From 8f285465e82877183cf004ffd6f7bd889b0a4ca4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Micha=C5=82=20Konopacki?= Date: Thu, 13 Sep 2012 17:40:39 +0200 Subject: [object/motion] Folder compiles --- src/object/motion/motionhuman.cpp | 312 +++++++++++++++++++------------------- 1 file changed, 156 insertions(+), 156 deletions(-) (limited to 'src/object/motion/motionhuman.cpp') diff --git a/src/object/motion/motionhuman.cpp b/src/object/motion/motionhuman.cpp index ba3003a..2349e1e 100644 --- a/src/object/motion/motionhuman.cpp +++ b/src/object/motion/motionhuman.cpp @@ -21,9 +21,9 @@ #include "object/motion/motionhuman.h" -#include "old/modfile.h" -#include "old/terrain.h" -#include "old/water.h" +#include "graphics/engine/modelfile.h" +#include "graphics/engine/terrain.h" +#include "graphics/engine/water.h" #include "math/geometry.h" #include "object/robotmain.h" #include "physics/physics.h" @@ -72,7 +72,7 @@ void CMotionHuman::DeleteObject(bool bAll) { if ( m_partiReactor != -1 ) { - m_particule->DeleteParticule(m_partiReactor); + m_particle->DeleteParticle(m_partiReactor); m_partiReactor = -1; } } @@ -93,32 +93,32 @@ Error CMotionHuman::SetAction(int action, float time) bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, float power) { - CModFile* pModFile; + Gfx::CModelFile* pModFile; char filename[100]; int rank, option, face, glasses; - if ( m_engine->RetRestCreate() < 16 ) return false; +// if ( m_engine->GetRestCreate() < 16 ) return false; - pModFile = new CModFile(m_iMan); + pModFile = new Gfx::CModelFile(m_iMan); m_object->SetType(type); - option = m_object->RetOption(); + option = m_object->GetOption(); - if ( m_main->RetGamerOnlyHead() ) + if ( m_main->GetGamerOnlyHead() ) { rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEVEHICULE); // this is a moving object + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICULE); // this is a moving object m_object->SetObjectRank(0, rank); - face = m_main->RetGamerFace(); + face = m_main->GetGamerFace(); sprintf(filename, "objects\\human2h%d.mod", face+1); pModFile->ReadModel(filename); pModFile->CreateEngineObject(rank); - glasses = m_main->RetGamerGlasses(); + glasses = m_main->GetGamerGlasses(); if ( glasses != 0 ) { rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(1, rank); m_object->SetObjectParent(1, 0); sprintf(filename, "objects\\human2g%d.mod", glasses); @@ -129,7 +129,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, CreatePhysics(type); m_object->SetFloorHeight(0.0f); - m_engine->LoadAllTexture(); + m_engine->LoadAllTextures(); delete pModFile; return true; @@ -137,7 +137,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates the main base. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEVEHICULE); // this is a moving object + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICULE); // this is a moving object m_object->SetObjectRank(0, rank); if ( option == 0 ) // head in helmet? @@ -163,7 +163,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates the head. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(1, rank); m_object->SetObjectParent(1, 0); @@ -171,14 +171,14 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, { if ( option == 0 ) // head in helmet? { - face = m_main->RetGamerFace(); + face = m_main->GetGamerFace(); sprintf(filename, "objects\\human2c%d.mod", face+1); pModFile->ReadModel(filename); } if ( option == 1 || // head without helmet? option == 2 ) // without a backpack? { - face = m_main->RetGamerFace(); + face = m_main->GetGamerFace(); sprintf(filename, "objects\\human2h%d.mod", face+1); pModFile->ReadModel(filename); } @@ -196,11 +196,11 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, } // Creates the glasses. - glasses = m_main->RetGamerGlasses(); + glasses = m_main->GetGamerGlasses(); if ( glasses != 0 && type == OBJECT_HUMAN ) { rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(15, rank); m_object->SetObjectParent(15, 1); sprintf(filename, "objects\\human2g%d.mod", glasses); @@ -210,7 +210,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates the right arm. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(2, rank); m_object->SetObjectParent(2, 0); pModFile->ReadModel("objects\\human3.mod"); @@ -220,7 +220,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates the right forearm. