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diff --git a/src/object/motion/motionmother.cpp b/src/object/motion/motionmother.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/.
+
+// motionmother.cpp
+
+#define STRICT
+#define D3D_OVERLOADS
+
+#include <windows.h>
+#include <stdio.h>
+#include <d3d.h>
+
+#include "struct.h"
+#include "d3dengine.h"
+#include "math3d.h"
+#include "event.h"
+#include "misc.h"
+#include "iman.h"
+#include "light.h"
+#include "particule.h"
+#include "terrain.h"
+#include "object.h"
+#include "physics.h"
+#include "brain.h"
+#include "camera.h"
+#include "modfile.h"
+#include "sound.h"
+#include "motion.h"
+#include "motionmother.h"
+
+
+
+#define ADJUST_ANGLE FALSE // TRUE -> adjusts the angles of the members
+#define START_TIME 1000.0f // beginning of the relative time
+
+
+
+// Object's constructor.
+
+CMotionMother::CMotionMother(CInstanceManager* iMan, CObject* object)
+ : CMotion(iMan, object)
+{
+ CMotion::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_specAction = -1;
+ m_bArmStop = FALSE;
+}
+
+// Object's destructor.
+
+CMotionMother::~CMotionMother()
+{
+}
+
+
+// Removes an object.
+
+void CMotionMother::DeleteObject(BOOL bAll)
+{
+}
+
+
+// Creates a vehicle traveling any lands on the ground.
+
+BOOL CMotionMother::Create(D3DVECTOR pos, float angle, ObjectType type,
+ float power)
+{
+ CModFile* pModFile;
+ int rank;
+
+ if ( m_engine->RetRestCreate() < 2+12+6 ) return FALSE;
+
+ pModFile = new CModFile(m_iMan);
+
+ m_object->SetType(type);
+
+ // Creates main base.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEVEHICULE); // this is a moving object
+ m_object->SetObjectRank(0, rank);
+
+ pModFile->ReadModel("objects\\mother1.mod");
+ pModFile->CreateEngineObject(rank);
+
+ m_object->SetPosition(0, pos);
+ m_object->SetAngleY(0, angle);
+
+ // A vehicle must have a obligatory collision
+ //with a sphere of center (0, y, 0) (see GetCrashSphere).
+ m_object->CreateCrashSphere(D3DVECTOR(0.0f, 0.0f, 0.0f), 20.0f, SOUND_BOUM, 0.20f);
+ m_object->SetGlobalSphere(D3DVECTOR(-2.0f, 10.0f, 0.0f), 25.0f);
+
+ // 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\\mother2.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(1, D3DVECTOR(16.0f, 3.0f, 0.0f));
+
+ // Creates a right-back leg.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(2, rank);
+ m_object->SetObjectParent(2, 0);
+ pModFile->ReadModel("objects\\mother3.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(2, D3DVECTOR(-5.0f, -1.0f, -12.0f));
+
+ // Creates a right-back foot.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(3, rank);
+ m_object->SetObjectParent(3, 2);
+ pModFile->ReadModel("objects\\mother4.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(3, D3DVECTOR(0.0f, 0.0f, -8.5f));
+
+ // Creates a middle-right leg.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(4, rank);
+ m_object->SetObjectParent(4, 0);
+ pModFile->ReadModel("objects\\mother3.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(4, D3DVECTOR(3.5f, -1.0f, -12.0f));
+
+ // Creates a middle-right foot.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(5, rank);
+ m_object->SetObjectParent(5, 4);
+ pModFile->ReadModel("objects\\mother4.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(5, D3DVECTOR(0.0f, 0.0f, -8.5f));
+
+ // Creates a right-front leg.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(6, rank);
+ m_object->SetObjectParent(6, 0);
+ pModFile->ReadModel("objects\\mother3.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(6, D3DVECTOR(10.0f, -1.0f, -10.0f));
+
+ // Creates a right-front foot.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(7, rank);
+ m_object->SetObjectParent(7, 6);
+ pModFile->ReadModel("objects\\mother4.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(7, D3DVECTOR(0.0f, 0.0f, -8.5f));
+
+ // Creates a left-back leg.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(8, rank);
+ m_object->SetObjectParent(8, 0);
+ pModFile->ReadModel("objects\\mother3.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(8, D3DVECTOR(-5.0f, -1.0f, 12.0f));
+ m_object->SetAngleY(8, PI);
+
+ // Creates a left-back foot.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(9, rank);
+ m_object->SetObjectParent(9, 8);
+ pModFile->ReadModel("objects\\mother4.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(9, D3DVECTOR(0.0f, 0.0f, -8.5f));
+
