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-rw-r--r--src/autoderrick.cpp591
1 files changed, 591 insertions, 0 deletions
diff --git a/src/autoderrick.cpp b/src/autoderrick.cpp
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+++ b/src/autoderrick.cpp
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+// autoderrick.cpp
+
+#define STRICT
+#define D3D_OVERLOADS
+
+#include <windows.h>
+#include <stdio.h>
+#include <d3d.h>
+
+#include "struct.h"
+#include "D3DEngine.h"
+#include "D3DMath.h"
+#include "event.h"
+#include "misc.h"
+#include "iman.h"
+#include "math3d.h"
+#include "particule.h"
+#include "terrain.h"
+#include "camera.h"
+#include "object.h"
+#include "interface.h"
+#include "button.h"
+#include "window.h"
+#include "sound.h"
+#include "displaytext.h"
+#include "cmdtoken.h"
+#include "auto.h"
+#include "autoderrick.h"
+
+
+
+#define DERRICK_DELAY 10.0f // durée de l'extraction
+#define DERRICK_DELAYu 30.0f // idem, mais pour l'uranium
+
+
+
+
+// Constructeur de l'objet.
+
+CAutoDerrick::CAutoDerrick(CInstanceManager* iMan, CObject* object)
+ : CAuto(iMan, object)
+{
+ CAuto::CAuto(iMan, object);
+
+ Init();
+ m_phase = ADP_WAIT; // en pause jusqu'au premier Init()
+ m_soundChannel = -1;
+}
+
+// Destructeur de l'objet.
+
+CAutoDerrick::~CAutoDerrick()
+{
+ CAuto::~CAuto();
+}
+
+
+// Détruit l'objet.
+
+void CAutoDerrick::DeleteObject(BOOL bAll)
+{
+ CObject* fret;
+
+ if ( !bAll )
+ {
+ fret = SearchFret();
+ if ( fret != 0 && fret->RetLock() )
+ {
+ fret->DeleteObject();
+ delete fret;
+ }
+ }
+
+ 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;
+ }
+
+ CAuto::DeleteObject(bAll);
+}
+
+
+// Initialise l'objet.
+
+void CAutoDerrick::Init()
+{
+ D3DMATRIX* mat;
+ D3DVECTOR pos;
+ TerrainRes res;
+
+ pos = m_object->RetPosition(0);
+ res = m_terrain->RetResource(pos);
+
+ if ( res == TR_STONE ||
+ res == TR_URANIUM ||
+ res == TR_KEYa ||
+ res == TR_KEYb ||
+ res == TR_KEYc ||
+ res == TR_KEYd )
+ {
+ m_type = OBJECT_FRET;
+ if ( res == TR_STONE ) m_type = OBJECT_STONE;
+ if ( res == TR_URANIUM ) m_type = OBJECT_URANIUM;
+ if ( res == TR_KEYa ) m_type = OBJECT_KEYa;
+ if ( res == TR_KEYb ) m_type = OBJECT_KEYb;
+ if ( res == TR_KEYc ) m_type = OBJECT_KEYc;
+ if ( res == TR_KEYd ) m_type = OBJECT_KEYd;
+
+ m_phase = ADP_EXCAVATE;
+ m_progress = 0.0f;
+ m_speed = 1.0f/(m_type==OBJECT_URANIUM?DERRICK_DELAYu:DERRICK_DELAY);
+ }
+ else
+ {
+ m_phase = ADP_WAIT;
+ m_progress = 0.0f;
+ m_speed = 1.0f;
+ }
+
+ m_time = 0.0f;
+ m_timeVirus = 0.0f;
+ m_lastParticule = 0.0f;
+ m_lastTrack = 0.0f;
+
+ pos = D3DVECTOR(7.0f, 0.0f, 0.0f);
+ mat = m_object->RetWorldMatrix(0);
+ pos = Transform(*mat, pos);
+ m_terrain->MoveOnFloor(pos);
+ m_fretPos = pos;
+}
+
+
+// Gestion d'un événement.
+
+BOOL CAutoDerrick::EventProcess(const Event &event)
+{
+ CObject* fret;
+ D3DVECTOR pos, speed;
+ FPOINT dim;
+ float angle, duration, factor;
+
+ CAuto::EventProcess(event);
+
+ if ( m_engine->RetPause() ) return TRUE;
+ if ( event.event != EVENT_FRAME ) return TRUE;
+ if ( m_phase == ADP_WAIT ) return TRUE;
+
+ m_progress += event.rTime*m_speed;
+ m_timeVirus -= event.rTime;
+
+ if ( m_object->RetVirusMode() ) // contaminé par un virus ?
