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-rw-r--r--src/object/motion/motionant.cpp1742
1 files changed, 871 insertions, 871 deletions
diff --git a/src/object/motion/motionant.cpp b/src/object/motion/motionant.cpp
index c85a631..c6a9357 100644
--- a/src/object/motion/motionant.cpp
+++ b/src/object/motion/motionant.cpp
@@ -1,871 +1,871 @@
-// * 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/.
-
-// motionant.cpp
-
-
-#include <stdio.h>
-
-#include "object/motion/motionant.h"
-
-#include "old/modfile.h"
-#include "old/particule.h"
-#include "physics/physics.h"
-
-
-
-#define ADJUST_ANGLE false // true -> adjusts the angles of the members
-const float START_TIME = 1000.0f; // beginning of the relative time
-
-
-
-// Object's constructor.
-
-CMotionAnt::CMotionAnt(CInstanceManager* iMan, CObject* object)
- : CMotion(iMan, object)
-{
- m_armMember = START_TIME;
- m_armTimeAbs = START_TIME;
- m_armTimeMarch = START_TIME;
- m_armTimeAction = START_TIME;
- m_armTimeIndex = 0;
- m_armPartIndex = 0;
- m_armMemberIndex = 0;
- m_armLastAction = -1;
- m_bArmStop = false;
- m_lastParticule = 0.0f;
-}
-
-// Object's destructor.
-
-CMotionAnt::~CMotionAnt()
-{
-}
-
-
-// Removes an object.
-
-void CMotionAnt::DeleteObject(bool bAll)
-{
-}
-
-
-// Creates a vehicle poses some rolling on the floor.
-
-bool CMotionAnt::Create(Math::Vector pos, float angle, ObjectType type,
- float power)
-{
- CModFile* pModFile;
- int rank;
-
- if ( m_engine->RetRestCreate() < 3+18 ) return false;
-
- pModFile = new CModFile(m_iMan);
-
- m_object->SetType(type);
-
- // Creates the main base.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEVEHICULE); // this is a moving object
- m_object->SetObjectRank(0, rank);
-
- pModFile->ReadModel("objects\\ant1.mod");
- pModFile->CreateEngineObject(rank);
-
- m_object->SetPosition(0, pos);
- m_object->SetAngleY(0, angle);
-
- // A vehicle must have necessarily a collision
- //with a sphere of center (0, y, 0) (see GetCrashSphere).
- m_object->CreateCrashSphere(Math::Vector(0.0f, -2.0f, 0.0f), 4.0f, SOUND_BOUM, 0.20f);
- m_object->SetGlobalSphere(Math::Vector(-0.5f, 1.0f, 0.0f), 4.0f);
-
- // Creates the head.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(1, rank);
- m_object->SetObjectParent(1, 0);
- pModFile->ReadModel("objects\\ant2.mod");
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(1, Math::Vector(2.0f, 0.0f, 0.0f));
-
- // Creates the tail.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(2, rank);
- m_object->SetObjectParent(2, 0);
- pModFile->ReadModel("objects\\ant3.mod");
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(2, Math::Vector(-1.0f, 0.0f, 0.0f));
-
- // Creates a right-back thigh.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(3, rank);
- m_object->SetObjectParent(3, 0);
- pModFile->ReadModel("objects\\ant4.mod");
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(3, Math::Vector(-0.4f, -0.1f, -0.3f));
-
- // Creates a right-back leg.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(4, rank);
- m_object->SetObjectParent(4, 3);
- pModFile->ReadModel("objects\\ant5.mod");
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(4, Math::Vector(0.0f, 0.0f, -1.0f));
-
- // Creates a right-back foot.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(5, rank);
- m_object->SetObjectParent(5, 4);
- pModFile->ReadModel("objects\\ant6.mod");
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(5, Math::Vector(0.0f, 0.0f, -2.0f));
-
- // Creates two middle-right thighs.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(6, rank);
- m_object->SetObjectParent(6, 0);
- pModFile->ReadModel("objects\\ant4.mod");
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(6, Math::Vector(0.1f, -0.1f, -0.4f));
-
- // Creates two middle-right legs.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(7, rank);
- m_object->SetObjectParent(7, 6);
- pModFile->ReadModel("objects\\ant5.mod");
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(7, Math::Vector(0.0f, 0.0f, -1.0f));
-
- // Creates two middle-right foots.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(8, rank);
- m_object->SetObjectParent(8, 7);
- pModFile->ReadModel("objects\\ant6.mod");
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(8, Math::Vector(0.0f, 0.0f, -2.0f));
-
- // Creates the right front thigh.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(9, rank);
- m_object->SetObjectParent(9, 0);
- pModFile->ReadModel("objects\\ant4.mod");
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(9, Math::Vector(1.4f, -0.1f, -0.6f));
-
- // Creates the right front leg.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(10, rank);
- m_object->SetObjectParent(10, 9);
- pModFile->ReadModel("objects\\ant5.mod");
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(10, Math::Vector(0.0f, 0.0f, -1.0f));
-
- // Creates the right front foot.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(11, rank);
- m_object->SetObjectParent(11, 10);
- pModFile->ReadModel("objects\\ant6.mod");
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(11, Math::Vector(0.0f, 0.0f, -2.0f));
-
- // Creates a left-back thigh.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(12, rank);
- m_object->SetObjectParent(12, 0);
- pModFile->ReadModel("objects\\ant4.mod");
- pModFile->Mirror();
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(12, Math::Vector(-0.4f, -0.1f, 0.3f));
-
- // Creates a left-back leg.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(13, rank);
- m_object->SetObjectParent(13, 12);
- pModFile->ReadModel("objects\\ant5.mod");
- pModFile->Mirror();
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(13, Math::Vector(0.0f, 0.0f, 1.0f));
-
- // Creates a left-back foot.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(14, rank);
- m_object->SetObjectParent(14, 13);
- pModFile->ReadModel("objects\\ant6.mod");
- pModFile->Mirror();
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(14, Math::Vector(0.0f, 0.0f, 2.0f));
-
- // Creates two middle-left thighs.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(15, rank);
- m_object->SetObjectParent(15, 0);
- pModFile->ReadModel("objects\\ant4.mod");
- pModFile->Mirror();
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(15, Math::Vector(0.1f, -0.1f, 0.4f));
-
- // Creates two middle-left legs.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(16, rank);
- m_object->SetObjectParent(16, 15);
- pModFile->ReadModel("objects\\ant5.mod");
- pModFile->Mirror();
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(16, Math::Vector(0.0f, 0.0f, 1.0f));
-
- // Creates two middle-left foot.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(17, rank);
- m_object->SetObjectParent(17, 16);
- pModFile->ReadModel("objects\\ant6.mod");
- pModFile->Mirror();
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(17, Math::Vector(0.0f, 0.0f, 2.0f));
-
- // Creates the left front thigh.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(18, rank);
- m_object->SetObjectParent(18, 0);
- pModFile->ReadModel("objects\\ant4.mod");
- pModFile->Mirror();
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(18, Math::Vector(1.4f, -0.1f, 0.6f));
-
- // Creates the left front leg.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(19, rank);
- m_object->SetObjectParent(19, 18);
- pModFile->ReadModel("objects\\ant5.mod");
- pModFile->Mirror();
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(19, Math::Vector(0.0f, 0.0f, 1.0f));
-
- // Creates the left front foot.
- rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEDESCENDANT);
- m_object->SetObjectRank(20, rank);
- m_object->SetObjectParent(20, 19);
- pModFile->ReadModel("objects\\ant6.mod");
- pModFile->Mirror();
- pModFile->CreateEngineObject(rank);
- m_object->SetPosition(20, Math::Vector(0.0f, 0.0f, 2.0f));
-
- m_object->CreateShadowCircle(4.0f, 0.5f);
-
- CreatePhysics();
- m_object->SetFloorHeight(0.0f);
-
- pos = m_object->RetPosition(0);
- m_object->SetPosition(0, pos); // to display the shadows immediately
-
- m_engine->LoadAllTexture();
-
- delete pModFile;
- return true;
-}
-
-// Creates the physics of the object.
