SMOKE;
+ m_speed = 1.0f/time;
+
+ m_camera->StopCentering(m_object, 4.0f);
+
+ if ( m_object->RetSelect() )
+ {
+ m_brain->UpdateInterface();
+ }
+ return ERR_CONTINUE;
+ }
+
+ return ERR_OK;
+}
+
+// Indicates whether the action is finished.
+
+Error CTaskShield::IsEnded()
+{
+ CObject* power;
+ D3DVECTOR pos, speed;
+ FPOINT dim;
+ float energy;
+
+ if ( m_engine->RetPause() ) return ERR_CONTINUE;
+ if ( m_bError ) return ERR_STOP;
+
+ if ( m_phase == TS_SHIELD )
+ {
+ m_object->SetShieldRadius(RetRadius());
+
+ power = m_object->RetPower();
+ if ( power == 0 )
+ {
+ energy = 0.0f;
+ }
+ else
+ {
+ energy = power->RetEnergy();
+ }
+
+ if ( energy == 0.0f || m_delay <= 0.0f )
+ {
+ Stop();
+ }
+ return ERR_CONTINUE;
+ }
+
+ if ( m_progress < 1.0f ) return ERR_CONTINUE;
+ m_progress = 0.0f;
+
+ if ( m_phase == TS_UP1 )
+ {
+ pos.x = 7.0f;
+ pos.y = 4.5f+3.0f;
+ pos.z = 0.0f;
+ m_object->SetPosition(2, pos);
+
+ m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 1.0f);
+
+ m_phase = TS_UP2;
+ m_speed = 1.0f/0.8f;
+ return ERR_CONTINUE;
+ }
+
+ if ( m_phase == TS_UP2 )
+ {
+ pos.x = 0.0f;
+ pos.y = 1.0f+3.0f;
+ pos.z = 0.0f;
+ m_object->SetPosition(3, pos);
+
+ m_object->SetShieldRadius(RetRadius());
+
+ pos = m_shieldPos;
+ speed = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ dim.x = RetRadius();
+ dim.y = dim.x;
+ m_rankSphere = m_particule->CreateParticule(pos, speed, dim, PARTISPHERE3, 2.0f, 0.0f, 0.0f);
+
+ m_phase = TS_SHIELD;
+ m_speed = 1.0f/999.9f;
+
+ if ( m_object->RetSelect() )
+ {
+ m_brain->UpdateInterface();
+ }
+ return ERR_CONTINUE;
+ }
+
+ if ( m_phase == TS_SMOKE )
+ {
+ m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 1.0f);
+
+ m_phase = TS_DOWN1;
+ m_speed = 1.0f/0.8f;
+ return ERR_CONTINUE;
+ }
+
+ if ( m_phase == TS_DOWN1 )
+ {
+ m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 0.7f);
+
+ m_phase = TS_DOWN2;
+ m_speed = 1.0f/1.0f;
+ return ERR_CONTINUE;
+ }
+
+ Abort();
+ return ERR_STOP;
+}
+
+// Indicates whether the action is pending.
+
+BOOL CTaskShield::IsBusy()
+{
+ if ( m_phase == TS_SHIELD )
+ {
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+// Suddenly ends the current action.
+
+BOOL CTaskShield::Abort()
+{
+ D3DVECTOR pos;
+
+ m_object->SetShieldRadius(0.0f);
+
+ pos.x = 7.0f;
+ pos.y = 4.5f;
+ pos.z = 0.0f;
+ m_object->SetPosition(2, pos);
+
+ pos.x = 0.0f;
+ pos.y = 1.0f;
+ pos.z = 0.0f;
+ m_object->SetPosition(3, pos);
+
+ if ( m_soundChannel != -1 )
+ {
+ m_sound->FlushEnvelope(m_soundChannel);
+ m_sound->AddEnvelope(m_soundChannel, 0.5f, 0.5f, 2.0f, SOPER_STOP);
+ m_soundChannel = -1;
+ }
+
+ if ( m_rankSphere != -1 )
+ {
+ m_particule->SetPhase(m_rankSphere, PARPHEND, 3.0f);
+ m_rankSphere = -1;
+ }
+
+ if ( m_effectLight != -1 )
+ {
+ m_light->DeleteLight(m_effectLight);
+ m_effectLight = -1;
+ }
+
+ m_camera->StopCentering(m_object, 2.0f);
+ return TRUE;
+}
+
+
+// Creates the light to accompany a pyrotechnic effect.
+
+BOOL CTaskShield::CreateLight(D3DVECTOR pos)
+{
+ D3DLIGHT7 light;
+
+ if ( !m_engine->RetLightMode() ) return TRUE;
+
+ ZeroMemory( &light, sizeof(light) );
+ light.dltType = D3DLIGHT_SPOT;
+ light.dcvDiffuse.r = 0.0f;
+ light.dcvDiffuse.g = 1.0f;
+ light.dcvDiffuse.b = 2.0f;
+ light.dvPosition.x = pos.x;
+ light.dvPosition.y = pos.y;
+ light.dvPosition.z = pos.z;
+ light.dvDirection.x = 0.0f;
+ light.dvDirection.y = -1.0f; // against the bottom
+ light.dvDirection.z = 0.0f;
+ 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_effectLight = m_light->CreateLight();
+ if ( m_effectLight == -1 ) return FALSE;
+
+ m_light->SetLight(m_effectLight, light);
+ m_light->SetLightIntensity(m_effectLight, 1.0f);
+
+ return TRUE;
+}
+
+
+// Repaired the shielded objects within the sphere of the shield.
+
+void CTaskShield::IncreaseShield()
+{
+ ObjectType type;
+ CObject* pObj;
+ D3DVECTOR oPos;
+ float dist, shield;
+ 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_MOTHER ||
+ type == OBJECT_ANT ||
+ type == OBJECT_SPIDER ||
+ type == OBJECT_BEE ||
+ type == OBJECT_WORM ) continue;
+
+ oPos = pObj->RetPosition(0);
+ dist = Length(oPos, m_shieldPos);
+ if ( dist <= RetRadius()+10.0f )
+ {
+ shield = pObj->RetShield();
+ shield += 0.1f;
+ if ( shield > 1.0f ) shield = 1.0f;
+ pObj->SetShield(shield);
+ }
+ }
+}
+
+
+// Returns the radius of the shield.
+
+float CTaskShield::RetRadius()
+{
+ return RADIUS_SHIELD_MIN + (RADIUS_SHIELD_MAX-RADIUS_SHIELD_MIN)*m_object->RetParam();
+}
+
+
+