+ {
+ if ( m_timeVirus <= 0.0f )
+ {
+ m_timeVirus = 0.1f+Rand()*0.3f;
+
+ pos.x = 0.0f;
+ pos.z = 0.0f;
+ pos.y = -2.0f*Rand();
+ m_object->SetPosition(1, pos); // monte/descend le foret
+
+ m_object->SetAngleY(1, Rand()*0.5f); // tourne le foret
+ }
+ return TRUE;
+ }
+
+ if ( m_phase == ADP_EXCAVATE )
+ {
+ if ( m_soundChannel == -1 )
+ {
+ if ( m_type == OBJECT_URANIUM )
+ {
+ factor = DERRICK_DELAYu/DERRICK_DELAY;
+ }
+ else
+ {
+ factor = 1.0f;
+ }
+ m_soundChannel = m_sound->Play(SOUND_DERRICK, m_object->RetPosition(0), 1.0f, 0.5f, TRUE);
+ m_sound->AddEnvelope(m_soundChannel, 1.0f, 0.5f, 4.0f*factor, SOPER_CONTINUE);
+ m_sound->AddEnvelope(m_soundChannel, 1.0f, 0.3f, 6.0f*factor, SOPER_CONTINUE);
+ m_sound->AddEnvelope(m_soundChannel, 1.0f, 0.5f, 1.0f, SOPER_CONTINUE);
+ m_sound->AddEnvelope(m_soundChannel, 1.0f, 0.5f, 4.0f, SOPER_STOP);
+ }
+
+ if ( m_progress >= 6.0f/16.0f && // pénètre dans le sol ?
+ m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_time )
+ {
+ m_lastParticule = m_time;
+
+ pos = m_object->RetPosition(0);
+ speed.x = (Rand()-0.5f)*10.0f;
+ speed.z = (Rand()-0.5f)*10.0f;
+ speed.y = Rand()*5.0f;
+ dim.x = Rand()*3.0f+2.0f;
+ dim.y = dim.x;
+ m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
+ }
+
+ if ( m_progress >= 6.0f/16.0f && // pénètre dans le sol ?
+ m_lastTrack+m_engine->ParticuleAdapt(0.5f) <= m_time )
+ {
+ m_lastTrack = m_time;
+
+ pos = m_object->RetPosition(0);
+ speed.x = (Rand()-0.5f)*12.0f;
+ speed.z = (Rand()-0.5f)*12.0f;
+ speed.y = Rand()*10.0f+10.0f;
+ dim.x = 0.6f;
+ dim.y = dim.x;
+ pos.y += dim.y;
+ duration = Rand()*2.0f+2.0f;
+ m_particule->CreateTrack(pos, speed, dim, PARTITRACK5,
+ duration, Rand()*10.0f+15.0f,
+ duration*0.2f, 1.0f);
+ }
+
+ if ( m_progress < 1.0f )
+ {
+ pos.x = 0.0f;
+ pos.z = 0.0f;
+ pos.y = -m_progress*16.0f;
+ m_object->SetPosition(1, pos); // descend le foret
+
+ angle = m_object->RetAngleY(1);
+ angle += event.rTime*8.0f;
+ m_object->SetAngleY(1, angle); // tourne le foret
+ }
+ else
+ {
+ m_phase = ADP_ASCEND;
+ m_progress = 0.0f;
+ m_speed = 1.0f/5.0f;
+ }
+ }
+
+ if ( m_phase == ADP_ASCEND )
+ {
+ if ( m_progress <= 7.0f/16.0f &&
+ m_lastParticule+m_engine->ParticuleAdapt(0.1f) <= m_time )
+ {
+ m_lastParticule = m_time;
+
+ pos = m_object->RetPosition(0);
+ speed.x = (Rand()-0.5f)*10.0f;
+ speed.z = (Rand()-0.5f)*10.0f;
+ speed.y = Rand()*5.0f;
+ dim.x = Rand()*3.0f+2.0f;
+ dim.y = dim.x;
+ m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
+ }
+
+ if ( m_progress <= 4.0f/16.0f &&
+ m_lastTrack+m_engine->ParticuleAdapt(1.0f) <= m_time )
+ {
+ m_lastTrack = m_time;
+
+ pos = m_object->RetPosition(0);
+ speed.x = (Rand()-0.5f)*12.0f;
+ speed.z = (Rand()-0.5f)*12.0f;
+ speed.y = Rand()*10.0f+10.0f;
+ dim.x = 0.6f;
+ dim.y = dim.x;
+ pos.y += dim.y;
+ duration = Rand()*2.0f+2.0f;
+ m_particule->CreateTrack(pos, speed, dim, PARTITRACK5,
+ duration, Rand()*10.0f+15.0f,
+ duration*0.2f, 1.0f);
+ }
+
+ if ( m_progress < 1.0f )