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(3, rank); m_object->SetObjectParent(3, 2); pModFile->ReadModel("objects\\human4r.mod"); @@ -230,7 +230,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates right hand. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(4, rank); m_object->SetObjectParent(4, 3); pModFile->ReadModel("objects\\human5.mod"); @@ -239,7 +239,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates the right thigh. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(5, rank); m_object->SetObjectParent(5, 0); pModFile->ReadModel("objects\\human6.mod"); @@ -249,7 +249,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates the right leg. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(6, rank); m_object->SetObjectParent(6, 5); pModFile->ReadModel("objects\\human7.mod"); @@ -259,7 +259,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates the right foot. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(7, rank); m_object->SetObjectParent(7, 6); pModFile->ReadModel("objects\\human8.mod"); @@ -269,7 +269,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates the left arm. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(8, rank); m_object->SetObjectParent(8, 0); pModFile->ReadModel("objects\\human3.mod"); @@ -280,7 +280,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates the left forearm. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(9, rank); m_object->SetObjectParent(9, 8); pModFile->ReadModel("objects\\human4l.mod"); @@ -291,7 +291,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates left hand. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(10, rank); m_object->SetObjectParent(10, 9); pModFile->ReadModel("objects\\human5.mod"); @@ -301,7 +301,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates the left thigh. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(11, rank); m_object->SetObjectParent(11, 0); pModFile->ReadModel("objects\\human6.mod"); @@ -312,7 +312,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates the left leg. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(12, rank); m_object->SetObjectParent(12, 11); pModFile->ReadModel("objects\\human7.mod"); @@ -323,7 +323,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, // Creates the left foot. rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(13, rank); m_object->SetObjectParent(13, 12); pModFile->ReadModel("objects\\human8.mod"); @@ -336,7 +336,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, if ( option != 2 ) // with backpack? { rank = m_engine->CreateObject(); - m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(14, rank); m_object->SetObjectParent(14, 0); pModFile->ReadModel("objects\\human9.mod"); @@ -350,10 +350,10 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type, CreatePhysics(type); m_object->SetFloorHeight(0.0f); - pos = m_object->RetPosition(0); + pos = m_object->GetPosition(0); m_object->SetPosition(0, pos); // to display the shadows immediately - m_engine->LoadAllTexture(); + m_engine->LoadAllTextures(); delete pModFile; return true; @@ -560,7 +560,7 @@ void CMotionHuman::CreatePhysics(ObjectType type) m_physics->SetType(TYPE_FLYING); - character = m_object->RetCharacter(); + character = m_object->GetCharacter(); character->wheelFront = 4.0f; character->wheelBack = 4.0f; character->wheelLeft = 4.0f; @@ -653,12 +653,12 @@ bool CMotionHuman::EventProcess(const Event &event) { CMotion::EventProcess(event); - if ( event.event == EVENT_FRAME ) + if ( event.type == EVENT_FRAME ) { return EventFrame(event); } - if ( event.event == EVENT_KEYDOWN ) + if ( event.type == EVENT_KEY_DOWN ) { #if ADJUST_ANGLE int i; @@ -712,7 +712,7 @@ bool CMotionHuman::EventFrame(const Event &event) int i, ii, st, nd, action, legAction, armAction; bool bOnBoard, bSwim, bStop; - if ( m_engine->RetPause() ) + if ( m_engine->GetPause() ) { if ( m_actionType == MHS_SATCOM ) { @@ -725,35 +725,35 @@ bool CMotionHuman::EventFrame(const Event &event) } bOnBoard = false; - if ( m_object->RetSelect() && - m_camera->RetType() == CAMERA_ONBOARD ) + if ( m_object->GetSelect() && + m_camera->GetType() == Gfx::CAM_TYPE_ONBOARD ) { bOnBoard = true; } - if ( m_bDisplayPerso && m_main->RetGamerOnlyHead() ) + if ( m_bDisplayPerso && m_main->GetGamerOnlyHead() ) { m_time += event.rTime; m_object->SetLinVibration(Math::Vector(0.0f, -0.55f, 