-
-void CMotionAnt::CreatePhysics()
-{
- Character* character;
- int i;
-
- int member_march[] =
- {
- // x1,y1,z1, x2,y2,z2, x3,y3,z3, // in the air:
- 0,45,0, 0,45,0, 0,50,0, // t0: thighs 1..3
- 30,-70,0, 20,-105,20, 25,-100,0, // t0: legs 1..3
- -70,75,0, -30,80,0, -80,80,0, // t0: feet 1..3
- // on the ground:
- 0,30,0, 0,20,0, 0,15,0, // t1: thighs 1..3
- -15,-50,0, -20,-60,0, -10,-75,0, // t1: legs 1..3
- -40,50,0, -25,15,0, -50,35,0, // t1: feet 1..3
- // on the ground back:
- 0,35,0, 0,30,0, 0,20,0, // t2: thighs 1..3
- -20,-15,0, -30,-55,0, -25,-70,15, // t2: legs 1..3
- -25,25,0, -20,60,0, -30,95,0, // t2: feet 1..3
- };
-
- int member_stop[] =
- {
- // x1,y1,z1, x2,y2,z2, x3,y3,z3, // in the air:
- 0,30,0, 0,20,0, 0,15,0, // t0: thighs 1..3
- -15,-35,0, -20,-60,0, -15,-75,0, // t0: legs 1..3
- -35,35,0, -25,40,0, -40,65,0, // t0: feet 1..3
- // on the ground:
- 0,30,0, 0,20,0, 0,15,0, // t1: thighs 1..3
- -15,-35,0, -20,-60,0, -15,-75,0, // t1: legs 1..3
- -35,35,0, -25,40,0, -40,65,0, // t1: feet 1..3
- // on the ground back:
- 0,30,0, 0,20,0, 0,15,0, // t2: thighs 1..3
- -15,-35,0, -20,-60,0, -15,-75,0, // t2: legs 1..3
- -35,35,0, -25,40,0, -40,65,0, // t2: feet 1..3
- };
-
- int member_spec[] =
- {
- // x1,y1,z1, x2,y2,z2, x3,y3,z3, // prepares the fire:
- 0,20,0, 0,10,0, 0,50,0, // s0: thighs 1..3
- -50,-30,0, -20,-15,0, 35,-65,0, // s0: legs 1..3
- -5,-40,0, 20,-70,0, -10,-40,0, // s0: feet 1..3
- // shot:
- 0,20,0, 0,10,0, 0,50,0, // s1: thighs 1..3
- -50,-30,0, -20,-15,0, 35,-65,0, // s1: legs 1..3
- -5,-40,0, 20,-70,0, -10,-40,0, // s1: feet 1..3
- // ends the fire:
- 0,30,0, 0,20,0, 0,15,0, // s2: thighs 1..3
- -15,-50,0, -20,-60,0, -10,-75,0, // s2: legs 1..3
- -40,50,0, -25,15,0, -50,35,0, // s2: feet 1..3
- // burning:
- 0,30,0, 0,20,0, 0,15,0, // s3: thighs 1..3
- -15,-35,0, -20,-60,0, -15,-75,0, // s3: legs 1..3
- -35,35,0, -25,40,0, -40,65,0, // s3: feet 1..3
- // destroyed:
- 0,30,0, 0,20,0, 0,15,0, // s4: thighs 1..3
- -15,-35,0, -20,-60,0, -15,-75,0, // s4: legs 1..3
- -35,35,0, -25,40,0, -40,65,0, // s4: feet 1..3
- // back1 :
- 0,30,0, 0,20,0, 0,15,0, // s5: thighs 1..3
- -15,-35,0, -20,-60,0, -15,-75,0, // s5: legs 1..3
- -35,35,0, -25,40,0, -40,65,0, // s5: feet 1..3
- // back2 :
- 0,45,0, 0,45,0, 0,50,0, // s6: thighs 1..3
- -35,-70,0, -20,-85,-25, -25,-100,0, // s6: legs 1..3
- -110,75,-15, -130,80,-25, -125,40,0, // s6: feet 1..3
- // back3 :
- 0,30,0, 0,20,0, 0,15,0, // s7: thighs 1..3
- -15,-35,0, -20,-60,0, -15,-75,0, // s7: legs 1..3
- -35,35,0, -25,40,0, -40,65,0, // s7: feet 1..3
- };
-
- m_physics->SetType(TYPE_ROLLING);
-
- character = m_object->RetCharacter();
- character->wheelFront = 3.0f;
- character->wheelBack = 3.0f;
- character->wheelLeft = 5.0f;
- character->wheelRight = 5.0f;
- character->height = 1.2f;
-
- m_physics->SetLinMotionX(MO_ADVSPEED, 12.0f);
- m_physics->SetLinMotionX(MO_RECSPEED, 12.0f);
- m_physics->SetLinMotionX(MO_ADVACCEL, 15.0f);
- m_physics->SetLinMotionX(MO_RECACCEL, 15.0f);
- m_physics->SetLinMotionX(MO_STOACCEL, 40.0f);
- m_physics->SetLinMotionX(MO_TERSLIDE, 5.0f);
- m_physics->SetLinMotionZ(MO_TERSLIDE, 5.0f);
- m_physics->SetLinMotionX(MO_TERFORCE, 5.0f);
- m_physics->SetLinMotionZ(MO_TERFORCE, 5.0f);
- m_physics->SetLinMotionZ(MO_MOTACCEL, 10.0f);
-
- m_physics->SetCirMotionY(MO_ADVSPEED, 1.0f*Math::PI);
- m_physics->SetCirMotionY(MO_RECSPEED, 1.0f*Math::PI);
- m_physics->SetCirMotionY(MO_ADVACCEL, 20.0f);
- m_physics->SetCirMotionY(MO_RECACCEL, 20.0f);
- m_physics->SetCirMotionY(MO_STOACCEL, 40.0f);
-
- for ( i=0 ; i<3*3*3*3 ; i++ )
- {
- m_armAngles[3*3*3*3*MA_MARCH+i] = member_march[i];
- }
- for ( i=0 ; i<3*3*3*3 ; i++ )
- {
- m_armAngles[3*3*3*3*MA_STOP+i] = member_stop[i];
- }
- for ( i=0 ; i<3*3*3*8 ; i++ )
- {
- m_armAngles[3*3*3*3*MA_SPEC+i] = member_spec[i];
- }
-}
-
-
-// Management of an event.
-
-bool CMotionAnt::EventProcess(const Event &event)
-{
- CMotion::EventProcess(event);
-
- if ( event.event == EVENT_FRAME )
- {
- return EventFrame(event);
- }
-
- if ( event.event == EVENT_KEYDOWN )
- {
-#if ADJUST_ANGLE
- int i;
-
- if ( event.param == 'A' ) m_armTimeIndex++;
- if ( m_armTimeIndex >= 3 ) m_armTimeIndex = 0;
-
- if ( event.param == 'Q' ) m_armPartIndex++;
- if ( m_armPartIndex >= 3 ) m_armPartIndex = 0;
-
- if ( event.param == 'W' ) m_armMemberIndex++;
- if ( m_armMemberIndex >= 3 ) m_armMemberIndex = 0;
-
- i = m_armMemberIndex*3;
- i += m_armPartIndex*3*3;
- i += m_armTimeIndex*3*3*3;
-//? i += 3*3*3*3;
-
- if ( event.param == 'E' ) m_armAngles[i+0] += 5;
- if ( event.param == 'D' ) m_armAngles[i+0] -= 5;
- if ( event.param == 'R' ) m_armAngles[i+1] += 5;
- if ( event.param == 'F' ) m_armAngles[i+1] -= 5;
- if ( event.param == 'T' ) m_armAngles[i+2] += 5;
- if ( event.param == 'G' ) m_armAngles[i+2] -= 5;
-
- if ( event.param == 'Y' ) m_bArmStop = !m_bArmStop;
-#endif
- }
-
- return true;
-}
-
-// Management of an event.
-
-bool CMotionAnt::EventFrame(const Event &event)
-{
- Math::Vector dir, pos, speed;
- Math::Point dim;
- float s, a, prog, time;
- float tSt[9], tNd[9];
- int i, ii, st, nd, action;
- bool bStop;
-
- if ( m_engine->RetPause() ) return true;
- if ( !m_engine->IsVisiblePoint(m_object->RetPosition(0)) ) return true;
-
- s = m_physics->RetLinMotionX(MO_MOTSPEED)*1.5f;
- a = fabs(m_physics->RetCirMotionY(MO_MOTSPEED)*2.0f);
-
- if ( s == 0.0f && a != 0.0f ) a *= 1.5f;
-
- m_armTimeAbs += event.rTime;
- m_armTimeMarch += (s)*event.rTime*0.15f;
- m_armMember += (s+a)*event.rTime*0.15f;
-
- bStop = ( a == 0.0f && s == 0.0f ); // stopped?
-
- action = MA_MARCH; // walking
- if ( s == 0.0f && a == 0.0f )
- {
- action = MA_STOP; // stop
- }
-
- if ( bStop )
- {
- prog = Math::Mod(m_armTimeAbs, 2.0f)/10.0f;
- a = Math::Mod(m_armMember, 1.0f);
- a = (prog-a)*event.rTime*2.0f; // stop position is pleasantly
- m_armMember += a;
- }
-
- if ( m_object->RetRuin() ) // destroyed?