+ {
+ pos.x = 0.0f;
+ pos.z = 0.0f;
+ pos.y = -(1.0f-m_progress)*16.0f;
+ m_object->SetPosition(1, pos); // remonte le foret
+
+ angle = m_object->RetAngleY(1);
+ angle -= event.rTime*2.0f;
+ m_object->SetAngleY(1, angle); // tourne le foret
+ }
+ else
+ {
+ m_soundChannel = -1;
+ m_bSoundFall = FALSE;
+
+ m_phase = ADP_EXPORT;
+ m_progress = 0.0f;
+ m_speed = 1.0f/5.0f;
+ }
+ }
+
+ if ( m_phase == ADP_ISFREE )
+ {
+ if ( m_progress >= 1.0f )
+ {
+ m_bSoundFall = FALSE;
+
+ m_phase = ADP_EXPORT;
+ m_progress = 0.0f;
+ m_speed = 1.0f/5.0f;
+ }
+ }
+
+ if ( m_phase == ADP_EXPORT )
+ {
+ if ( m_progress == 0.0f )
+ {
+ if ( SearchFree(m_fretPos) )
+ {
+ angle = m_object->RetAngleY(0);
+ CreateFret(m_fretPos, angle, m_type, 16.0f);
+ }
+ else
+ {
+ m_phase = ADP_ISFREE;
+ m_progress = 0.0f;
+ m_speed = 1.0f/2.0f;
+ return TRUE;
+ }
+ }
+
+ fret = SearchFret();
+
+ if ( fret != 0 &&
+ m_progress <= 0.5f &&
+ m_lastParticule+m_engine->ParticuleAdapt(0.1f) <= m_time )
+ {
+ m_lastParticule = m_time;
+
+ if ( m_progress < 0.3f )
+ {
+ pos = fret->RetPosition(0);
+ pos.x += (Rand()-0.5f)*5.0f;
+ pos.z += (Rand()-0.5f)*5.0f;
+ pos.y += (Rand()-0.5f)*5.0f;
+ speed = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ dim.x = 3.0f;
+ dim.y = dim.x;
+ m_particule->CreateParticule(pos, speed, dim, PARTIFIRE, 1.0f, 0.0f, 0.0f);
+ }
+ else
+ {
+ pos = fret->RetPosition(0);
+ pos.x += (Rand()-0.5f)*5.0f;
+ pos.z += (Rand()-0.5f)*5.0f;
+ pos.y += Rand()*2.5f;
+ speed = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ dim.x = 1.0f;
+ dim.y = dim.x;
+ m_particule->CreateParticule(pos, speed, dim, PARTIGLINT, 2.0f, 0.0f, 0.0f);
+ }
+ }
+
+ if ( m_progress < 1.0f )
+ {
+ if ( fret != 0 )
+ {
+ pos = fret->RetPosition(0);
+ pos.y -= event.rTime*20.0f; // tombe
+ if ( !m_bSoundFall && pos.y < m_fretPos.y )
+ {
+ m_sound->Play(SOUND_BOUM, m_fretPos);
+ m_bSoundFall = TRUE;
+ }
+ if ( pos.y < m_fretPos.y )
+ {
+ pos.y = m_fretPos.y;
+ fret->SetLock(FALSE); // objet utilisable
+ }
+ fret->SetPosition(0, pos);
+ }
+ }
+ else
+ {
+ if ( ExistKey() ) // clé existe déjà ?
+ {
+ m_phase = ADP_WAIT;
+ m_progress = 0.0f;
+ m_speed = 1.0f/10.0f;
+ }
+ else
+ {
+ m_phase = ADP_EXCAVATE;
+ m_progress = 0.0f;
+ m_speed = 1.0f/(m_type==OBJECT_URANIUM?DERRICK_DELAYu:DERRICK_DELAY);
+ }
+ }
+ }
+
+ return TRUE;
+}
+
+
+// Crée toute l'interface lorsque l'objet est sélectionné.
+
+BOOL CAutoDerrick::CreateInterface(BOOL bSelect)
+{
+ CWindow* pw;
+ FPOINT pos, ddim;
+ float ox, oy, sx, sy;
+
+ CAuto::CreateInterface(bSelect);
+
+ if ( !bSelect ) return TRUE;
+
+ pw = (CWindow*)m_interface->SearchControl(EVENT_WINDOW0);
+ if ( pw == 0 ) return FALSE;
+
+ ox = 3.0f/640.0f;
+ oy = 3.0f/480.0f;
+ sx = 33.0f/640.0f;
+ sy = 33.0f/480.0f;
+
+ pos.x = ox+sx*0.0f;
+ pos.y = oy+sy*0;
+ ddim.x = 66.0f/640.0f;
+ ddim.y = 66.0f/480.0f;
+ pw->CreateGroup(pos, ddim, 109, EVENT_OBJECT_TYPE);
+
+ return TRUE;
+}
+
+
+// Sauve tous les paramètres de l'automate.
