From 449cc186d5b8117d74ba22d6173497d00939f5f1 Mon Sep 17 00:00:00 2001 From: Piotr Dziwinski Date: Sat, 28 Apr 2012 17:53:17 +0200 Subject: Source files split into modules --- src/object/motion/motionspider.cpp | 789 +++++++++++++++++++++++++++++++++++++ 1 file changed, 789 insertions(+) create mode 100644 src/object/motion/motionspider.cpp (limited to 'src/object/motion/motionspider.cpp') diff --git a/src/object/motion/motionspider.cpp b/src/object/motion/motionspider.cpp new file mode 100644 index 0000000..99c3d06 --- /dev/null +++ b/src/object/motion/motionspider.cpp @@ -0,0 +1,789 @@ +// * 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/. + +// motionspider.cpp + +#define STRICT +#define D3D_OVERLOADS + +#include +#include +#include + +#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 "motionspider.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. + +CMotionSpider::CMotionSpider(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_bArmStop = FALSE; + m_lastParticule = 0.0f; +} + +// Object's destructor. + +CMotionSpider::~CMotionSpider() +{ +} + + +// Removes an object. + +void CMotionSpider::DeleteObject(BOOL bAll) +{ +} + + +// Creates a vehicle traveling any lands on the ground. + +BOOL CMotionSpider::Create(D3DVECTOR pos, float angle, ObjectType type, + float power) +{ + CModFile* pModFile; + int rank, i, j, parent; + char name[50]; + + float table[] = + { + // x y z + 0.6f, 0.0f, 0.0f, // back leg + 0.0f, 0.0f, -2.0f, + 0.0f, 0.0f, -2.0f, + 0.0f, 0.0f, -2.0f, + + 0.8f, 0.0f, -0.2f, // middle-back leg + 0.0f, 0.0f, -2.0f, + 0.0f, 0.0f, -2.0f, + 0.0f, 0.0f, -2.0f, + + 1.0f, 0.0f, -0.2f, // middle-front leg + 0.0f, 0.0f, -2.0f, + 0.0f, 0.0f, -2.0f, + 0.0f, 0.0f, -2.0f, + + 1.2f, 0.0f, 0.0f, // front leg + 0.0f, 0.0f, -2.0f, + 0.0f, 0.0f, -2.0f, + 0.0f, 0.0f, -2.0f, + }; + + if ( m_engine->RetRestCreate() < 3+32+2 ) 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\\spider0.mod"); // doesn't exist + 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, -2.0f, 0.0f), 4.0f, SOUND_BOUM, 0.20f); + m_object->SetGlobalSphere(D3DVECTOR(-0.5f, 1.0f, 0.0f), 4.0f); + + // Creates the abdomen. + rank = m_engine->CreateObject(); + m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_object->SetObjectRank(1, rank); + m_object->SetObjectParent(1, 0); + pModFile->ReadModel("objects\\spider1.mod"); + pModFile->CreateEngineObject(rank); + m_object->SetPosition(1, D3DVECTOR(1.0f, 0.0f, 0.0f)); + + // Creates the head. + rank = m_engine->CreateObject(); + m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_object->SetObjectRank(2, rank); + m_object->SetObjectParent(2, 0); + pModFile->ReadModel("objects\\spider2.mod"); + pModFile->CreateEngineObject(rank); + m_object->SetPosition(2, D3DVECTOR(1.0f, 0.0f, 0.0f)); + + // Creates legs. + for ( i=0 ; i<4 ; i++ ) + { + for ( j=0 ; j<4 ; j++ ) + { + sprintf(name, "objects\\spider%d.mod", j+3); // 3..6 + + // Creates the right leg. + rank = m_engine->CreateObject(); + m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_object->SetObjectRank(3+i*4+j, rank); + if ( j == 0 ) parent = 0; + else parent = 3+i*4+j-1; + m_object->SetObjectParent(3+i*4+j, parent); + pModFile->ReadModel(name); + pModFile->CreateEngineObject(rank); + pos.x = table[i*12+j*3+0]; + pos.y = table[i*12+j*3+1]; + pos.z = table[i*12+j*3+2]; + m_object->SetPosition(3+i*4+j, pos); + + // Creates the left leg. + rank = m_engine->CreateObject(); + m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_object->SetObjectRank(19+i*4+j, rank); + if ( j == 0 ) parent = 0; + else parent = 19+i*4+j-1; + m_object->SetObjectParent(19+i*4+j, parent); + pModFile->ReadModel(name); + pModFile->Mirror(); + pModFile->CreateEngineObject(rank); + pos.x = table[i*12+j*3+0]; + pos.y = table[i*12+j*3+1]; + pos.z = -table[i*12+j*3+2]; + m_object->SetPosition(19+i*4+j, pos); + } + } + + // Creates the right mandible. + rank = m_engine->CreateObject(); + m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_object->SetObjectRank(35, rank); + m_object->SetObjectParent(35, 1); + pModFile->ReadModel("objects\\spider7.mod"); + pModFile->CreateEngineObject(rank); + m_object->SetPosition(35, D3DVECTOR(0.0f, 0.0f, -0.3f)); + + // Creates the left mandible. + rank = m_engine->CreateObject(); + m_engine->SetObjectType(rank, TYPEDESCENDANT); + m_object->SetObjectRank(36, rank); + m_object->SetObjectParent(36, 1); + pModFile->ReadModel("objects\\spider7.mod"); + pModFile->Mirror(); + pModFile->CreateEngineObject(rank); + m_object->SetPosition(36, D3DVECTOR(0.0f, 0.0f, 0.3f)); + + 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 CMotionSpider::CreatePhysics() +{ + Character* character; + int i; + + int member_march[] = + { + // x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4, // in the air: + 60,25,0, 60,0,0, 60,-25,0, 60,-50,0, // t0: thighs 1..4 + -35,40,0, -35,0,0, -35,0,0, -35,-40,0, // t0: legs 1..4 + -65,0,-30, -65,0,0, -65,0,0, -65,0,30, // t0: feet 1..4 + 25,0,0, 25,0,0, 25,0,0, 25,0,0, // t0: fingers 1..4 + // on the ground: + 30,15,0, 30,-10,0, 30,-35,0, 30,-60,0, // t1: thighs 1..4 + -10,40,0, -45,0,0, -45,0,0, -45,-40,0, // t1: legs 1..4 + -90,0,0, -20,0,0, -20,0,0, -20,0,0, // t1: feet 1..4 + -5,0,0, -5,0,0, -5,0,0, -5,0,0, // t1: fingers 1..4 + // on the ground back: + 35,35,0, 40,10,0, 40,-15,0, 40,-40,0, // t2: thighs 1..4 + -35,40,0, -35,0,0, -35,0,0, -25,-40,0, // t2: legs 1..4 + -50,-25,-30, -65,0,0, -65,0,0, -90,0,30, // t2: feet 1..4 + -5,0,0, -5,0,0, -5,0,0, -5,0,0, // t2: fingers 1..4 + }; + + int member_stop[] = + { + // x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4, // in the air: + 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // t0: thighs 1..4 + -35,40,0, -45,0,0, -45,0,0, -45,-40,0, // t0: legs 1..4 + -50,-25,-30, -20,0,0, -20,0,0, -20,0,30, // t0: feet 1..4 + -5,0,0, -5,0,0, -5,0,0, -5,0,0, // t0: fingers 1..4 + // on the ground: + 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // t1: thighs 1..4 + -30,40,0, -40,0,0, -40,0,0, -40,-40,0, // t1: legs 1..4 + -55,-25,-30, -25,0,0, -25,0,0, -25,0,0, // t1: feet 1..4 + -5,0,0, -5,0,0, -5,0,0, -5,0,0, // t1: fingers 1..4 + // on the ground back: + 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // t2: thighs 1..4 + -30,40,0, -40,0,0, -40,0,0, -40,-40,0, // t2: legs 1..4 + -50,-25,-30, -20,0,0, -20,0,0, -20,0,30, // t2: feet 1..4 + -10,0,0, -10,0,0, -10,0,0, -10,0,0, // t2: fingers 1..4 + }; + + int member_spec[] = + { + // x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4, // burning: + 30,25,0, 30,0,0, 30,-25,0, 30,-50,0, // s0: thighs 1..4 + -45,0,0, -45,0,0, -45,0,0, -45,0,0, // s0: legs 1..4 + -20,0,0, -20,0,0, -20,0,0, -20,0,0, // s0: feet 1..4 + -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s0: fingers 1..4 + // destroyed: + 30,25,0, 30,0,0, 30,-25,0, 30,-50,0, // s1: thighs 1..4 + -45,0,0, -45,0,0, -45,0,0, -45,0,0, // s1: legs 1..4 + -20,0,0, -20,0,0, -20,0,0, -20,0,0, // s1: feet 1..4 + -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s1: fingers 1..4 + // explodes: + 40,25,0, 40,0,0, 40,-25,0, 40,-50,0, // s2: thighs 1..4 + -55,0,0, -55,0,0, -55,0,0, -55,0,0, // s2: legs 1..4 + -30,0,0, -30,0,0, -30,0,0, -30,0,0, // s2: feet 1..4 + -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s2: fingers 1..4 + // back1 : + 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // s3: thighs 1..4 + -30,40,0, -40,0,0, -40,0,0, -40,-40,0, // s3: legs 1..4 + -55,-25,-30, -25,0,0, -25,0,0, -25,0,0, // s3: feet 1..4 + -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s3: fingers 1..4 + // back2 : + 15,35,0, 15,0,0, 15,-25,0, 15,-50,0, // s4: thighs 1..4 + -60,40,0, -60,0,0, -60,0,0, -60,-40,0, // s4: legs 1..4 + -65,-25,-30, -65,0,0, -65,0,0, -65,0,0, // s4: feet 1..4 + -15,0,0, -15,0,0, -15,0,0, -15,0,0, // s4: fingers 1..4 + // back3 : + 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // s5: thighs 1..4 + -30,40,0, -40,0,0, -40,0,0, -40,-40,0, // s5: legs 1..4 + -55,-25,-30, -25,0,0, -25,0,0, -25,0,0, // s5: feet 1..4 + -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s5: fingers 1..4 + }; + + m_physics->SetType(TYPE_ROLLING); + + character = m_object->RetCharacter(); + character->wheelFront = 4.0f; + character->wheelBack = 4.0f; + character->wheelLeft = 6.0f; + character->wheelRight = 6.0f; + character->height = 0.6f; + + 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*PI); + m_physics->SetCirMotionY(MO_RECSPEED, 1.0f*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*4*4*3 ; i++ ) + { + m_armAngles[3*4*4*3*MS_MARCH+i] = member_march[i]; + } + for ( i=0 ; i<3*4*4*3 ; i++ ) + { + m_armAngles[3*4*4*3*MS_STOP+i] = member_stop[i]; + } + for ( i=0 ; i<3*4*4*6 ; i++ ) + { + m_armAngles[3*4*4*3*MS_SPEC+i] = member_spec[i]; + } +} + + +// Management of an event. + +BOOL CMotionSpider::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 >= 4 ) m_armPartIndex = 0; + + if ( event.param == 'W' ) m_armMemberIndex++; + if ( m_armMemberIndex >= 4 ) m_armMemberIndex = 0; + + i = m_armMemberIndex*3; + i += m_armPartIndex*3*4; + i += m_armTimeIndex*3*4*4; + + 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 == 'Z' ) m_armAngles[i+3] += 5; + if ( event.param == 'H' ) m_armAngles[i+3] -= 5; + + if ( event.param == 'Y' ) m_bArmStop = !m_bArmStop; +#endif + } + + return TRUE; +} + +// Calculates a value (radians) proportional between a and b (degrees). + +inline float Propf(float a, float b, float p) +{ + float aa, bb; + + aa = a*PI/180.0f; + bb = b*PI/180.0f; + + return aa+p*(bb-aa); +} + +// Management of an event. + +BOOL CMotionSpider::EventFrame(const Event &event) +{ + D3DVECTOR dir, pos, speed; + FPOINT dim; + float s, a, prog, time; + float tSt[12], tNd[12]; + 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 = Abs(m_physics->RetCirMotionY(MO_MOTSPEED)*2.0f); + + if ( s == 0.0f && a != 0.0f ) a *= 1.5f; + + m_armTimeAbs += event.rTime; + m_armTimeAction += event.rTime; + m_armTimeMarch += (s)*event.rTime*0.15f; + m_armMember += (s+a)*event.rTime*0.15f; + + bStop = ( a == 0.0f && s == 0.0f ); // stop? + + action = MS_MARCH; // waslking + if ( s == 0.0f && a == 0.0f ) + { + action = MS_STOP; // stop + } + + if ( bStop ) + { + prog = Mod(m_armTimeAbs, 2.0f)/10.0f; + a = Mod(m_armMember, 1.0f); + a = (prog-a)*event.rTime*2.0f; // stop position just pleasantly + m_armMember += a; + } + + if ( m_object->RetRuin() ) // destroyed? + { + m_actionType = MSS_RUIN; + } + if ( m_object->RetBurn() ) // burning? + { + if ( m_object->RetFixed() ) + { + m_actionType = MSS_BURN; + } + else + { + m_actionType = -1; + } + } + + for ( i=0 ; i<8 ; i++ ) // the 8 legs + { + if ( m_actionType != -1 ) // special action in progress? + { + st = 3*4*4*3*MS_SPEC + 3*4*4*m_actionType + (i%4)*3; + nd = st; + time = event.rTime*m_actionTime; + m_armTimeAction = 0.0f; + } + else + { +//? if ( i < 4 ) prog = Mod(m_armMember+(2.0f-(i%4))*0.25f+0.0f, 1.0f); +//? else prog = Mod(m_armMember+(2.0f-(i%4))*0.25f+0.3f, 1.0f); + if ( i < 4 ) prog = Mod(m_armMember+(2.0f-(i%4))*0.25f+0.0f, 1.0f); + else prog = Mod(m_armMember+(2.0f-(i%4))*0.25f+0.5f, 1.0f); + if ( m_bArmStop ) + { + prog = (float)m_armTimeIndex/3.0f; + action = MS_MARCH; + } + 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*4*4*3*action + st*3*4*4 + (i%4)*3; + nd = 3*4*4*3*action + nd*3*4*4 + (i%4)*3; + + // Less and less soft ... +//? time = event.rTime*(2.0f+Min(m_armTimeAction*20.0f, 40.0f)); + time = event.rTime*10.0f; + } + + 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+12]; // x + tSt[ 4] = m_armAngles[st+13]; // y + tSt[ 5] = m_armAngles[st+14]; // z + tSt[ 6] = m_armAngles[st+24]; // x + tSt[ 7] = m_armAngles[st+25]; // y + tSt[ 8] = m_armAngles[st+26]; // z + tSt[ 9] = m_armAngles[st+36]; // x + tSt[10] = m_armAngles[st+37]; // y + tSt[11] = m_armAngles[st+38]; // 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+12]; // x + tNd[ 4] = m_armAngles[nd+13]; // y + tNd[ 5] = m_armAngles[nd+14]; // z + tNd[ 6] = m_armAngles[nd+24]; // x + tNd[ 7] = m_armAngles[nd+25]; // y + tNd[ 8] = m_armAngles[nd+26]; // z + tNd[ 9] = m_armAngles[nd+36]; // z + tNd[10] = m_armAngles[nd+37]; // z + tNd[11] = m_armAngles[nd+38]; // z + + if ( m_actionType == MSS_BACK2 ) // on the back? + { + for ( ii=0 ; ii<12 ; ii++ ) + { + tSt[ii] += Rand()*20.0f; + tNd[ii] = tSt[ii]; + } +//? time = 100.0f; + time = event.rTime*10.0f; + } + + if ( i < 4 ) // right leg (1..4) ? + { + m_object->SetAngleX(3+4*i+0, Smooth(m_object->RetAngleX(3+4*i+0), Propf(tSt[ 0], tNd[ 0], prog), time)); + m_object->SetAngleY(3+4*i+0, Smooth(m_object->RetAngleY(3+4*i+0), Propf(tSt[ 1], tNd[ 1], prog), time)); + m_object->SetAngleZ(3+4*i+0, Smooth(m_object->RetAngleZ(3+4*i+0), Propf(tSt[ 2], tNd[ 2], prog), time)); + m_object->SetAngleX(3+4*i+1, Smooth(m_object->RetAngleX(3+4*i+1), Propf(tSt[ 3], tNd[ 3], prog), time)); + m_object->SetAngleY(3+4*i+1, Smooth(m_object->RetAngleY(3+4*i+1), Propf(tSt[ 4], tNd[ 4], prog), time)); + m_object->SetAngleZ(3+4*i+1, Smooth(m_object->RetAngleZ(3+4*i+1), Propf(tSt[ 