- {
- m_actionType = MAS_RUIN;
- }
- if ( m_object->RetBurn() ) // burning?
- {
- if ( m_object->RetFixed() )
- {
- m_actionType = MAS_BURN;
- }
- else
- {
- m_actionType = -1;
- }
- }
-
- for ( i=0 ; i<6 ; i++ ) // the six legs
- {
- if ( m_actionType != -1 ) // special action in progress?
- {
- st = 3*3*3*3*MA_SPEC + 3*3*3*m_actionType + (i%3)*3;
- nd = st;
- time = event.rTime*m_actionTime;
- m_armTimeAction = 0.0f;
- }
- else
- {
- if ( i < 3 ) prog = Math::Mod(m_armMember+(2.0f-(i%3))*0.33f+0.0f, 1.0f);
- else prog = Math::Mod(m_armMember+(2.0f-(i%3))*0.33f+0.3f, 1.0f);
- if ( m_bArmStop )
- {
- prog = (float)m_armTimeIndex/3.0f;
- }
- if ( prog < 0.33f ) // t0..t1 ?
- {
- prog = prog/0.33f; // 0..1
- st = 0; // index start
- nd = 1; // index end
- }
- else if ( prog < 0.67f ) // t1..t2 ?
- {
- prog = (prog-0.33f)/0.33f; // 0..1
- st = 1; // index start
- nd = 2; // index end
- }
- else // t2..t0 ?
- {
- prog = (prog-0.67f)/0.33f; // 0..1
- st = 2; // index start
- nd = 0; // index end
- }
- st = 3*3*3*3*action + st*3*3*3 + (i%3)*3;
- nd = 3*3*3*3*action + nd*3*3*3 + (i%3)*3;
-
- // More and more soft ...
- time = event.rTime*(10.0f+Math::Min(m_armTimeAction*100.0f, 200.0f));
- }
-
- tSt[0] = m_armAngles[st+ 0]; // x
- tSt[1] = m_armAngles[st+ 1]; // y
- tSt[2] = m_armAngles[st+ 2]; // z
- tSt[3] = m_armAngles[st+ 9]; // x
- tSt[4] = m_armAngles[st+10]; // y
- tSt[5] = m_armAngles[st+11]; // z
- tSt[6] = m_armAngles[st+18]; // x
- tSt[7] = m_armAngles[st+19]; // y
- tSt[8] = m_armAngles[st+20]; // z
-
- tNd[0] = m_armAngles[nd+ 0]; // x
- tNd[1] = m_armAngles[nd+ 1]; // y
- tNd[2] = m_armAngles[nd+ 2]; // z
- tNd[3] = m_armAngles[nd+ 9]; // x
- tNd[4] = m_armAngles[nd+10]; // y
- tNd[5] = m_armAngles[nd+11]; // z
- tNd[6] = m_armAngles[nd+18]; // x
- tNd[7] = m_armAngles[nd+19]; // y
- tNd[8] = m_armAngles[nd+20]; // z
-
- if ( m_actionType == MAS_BACK2 ) // on the back?
- {
- for ( ii=0 ; ii<9 ; ii++ )
- {
- tSt[ii] += Math::Rand()*50.0f;
- tNd[ii] = tSt[ii];
- }
-//? time = 100.0f;
- time = event.rTime*10.0f;
- }
-
- if ( i < 3 ) // right leg (1..3) ?
- {
- m_object->SetAngleX(3+3*i+0, Math::Smooth(m_object->RetAngleX(3+3*i+0), Math::PropAngle(tSt[0], tNd[0], prog), time));
- m_object->SetAngleY(3+3*i+0, Math::Smooth(m_object->RetAngleY(3+3*i+0), Math::PropAngle(tSt[1], tNd[1], prog), time));
- m_object->SetAngleZ(3+3*i+0, Math::Smooth(m_object->RetAngleZ(3+3*i+0), Math::PropAngle(tSt[2], tNd[2], prog), time));
- m_object->SetAngleX(3+3*i+1, Math::Smooth(m_object->RetAngleX(3+3*i+1), Math::PropAngle(tSt[3], tNd[3], prog), time));
- m_object->SetAngleY(3+3*i+1, Math::Smooth(m_object->RetAngleY(3+3*i+1), Math::PropAngle(tSt[4], tNd[4], prog), time));
- m_object->SetAngleZ(3+3*i+1, Math::Smooth(m_object->RetAngleZ(3+3*i+1), Math::PropAngle(tSt[5], tNd[5], prog), time));
- m_object->SetAngleX(3+3*i+2, Math::Smooth(m_object->RetAngleX(3+3*i+2), Math::PropAngle(tSt[6], tNd[6], prog), time));
- m_object->SetAngleY(3+3*i+2, Math::Smooth(m_object->RetAngleY(3+3*i+2), Math::PropAngle(tSt[7], tNd[7], prog), time));
- m_object->SetAngleZ(3+3*i+2, Math::Smooth(m_object->RetAngleZ(3+3*i+2), Math::PropAngle(tSt[8], tNd[8], prog), time));
- }
- else // left leg (4..6) ?
- {
- m_object->SetAngleX(3+3*i+0, Math::Smooth(m_object->RetAngleX(3+3*i+0), Math::PropAngle(-tSt[0], -tNd[0], prog), time));
- m_object->SetAngleY(3+3*i+0, Math::Smooth(m_object->RetAngleY(3+3*i+0), Math::PropAngle(-tSt[1], -tNd[1], prog), time));
- m_object->SetAngleZ(3+3*i+0, Math::Smooth(m_object->RetAngleZ(3+3*i+0), Math::PropAngle( tSt[2], tNd[2], prog), time));
- m_object->SetAngleX(3+3*i+1, Math::Smooth(m_object->RetAngleX(3+3*i+1), Math::PropAngle(-tSt[3], -tNd[3], prog), time));
- m_object->SetAngleY(3+3*i+1, Math::Smooth(m_object->RetAngleY(3+3*i+1), Math::PropAngle(-tSt[4], -tNd[4], prog), time));
- m_object->SetAngleZ(3+3*i+1, Math::Smooth(m_object->RetAngleZ(3+3*i+1), Math::PropAngle( tSt[5], tNd[5], prog), time));
- m_object->SetAngleX(3+3*i+2, Math::Smooth(m_object->RetAngleX(3+3*i+2), Math::PropAngle(-tSt[6], -tNd[6], prog), time));
- m_object->SetAngleY(3+3*i+2, Math::Smooth(m_object->RetAngleY(3+3*i+2), Math::PropAngle(-tSt[7], -tNd[7], prog), time));
- m_object->SetAngleZ(3+3*i+2, Math::Smooth(m_object->RetAngleZ(3+3*i+2), Math::PropAngle( tSt[8], tNd[8], prog), time));
- }
- }
-
-#if ADJUST_ANGLE
- if ( m_object->RetSelect() )
- {
- char s[100];
- sprintf(s, "A:time=%d Q:part=%d W:member=%d", m_armTimeIndex, m_armPartIndex, m_armMemberIndex);
- m_engine->SetInfoText(4, s);
- }
-#endif
-
- if ( m_actionType == MAS_PREPARE ) // prepares the shooting?
- {
- prog = m_progress;
-
- dir.x = 0.0f;
- dir.y = 0.0f;
- dir.z = Math::PropAngle(0, -50, prog);
- SetInclinaison(dir);
- m_object->SetAngleZ(1, Math::PropAngle(0, 65, prog)); // head
- m_object->SetAngleZ(2, Math::PropAngle(0, -95, prog)); // tail
- }
- else if ( m_actionType == MAS_FIRE ) // shooting?
- {
- if ( m_progress < 0.75f ) a = m_progress/0.75f;
- else a = (1.0f-m_progress)/0.25f;
- m_object->SetZoom(2, (a*0.5f)+1.0f); // tail
- m_object->SetAngleX(2, (Math::Rand()-0.5f)*0.3f*a);
- m_object->SetAngleY(2, (Math::Rand()-0.5f)*0.3f*a);
-
- dir.x = (Math::Rand()-0.5f)*0.02f*a;
- dir.y = (Math::Rand()-0.5f)*0.05f*a;
- dir.z = (Math::Rand()-0.5f)*0.03f*a;
- SetCirVibration(dir);
- }
- else if ( m_actionType == MAS_TERMINATE ) // ends the shooting?