+
+BOOL CAutoDerrick::Write(char *line)
+{
+ char name[100];
+
+ if ( m_phase == ADP_WAIT ) return FALSE;
+
+ sprintf(name, " aExist=%d", 1);
+ strcat(line, name);
+
+ CAuto::Write(line);
+
+ sprintf(name, " aPhase=%d", m_phase);
+ strcat(line, name);
+
+ sprintf(name, " aProgress=%.2f", m_progress);
+ strcat(line, name);
+
+ sprintf(name, " aSpeed=%.2f", m_speed);
+ strcat(line, name);
+
+ return TRUE;
+}
+
+// Restitue tous les paramètres de l'automate.
+
+BOOL CAutoDerrick::Read(char *line)
+{
+ if ( OpInt(line, "aExist", 0) == 0 ) return FALSE;
+
+ CAuto::Read(line);
+
+ m_phase = (AutoDerrickPhase)OpInt(line, "aPhase", ADP_WAIT);
+ m_progress = OpFloat(line, "aProgress", 0.0f);
+ m_speed = OpFloat(line, "aSpeed", 1.0f);
+
+ m_lastParticule = 0.0f;
+
+ return TRUE;
+}
+
+
+// Cherche l'objet fret.
+
+CObject* CAutoDerrick::SearchFret()
+{
+ CObject* pObj;
+ D3DVECTOR oPos;
+ ObjectType type;
+ 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_DERRICK ) continue;
+
+ oPos = pObj->RetPosition(0);
+
+ if ( oPos.x == m_fretPos.x &&
+ oPos.z == m_fretPos.z ) return pObj;
+ }
+
+ return 0;
+}
+
+// Cherche si un emplacement est libre.
+
+BOOL CAutoDerrick::SearchFree(D3DVECTOR pos)
+{
+ CObject* pObj;
+ D3DVECTOR sPos;
+ ObjectType type;
+ float sRadius, distance;
+ int i, j;
+
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ type = pObj->RetType();
+ if ( type == OBJECT_DERRICK ) continue;
+
+ j = 0;
+ while ( pObj->GetCrashSphere(j++, sPos, sRadius) )
+ {
+ distance = Length(sPos, pos);
+ distance -= sRadius;
+ if ( distance < 2.0f ) return FALSE; // emplacement occupé
+ }
+ }
+
+ return TRUE; // emplacement libre
+}
+
+// Crée un objet transportable.
+
+void CAutoDerrick::CreateFret(D3DVECTOR pos, float angle, ObjectType type,
+ float height)
+{
+ CObject* fret;
+
+ fret = new CObject(m_iMan);
+ if ( !fret->CreateResource(pos, angle, type) )
+ {
+ delete fret;
+ m_displayText->DisplayError(ERR_TOOMANY, m_object);
+ return;
+ }
+ fret->SetLock(TRUE); // objet pas encore utilisable
+
+ if ( m_object->RetResetCap() == RESET_MOVE )
+ {
+ fret->SetResetCap(RESET_DELETE);
+ }
+
+ pos = fret->RetPosition(0);
+ pos.y += height;
+ fret->SetPosition(0, pos);
+}
+
+// Cherche s'il existe déjà une clé.
+
+BOOL CAutoDerrick::ExistKey()
+{
+ CObject* pObj;
+ ObjectType type;
+ int i;
+
+ if ( m_type != OBJECT_KEYa &&
+ m_type != OBJECT_KEYb &&
+ m_type != OBJECT_KEYc &&
+ m_type != OBJECT_KEYd ) return FALSE;
+
+ for ( i=0 ; i<1000000 ; i++ )
+ {
+ pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
+ if ( pObj == 0 ) break;
+
+ type = pObj->RetType();
+ if ( type == m_type ) return TRUE;
+ }
+
+ return FALSE;
+}
+
+
+// Retourne une erreur liée à l'état de l'automate.
+
+Error CAutoDerrick::RetError()
+{
+ if ( m_object->RetVirusMode() )
+ {
+ return ERR_BAT_VIRUS;
+ }
+
+ if ( m_phase == ADP_WAIT ) return ERR_DERRICK_NULL;
+ return ERR_OK;
+}
+
+