5], tNd[ 5], prog), time)); + m_object->SetAngleX(3+4*i+2, Smooth(m_object->RetAngleX(3+4*i+2), Propf(tSt[ 6], tNd[ 6], prog), time)); + m_object->SetAngleY(3+4*i+2, Smooth(m_object->RetAngleY(3+4*i+2), Propf(tSt[ 7], tNd[ 7], prog), time)); + m_object->SetAngleZ(3+4*i+2, Smooth(m_object->RetAngleZ(3+4*i+2), Propf(tSt[ 8], tNd[ 8], prog), time)); + m_object->SetAngleX(3+4*i+3, Smooth(m_object->RetAngleX(3+4*i+3), Propf(tSt[ 9], tNd[ 9], prog), time)); + m_object->SetAngleY(3+4*i+3, Smooth(m_object->RetAngleY(3+4*i+3), Propf(tSt[10], tNd[10], prog), time)); + m_object->SetAngleZ(3+4*i+3, Smooth(m_object->RetAngleZ(3+4*i+3), Propf(tSt[11], tNd[11], prog), time)); + } + else // left leg (5..8) ? + { + m_object->SetAngleX(3+4*i+0, Smooth(m_object->RetAngleX(3+4*i+0), Propf(-tSt[ 0], -tNd[ 0], prog), time)); + m_object->SetAngleY(3+4*i+0, Smooth(m_object->RetAngleY(3+4*i+0), Propf(-tSt[ 1], -tNd[ 1], prog), time)); + m_object->SetAngleZ(3+4*i+0, Smooth(m_object->RetAngleZ(3+4*i+0), Propf( tSt[ 2], tNd[ 2], prog), time)); + m_object->SetAngleX(3+4*i+1, Smooth(m_object->RetAngleX(3+4*i+1), Propf(-tSt[ 3], -tNd[ 3], prog), time)); + m_object->SetAngleY(3+4*i+1, Smooth(m_object->RetAngleY(3+4*i+1), Propf(-tSt[ 4], -tNd[ 4], prog), time)); + m_object->SetAngleZ(3+4*i+1, Smooth(m_object->RetAngleZ(3+4*i+1), Propf( tSt[ 5], tNd[ 5], prog), time)); + m_object->SetAngleX(3+4*i+2, Smooth(m_object->RetAngleX(3+4*i+2), Propf(-tSt[ 6], -tNd[ 6], prog), time)); + m_object->SetAngleY(3+4*i+2, Smooth(m_object->RetAngleY(3+4*i+2), Propf(-tSt[ 7], -tNd[ 7], prog), time)); + m_object->SetAngleZ(3+4*i+2, Smooth(m_object->RetAngleZ(3+4*i+2), Propf( tSt[ 8], tNd[ 8], prog), time)); + m_object->SetAngleX(3+4*i+3, Smooth(m_object->RetAngleX(3+4*i+3), Propf(-tSt[ 9], -tNd[ 9], prog), time)); + m_object->SetAngleY(3+4*i+3, Smooth(m_object->RetAngleY(3+4*i+3), Propf(-tSt[10], -tNd[10], prog), time)); + m_object->SetAngleZ(3+4*i+3, Smooth(m_object->RetAngleZ(3+4*i+3), Propf( tSt[11], tNd[11], 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 == MSS_BURN ) // burning? + { + dir = D3DVECTOR(PI, 0.0f, 0.0f); + SetCirVibration(dir); + dir = D3DVECTOR(0.0f, 0.0f, 0.0f); + SetLinVibration(dir); + SetInclinaison(dir); + + time = event.rTime*1.0f; + m_object->SetAngleZ(1, Smooth(m_object->RetAngleZ(1), 0.0f, time)); // head + } + else if ( m_actionType == MSS_RUIN ) // destroyed? + { + dir = D3DVECTOR(0.0f, 0.0f, 0.0f); + SetLinVibration(dir); + SetCirVibration(dir); + SetInclinaison(dir); + } + else if ( m_actionType == MSS_EXPLO ) // exploded? + { + m_object->SetZoomY(1, 1.0f+m_progress); + m_object->SetZoomZ(1, 1.0f+m_progress); + m_object->SetZoomX(1, 1.0f+m_progress/2.0f); + + dir.x = (Rand()-0.5f)*0.1f*m_progress; + dir.y = (Rand()-0.5f)*0.1f*m_progress; + dir.z = (Rand()-0.5f)*0.1f*m_progress; + m_object->SetCirVibration(dir); + } + else if ( m_actionType == MSS_BACK1 ) // turns on the back? + { + if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs ) + { + m_lastParticule = m_armTimeAbs; + + pos = m_object->RetPosition(0); + speed.x = (Rand()-0.5f)*10.0f; + speed.z = (Rand()-0.5f)*10.0f; + speed.y = Rand()*5.0f; + dim.x = Rand()*3.0f+2.0f; + dim.y = dim.x; + m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f); + } + + if ( m_progress < 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*PI; + dir.y = 0.0f; + dir.z = 0.0f; + SetCirVibration(dir); + + dir = D3DVECTOR(0.0f, 0.0f, 0.0f); + SetInclinaison(dir); + + if ( m_progress >= 1.0f ) + { + SetAction(MSS_BACK2, 55.0f+Rand()*10.0f); + } + } + else if ( m_actionType == MSS_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 += (Rand()-0.5f)*8.0f; + pos.z += (Rand()-0.5f)*8.0f; + pos.y -= 1.0f; + speed.x = (Rand()-0.5f)*2.0f; + speed.z = (Rand()-0.5f)*2.0f; + speed.y = Rand()*2.0f; + dim.x = Rand()*1.0f+1.0f; + dim.y = dim.x; + m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f); + } + } + + dir = D3DVECTOR(0.0f, 0.0f, 0.0f); + SetLinVibration(dir); + dir.x = sinf(m_armTimeAbs* 3.0f)*0.20f+ + sinf(m_armTimeAbs* 6.0f)*0.20f+ + sinf(m_armTimeAbs*10.0f)*0.20f+ + sinf(m_armTimeAbs*17.0f)*0.30f+PI; + dir.y = sinf(m_armTimeAbs* 4.0f)*0.02f+ + sinf(m_armTimeAbs* 5.0f)*0.02f+ + sinf(m_armTimeAbs*11.0f)*0.02f+ + sinf(m_armTimeAbs*18.0f)*0.03f; + dir.z = sinf(m_armTimeAbs* 2.0f)*0.02f+ + sinf(m_armTimeAbs* 7.0f)*0.02f+ + sinf(m_armTimeAbs*13.0f)*0.02f+ + sinf(m_armTimeAbs*15.0f)*0.03f; + SetCirVibration(dir); + dir = D3DVECTOR(0.0f, 0.0f, 0.0f); + SetInclinaison(dir); + + m_object->SetAngleY(1, sinf(m_armTimeAbs*5.0f)*0.05f); // tail + m_object->SetAngleY(2, cosf(m_armTimeAbs*5.0f)*0.20f); // head + m_object->SetAngleZ(1, 0.4f); // tail + m_object->SetAngleZ(2, 0.0f); // head + + if ( m_progress >= 1.0f ) + { + SetAction(MSS_BACK3, 0.4f); + } + } + else if ( m_actionType == MSS_BACK3 ) // recovers on the legs? + { + if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs ) + { + m_lastParticule = m_armTimeAbs; + + pos = m_object->RetPosition(0); + speed.x = (Rand()-0.5f)*10.0f; + speed.z = (Rand()-0.5f)*10.0f; + speed.y = Rand()*5.0f; + dim.x = Rand()*3.0f+2.0f; + dim.y = dim.x; + m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f); + } + + if ( m_progress < 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)*PI; + dir.y = 0.0f; + dir.z = 0.0f; + SetCirVibration(dir); + + dir = D3DVECTOR(0.0f, 0.0f, 0.0f); + SetInclinaison(dir); + + if ( m_progress >= 1.0f ) + { + SetAction(-1); + m_object->SetFixed(FALSE); // moving again + } + } + else + { + if ( bStop ) + { + dir = D3DVECTOR(0.0f, 0.0f, 0.0f); + SetInclinaison(dir); + } + else + { + a = Mod(m_armMember, 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 = Mod(m_armMember/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); + } + + dir = D3DVECTOR(0.0f, 0.0f, 0.0f); + SetLinVibration(dir); + SetCirVibration(dir); + + m_object->SetAngleZ(1, sinf(m_armTimeAbs*1.7f)*0.02f); // tail + m_object->SetAngleX(1, sinf(m_armTimeAbs*1.3f)*0.05f); + m_object->SetAngleY(1, sinf(m_armTimeAbs*2.4f)*0.10f); + m_object->SetZoom(1, 1.0f+sinf(m_armTimeAbs*3.3f)*0.05f); + + m_object->SetAngleZ(2, sinf(m_armTimeAbs*1.4f)*0.20f); // head + m_object->SetAngleX(2, sinf(m_armTimeAbs*1.9f)*0.10f); + m_object->SetAngleY(2, sinf(m_armTimeAbs*2.1f)*0.10f); + + m_object->SetAngleY(35, sinf(m_armTimeAbs*3.1f)*0.20f); // mandible + m_object->SetAngleY(36, -sinf(m_armTimeAbs*3.1f)*0.20f); // mandible + } + + return TRUE; +} + + -- cgit v1.2.3-1-g7c22