// * 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/. #define STRICT #define D3D_OVERLOADS #include #include #include #include "struct.h" #include "d3dengine.h" #include "d3dmath.h" #include "event.h" #include "misc.h" #include "iman.h" #include "math3d.h" #include "particule.h" #include "light.h" #include "terrain.h" #include "camera.h" #include "object.h" #include "interface.h" #include "button.h" #include "window.h" #include "sound.h" #include "displaytext.h" #include "cmdtoken.h" #include "auto.h" #include "autoconvert.h" // Object's constructor. CAutoConvert::CAutoConvert(CInstanceManager* iMan, CObject* object) : CAuto(iMan, object) { CAuto::CAuto(iMan, object); Init(); m_phase = ACP_STOP; m_bResetDelete = FALSE; m_soundChannel = -1; } // Object's destructor. CAutoConvert::~CAutoConvert() { this->CAuto::~CAuto(); } // Destroys the object. void CAutoConvert::DeleteObject(BOOL bAll) { CObject* fret; if ( !bAll ) { fret = SearchStone(OBJECT_STONE); if ( fret != 0 ) { fret->DeleteObject(); // destroy the stone delete fret; } } if ( m_soundChannel != -1 ) { m_sound->FlushEnvelope(m_soundChannel); m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 1.0f, SOPER_STOP); m_soundChannel = -1; } CAuto::DeleteObject(bAll); } // Initialize the object. void CAutoConvert::Init() { m_phase = ACP_WAIT; m_progress = 0.0f; m_speed = 1.0f/2.0f; m_time = 0.0f; m_timeVirus = 0.0f; m_lastParticule = 0.0f; CAuto::Init(); } // Management of an event. BOOL CAutoConvert::EventProcess(const Event &event) { CObject* fret; D3DVECTOR pos, speed; FPOINT dim, c, p; float angle; CAuto::EventProcess(event); if ( m_engine->RetPause() ) return TRUE; if ( event.event != EVENT_FRAME ) return TRUE; m_progress += event.rTime*m_speed; m_timeVirus -= event.rTime; if ( m_object->RetVirusMode() ) // contaminated by a virus? { if ( m_timeVirus <= 0.0f ) { m_timeVirus = 0.1f+Rand()*0.3f; angle = (Rand()-0.5f)*0.3f; m_object->SetAngleY(1, angle); m_object->SetAngleY(2, angle); m_object->SetAngleY(3, angle+PI); m_object->SetAngleX(2, -PI*0.35f*(0.8f+Rand()*0.2f)); m_object->SetAngleX(3, -PI*0.35f*(0.8f+Rand()*0.2f)); } return TRUE; } EventProgress(event.rTime); if ( m_phase == ACP_STOP ) return TRUE; if ( m_phase == ACP_WAIT ) { if ( m_progress >= 1.0f ) { fret = SearchStone(OBJECT_STONE); // Has stone transformed? if ( fret == 0 || SearchVehicle() ) { m_phase = ACP_WAIT; // still waiting ... m_progress = 0.0f; m_speed = 1.0f/2.0f; } else { fret->SetLock(TRUE); // stone usable SetBusy(TRUE); InitProgressTotal(3.0f+10.0f+1.5f); UpdateInterface(); m_sound->Play(SOUND_OPEN, m_object->RetPosition(0), 1.0f, 1.0f); m_bSoundClose = FALSE; m_phase = ACP_CLOSE; m_progress = 0.0f; m_speed = 1.0f/3.0f; } } } if ( m_phase == ACP_CLOSE ) { if ( m_progress < 1.0f ) { if ( m_progress >= 0.8f && !m_bSoundClose ) { m_bSoundClose = TRUE; m_sound->Play(SOUND_CLOSE, m_object->RetPosition(0), 1.0f, 0.8f); } angle = -PI*0.35f*(1.0f-Bounce(m_progress, 0.85f, 0.05f)); m_object->SetAngleX(2, angle); m_object->SetAngleX(3, angle); } else { m_object->SetAngleX(2, 0.0f); m_object->SetAngleX(3, 0.0f); m_soundChannel = m_sound->Play(SOUND_CONVERT, m_object->RetPosition(0), 0.0f, 0.25f, TRUE); m_sound->AddEnvelope(m_soundChannel, 1.0f, 0.25f, 0.5f, SOPER_CONTINUE); m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.00f, 