- {
- prog = 1.0f-m_progress;
-
- dir.x = 0.0f;
- dir.y = 0.0f;
- dir.z = Math::PropAngle(0, -50, prog);
- SetInclinaison(dir);
- m_object->SetAngleZ(1, Math::PropAngle(0, 65, prog)); // head
- m_object->SetAngleZ(2, Math::PropAngle(0, -95, prog)); // tail
- }
- else if ( m_actionType == MAS_BURN ) // burning?
- {
- dir = Math::Vector(Math::PI, 0.0f, 0.0f);
- SetCirVibration(dir);
- dir = Math::Vector(0.0f, -1.5f, 0.0f);
- SetLinVibration(dir);
- dir = Math::Vector(0.0f, 0.0f, 0.0f);
- SetInclinaison(dir);
-
- time = event.rTime*1.0f;
- m_object->SetAngleZ(1, Math::Smooth(m_object->RetAngleZ(1), 0.0f, time)); // head
- m_object->SetAngleZ(2, Math::Smooth(m_object->RetAngleZ(2), 0.0f, time)); // tail
- }
- else if ( m_actionType == MAS_RUIN ) // destroyed?
- {
- dir = Math::Vector(0.0f, 0.0f, 0.0f);
- SetLinVibration(dir);
- SetCirVibration(dir);
- SetInclinaison(dir);
- }
- else if ( m_actionType == MAS_BACK1 ) // starts on the back?
- {
- if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs )
- {
- m_lastParticule = m_armTimeAbs;
-
- pos = m_object->RetPosition(0);
- speed.x = (Math::Rand()-0.5f)*10.0f;
- speed.z = (Math::Rand()-0.5f)*10.0f;
- speed.y = Math::Rand()*5.0f;
- dim.x = Math::Rand()*3.0f+2.0f;
- dim.y = dim.x;
- m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
- }
-
- if ( m_progress < 0.5f )
- {
- dir.x = 0.0f;
- dir.y = powf(m_progress/0.5f, 2.0f)*12.0f;
- dir.z = 0.0f;
- SetLinVibration(dir);
- }
- else
- {
- dir.x = 0.0f;
- dir.y = powf(2.0f-m_progress/0.5f, 2.0f)*12.0f;
- dir.z = 0.0f;
- SetLinVibration(dir);
- }
- dir.x = m_progress*Math::PI;
- dir.y = 0.0f;
- dir.z = 0.0f;
- SetCirVibration(dir);
-
- dir = Math::Vector(0.0f, 0.0f, 0.0f);
- SetInclinaison(dir);
-
- if ( m_progress >= 1.0f )
- {
- SetAction(MAS_BACK2, 55.0f+Math::Rand()*10.0f);
- }
- }
- else if ( m_actionType == MAS_BACK2 ) // moves on the back?
- {
- if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs )
- {
- m_lastParticule = m_armTimeAbs;
-
- if ( rand()%10 == 0 )
- {
- pos = m_object->RetPosition(0);
- pos.x += (Math::Rand()-0.5f)*5.0f;
- pos.z += (Math::Rand()-0.5f)*5.0f;
- pos.y -= 1.0f;
- speed.x = (Math::Rand()-0.5f)*2.0f;
- speed.z = (Math::Rand()-0.5f)*2.0f;
- speed.y = Math::Rand()*2.0f;
- dim.x = Math::Rand()*1.0f+1.0f;
- dim.y = dim.x;
- m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
- }
- }
-
- dir = Math::Vector(0.0f, -1.0f, 0.0f);
- SetLinVibration(dir);
- dir.x = sinf(m_armTimeAbs* 4.0f)*0.10f+
- sinf(m_armTimeAbs* 7.0f)*0.20f+
- sinf(m_armTimeAbs*10.0f)*0.40f+
- sinf(m_armTimeAbs*21.0f)*0.50f+Math::PI;
- dir.y = sinf(m_armTimeAbs* 3.0f)*0.01f+
- sinf(m_armTimeAbs* 6.0f)*0.02f+
- sinf(m_armTimeAbs*11.0f)*0.04f+
- sinf(m_armTimeAbs*20.0f)*0.02f;
- dir.z = sinf(m_armTimeAbs* 5.0f)*0.01f+
- sinf(m_armTimeAbs* 8.0f)*0.02f+
- sinf(m_armTimeAbs* 9.0f)*0.04f+
- sinf(m_armTimeAbs*23.0f)*0.03f;
- SetCirVibration(dir);
- dir = Math::Vector(0.0f, 0.0f, 0.0f);
- SetInclinaison(dir);
-
- m_object->SetAngleY(1, sinf(m_armTimeAbs*8.0f)*0.7f); // head
- m_object->SetAngleY(2, cosf(m_armTimeAbs*8.0f)*0.7f); // tail
- m_object->SetAngleZ(1, 0.0f); // head
- m_object->SetAngleZ(2, 0.0f); // tail
-
- if ( m_progress >= 1.0f )
- {
- SetAction(MAS_BACK3, 0.4f);
- }
- }
- else if ( m_actionType == MAS_BACK3 ) // goes back on the legs?
- {
- if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs )
- {
- m_lastParticule = m_armTimeAbs;
-
- pos = m_object->RetPosition(0);
- speed.x = (Math::Rand()-0.5f)*10.0f;
- speed.z = (Math::Rand()-0.5f)*10.0f;
- speed.y = Math::Rand()*5.0f;
- dim.x = Math::Rand()*3.0f+2.0f;
- dim.y = dim.x;
- m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
- }
-
- if ( m_progress < 0.5f )
- {
- dir.x = 0.0f;
- dir.y = powf(m_progress/0.5f, 2.0f)*5.0f;
- dir.z = 0.0f;
- SetLinVibration(dir);
- }
- else
- {
- dir.x = 0.0f;
- dir.y = powf(2.0f-m_progress/0.5f, 2.0f)*5.0f;
- dir.z = 0.0f;
- SetLinVibration(dir);
- }
- dir.x = (1.0f-m_progress)*Math::PI;
- dir.y = 0.0f;
- dir.z = 0.0f;
- SetCirVibration(dir);
-
- dir = Math::Vector(0.0f, 0.0f, 0.0f);
- SetInclinaison(dir);
-
- if ( m_progress >= 1.0f )
- {
- SetAction(-1);
- m_object->SetFixed(false); // moving again
- }
- }
- else
- {
- m_object->SetZoom(2, 1.0f); // tail
- m_object->SetAngleX(2, 0.0f);
- m_object->SetAngleY(2, 0.0f);
-
- if ( bStop )
- {
- m_object->SetAngleZ(2, sinf(m_armTimeAbs*1.7f)*0.15f); // tail
-
- dir = Math::Vector(0.0f, 0.0f, 0.0f);
- SetLinVibration(dir);
- SetInclinaison(dir);
- }
- else
- {
- a = Math::Mod(m_armTimeMarch, 1.0f);
- if ( a < 0.5f ) a = -1.0f+4.0f*a; // -1..1
- else a = 3.0f-4.0f*a; // 1..-1
- dir.x = sinf(a)*0.05f;
-
- s = Math::Mod(m_armTimeMarch/2.0f, 1.0f);
- if ( s < 0.5f ) s = -1.0f+4.0f*s; // -1..1
- else s = 3.0f-4.0f*s; // 1..-1
- dir.z = sinf(s)*0.1f;
-
- dir.y = 0.0f;
- SetInclinaison(dir);
-
- m_object->SetAngleZ(2, -sinf(a)*0.3f); // tail
-
- a = Math::Mod(m_armMember-0.1f, 1.0f);
- if ( a < 0.33f )
- {
- dir.y = -(1.0f-(a/0.33f))*0.3f;
- }
- else if ( a < 0.67f )
- {
- dir.y = 0.0f;
- }
- else
- {
- dir.y = -(a-0.67f)/0.33f*0.3f;
- }
- dir.x = 0.0f;
- dir.z = 0.0f;
- SetLinVibration(dir);
- }
-
- dir = Math::Vector(0.0f, 0.0f, 0.0f);
- SetCirVibration(dir);
-
- m_object->SetAngleZ(1, sinf(m_armTimeAbs*1.4f)*0.20f); // head
- m_object->SetAngleX(1, sinf(m_armTimeAbs*1.9f)*0.10f); // head
- m_object->SetAngleY(1, sinf(m_armTimeAbs*2.1f)*0.50f); // head
- }
-
- return true;
-}
-
-
+// * 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/.
+
+// motionant.cpp
+
+
+#include <stdio.h>
+
+#include "object/motion/motionant.h"
+
+#include "old/modfile.h"
+#include "old/particule.h"
+#include "physics/physics.h"
+
+
+
+#define ADJUST_ANGLE false // true -> adjusts the angles of the members
+const float START_TIME = 1000.0f; // beginning of the relative time
+
+
+
+// Object's constructor.