0.0f)); - m_object->SetCirVibration(Math::Vector(0.0f, m_main->RetPersoAngle(), 0.0f)); + m_object->SetCirVibration(Math::Vector(0.0f, m_main->GetPersoAngle(), 0.0f)); return true; } if ( m_bDisplayPerso ) { - m_object->SetCirVibration(Math::Vector(0.0f, m_main->RetPersoAngle()+0.2f, 0.0f)); + m_object->SetCirVibration(Math::Vector(0.0f, m_main->GetPersoAngle()+0.2f, 0.0f)); } - shield = m_object->RetShield(); + shield = m_object->GetShield(); shield += event.rTime*(1.0f/120.0f); // regeneration in 120 seconds if ( shield > 1.0f ) shield = 1.0f; m_object->SetShield(shield); - bSwim = m_physics->RetSwim(); + bSwim = m_physics->GetSwim(); #if 0 - rot = m_physics->RetCirMotionY(MO_MOTSPEED); - s = m_physics->RetLinMotionX(MO_REASPEED)*2.0f; - a = m_physics->RetLinMotionX(MO_TERSPEED); + rot = m_physics->GetCirMotionY(MO_MOTSPEED); + s = m_physics->GetLinMotionX(MO_REASPEED)*2.0f; + a = m_physics->GetLinMotionX(MO_TERSPEED); if ( a < 0.0f ) // rises? { if ( s > 0.0f && s < 20.0f ) s = 20.0f; // moving slowly? @@ -766,44 +766,44 @@ bool CMotionHuman::EventFrame(const Event &event) } a = fabs(rot*12.0f); - if ( !m_physics->RetLand() && !bSwim ) // in flight? + if ( !m_physics->GetLand() && !bSwim ) // in flight? { s = 0.0f; } - if ( m_object->RetFret() != 0 ) // carries something? + if ( m_object->GetFret() != 0 ) // carries something? { s *= 1.3f; } #else - rot = m_physics->RetCirMotionY(MO_MOTSPEED); + rot = m_physics->GetCirMotionY(MO_MOTSPEED); #if 0 - s = m_physics->RetLinMotionX(MO_REASPEED); + s = m_physics->GetLinMotionX(MO_REASPEED); #else - a = m_physics->RetLinMotionX(MO_REASPEED); - s = m_physics->RetLinMotionX(MO_MOTSPEED)*0.2f; + a = m_physics->GetLinMotionX(MO_REASPEED); + s = m_physics->GetLinMotionX(MO_MOTSPEED)*0.2f; if ( fabs(a) > fabs(s) ) s = a; // the highest value #endif - a = m_physics->RetLinMotionX(MO_TERSPEED); + a = m_physics->GetLinMotionX(MO_TERSPEED); if ( a < 0.0f ) // rises? { - a += m_physics->RetLinMotionX(MO_TERSLIDE); + a += m_physics->GetLinMotionX(MO_TERSLIDE); if ( a < 0.0f ) s -= a; } if ( a > 0.0f ) // falls? { - a -= m_physics->RetLinMotionX(MO_TERSLIDE); + a -= m_physics->GetLinMotionX(MO_TERSLIDE); if ( a > 0.0f ) s -= a; } s *= 2.0f; a = fabs(rot*12.0f); - if ( !m_physics->RetLand() && !bSwim ) // in flight? + if ( !m_physics->GetLand() && !bSwim ) // in flight? { s = 0.0f; } - if ( m_object->RetFret() != 0 ) // carries something? + if ( m_object->GetFret() != 0 ) // carries something? { s *= 1.3f; } @@ -815,7 +815,7 @@ bool CMotionHuman::EventFrame(const Event &event) m_armMember += s*event.rTime*0.05f; // Fatigue management when short. - if ( m_physics->RetLand() && s != 0.0f ) // on the ground? + if ( m_physics->GetLand() && s != 0.0f ) // on the ground? { m_tired += event.rTime*0.1f; if ( m_tired > 1.0f ) @@ -832,7 +832,7 @@ bool CMotionHuman::EventFrame(const Event &event) if ( bSwim ) // swims? { - s += fabs(m_physics->RetLinMotionY(MO_REASPEED)*2.0f); + s += fabs(m_physics->GetLinMotionY(MO_REASPEED)*2.0f); a *= 2.0f; m_armTimeSwim += Math::Min(Math::Max(s,a,3.0f),15.0f)*event.rTime*0.05f; } @@ -840,7 +840,7 @@ bool CMotionHuman::EventFrame(const Event &event) bStop = ( s == 0.0f ); // stop? prog = 0.0f; - if ( m_physics->RetLand() ) // on the ground? + if ( m_physics->GetLand() ) // on the ground? { if ( s == 0.0f && a == 0.0f ) { @@ -869,7 +869,7 @@ bool CMotionHuman::EventFrame(const Event &event) else { action = MH_MARCH; // walking - if ( m_object->RetFret() != 0 ) action = MH_MARCHTAKE; // take walking + if ( m_object->GetFret() != 0 ) action = MH_MARCHTAKE; // take walking rTime[0] = rTime[1] = m_armMember; lTime[0] = lTime[1] = m_armMember+0.5f; } @@ -908,34 +908,34 @@ bool CMotionHuman::EventFrame(const Event &event) armAction = action; legAction = action; - if ( m_object->RetFret() != 0 ) // carries something? + if ( m_object->GetFret() != 0 ) // carries something? { armAction = MH_MARCHTAKE; // take walking } - if ( m_physics->RetLand() ) // on the ground? + if ( m_physics->GetLand() ) // on the ground? { - a = m_object->RetAngleY(0); - pos = m_object->RetPosition(0); - m_terrain->MoveOnFloor(pos); + a = m_object->GetAngleY(0); + pos = m_object->GetPosition(0); + m_terrain->AdjustToFloor(pos); pf.x = pos.x+cosf(a+Math::PI*1.5f)*0.7f; pf.y = pos.y; pf.z = pos.z-sinf(a+Math::PI*1.5f)*0.7f; - m_terrain->MoveOnFloor(pf); + m_terrain->AdjustToFloor(pf); al = atanf((pf.y-pos.y)/0.7f); // angle for left leg pf = pos; pf.x = pos.x+cosf(a+Math::PI*0.5f)*0.7f; pf.y = pos.y; pf.z = pos.z-sinf(a+Math::PI*0.5f)*0.7f; - m_terrain->MoveOnFloor(pf); + m_terrain->AdjustToFloor(pf); ar = atanf((pf.y-pos.y)/0.7f); // angle to right leg pf.x = pos.x+cosf(a+Math::PI)*0.3f; pf.y = pos.y; pf.z = pos.z-sinf(a+Math::PI)*0.3f; - m_terrain->MoveOnFloor(pf); + m_terrain->AdjustToFloor(pf); af = atanf((pf.y-pos.y)/0.3f); // angle for feet } else @@ -1022,7 +1022,7 @@ bool CMotionHuman::EventFrame(const Event &event) aa = 0.5f; if ( i%2 == 0 ) // arm? { - if ( m_object->RetFret() == 0 ) // does nothing? + if ( m_object->GetFret() == 0 ) // does nothing? { aa = 2.0f; // moves a lot } @@ -1074,15 +1074,15 @@ bool CMotionHuman::EventFrame(const Event &event) if ( a < -0.2f ) a = -0.2f; if ( a > 0.2f ) a = 0.2f; - pos = m_object->RetPosition(ii+0); + pos = m_object->GetPosition(ii+0); pos.y = 0.0f+a; m_object->SetPosition(ii+0, pos); // lengthens / shortcuts thigh - pos = m_object->RetPosition(ii+1); + pos = m_object->GetPosition(ii+1); pos.y = -1.5f+a; m_object->SetPosition(ii+1, pos); // lengthens / shortcuts leg - pos = m_object->RetPosition(ii+2); + pos = m_object->GetPosition(ii+2); pos.y = -1.5f+a; m_object->SetPosition(ii+2, pos); // lengthens / shortcuts foot @@ -1147,32 +1147,32 @@ bool CMotionHuman::EventFrame(const Event &event) if ( i < 2 ) // right member (0..1) ? { - m_object->SetAngleX(2+3*i+0, Math::Smooth(m_object->RetAngleX(2+3*i+0), Math::PropAngle(tSt[0], tNd[0], prog), time)); - m_object->SetAngleY(2+3*i+0, Math::Smooth(m_object->RetAngleY(2+3*i+0), Math::PropAngle(tSt[1], tNd[1], prog), time)); - m_object->SetAngleZ(2+3*i+0, Math::Smooth(m_object->RetAngleZ(2+3*i+0), Math::PropAngle(tSt[2], tNd[2], prog), time)); - m_object->SetAngleX(2+3*i+1, Math::Smooth(m_object->RetAngleX(2+3*i+1), Math::PropAngle(tSt[3], tNd[3], prog), time)); - m_object->SetAngleY(2+3*i+1, Math::Smooth(m_object->RetAngleY(2+3*i+1), Math::PropAngle(tSt[4], tNd[4], prog), time)); - m_object->SetAngleZ(2+3*i+1, Math::Smooth(m_object->RetAngleZ(2+3*i+1), Math::PropAngle(tSt[5], tNd[5], prog), time)); - m_object->SetAngleX(2+3*i+2, Math::Smooth(m_object->RetAngleX(2+3*i+2), Math::PropAngle(tSt[6], tNd[6], prog), time)); - m_object->SetAngleY(2+3*i+2, Math::Smooth(m_object->RetAngleY(2+3*i+2), Math::PropAngle(tSt[7], tNd[7], prog), time)); - m_object->SetAngleZ(2+3*i+2, Math::Smooth(m_object->RetAngleZ(2+3*i+2), Math::PropAngle(tSt[8], tNd[8], prog), time)); + m_object->SetAngleX(2+3*i+0, Math::Smooth(m_object->GetAngleX(2+3*i+0), Math::PropAngle(tSt[0], tNd[0], prog), time)); + m_object->SetAngleY(2+3*i+0, Math::Smooth(m_object->GetAngleY(2+3*i+0), Math::PropAngle(tSt[1], tNd[1], prog), time)); + m_object->SetAngleZ(2+3*i+0, Math::Smooth(m_object->GetAngleZ(2+3*i+0), Math::PropAngle(tSt[2], tNd[2], prog), time)); + m_object->SetAngleX(2+3*i+1, Math::Smooth(m_object->GetAngleX(2+3*i+1), Math::PropAngle(tSt[3], tNd[3], prog), time)); + m_object->SetAngleY(2+3*i+1, Math::Smooth(m_object->GetAngleY(2+3*i+1), Math::PropAngle(tSt[4], tNd[4], prog), time)); + m_object->SetAngleZ(2+3*i+1, Math::Smooth(m_object->GetAngleZ(2+3*i+1), Math::PropAngle(tSt[5], tNd[5], prog), time)); + m_object->SetAngleX(2+3*i+2, Math::Smooth(m_object->GetAngleX(2+3*i+2), Math::PropAngle(tSt[6], tNd[6], prog), time)); + m_object->SetAngleY(2+3*i+2, Math::Smooth(m_object->GetAngleY(2+3*i+2), Math::PropAngle(tSt[7], tNd[7], prog), time)); + m_object->SetAngleZ(2+3*i+2, Math::Smooth(m_object->GetAngleZ(2+3*i+2), Math::PropAngle(tSt[8], tNd[8], prog), time)); } else // left member (2..3) ? { - m_object->SetAngleX(2+3*i+0, Math::Smooth(m_object->RetAngleX(2+3*i+0), Math::PropAngle(-tSt[0], -tNd[0], prog), time)); - m_object->SetAngleY(2+3*i+0, Math::Smooth(m_object->RetAngleY(2+3*i+0), Math::PropAngle(-tSt[1], -tNd[1], prog), time)); - m_object->SetAngleZ(2+3*i+0, Math::Smooth(m_object->RetAngleZ(2+3*i+0), Math::PropAngle( tSt[2], tNd[2], prog), time)); - m_object->SetAngleX(2+3*i+1, Math::Smooth(m_object->RetAngleX(2+3*i+1), Math::PropAngle(-tSt[3], -tNd[3], prog), time)); - m_object->SetAngleY(2+3*i+1, Math::Smooth(m_object->RetAngleY(2+3*i+1), Math::PropAngle(-tSt[4], -tNd[4], prog), time)); - m_object->SetAngleZ(2+3*i+1, Math::Smooth(m_