4.5f, SOPER_CONTINUE); m_sound->AddEnvelope(m_soundChannel, 1.0f, 0.25f, 4.5f, SOPER_CONTINUE); m_sound->AddEnvelope(m_soundChannel, 0.0f, 0.25f, 0.5f, SOPER_STOP); m_phase = ACP_ROTATE; m_progress = 0.0f; m_speed = 1.0f/10.0f; } } if ( m_phase == ACP_ROTATE ) { if ( m_progress < 1.0f ) { if ( m_progress < 0.5f ) { angle = powf((m_progress*2.0f)*5.0f, 2.0f); // accelerates } else { angle = -powf((2.0f-m_progress*2.0f)*5.0f, 2.0f); // slows } m_object->SetAngleY(1, angle); m_object->SetAngleY(2, angle); m_object->SetAngleY(3, angle+PI); if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_time ) { m_lastParticule = m_time; pos = m_object->RetPosition(0); c.x = pos.x; c.y = pos.z; p.x = c.x; p.y = c.y+6.0f; p = RotatePoint(c, Rand()*PI*2.0f, p); pos.x = p.x; pos.z = p.y; pos.y += 1.0f; speed = D3DVECTOR(0.0f, 0.0f, 0.0f); dim.x = Rand()*2.0f+1.0f; dim.y = dim.x; m_particule->CreateParticule(pos, speed, dim, PARTIGAS, 1.0f, 0.0f, 0.0f); } } else { m_object->SetAngleY(1, 0.0f); m_object->SetAngleY(2, 0.0f); m_object->SetAngleY(3, PI); fret = SearchStone(OBJECT_STONE); if ( fret != 0 ) { m_bResetDelete = ( fret->RetResetCap() != RESET_NONE ); fret->DeleteObject(); // destroy the stone delete fret; } CreateMetal(); // Create the metal m_sound->Play(SOUND_OPEN, m_object->RetPosition(0), 1.0f, 1.5f); m_phase = ACP_OPEN; m_progress = 0.0f; m_speed = 1.0f/1.5f; } } if ( m_phase == ACP_OPEN ) { if ( m_progress < 1.0f ) { angle = -PI*0.35f*Bounce(m_progress, 0.7f, 0.2f); m_object->SetAngleX(2, angle); m_object->SetAngleX(3, angle); if ( m_progress < 0.9f && m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_time ) { m_lastParticule = m_time; pos = m_object->RetPosition(0); pos.x += (Rand()-0.5f)*6.0f; pos.z += (Rand()-0.5f)*6.0f; pos.y += Rand()*4.0f; speed = D3DVECTOR(0.0f, 0.0f, 0.0f); dim.x = Rand()*4.0f+3.0f; dim.y = dim.x; m_particule->CreateParticule(pos, speed, dim, PARTIBLUE, 1.0f, 0.0f, 0.0f); } } else { m_soundChannel = -1; m_object->SetAngleX(2, -PI*0.35f); m_object->SetAngleX(3, -PI*0.35f); SetBusy(FALSE); UpdateInterface(); m_phase = ACP_WAIT; m_progress = 0.0f; m_speed = 1.0f/2.0f; } } return TRUE; } // Returns an error due the state of the automation. Error CAutoConvert::RetError() { if ( m_object->RetVirusMode() ) { return ERR_BAT_VIRUS; } if ( m_phase == ACP_WAIT ) return ERR_CONVERT_EMPTY; return ERR_OK; } // Cancels the current transformation. BOOL CAutoConvert::Abort() { if ( m_soundChannel != -1 ) { m_sound->FlushEnvelope(m_soundChannel); m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 1.0f, SOPER_STOP); m_soundChannel = -1; } m_object->SetAngleY(1, 0.0f); m_object->SetAngleY(2, 0.0f); m_object->SetAngleY(3, PI); m_object->SetAngleX(2, -PI*0.35f); m_object->SetAngleX(3, -PI*0.35f); m_phase = ACP_WAIT; m_progress = 0.0f; m_speed = 1.0f/2.0f; SetBusy(FALSE); UpdateInterface(); return TRUE; } // Creates all the interface when the object is selected. BOOL CAutoConvert::CreateInterface(BOOL bSelect) { CWindow* pw; FPOINT pos, ddim; float ox, oy, sx, sy; CAuto::CreateInterface(bSelect); if ( !bSelect ) return TRUE; pw = (CWindow*)m_interface->SearchControl(EVENT_WINDOW0); if ( pw == 0 ) return FALSE; ox = 3.0f/640.0f; oy = 3.0f/480.0f; sx = 33.0f/640.0f; sy = 33.0f/480.0f; pos.x = ox+sx*0.0f; pos.y = oy+sy*0; ddim.x = 66.0f/640.0f; ddim.y = 