+
+CMotionAnt::CMotionAnt(CInstanceManager* iMan, CObject* object)
+ : CMotion(iMan, object)
+{
+ m_armMember = START_TIME;
+ m_armTimeAbs = START_TIME;
+ m_armTimeMarch = START_TIME;
+ m_armTimeAction = START_TIME;
+ m_armTimeIndex = 0;
+ m_armPartIndex = 0;
+ m_armMemberIndex = 0;
+ m_armLastAction = -1;
+ m_bArmStop = false;
+ m_lastParticule = 0.0f;
+}
+
+// Object's destructor.
+
+CMotionAnt::~CMotionAnt()
+{
+}
+
+
+// Removes an object.
+
+void CMotionAnt::DeleteObject(bool bAll)
+{
+}
+
+
+// Creates a vehicle poses some rolling on the floor.
+
+bool CMotionAnt::Create(Math::Vector pos, float angle, ObjectType type,
+ float power)
+{
+ CModFile* pModFile;
+ int rank;
+
+ if ( m_engine->RetRestCreate() < 3+18 ) return false;
+
+ pModFile = new CModFile(m_iMan);
+
+ m_object->SetType(type);
+
+ // Creates the main base.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEVEHICULE); // this is a moving object
+ m_object->SetObjectRank(0, rank);
+
+ pModFile->ReadModel("objects\\ant1.mod");
+ pModFile->CreateEngineObject(rank);
+
+ m_object->SetPosition(0, pos);
+ m_object->SetAngleY(0, angle);
+
+ // A vehicle must have necessarily a collision
+ //with a sphere of center (0, y, 0) (see GetCrashSphere).
+ m_object->CreateCrashSphere(Math::Vector(0.0f, -2.0f, 0.0f), 4.0f, SOUND_BOUM, 0.20f);
+ m_object->SetGlobalSphere(Math::Vector(-0.5f, 1.0f, 0.0f), 4.0f);
+
+ // Creates the head.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(1, rank);
+ m_object->SetObjectParent(1, 0);
+ pModFile->ReadModel("objects\\ant2.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(1, Math::Vector(2.0f, 0.0f, 0.0f));
+
+ // Creates the tail.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(2, rank);
+ m_object->SetObjectParent(2, 0);
+ pModFile->ReadModel("objects\\ant3.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(2, Math::Vector(-1.0f, 0.0f, 0.0f));
+
+ // Creates a right-back thigh.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(3, rank);
+ m_object->SetObjectParent(3, 0);
+ pModFile->ReadModel("objects\\ant4.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(3, Math::Vector(-0.4f, -0.1f, -0.3f));
+
+ // Creates a right-back leg.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(4, rank);
+ m_object->SetObjectParent(4, 3);
+ pModFile->ReadModel("objects\\ant5.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(4, Math::Vector(0.0f, 0.0f, -1.0f));
+
+ // Creates a right-back foot.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(5, rank);
+ m_object->SetObjectParent(5, 4);
+ pModFile->ReadModel("objects\\ant6.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(5, Math::Vector(0.0f, 0.0f, -2.0f));
+
+ // Creates two middle-right thighs.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(6, rank);
+ m_object->SetObjectParent(6, 0);
+ pModFile->ReadModel("objects\\ant4.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(6, Math::Vector(0.1f, -0.1f, -0.4f));
+
+ // Creates two middle-right legs.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(7, rank);
+ m_object->SetObjectParent(7, 6);
+ pModFile->ReadModel("objects\\ant5.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(7, Math::Vector(0.0f, 0.0f, -1.0f));
+
+ // Creates two middle-right foots.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(8, rank);
+ m_object->SetObjectParent(8, 7);
+ pModFile->ReadModel("objects\\ant6.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(8, Math::Vector(0.0f, 0.0f, -2.0f));
+
+ // Creates the right front thigh.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(9, rank);
+ m_object->SetObjectParent(9, 0);
+ pModFile->ReadModel("objects\\ant4.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(9, Math::Vector(1.4f, -0.1f, -0.6f));
+
+ // Creates the right front leg.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(10, rank);
+ m_object->SetObjectParent(10, 9);
+ pModFile->ReadModel("objects\\ant5.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(10, Math::Vector(0.0f, 0.0f, -1.0f));
+
+ // Creates the right front foot.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(11, rank);
+ m_object->SetObjectParent(11, 10);
+ pModFile->ReadModel("objects\\ant6.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(11, Math::Vector(0.0f, 0.0f, -2.0f));
+
+ // Creates a left-back thigh.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(12, rank);
+ m_object->SetObjectParent(12, 0);
+ pModFile->ReadModel("objects\\ant4.mod");
+ pModFile->Mirror();
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(12, Math::Vector(-0.4f, -0.1f, 0.3f));
+
+ // Creates a left-back leg.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(13, rank);
+ m_object->SetObjectParent(13, 12);
+ pModFile->ReadModel("objects\\ant5.mod");
+ pModFile->Mirror();
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(13, Math::Vector(0.0f, 0.0f, 1.0f));
+
+ // Creates a left-back foot.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(14, rank);
+ m_object->SetObjectParent(14, 13);
+ pModFile->ReadModel("objects\\ant6.mod");
+ pModFile->Mirror();
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(14, Math::Vector(0.0f, 0.0f, 2.0f));
+
+ // Creates two middle-left thighs.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(15, rank);
+ m_object->SetObjectParent(15, 0);
+ pModFile->ReadModel("objects\\ant4.mod");
+ pModFile->Mirror();
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(15, Math::Vector(0.1f, -0.1f, 0.4f));
+
+ // Creates two middle-left legs.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(16, rank);
+ m_object->SetObjectParent(16, 15);
+ pModFile->ReadModel("objects\\ant5.mod");
+ pModFile->Mirror();
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(16, Math::Vector(0.0f, 0.0f, 1.0f));
+
+ // Creates two middle-left foot.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(17, rank);
+ m_object->SetObjectParent(17, 16);
+ pModFile->ReadModel("objects\\ant6.mod");
+ pModFile->Mirror();
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(17, Math::Vector(0.0f, 0.0f, 2.0f));
+
+ // Creates the left front thigh.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(18, rank);
+ m_object->SetObjectParent(18, 0);
+ pModFile->ReadModel("objects\\ant4.mod");
+ pModFile->Mirror();
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(18, Math::Vector(1.4f, -0.1f, 0.6f));
+
+ // Creates the left front leg.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(19, rank);
+ m_object->SetObjectParent(19, 18);
+ pModFile->ReadModel("objects\\ant5.mod");
+ pModFile->Mirror();
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(19, Math::Vector(0.0f, 0.0f, 1.0f));
+
+ // Creates the left front foot.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(20, rank);
+ m_object->SetObjectParent(20, 19);
+ pModFile->ReadModel("objects\\ant6.mod");
+ pModFile->Mirror();
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(20, Math::Vector(0.0f, 0.0f, 2.0f));
+
+ m_object->CreateShadowCircle(4.0f, 0.5f);
+
+ CreatePhysics();
+ m_object->SetFloorHeight(0.0f);
+
+ pos = m_object->RetPosition(0);
+ m_object->SetPosition(0, pos); // to display the shadows immediately
+
+ m_engine->LoadAllTexture();
+
+ delete pModFile;
+ return true;
+}
+
+// Creates the physics of the object.