object->RetAngleZ(2+3*i+1), Math::PropAngle( tSt[5], tNd[5], prog), time)); - m_object->SetAngleX(2+3*i+2, Math::Smooth(m_object->RetAngleX(2+3*i+2), Math::PropAngle(-tSt[6], -tNd[6], prog), time)); - m_object->SetAngleY(2+3*i+2, Math::Smooth(m_object->RetAngleY(2+3*i+2), Math::PropAngle(-tSt[7], -tNd[7], prog), time)); - m_object->SetAngleZ(2+3*i+2, Math::Smooth(m_object->RetAngleZ(2+3*i+2), Math::PropAngle( tSt[8], tNd[8], prog), time)); + m_object->SetAngleX(2+3*i+0, Math::Smooth(m_object->GetAngleX(2+3*i+0), Math::PropAngle(-tSt[0], -tNd[0], prog), time)); + m_object->SetAngleY(2+3*i+0, Math::Smooth(m_object->GetAngleY(2+3*i+0), Math::PropAngle(-tSt[1], -tNd[1], prog), time)); + m_object->SetAngleZ(2+3*i+0, Math::Smooth(m_object->GetAngleZ(2+3*i+0), Math::PropAngle( tSt[2], tNd[2], prog), time)); + m_object->SetAngleX(2+3*i+1, Math::Smooth(m_object->GetAngleX(2+3*i+1), Math::PropAngle(-tSt[3], -tNd[3], prog), time)); + m_object->SetAngleY(2+3*i+1, Math::Smooth(m_object->GetAngleY(2+3*i+1), Math::PropAngle(-tSt[4], -tNd[4], prog), time)); + m_object->SetAngleZ(2+3*i+1, Math::Smooth(m_object->GetAngleZ(2+3*i+1), Math::PropAngle( tSt[5], tNd[5], prog), time)); + m_object->SetAngleX(2+3*i+2, Math::Smooth(m_object->GetAngleX(2+3*i+2), Math::PropAngle(-tSt[6], -tNd[6], prog), time)); + m_object->SetAngleY(2+3*i+2, Math::Smooth(m_object->GetAngleY(2+3*i+2), Math::PropAngle(-tSt[7], -tNd[7], prog), time)); + m_object->SetAngleZ(2+3*i+2, Math::Smooth(m_object->GetAngleZ(2+3*i+2), Math::PropAngle( tSt[8], tNd[8], prog), time)); } } #if ADJUST_ANGLE - if ( m_object->RetSelect() ) + if ( m_object->GetSelect() ) { char s[100]; sprintf(s, "A:time=%d Q:part=%d W:member=%d", m_armTimeIndex, m_armPartIndex, m_armMemberIndex); @@ -1182,14 +1182,14 @@ bool CMotionHuman::EventFrame(const Event &event) // calculates the height lowering as a function // of the position of the legs. - hr = 1.5f*(1.0f-cosf(m_object->RetAngleZ(5))) + - 1.5f*(1.0f-cosf(m_object->RetAngleZ(5)+m_object->RetAngleZ(6))); - a = 1.0f*sinf(m_object->RetAngleZ(5)+m_object->RetAngleZ(6)+m_object->RetAngleZ(7)); + hr = 1.5f*(1.0f-cosf(m_object->GetAngleZ(5))) + + 1.5f*(1.0f-cosf(m_object->GetAngleZ(5)+m_object->GetAngleZ(6))); + a = 1.0f*sinf(m_object->GetAngleZ(5)+m_object->GetAngleZ(6)+m_object->GetAngleZ(7)); if ( a < 0.0f ) hr += a; - hl = 1.5f*(1.0f-cosf(m_object->RetAngleZ(11))) + - 1.5f*(1.0f-cosf(m_object->RetAngleZ(11)+m_object->RetAngleZ(12))); - a = 1.0f*sinf(m_object->RetAngleZ(11)+m_object->RetAngleZ(12)+m_object->RetAngleZ(13)); + hl = 1.5f*(1.0f-cosf(m_object->GetAngleZ(11))) + + 1.5f*(1.0f-cosf(m_object->GetAngleZ(11)+m_object->GetAngleZ(12))); + a = 1.0f*sinf(m_object->GetAngleZ(11)+m_object->GetAngleZ(12)+m_object->GetAngleZ(13)); if ( a < 0.0f ) hl += a; hr = Math::Min(hr, hl); @@ -1201,7 +1201,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.x = (Math::Rand()-0.5f)/8.0f; dir.z = (Math::Rand()-0.5f)/8.0f; dir.y = -0.5f; // slightly lower - actual = m_object->RetLinVibration(); + actual = m_object->GetLinVibration(); dir.x = Math::Smooth(actual.x, dir.x, time); //? dir.y = Math::Smooth(actual.y, dir.y, time); dir.y = -hr; @@ -1211,7 +1211,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.x = 0.0f; dir.y = (Math::Rand()-0.5f)/3.0f; dir.z = -0.1f; // slightly leaning forward - actual = m_object->RetInclinaison(); + actual = m_object->GetInclinaison(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1225,7 +1225,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.x = 0.0f; dir.z = 0.0f; dir.y = -1.5f; // slightly lower - actual = m_object->RetLinVibration(); + actual = m_object->GetLinVibration(); dir.x = Math::Smooth(actual.x, dir.x, time); //? dir.y = Math::Smooth(actual.y, dir.y, time); dir.y = -hr; @@ -1235,7 +1235,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.x = 0.0f; dir.y = 0.0f; dir.z = -0.2f; - actual = m_object->RetInclinaison(); + actual = m_object->GetInclinaison(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1248,7 +1248,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.x = 0.4f; // slightly forward dir.z = 0.0f; dir.y = 0.0f; - actual = m_object->RetLinVibration(); + actual = m_object->GetLinVibration(); dir.x = Math::Smooth(actual.x, dir.x, time); //? dir.y = Math::Smooth(actual.y, dir.y, time); dir.y = -hr; @@ -1258,7 +1258,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.x = 0.0f; dir.y = 0.0f; dir.z = -0.2f; - actual = m_object->RetInclinaison(); + actual = m_object->GetInclinaison(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1271,7 +1271,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.x = 0.0f; dir.z = 0.0f; dir.y = -2.0f; // slightly lower - actual = m_object->RetLinVibration(); + actual = m_object->GetLinVibration(); dir.x = Math::Smooth(actual.x, dir.x, time); //? dir.y = Math::Smooth(actual.y, dir.y, time); dir.y = -hr; @@ -1281,7 +1281,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.x = 0.0f; dir.y = 0.0f; dir.z = -0.4f; - actual = m_object->RetInclinaison(); + actual = m_object->GetInclinaison(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1289,7 +1289,7 @@ bool CMotionHuman::EventFrame(const Event &event) } else if ( m_actionType == MHS_DEADg ) // shooting death (falls)? { - if ( m_physics->RetLand() ) // on the ground? + if ( m_physics->GetLand() ) // on the ground? { SetAction(MHS_DEADg1, 0.5f); // knees } @@ -1303,16 +1303,16 @@ bool CMotionHuman::EventFrame(const Event &event) for ( i=0 ; i<10 ; i++ ) { - pos = m_object->RetPosition(0); + pos = m_object->GetPosition(0); pos.x += (Math::Rand()-0.5f)*4.0f; pos.z += (Math::Rand()-0.5f)*4.0f; - m_terrain->MoveOnFloor(pos); + m_terrain->AdjustToFloor(pos); speed = Math::Vector(0.0f, 0.0f, 0.0f); dim.x = 1.2f+Math::Rand()*1.2f; dim.y = dim.x; - m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f, 0.0f, 0.0f); + m_particle->CreateParticle(pos, speed, dim, Gfx::PARTICRASH, 2.0f, 0.0f, 0.0f); } - m_sound->Play(SOUND_BOUMv, m_object->RetPosition(0)); + m_sound->Play(SOUND_BOUMv, m_object->GetPosition(0)); SetAction(MHS_DEADg2, 1.0f); // expects knees } @@ -1322,7 +1322,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.x = 0.0f; dir.z = 0.0f; dir.y = -1.5f*prog; - actual = m_object->RetLinVibration(); + actual = m_object->GetLinVibration(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1331,7 +1331,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.x = 0.0f; dir.y = 0.0f; dir.z = -(20.0f*Math::PI/180.0f)*prog; - actual = m_object->RetInclinaison(); + actual = m_object->GetInclinaison(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1349,7 +1349,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.x = 0.0f; dir.z = 0.0f; dir.y = -1.5f; - actual = m_object->RetLinVibration(); + actual = m_object->GetLinVibration(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1358,7 +1358,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.x = 0.0f; dir.y = 0.0f; dir.z = -(20.0f*Math::PI/180.0f); - actual = m_object->RetInclinaison(); + actual = m_object->GetInclinaison(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1373,16 +1373,16 @@ bool CMotionHuman::EventFrame(const Event &event) for ( i=0 ; i<20 ; i++ ) { - pos = m_object->RetPosition(0); + pos = m_object->GetPosition(0); pos.x += (Math::Rand()-0.5f)*8.0f; pos.z += (Math::Rand()-0.5f)*8.0f; - m_terrain->MoveOnFloor(pos); + m_terrain->AdjustToFloor(pos); speed = Math::Vector(0.0f, 0.0f, 0.0f); dim.x = 2.0f+Math::Rand()*1.5f; dim.y = dim.x; - m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f, 0.0f, 0.0f); + m_particle->CreateParticle(pos, speed, dim, Gfx::PARTICRASH, 2.0f, 0.0f, 0.0f); } - m_sound->Play(SOUND_BOUMv, m_object->RetPosition(0)); + m_sound->Play(SOUND_BOUMv, m_object->GetPosition(0)); SetAction(MHS_DEADg4, 3.0f); // expects face down } @@ -1393,7 +1393,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.y = -(1.5f+1.5f*prog); dir.x = 0.0f; dir.z = 0.0f; - actual = m_object->RetLinVibration(); + actual = m_object->GetLinVibration(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1402,7 +1402,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.z = -((20.0f*Math::PI/180.0f)+(70.0f*Math::PI/180.0f)*prog); dir.x = 0.0f; dir.y = 0.0f; - actual = m_object->RetInclinaison(); + actual = m_object->GetInclinaison(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1420,7 +1420,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.y = -(1.5f+1.5f); dir.x = 0.0f; dir.z = 0.0f; - actual = m_object->RetLinVibration(); + actual = m_object->GetLinVibration(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1429,7 +1429,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.z = -((20.0f*Math::PI/180.0f)+(70.0f*Math::PI/180.0f)); dir.x = 0.0f; dir.y = 0.0f; - actual = m_object->RetInclinaison(); + actual = m_object->GetInclinaison(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1437,8 +1437,8 @@ bool CMotionHuman::EventFrame(const Event &event) } else if ( m_actionType == MHS_DEADw ) // drowned? { - pos = m_object->RetPosition(0); - level = m_water->RetLevel()-0.5f; + pos = m_object->GetPosition(0); + level = m_water->GetLevel()-0.5f; if ( pos.y < level ) { pos.y += 4.0f*event.rTime; // back to the surface @@ -1467,7 +1467,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.z = -(90.0f*Math::PI/180.0f)*prog; dir.x = Math::Rand()*0.3f*deadFactor; dir.y = Math::Rand()*0.3f*deadFactor; - actual = m_object->RetInclinaison(); + actual = m_object->GetInclinaison(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1494,7 +1494,7 @@ bool CMotionHuman::EventFrame(const Event &event) m_object->SetLinVibration(dir); SetLinVibration(dir); - mat = m_object->RetWorldMatrix(0); + mat = m_object->GetWorldMatrix(0); pos = Math::Vector(0.5f, 3.7f, 0.0f); pos.x += (Math::Rand()-0.5f)*1.0f; pos.y += (Math::Rand()-0.5f)*1.0f; @@ -1505,7 +1505,7 @@ bool CMotionHuman::EventFrame(const Event &event) speed.z = (Math::Rand()-0.5f)*0.5f; dim.x = 0.5f+Math::Rand()*0.5f; dim.y = dim.x; - m_particule->CreateParticule(pos, speed, dim, PARTILENS1, 5.0f, 0.0f, 0.0f); + m_particle->CreateParticle(pos, speed, dim, Gfx::PARTILENS1, 5.0f, 0.0f, 0.0f); } else if ( m_actionType == MHS_SATCOM ) // look at the SatCom? { @@ -1515,7 +1515,7 @@ bool CMotionHuman::EventFrame(const Event &event) } else { - if ( m_physics->RetLand() ) // on the ground? + if ( m_physics->GetLand() ) // on the ground? { time = event.rTime*8.0f; if ( bSwim ) time *= 0.25f; @@ -1524,25 +1524,25 @@ bool CMotionHuman::EventFrame(const Event &event) { dir.x = sinf(Math::Mod(rTime[0]+0.5f, 1.0f)*Math::PI*2.0f)*0.10f; dir.y = sinf(Math::Mod(rTime[0]+0.6f, 1.0f)*Math::PI*2.0f)*0.20f; - s = m_physics->RetLinMotionX(MO_REASPEED)*0.03f; + s = m_physics->GetLinMotionX(MO_REASPEED)*0.03f; } else if ( action == MH_MARCHTAKE ) // takes walking? { dir.x = sinf(Math::Mod(rTime[0]+0.5f, 1.0f)*Math::PI*2.0f)*0.10f; dir.y = sinf(Math::Mod(rTime[0]+0.6f, 1.0f)*Math::PI*2.0f)*0.15f; - s = m_physics->RetLinMotionX(MO_REASPEED)*0.02f; + s = m_physics->GetLinMotionX(MO_REASPEED)*0.02f; } else { dir.x = 0.0f; dir.y = 0.0f; - s = m_physics->RetLinMotionX(MO_REASPEED)*0.03f; + s = m_physics->GetLinMotionX(MO_REASPEED)*0.03f; } if ( s < 0.0f ) s *= 0.5f; dir.z = -s*0.7f; - actual = m_object->RetInclinaison(); + actual = m_object->GetInclinaison(); dir.x = Math::Smooth(actual.x, dir.x, time); dir.y = Math::Smooth(actual.y, dir.y, time); dir.z = Math::Smooth(actual.z, dir.z, time); @@ -1554,7 +1554,7 @@ bool CMotionHuman::EventFrame(const Event &event) { p2.x = 0.0f; p2.y = sinf(Math::Mod(rTime[0]+0.5f, 1.0f)*Math::PI*2.0f)*0.5f; - p2 = Math::RotatePoint(-m_object->RetAngleY(0), p2); + p2 = Math::RotatePoint(-m_object->GetAngleY(0), p2); dir.x = p2.x; dir.z = p2.y; dir.y = sinf(Math::Mod(rTime[0]*2.0f, 1.0f)*Math::PI*2.0f)*0.3f; @@ -1563,7 +1563,7 @@ bool CMotionHuman::EventFrame(const Event &event) { p2.x = 0.0f; p2.y = sinf(Math::Mod(rTime[0]+0.5f, 1.0f)*Math::PI*2.0f)*0.25f; - p2 = Math::RotatePoint(-m_object->RetAngleY(0), p2); + p2 = Math::RotatePoint(-m_object->GetAngleY(0), p2); dir.x = p2.x; dir.z = p2.y; dir.y = sinf(Math::Mod(rTime[0]*2.0f, 1.0f)*Math::PI*2.0f)*0.05f-0.3f; @@ -1575,7 +1575,7 @@ bool CMotionHuman::EventFrame(const Event &event) dir.y = 0.0f; } - actual = m_object->RetLinVibration(); + actual = m_object->GetLinVibration(); dir.x = Math::Smooth(actual.x, dir.x, time); if ( action == MH_MARCHTAKE ) // takes walking? { @@ -1602,16 +1602,16 @@ bool CMotionHuman::EventFrame(const Event &event) if ( m_actionType == MHS_TAKE || // takes? m_actionType == MHS_FLAG ) // takes? { - m_object->SetAngleZ(1, Math::Smooth(m_object->RetAngleZ(1), sinf(m_armTimeAbs*1.0f)*0.2f-0.6f, event.rTime*5.0f)); + m_object->SetAngleZ(1, Math::Smooth(m_object->GetAngleZ(1), sinf(m_armTimeAbs*1.0f)*0.2f-0.6f, event.rTime*5.0f)); m_object->SetAngleX(1, sinf(m_armTimeAbs*1.1f)*0.1f); - m_object->SetAngleY(1, Math::Smooth(m_object->RetAngleY(1), sinf(m_armTimeAbs*1.3f)*0.2f+rot*0.3f, event.rTime*5.0f)); + m_object->SetAngleY(1, Math::Smooth(m_object->GetAngleY(1), sinf(m_armTimeAbs*1.3f)*0.2f+rot*0.3f, event.rTime*5.0f)); } else