+ // Creates a middle-left leg.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(10, rank);
+ m_object->SetObjectParent(10, 0);
+ pModFile->ReadModel("objects\\mother3.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(10, D3DVECTOR(3.5f, -1.0f, 12.0f));
+ m_object->SetAngleY(10, PI);
+
+ // Creates a middle-left foot.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(11, rank);
+ m_object->SetObjectParent(11, 10);
+ pModFile->ReadModel("objects\\mother4.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(11, D3DVECTOR(0.0f, 0.0f, -8.5f));
+
+ // Creates a left-front leg.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(12, rank);
+ m_object->SetObjectParent(12, 0);
+ pModFile->ReadModel("objects\\mother3.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(12, D3DVECTOR(10.0f, -1.0f, 10.0f));
+ m_object->SetAngleY(12, PI);
+
+ // Creates a left-front foot.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(13, rank);
+ m_object->SetObjectParent(13, 12);
+ pModFile->ReadModel("objects\\mother4.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(13, D3DVECTOR(0.0f, 0.0f, -8.5f));
+
+ // Creates the right antenna.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(14, rank);
+ m_object->SetObjectParent(14, 1);
+ pModFile->ReadModel("objects\\mother5.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(14, D3DVECTOR(6.0f, 1.0f, -2.5f));
+
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(15, rank);
+ m_object->SetObjectParent(15, 14);
+ pModFile->ReadModel("objects\\mother6.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(15, D3DVECTOR(8.0f, 0.0f, 0.0f));
+
+ // Creates the left antenna.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(16, rank);
+ m_object->SetObjectParent(16, 1);
+ pModFile->ReadModel("objects\\mother5.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(16, D3DVECTOR(6.0f, 1.0f, 2.5f));
+
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(17, rank);
+ m_object->SetObjectParent(17, 16);
+ pModFile->ReadModel("objects\\mother6.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(17, D3DVECTOR(8.0f, 0.0f, 0.0f));
+
+ // Creates the right claw.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(18, rank);
+ m_object->SetObjectParent(18, 1);
+ pModFile->ReadModel("objects\\mother7.mod");
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(18, D3DVECTOR(-4.0f, -3.5f, -8.0f));
+ m_object->SetZoomX(18, 1.2f);
+
+ // Creates the left claw.
+ rank = m_engine->CreateObject();
+ m_engine->SetObjectType(rank, TYPEDESCENDANT);
+ m_object->SetObjectRank(19, rank);
+ m_object->SetObjectParent(19, 1);
+ pModFile->ReadModel("objects\\mother7.mod");
+ pModFile->Mirror();
+ pModFile->CreateEngineObject(rank);
+ m_object->SetPosition(19, D3DVECTOR(-4.0f, -3.5f, 8.0f));
+ m_object->SetZoomX(19, 1.2f);
+
+ m_object->CreateShadowCircle(18.0f, 0.8f);
+
+ 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 CMotionMother::CreatePhysics()
+{
+ Character* character;
+ int i;
+
+ int member[] =
+ {
+ // x1,y1,z1, x2,y2,z2, x3,y3,z3, // in the air:
+ 30,30,10, 35,-15,10, 35,-35,10, // t0: legs 1..3
+ -80,-45,-35, -115,-40,-35, -90,10,-55, // t0: feet 1..3
+ 0,0,0, 0,0,0, 0,0,0, // t0: unused
+ // on the ground:
+ 15,-5,10, 10,-30,10, 5,-50,10, // t1: legs 1..3
+ -90,-15,-15, -110,-55,-35, -75,-75,-30, // t1: feet 1..3
+ 0,0,0, 0,0,0, 0,0,0, // t1: unused
+ // on the ground back:
+ 0,40,10, 5,5,10, 0,-15,10, // t2: legs 1..3
+ -45,0,-55, -65,10,-50, -125,-85,-45, // t2: feet 1..3
+ 0,0,0, 0,0,0, 0,0,0, // t2: unused
+ };
+
+ m_physics->SetType(TYPE_ROLLING);
+
+ character = m_object->RetCharacter();
+ character->wheelFront = 10.0f;
+ character->wheelBack = 10.0f;
+ character->wheelLeft = 20.0f;
+ character->wheelRight = 20.0f;
+ character->height = 3.0f;
+
+ m_physics->SetLinMotionX(MO_ADVSPEED, 8.0f);
+ m_physics->SetLinMotionX(MO_RECSPEED, 8.0f);
+ m_physics->SetLinMotionX(MO_ADVACCEL, 10.0f);
+ m_physics->SetLinMotionX(MO_RECACCEL, 10.0f);
+ 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, 30.0f);
+ m_physics->SetLinMotionZ(MO_TERFORCE, 20.0f);
+ m_physics->SetLinMotionZ(MO_MOTACCEL, 40.0f);
+
+ m_physics->SetCirMotionY(MO_ADVSPEED, 0.1f*PI);
+ m_physics->SetCirMotionY(MO_RECSPEED, 0.1f*PI);
+ m_physics->SetCirMotionY(MO_ADVACCEL, 10.0f);
+ m_physics->SetCirMotionY(MO_RECACCEL, 10.0f);
+ m_physics->SetCirMotionY(MO_STOACCEL, 20.0f);
+
+ for ( i=0 ; i<3*3*3*3 ; i++ )
+ {
+ m_armAngles[i] = member[i];
+ }
+}
+
+
+// Management of an event.