+
+void CMotionAnt::CreatePhysics()
+{
+ Character* character;
+ int i;
+
+ int member_march[] =
+ {
+ // x1,y1,z1, x2,y2,z2, x3,y3,z3, // in the air:
+ 0,45,0, 0,45,0, 0,50,0, // t0: thighs 1..3
+ 30,-70,0, 20,-105,20, 25,-100,0, // t0: legs 1..3
+ -70,75,0, -30,80,0, -80,80,0, // t0: feet 1..3
+ // on the ground:
+ 0,30,0, 0,20,0, 0,15,0, // t1: thighs 1..3
+ -15,-50,0, -20,-60,0, -10,-75,0, // t1: legs 1..3
+ -40,50,0, -25,15,0, -50,35,0, // t1: feet 1..3
+ // on the ground back:
+ 0,35,0, 0,30,0, 0,20,0, // t2: thighs 1..3
+ -20,-15,0, -30,-55,0, -25,-70,15, // t2: legs 1..3
+ -25,25,0, -20,60,0, -30,95,0, // t2: feet 1..3
+ };
+
+ int member_stop[] =
+ {
+ // x1,y1,z1, x2,y2,z2, x3,y3,z3, // in the air:
+ 0,30,0, 0,20,0, 0,15,0, // t0: thighs 1..3
+ -15,-35,0, -20,-60,0, -15,-75,0, // t0: legs 1..3
+ -35,35,0, -25,40,0, -40,65,0, // t0: feet 1..3
+ // on the ground:
+ 0,30,0, 0,20,0, 0,15,0, // t1: thighs 1..3
+ -15,-35,0, -20,-60,0, -15,-75,0, // t1: legs 1..3
+ -35,35,0, -25,40,0, -40,65,0, // t1: feet 1..3
+ // on the ground back:
+ 0,30,0, 0,20,0, 0,15,0, // t2: thighs 1..3
+ -15,-35,0, -20,-60,0, -15,-75,0, // t2: legs 1..3
+ -35,35,0, -25,40,0, -40,65,0, // t2: feet 1..3
+ };
+
+ int member_spec[] =
+ {
+ // x1,y1,z1, x2,y2,z2, x3,y3,z3, // prepares the fire:
+ 0,20,0, 0,10,0, 0,50,0, // s0: thighs 1..3
+ -50,-30,0, -20,-15,0, 35,-65,0, // s0: legs 1..3
+ -5,-40,0, 20,-70,0, -10,-40,0, // s0: feet 1..3
+ // shot:
+ 0,20,0, 0,10,0, 0,50,0, // s1: thighs 1..3
+ -50,-30,0, -20,-15,0, 35,-65,0, // s1: legs 1..3
+ -5,-40,0, 20,-70,0, -10,-40,0, // s1: feet 1..3
+ // ends the fire:
+ 0,30,0, 0,20,0, 0,15,0, // s2: thighs 1..3
+ -15,-50,0, -20,-60,0, -10,-75,0, // s2: legs 1..3
+ -40,50,0, -25,15,0, -50,35,0, // s2: feet 1..3
+ // burning:
+ 0,30,0, 0,20,0, 0,15,0, // s3: thighs 1..3
+ -15,-35,0, -20,-60,0, -15,-75,0, // s3: legs 1..3
+ -35,35,0, -25,40,0, -40,65,0, // s3: feet 1..3
+ // destroyed:
+ 0,30,0, 0,20,0, 0,15,0, // s4: thighs 1..3
+ -15,-35,0, -20,-60,0, -15,-75,0, // s4: legs 1..3
+ -35,35,0, -25,40,0, -40,65,0, // s4: feet 1..3
+ // back1 :
+ 0,30,0, 0,20,0, 0,15,0, // s5: thighs 1..3
+ -15,-35,0, -20,-60,0, -15,-75,0, // s5: legs 1..3
+ -35,35,0, -25,40,0, -40,65,0, // s5: feet 1..3
+ // back2 :
+ 0,45,0, 0,45,0, 0,50,0, // s6: thighs 1..3
+ -35,-70,0, -20,-85,-25, -25,-100,0, // s6: legs 1..3
+ -110,75,-15, -130,80,-25, -125,40,0, // s6: feet 1..3
+ // back3 :
+ 0,30,0, 0,20,0, 0,15,0, // s7: thighs 1..3
+ -15,-35,0, -20,-60,0, -15,-75,0, // s7: legs 1..3
+ -35,35,0, -25,40,0, -40,65,0, // s7: feet 1..3
+ };
+
+ m_physics->SetType(TYPE_ROLLING);
+
+ character = m_object->RetCharacter();
+ character->wheelFront = 3.0f;
+ character->wheelBack = 3.0f;
+ character->wheelLeft = 5.0f;
+ character->wheelRight = 5.0f;
+ character->height = 1.2f;
+
+ m_physics->SetLinMotionX(MO_ADVSPEED, 12.0f);
+ m_physics->SetLinMotionX(MO_RECSPEED, 12.0f);
+ m_physics->SetLinMotionX(MO_ADVACCEL, 15.0f);
+ m_physics->SetLinMotionX(MO_RECACCEL, 15.0f);
+ m_physics->SetLinMotionX(MO_STOACCEL, 40.0f);
+ m_physics->SetLinMotionX(MO_TERSLIDE, 5.0f);
+ m_physics->SetLinMotionZ(MO_TERSLIDE, 5.0f);
+ m_physics->SetLinMotionX(MO_TERFORCE, 5.0f);
+ m_physics->SetLinMotionZ(MO_TERFORCE, 5.0f);
+ m_physics->SetLinMotionZ(MO_MOTACCEL, 10.0f);
+
+ m_physics->SetCirMotionY(MO_ADVSPEED, 1.0f*Math::PI);
+ m_physics->SetCirMotionY(MO_RECSPEED, 1.0f*Math::PI);
+ m_physics->SetCirMotionY(MO_ADVACCEL, 20.0f);
+ m_physics->SetCirMotionY(MO_RECACCEL, 20.0f);
+ m_physics->SetCirMotionY(MO_STOACCEL, 40.0f);
+
+ for ( i=0 ; i<3*3*3*3 ; i++ )
+ {
+ m_armAngles[3*3*3*3*MA_MARCH+i] = member_march[i];
+ }
+ for ( i=0 ; i<3*3*3*3 ; i++ )
+ {
+ m_armAngles[3*3*3*3*MA_STOP+i] = member_stop[i];
+ }
+ for ( i=0 ; i<3*3*3*8 ; i++ )
+ {
+ m_armAngles[3*3*3*3*MA_SPEC+i] = member_spec[i];
+ }
+}
+
+
+// Management of an event.
+
+bool CMotionAnt::EventProcess(const Event &event)
+{
+ CMotion::EventProcess(event);
+
+ if ( event.event == EVENT_FRAME )
+ {
+ return EventFrame(event);
+ }
+
+ if ( event.event == EVENT_KEYDOWN )
+ {
+#if ADJUST_ANGLE
+ int i;
+
+ if ( event.param == 'A' ) m_armTimeIndex++;
+ if ( m_armTimeIndex >= 3 ) m_armTimeIndex = 0;
+
+ if ( event.param == 'Q' ) m_armPartIndex++;
+ if ( m_armPartIndex >= 3 ) m_armPartIndex = 0;
+
+ if ( event.param == 'W' ) m_armMemberIndex++;
+ if ( m_armMemberIndex >= 3 ) m_armMemberIndex = 0;
+
+ i = m_armMemberIndex*3;
+ i += m_armPartIndex*3*3;
+ i += m_armTimeIndex*3*3*3;
+//? i += 3*3*3*3;
+
+ if ( event.param == 'E' ) m_armAngles[i+0] += 5;
+ if ( event.param == 'D' ) m_armAngles[i+0] -= 5;
+ if ( event.param == 'R' ) m_armAngles[i+1] += 5;
+ if ( event.param == 'F' ) m_armAngles[i+1] -= 5;
+ if ( event.param == 'T' ) m_armAngles[i+2] += 5;
+ if ( event.param == 'G' ) m_armAngles[i+2] -= 5;
+
+ if ( event.param == 'Y' ) m_bArmStop = !m_bArmStop;
+#endif
+ }
+
+ return true;
+}
+
+// Management of an event.
+
+bool CMotionAnt::EventFrame(const Event &event)
+{
+ Math::Vector dir, pos, speed;
+ Math::Point dim;
+ float s, a, prog, time;
+ float tSt[9], tNd[9];
+ int i, ii, st, nd, action;
+ bool bStop;
+
+ if ( m_engine->RetPause() ) return true;
+ if ( !m_engine->IsVisiblePoint(m_object->RetPosition(0)) ) return true;
+
+ s = m_physics->RetLinMotionX(MO_MOTSPEED)*1.5f;
+ a = fabs(m_physics->RetCirMotionY(MO_MOTSPEED)*2.0f);
+
+ if ( s == 0.0f && a != 0.0f ) a *= 1.5f;
+
+ m_armTimeAbs += event.rTime;
+ m_armTimeMarch += (s)*event.rTime*0.15f;
+ m_armMember += (s+a)*event.rTime*0.15f;
+
+ bStop = ( a == 0.0f && s == 0.0f ); // stopped?
+
+ action = MA_MARCH; // walking
+ if ( s == 0.0f && a == 0.0f )
+ {
+ action = MA_STOP; // stop
+ }
+
+ if ( bStop )
+ {
+ prog = Math::Mod(m_armTimeAbs, 2.0f)/10.0f;
+ a = Math::Mod(m_armMember, 1.0f);
+ a = (prog-a)*event.rTime*2.0f; // stop position is pleasantly
+ m_armMember += a;
+ }
+
+ if ( m_object->RetRuin() ) // destroyed?
+ {
+ m_actionType = MAS_RUIN;
+ }
+ if ( m_object->RetBurn() ) // burning?