if ( m_actionType == MHS_TAKEOTHER || // takes? m_actionType == MHS_TAKEHIGH ) // takes? { - m_object->SetAngleZ(1, Math::Smooth(m_object->RetAngleZ(1), sinf(m_armTimeAbs*1.0f)*0.2f-0.3f, event.rTime*5.0f)); + m_object->SetAngleZ(1, Math::Smooth(m_object->GetAngleZ(1), sinf(m_armTimeAbs*1.0f)*0.2f-0.3f, event.rTime*5.0f)); m_object->SetAngleX(1, sinf(m_armTimeAbs*1.1f)*0.1f); - m_object->SetAngleY(1, Math::Smooth(m_object->RetAngleY(1), sinf(m_armTimeAbs*1.3f)*0.2f+rot*0.3f, event.rTime*5.0f)); + m_object->SetAngleY(1, Math::Smooth(m_object->GetAngleY(1), sinf(m_armTimeAbs*1.3f)*0.2f+rot*0.3f, event.rTime*5.0f)); } else if ( m_actionType == MHS_WIN ) // win { @@ -1627,14 +1627,14 @@ bool CMotionHuman::EventFrame(const Event &event) m_object->SetAngleX(1, sinf(m_armTimeAbs*0.7f)*0.10f); m_object->SetAngleY(1, sinf(m_armTimeAbs*3.0f)*0.30f*factor); } - else if ( m_object->RetDead() ) // dead? + else if ( m_object->GetDead() ) // dead? { } else { - m_object->SetAngleZ(1, Math::Smooth(m_object->RetAngleZ(1), sinf(m_armTimeAbs*1.0f)*0.2f, event.rTime*5.0f)); + m_object->SetAngleZ(1, Math::Smooth(m_object->GetAngleZ(1), sinf(m_armTimeAbs*1.0f)*0.2f, event.rTime*5.0f)); m_object->SetAngleX(1, sinf(m_armTimeAbs*1.1f)*0.1f); - m_object->SetAngleY(1, Math::Smooth(m_object->RetAngleY(1), sinf(m_armTimeAbs*1.3f)*0.2f+rot*0.3f, event.rTime*5.0f)); + m_object->SetAngleY(1, Math::Smooth(m_object->GetAngleY(1), sinf(m_armTimeAbs*1.3f)*0.2f+rot*0.3f, event.rTime*5.0f)); } if ( bOnBoard ) @@ -1651,9 +1651,9 @@ bool CMotionHuman::EventFrame(const Event &event) Sound sound[2]; float speed, synchro, volume[2], freq[2], hard, level; - speed = m_physics->RetLinMotionX(MO_REASPEED); + speed = m_physics->GetLinMotionX(MO_REASPEED); - if ( m_object->RetFret() == 0 ) + if ( m_object->GetFret() == 0 ) { if ( speed > 0.0f ) synchro = 0.21f; // synchro forward else synchro = 0.29f; // synchro backward @@ -1670,7 +1670,7 @@ bool CMotionHuman::EventFrame(const Event &event) { volume[0] = 0.5f; freq[0] = 1.0f; - if ( m_object->RetFret() != 0 ) + if ( m_object->GetFret() != 0 ) { //? volume[0] *= 2.0f; freq[0] = 0.7f; @@ -1680,16 +1680,16 @@ bool CMotionHuman::EventFrame(const Event &event) sound[0] = SOUND_CLICK; sound[1] = SOUND_CLICK; - pos = m_object->RetPosition(0); + pos = m_object->GetPosition(0); - level = m_water->RetLevel(); + level = m_water->GetLevel(); if ( pos.y <= level+3.0f ) // underwater? { sound[0] = SOUND_STEPw; } else { - hard = m_terrain->RetHardness(pos); + hard = m_terrain->GetHardness(pos); if ( hard >= 0.875 ) { @@ -1737,17 +1737,17 @@ bool CMotionHuman::EventFrame(const Event &event) if ( fabs(m_lastSoundMarch-time) > 0.9f && Math::Mod(time, 1.0f) < 0.1f ) { - m_sound->Play(SOUND_SWIM, m_object->RetPosition(0), 0.5f); + m_sound->Play(SOUND_SWIM, m_object->GetPosition(0), 0.5f); m_lastSoundMarch = time; } } m_lastSoundHhh -= event.rTime; if ( m_lastSoundHhh <= 0.0f && - m_object->RetSelect() && - m_object->RetOption() == 0 ) // helmet? + m_object->GetSelect() && + m_object->GetOption() == 0 ) // helmet? { - m_sound->Play(SOUND_HUMAN1, m_object->RetPosition(0), (0.5f+m_tired*0.2f)); + m_sound->Play(SOUND_HUMAN1, m_object->GetPosition(0), (0.5f+m_tired*0.2f)); m_lastSoundHhh = (4.0f-m_tired*2.5f)+(4.0f-m_tired*2.5f)*Math::Rand(); } -- cgit v1.2.3-1-g7c22 From a397922e8d53c6f7ff469d38e5139fd003c705b5 Mon Sep 17 00:00:00 2001 From: Zaba999 Date: Tue, 18 Sep 2012 00:01:00 +0200 Subject: warnings fight in progress. --- src/object/motion/motionhuman.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'src/object/motion/motionhuman.cpp') diff --git a/src/object/motion/motionhuman.cpp b/src/object/motion/motionhuman.cpp index 2349e1e..560a0de 100644 --- a/src/object/motion/motionhuman.cpp +++ b/src/object/motion/motionhuman.cpp @@ -710,7 +710,7 @@ bool CMotionHuman::EventFrame(const Event &event) float tSt[9], tNd[9]; float aa, bb, shield, deadFactor, level; int i, ii, st, nd, action, legAction, armAction; - bool bOnBoard, bSwim, bStop; + bool bOnBoard, bSwim; if ( m_engine->GetPause() ) { @@ -837,7 +837,6 @@ bool CMotionHuman::EventFrame(const Event &event) m_armTimeSwim += Math::Min(Math::Max(s,a,3.0f),15.0f)*event.rTime*0.05f; } - bStop = ( s == 0.0f ); // stop? prog = 0.0f; if ( m_physics->GetLand() ) // on the ground? -- cgit v1.2.3-1-g7c22