+
+BOOL CMotionMother::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 CMotionMother::EventFrame(const Event &event)
+{
+ D3DVECTOR dir;
+ float s, a, prog;
+ int i, st, nd;
+ 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 = Abs(m_physics->RetCirMotionY(MO_MOTSPEED)*26.0f);
+
+ if ( s == 0.0f && a != 0.0f ) a *= 1.5f;
+
+ m_armTimeAbs += event.rTime;
+ m_armTimeMarch += (s)*event.rTime*0.05f;
+ m_armMember += (s+a)*event.rTime*0.05f;
+
+ bStop = ( a == 0.0f && s == 0.0f ); // stop?
+
+ if ( bStop )
+ {
+ prog = Mod(m_armTimeAbs, 2.0f)/10.0f;
+ a = Mod(m_armMember, 1.0f);
+ a = (prog-a)*event.rTime*1.0f; // stop position just pleasantly
+ m_armMember += a;
+ }
+
+ for ( i=0 ; i<6 ; i++ ) // the six legs
+ {
+ if ( i < 3 ) prog = Mod(m_armMember+(2.0f-(i%3))*0.33f+0.0f, 1.0f);
+ else prog = 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 = st*27+(i%3)*3;
+ nd = nd*27+(i%3)*3;
+ if ( i < 3 ) // right leg (1..3) ?
+ {
+ m_object->SetAngleX(2+2*i+0, Prop(m_armAngles[st+ 0], m_armAngles[nd+ 0], prog));
+ m_object->SetAngleY(2+2*i+0, Prop(m_armAngles[st+ 1], m_armAngles[nd+ 1], prog));
+ m_object->SetAngleZ(2+2*i+0, Prop(m_armAngles[st+ 2], m_armAngles[nd+ 2], prog));
+ m_object->SetAngleX(2+2*i+1, Prop(m_armAngles[st+ 9], m_armAngles[nd+ 9], prog));
+ m_object->SetAngleY(2+2*i+1, Prop(m_armAngles[st+10], m_armAngles[nd+10], prog));
+ m_object->SetAngleZ(2+2*i+1, Prop(m_armAngles[st+11], m_armAngles[nd+11], prog));
+ }
+ else // left leg (4..6) ?
+ {
+ m_object->SetAngleX(2+2*i+0, Prop( m_armAngles[st+ 0], m_armAngles[nd+ 0], prog));
+ m_object->SetAngleY(2+2*i+0, Prop(180-m_armAngles[st+ 1], 180-m_armAngles[nd+ 1], prog));
+ m_object->SetAngleZ(2+2*i+0, Prop( -m_armAngles[st+ 2], -m_armAngles[nd+ 2], prog));
+ m_object->SetAngleX(2+2*i+1, Prop( m_armAngles[st+ 9], m_armAngles[nd+ 9], prog));
+ m_object->SetAngleY(2+2*i+1, Prop( -m_armAngles[st+10], -m_armAngles[nd+10], prog));
+ m_object->SetAngleZ(2+2*i+1, Prop( -m_armAngles[st+11], -m_armAngles[nd+11], prog));
+ }
+ }
+
+#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 ( !bStop && !m_object->RetRuin() )
+ {
+ a = 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)*0.03f;
+
+ s = 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)*0.05f;
+
+ dir.y = 0.0f;
+ m_object->SetInclinaison(dir);
+
+ a = 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;
+ m_object->SetLinVibration(dir);
+ }
+
+ m_object->SetAngleZ(1, sinf(m_armTimeAbs*0.5f)*0.20f); // head
+ m_object->SetAngleX(1, sinf(m_armTimeAbs*0.6f)*0.10f); // head
+ m_object->SetAngleY(1, sinf(m_armTimeAbs*0.7f)*0.20f); // head
+
+ m_object->SetAngleZ(14, 0.50f);
+ m_object->SetAngleZ(16, 0.50f);
+ m_object->SetAngleY(14, 0.80f+sinf(m_armTimeAbs*1.1f)*0.53f); // right antenna
+ m_object->SetAngleY(15, 0.70f-sinf(m_armTimeAbs*1.7f)*0.43f);
+ m_object->SetAngleY(16, -0.80f+sinf(m_armTimeAbs*0.9f)*0.53f); // left antenna
+ m_object->SetAngleY(17, -0.70f-sinf(m_armTimeAbs*1.3f)*0.43f);
+
+ m_object->SetAngleY(18, sinf(m_armTimeAbs*1.1f)*0.20f); // right claw
+ m_object->SetAngleZ(18, -0.20f);
+ m_object->SetAngleY(19, sinf(m_armTimeAbs*0.9f)*0.20f); // left claw
+ m_object->SetAngleZ(19, -0.20f);
+
+ return TRUE;
+}
+
+