+ {
+ if ( m_object->RetFixed() )
+ {
+ m_actionType = MAS_BURN;
+ }
+ else
+ {
+ m_actionType = -1;
+ }
+ }
+
+ for ( i=0 ; i<6 ; i++ ) // the six legs
+ {
+ if ( m_actionType != -1 ) // special action in progress?
+ {
+ st = 3*3*3*3*MA_SPEC + 3*3*3*m_actionType + (i%3)*3;
+ nd = st;
+ time = event.rTime*m_actionTime;
+ m_armTimeAction = 0.0f;
+ }
+ else
+ {
+ if ( i < 3 ) prog = Math::Mod(m_armMember+(2.0f-(i%3))*0.33f+0.0f, 1.0f);
+ else prog = Math::Mod(m_armMember+(2.0f-(i%3))*0.33f+0.3f, 1.0f);
+ if ( m_bArmStop )
+ {
+ prog = (float)m_armTimeIndex/3.0f;
+ }
+ if ( prog < 0.33f ) // t0..t1 ?
+ {
+ prog = prog/0.33f; // 0..1
+ st = 0; // index start
+ nd = 1; // index end
+ }
+ else if ( prog < 0.67f ) // t1..t2 ?
+ {
+ prog = (prog-0.33f)/0.33f; // 0..1
+ st = 1; // index start
+ nd = 2; // index end
+ }
+ else // t2..t0 ?
+ {
+ prog = (prog-0.67f)/0.33f; // 0..1
+ st = 2; // index start
+ nd = 0; // index end
+ }
+ st = 3*3*3*3*action + st*3*3*3 + (i%3)*3;
+ nd = 3*3*3*3*action + nd*3*3*3 + (i%3)*3;
+
+ // More and more soft ...
+ time = event.rTime*(10.0f+Math::Min(m_armTimeAction*100.0f, 200.0f));
+ }
+
+ tSt[0] = m_armAngles[st+ 0]; // x
+ tSt[1] = m_armAngles[st+ 1]; // y
+ tSt[2] = m_armAngles[st+ 2]; // z
+ tSt[3] = m_armAngles[st+ 9]; // x
+ tSt[4] = m_armAngles[st+10]; // y
+ tSt[5] = m_armAngles[st+11]; // z
+ tSt[6] = m_armAngles[st+18]; // x
+ tSt[7] = m_armAngles[st+19]; // y
+ tSt[8] = m_armAngles[st+20]; // z
+
+ tNd[0] = m_armAngles[nd+ 0]; // x
+ tNd[1] = m_armAngles[nd+ 1]; // y
+ tNd[2] = m_armAngles[nd+ 2]; // z
+ tNd[3] = m_armAngles[nd+ 9]; // x
+ tNd[4] = m_armAngles[nd+10]; // y
+ tNd[5] = m_armAngles[nd+11]; // z
+ tNd[6] = m_armAngles[nd+18]; // x
+ tNd[7] = m_armAngles[nd+19]; // y
+ tNd[8] = m_armAngles[nd+20]; // z
+
+ if ( m_actionType == MAS_BACK2 ) // on the back?
+ {
+ for ( ii=0 ; ii<9 ; ii++ )
+ {
+ tSt[ii] += Math::Rand()*50.0f;
+ tNd[ii] = tSt[ii];
+ }
+//? time = 100.0f;
+ time = event.rTime*10.0f;
+ }
+
+ if ( i < 3 ) // right leg (1..3) ?
+ {
+ m_object->SetAngleX(3+3*i+0, Math::Smooth(m_object->RetAngleX(3+3*i+0), Math::PropAngle(tSt[0], tNd[0], prog), time));
+ m_object->SetAngleY(3+3*i+0, Math::Smooth(m_object->RetAngleY(3+3*i+0), Math::PropAngle(tSt[1], tNd[1], prog), time));
+ m_object->SetAngleZ(3+3*i+0, Math::Smooth(m_object->RetAngleZ(3+3*i+0), Math::PropAngle(tSt[2], tNd[2], prog), time));
+ m_object->SetAngleX(3+3*i+1, Math::Smooth(m_object->RetAngleX(3+3*i+1), Math::PropAngle(tSt[3], tNd[3], prog), time));
+ m_object->SetAngleY(3+3*i+1, Math::Smooth(m_object->RetAngleY(3+3*i+1), Math::PropAngle(tSt[4], tNd[4], prog), time));
+ m_object->SetAngleZ(3+3*i+1, Math::Smooth(m_object->RetAngleZ(3+3*i+1), Math::PropAngle(tSt[5], tNd[5], prog), time));
+ m_object->SetAngleX(3+3*i+2, Math::Smooth(m_object->RetAngleX(3+3*i+2), Math::PropAngle(tSt[6], tNd[6], prog), time));
+ m_object->SetAngleY(3+3*i+2, Math::Smooth(m_object->RetAngleY(3+3*i+2), Math::PropAngle(tSt[7], tNd[7], prog), time));
+ m_object->SetAngleZ(3+3*i+2, Math::Smooth(m_object->RetAngleZ(3+3*i+2), Math::PropAngle(tSt[8], tNd[8], prog), time));
+ }
+ else // left leg (4..6) ?
+ {
+ m_object->SetAngleX(3+3*i+0, Math::Smooth(m_object->RetAngleX(3+3*i+0), Math::PropAngle(-tSt[0], -tNd[0], prog), time));
+ m_object->SetAngleY(3+3*i+0, Math::Smooth(m_object->RetAngleY(3+3*i+0), Math::PropAngle(-tSt[1], -tNd[1], prog), time));
+ m_object->SetAngleZ(3+3*i+0, Math::Smooth(m_object->RetAngleZ(3+3*i+0), Math::PropAngle( tSt[2], tNd[2], prog), time));
+ m_object->SetAngleX(3+3*i+1, Math::Smooth(m_object->RetAngleX(3+3*i+1), Math::PropAngle(-tSt[3], -tNd[3], prog), time));
+ m_object->SetAngleY(3+3*i+1, Math::Smooth(m_object->RetAngleY(3+3*i+1), Math::PropAngle(-tSt[4], -tNd[4], prog), time));
+ m_object->SetAngleZ(3+3*i+1, Math::Smooth(m_object->RetAngleZ(3+3*i+1), Math::PropAngle( tSt[5], tNd[5], prog), time));
+ m_object->SetAngleX(3+3*i+2, Math::Smooth(m_object->RetAngleX(3+3*i+2), Math::PropAngle(-tSt[6], -tNd[6], prog), time));
+ m_object->SetAngleY(3+3*i+2, Math::Smooth(m_object->RetAngleY(3+3*i+2), Math::PropAngle(-tSt[7], -tNd[7], prog), time));
+ m_object->SetAngleZ(3+3*i+2, Math::Smooth(m_object->RetAngleZ(3+3*i+2), Math::PropAngle( tSt[8], tNd[8], prog), time));
+ }
+ }
+
+#if ADJUST_ANGLE
+ if ( m_object->RetSelect() )
+ {
+ char s[100];
+ sprintf(s, "A:time=%d Q:part=%d W:member=%d", m_armTimeIndex, m_armPartIndex, m_armMemberIndex);
+ m_engine->SetInfoText(4, s);
+ }
+#endif
+
+ if ( m_actionType == MAS_PREPARE ) // prepares the shooting?
+ {
+ prog = m_progress;
+
+ dir.x = 0.0f;
+ dir.y = 0.0f;
+ dir.z = Math::PropAngle(0, -50, prog);
+ SetInclinaison(dir);
+ m_object->SetAngleZ(1, Math::PropAngle(0, 65, prog)); // head
+ m_object->SetAngleZ(2, Math::PropAngle(0, -95, prog)); // tail
+ }
+ else if ( m_actionType == MAS_FIRE ) // shooting?
+ {
+ if ( m_progress < 0.75f ) a = m_progress/0.75f;
+ else a = (1.0f-m_progress)/0.25f;
+ m_object->SetZoom(2, (a*0.5f)+1.0f); // tail
+ m_object->SetAngleX(2, (Math::Rand()-0.5f)*0.3f*a);
+ m_object->SetAngleY(2, (Math::Rand()-0.5f)*0.3f*a);
+
+ dir.x = (Math::Rand()-0.5f)*0.02f*a;
+ dir.y = (Math::Rand()-0.5f)*0.05f*a;
+ dir.z = (Math::Rand()-0.5f)*0.03f*a;
+ SetCirVibration(dir);
+ }
+ else if ( m_actionType == MAS_TERMINATE ) // ends the shooting?
+ {
+ prog = 1.0f-m_progress;
+
+ dir.x = 0.0f;
+ dir.y = 0.0f;
+ dir.z = Math::PropAngle(0, -50, prog);
+ SetInclinaison(dir);
+ m_object->SetAngleZ(1, Math::PropAngle(0, 65, prog)); // head
+ m_object->SetAngleZ(2, Math::PropAngle(0, -95, prog)); // tail
+ }
+ else if ( m_actionType == MAS_BURN ) // burning?