66.0f/480.0f; pw->CreateGroup(pos, ddim, 103, EVENT_OBJECT_TYPE); return TRUE; } // Saves all parameters of the controller. BOOL CAutoConvert::Write(char *line) { char name[100]; if ( m_phase == ACP_STOP || m_phase == ACP_WAIT ) return FALSE; sprintf(name, " aExist=%d", 1); strcat(line, name); CAuto::Write(line); sprintf(name, " aPhase=%d", m_phase); strcat(line, name); sprintf(name, " aProgress=%.2f", m_progress); strcat(line, name); sprintf(name, " aSpeed=%.2f", m_speed); strcat(line, name); return TRUE; } // Restores all parameters of the controller. BOOL CAutoConvert::Read(char *line) { if ( OpInt(line, "aExist", 0) == 0 ) return FALSE; CAuto::Read(line); m_phase = (AutoConvertPhase)OpInt(line, "aPhase", ACP_WAIT); m_progress = OpFloat(line, "aProgress", 0.0f); m_speed = OpFloat(line, "aSpeed", 1.0f); m_lastParticule = 0.0f; return TRUE; } // Searches for the object before or during processing. CObject* CAutoConvert::SearchStone(ObjectType type) { CObject* pObj; D3DVECTOR cPos, oPos; ObjectType oType; float dist; int i; cPos = m_object->RetPosition(0); for ( i=0 ; i<1000000 ; i++ ) { pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i); if ( pObj == 0 ) break; oType = pObj->RetType(); if ( oType != type ) continue; if ( pObj->RetTruck() != 0 ) continue; oPos = pObj->RetPosition(0); dist = Length(oPos, cPos); if ( dist <= 5.0f ) return pObj; } return 0; } // Search if a vehicle is too close. BOOL CAutoConvert::SearchVehicle() { CObject* pObj; D3DVECTOR cPos, oPos; ObjectType type; float oRadius, dist; int i; cPos = m_object->RetPosition(0); for ( i=0 ; i<1000000 ; i++ ) { pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i); if ( pObj == 0 ) break; type = pObj->RetType(); if ( type != OBJECT_HUMAN && type != OBJECT_MOBILEfa && type != OBJECT_MOBILEta && type != OBJECT_MOBILEwa && type != OBJECT_MOBILEia && type != OBJECT_MOBILEfc && type != OBJECT_MOBILEtc && type != OBJECT_MOBILEwc && type != OBJECT_MOBILEic && type != OBJECT_MOBILEfi && type != OBJECT_MOBILEti && type != OBJECT_MOBILEwi && type != OBJECT_MOBILEii && type != OBJECT_MOBILEfs && type != OBJECT_MOBILEts && type != OBJECT_MOBILEws && type != OBJECT_MOBILEis && type != OBJECT_MOBILErt && type != OBJECT_MOBILErc && type != OBJECT_MOBILErr && type != OBJECT_MOBILErs && type != OBJECT_MOBILEsa && type != OBJECT_MOBILEtg && type != OBJECT_MOBILEft && type != OBJECT_MOBILEtt && type != OBJECT_MOBILEwt && type != OBJECT_MOBILEit && type != OBJECT_MOBILEdr && type != OBJECT_METAL && type != OBJECT_URANIUM && type != OBJECT_POWER && type != OBJECT_ATOMIC && type != OBJECT_BULLET && type != OBJECT_BBOX && type != OBJECT_TNT && type != OBJECT_MOTHER && type != OBJECT_ANT && type != OBJECT_SPIDER && type != OBJECT_BEE && type != OBJECT_WORM ) continue; if ( !pObj->GetCrashSphere(0, oPos, oRadius) ) continue; dist = Length(oPos, cPos)-oRadius; if ( dist < 8.0f ) return TRUE; } return FALSE; } // Creates an object metal. void CAutoConvert::CreateMetal() { D3DVECTOR pos; float angle; CObject* fret; pos = m_object->RetPosition(0); angle = m_object->RetAngleY(0); fret = new CObject(m_iMan); if ( !fret->CreateResource(pos, angle, OBJECT_METAL) ) { delete fret; m_displayText->DisplayError(ERR_TOOMANY, m_object); return; } if ( m_bResetDelete ) { fret->SetResetCap(RESET_DELETE); } m_displayText->DisplayError(INFO_CONVERT, m_object); }