+ {
+ dir = Math::Vector(Math::PI, 0.0f, 0.0f);
+ SetCirVibration(dir);
+ dir = Math::Vector(0.0f, -1.5f, 0.0f);
+ SetLinVibration(dir);
+ dir = Math::Vector(0.0f, 0.0f, 0.0f);
+ SetInclinaison(dir);
+
+ time = event.rTime*1.0f;
+ m_object->SetAngleZ(1, Math::Smooth(m_object->RetAngleZ(1), 0.0f, time)); // head
+ m_object->SetAngleZ(2, Math::Smooth(m_object->RetAngleZ(2), 0.0f, time)); // tail
+ }
+ else if ( m_actionType == MAS_RUIN ) // destroyed?
+ {
+ dir = Math::Vector(0.0f, 0.0f, 0.0f);
+ SetLinVibration(dir);
+ SetCirVibration(dir);
+ SetInclinaison(dir);
+ }
+ else if ( m_actionType == MAS_BACK1 ) // starts on the back?
+ {
+ if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs )
+ {
+ m_lastParticule = m_armTimeAbs;
+
+ pos = m_object->RetPosition(0);
+ speed.x = (Math::Rand()-0.5f)*10.0f;
+ speed.z = (Math::Rand()-0.5f)*10.0f;
+ speed.y = Math::Rand()*5.0f;
+ dim.x = Math::Rand()*3.0f+2.0f;
+ dim.y = dim.x;
+ m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
+ }
+
+ if ( m_progress < 0.5f )
+ {
+ dir.x = 0.0f;
+ dir.y = powf(m_progress/0.5f, 2.0f)*12.0f;
+ dir.z = 0.0f;
+ SetLinVibration(dir);
+ }
+ else
+ {
+ dir.x = 0.0f;
+ dir.y = powf(2.0f-m_progress/0.5f, 2.0f)*12.0f;
+ dir.z = 0.0f;
+ SetLinVibration(dir);
+ }
+ dir.x = m_progress*Math::PI;
+ dir.y = 0.0f;
+ dir.z = 0.0f;
+ SetCirVibration(dir);
+
+ dir = Math::Vector(0.0f, 0.0f, 0.0f);
+ SetInclinaison(dir);
+
+ if ( m_progress >= 1.0f )
+ {
+ SetAction(MAS_BACK2, 55.0f+Math::Rand()*10.0f);
+ }
+ }
+ else if ( m_actionType == MAS_BACK2 ) // moves on the back?
+ {
+ if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs )
+ {
+ m_lastParticule = m_armTimeAbs;
+
+ if ( rand()%10 == 0 )
+ {
+ pos = m_object->RetPosition(0);
+ pos.x += (Math::Rand()-0.5f)*5.0f;
+ pos.z += (Math::Rand()-0.5f)*5.0f;
+ pos.y -= 1.0f;
+ speed.x = (Math::Rand()-0.5f)*2.0f;
+ speed.z = (Math::Rand()-0.5f)*2.0f;
+ speed.y = Math::Rand()*2.0f;
+ dim.x = Math::Rand()*1.0f+1.0f;
+ dim.y = dim.x;
+ m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
+ }
+ }
+
+ dir = Math::Vector(0.0f, -1.0f, 0.0f);
+ SetLinVibration(dir);
+ dir.x = sinf(m_armTimeAbs* 4.0f)*0.10f+
+ sinf(m_armTimeAbs* 7.0f)*0.20f+
+ sinf(m_armTimeAbs*10.0f)*0.40f+
+ sinf(m_armTimeAbs*21.0f)*0.50f+Math::PI;
+ dir.y = sinf(m_armTimeAbs* 3.0f)*0.01f+
+ sinf(m_armTimeAbs* 6.0f)*0.02f+
+ sinf(m_armTimeAbs*11.0f)*0.04f+
+ sinf(m_armTimeAbs*20.0f)*0.02f;
+ dir.z = sinf(m_armTimeAbs* 5.0f)*0.01f+
+ sinf(m_armTimeAbs* 8.0f)*0.02f+
+ sinf(m_armTimeAbs* 9.0f)*0.04f+
+ sinf(m_armTimeAbs*23.0f)*0.03f;
+ SetCirVibration(dir);
+ dir = Math::Vector(0.0f, 0.0f, 0.0f);
+ SetInclinaison(dir);
+
+ m_object->SetAngleY(1, sinf(m_armTimeAbs*8.0f)*0.7f); // head
+ m_object->SetAngleY(2, cosf(m_armTimeAbs*8.0f)*0.7f); // tail
+ m_object->SetAngleZ(1, 0.0f); // head
+ m_object->SetAngleZ(2, 0.0f); // tail
+
+ if ( m_progress >= 1.0f )
+ {
+ SetAction(MAS_BACK3, 0.4f);
+ }
+ }
+ else if ( m_actionType == MAS_BACK3 ) // goes back on the legs?
+ {
+ if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs )
+ {
+ m_lastParticule = m_armTimeAbs;
+
+ pos = m_object->RetPosition(0);
+ speed.x = (Math::Rand()-0.5f)*10.0f;
+ speed.z = (Math::Rand()-0.5f)*10.0f;
+ speed.y = Math::Rand()*5.0f;
+ dim.x = Math::Rand()*3.0f+2.0f;
+ dim.y = dim.x;
+ m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
+ }
+
+ if ( m_progress < 0.5f )
+ {
+ dir.x = 0.0f;
+ dir.y = powf(m_progress/0.5f, 2.0f)*5.0f;
+ dir.z = 0.0f;
+ SetLinVibration(dir);
+ }
+ else
+ {
+ dir.x = 0.0f;
+ dir.y = powf(2.0f-m_progress/0.5f, 2.0f)*5.0f;
+ dir.z = 0.0f;
+ SetLinVibration(dir);
+ }
+ dir.x = (1.0f-m_progress)*Math::PI;
+ dir.y = 0.0f;
+ dir.z = 0.0f;
+ SetCirVibration(dir);
+
+ dir = Math::Vector(0.0f, 0.0f, 0.0f);
+ SetInclinaison(dir);
+
+ if ( m_progress >= 1.0f )
+ {
+ SetAction(-1);
+ m_object->SetFixed(false); // moving again
+ }
+ }
+ else
+ {
+ m_object->SetZoom(2, 1.0f); // tail
+ m_object->SetAngleX(2, 0.0f);
+ m_object->SetAngleY(2, 0.0f);
+
+ if ( bStop )
+ {
+ m_object->SetAngleZ(2, sinf(m_armTimeAbs*1.7f)*0.15f); // tail
+
+ dir = Math::Vector(0.0f, 0.0f, 0.0f);
+ SetLinVibration(dir);
+ SetInclinaison(dir);
+ }
+ else
+ {
+ a = Math::Mod(m_armTimeMarch, 1.0f);
+ if ( a < 0.5f ) a = -1.0f+4.0f*a; // -1..1
+ else a = 3.0f-4.0f*a; // 1..-1
+ dir.x = sinf(a)*0.05f;
+
+ s = Math::Mod(m_armTimeMarch/2.0f, 1.0f);
+ if ( s < 0.5f ) s = -1.0f+4.0f*s; // -1..1
+ else s = 3.0f-4.0f*s; // 1..-1
+ dir.z = sinf(s)*0.1f;
+
+ dir.y = 0.0f;
+ SetInclinaison(dir);
+
+ m_object->SetAngleZ(2, -sinf(a)*0.3f); // tail
+
+ a = Math::Mod(m_armMember-0.1f, 1.0f);
+ if ( a < 0.33f )
+ {
+ dir.y = -(1.0f-(a/0.33f))*0.3f;
+ }
+ else if ( a < 0.67f )
+ {
+ dir.y = 0.0f;
+ }
+ else
+ {
+ dir.y = -(a-0.67f)/0.33f*0.3f;
+ }
+ dir.x = 0.0f;
+ dir.z = 0.0f;
+ SetLinVibration(dir);
+ }
+
+ dir = Math::Vector(0.0f, 0.0f, 0.0f);
+ SetCirVibration(dir);
+
+ m_object->SetAngleZ(1, sinf(m_armTimeAbs*1.4f)*0.20f); // head
+ m_object->SetAngleX(1, sinf(m_armTimeAbs*1.9f)*0.10f); // head
+ m_object->SetAngleY(1, sinf(m_armTimeAbs*2.1f)*0.50f); // head
+ }
+
+ return true;
+}
+
+