// * 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/. #include "object/motion/motionant.h" #include "app/app.h" #include "graphics/engine/modelmanager.h" #include "graphics/engine/particle.h" #include "physics/physics.h" #include #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(CObject* object) : CMotion(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_lastParticle = 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) { Gfx::CModelManager* modelManager = Gfx::CModelManager::GetInstancePointer(); int rank; m_object->SetType(type); // Creates the main base. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICLE); // this is a moving object m_object->SetObjectRank(0, rank); modelManager->AddModelReference("ant1.mod", false, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(1, rank); m_object->SetObjectParent(1, 0); modelManager->AddModelReference("ant2.mod", false, rank); m_object->SetPosition(1, Math::Vector(2.0f, 0.0f, 0.0f)); // Creates the tail. rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(2, rank); m_object->SetObjectParent(2, 0); modelManager->AddModelReference("ant3.mod", false, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(3, rank); m_object->SetObjectParent(3, 0); modelManager->AddModelReference("ant4.mod", false, 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,Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(4, rank); m_object->SetObjectParent(4, 3); modelManager->AddModelReference("ant5.mod", false, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(5, rank); m_object->SetObjectParent(5, 4); modelManager->AddModelReference("ant6.mod", false, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(6, rank); m_object->SetObjectParent(6, 0); modelManager->AddModelReference("ant4.mod", false, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(7, rank); m_object->SetObjectParent(7, 6); modelManager->AddModelReference("ant5.mod", false, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(8, rank); m_object->SetObjectParent(8, 7); modelManager->AddModelReference("ant6.mod", false, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(9, rank); m_object->SetObjectParent(9, 0); modelManager->AddModelReference("ant4.mod", false, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(10, rank); m_object->SetObjectParent(10, 9); modelManager->AddModelReference("ant5.mod", false, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(11, rank); m_object->SetObjectParent(11, 10); modelManager->AddModelReference("ant6.mod", false, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(12, rank); m_object->SetObjectParent(12, 0); modelManager->AddModelReference("ant4.mod", true, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(13, rank); m_object->SetObjectParent(13, 12); modelManager->AddModelReference("ant5.mod", true, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(14, rank); m_object->SetObjectParent(14, 13); modelManager->AddModelReference("ant6.mod", true, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(15, rank); m_object->SetObjectParent(15, 0); modelManager->AddModelReference("ant4.mod", true, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(16, rank); m_object->SetObjectParent(16, 15); modelManager->AddModelReference("ant5.mod", true, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(17, rank); m_object->SetObjectParent(17, 16); modelManager->AddModelReference("ant6.mod", true, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(18, rank); m_object->SetObjectParent(18, 0); modelManager->AddModelReference("ant4.mod", true, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(19, rank); m_object->SetObjectParent(19, 18); modelManager->AddModelReference("ant5.mod", true, 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, Gfx::ENG_OBJTYPE_DESCENDANT); m_object->SetObjectRank(20, rank); m_object->SetObjectParent(20, 19); modelManager->AddModelReference("ant6.mod", true, 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->GetPosition(0); m_object->SetPosition(0, pos); // to display the shadows immediately m_engine->LoadAllTextures(); 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->GetCharacter(); 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.type == EVENT_FRAME ) { return EventFrame(event); } if ( event.type == EVENT_KEY_DOWN ) { #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 = 0.0f, time; float tSt[9], tNd[9]; int i, ii, st, nd, action; bool bStop; if ( m_engine->GetPause() ) return true; if ( !m_engine->IsVisiblePoint(m_object->GetPosition(0)) ) return true; s = m_physics->GetLinMotionX(MO_MOTSPEED)*1.5f; a = fabs(m_physics->GetCirMotionY(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->GetRuin() ) // destroyed? { m_actionType = MAS_RUIN; } if ( m_object->GetBurn() ) // burning? { if ( m_object->GetFixed() ) { 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 = static_cast< 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->GetAngleX(3+3*i+0), Math::PropAngle(tSt[0], tNd[0], prog), time)); m_object->SetAngleY(3+3*i+0, Math::Smooth(m_object->GetAngleY(3+3*i+0), Math::PropAngle(tSt[1], tNd[1], prog), time)); m_object->SetAngleZ(3+3*i+0, Math::Smooth(m_object->GetAngleZ(3+3*i+0), Math::PropAngle(tSt[2], tNd[2], prog), time)); m_object->SetAngleX(3+3*i+1, Math::Smooth(m_object->GetAngleX(3+3*i+1), Math::PropAngle(tSt[3], tNd[3], prog), time)); m_object->SetAngleY(3+3*i+1, Math::Smooth(m_object->GetAngleY(3+3*i+1), Math::PropAngle(tSt[4], tNd[4], prog), time)); m_object->SetAngleZ(3+3*i+1, Math::Smooth(m_object->GetAngleZ(3+3*i+1), Math::PropAngle(tSt[5], tNd[5], prog), time)); m_object->SetAngleX(3+3*i+2, Math::Smooth(m_object->GetAngleX(3+3*i+2), Math::PropAngle(tSt[6], tNd[6], prog), time)); m_object->SetAngleY(3+3*i+2, Math::Smooth(m_object->GetAngleY(3+3*i+2), Math::PropAngle(tSt[7], tNd[7], prog), time)); m_object->SetAngleZ(3+3*i+2, Math::Smooth(m_object->GetAngleZ(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->GetAngleX(3+3*i+0), Math::PropAngle(-tSt[0], -tNd[0], prog), time)); m_object->SetAngleY(3+3*i+0, Math::Smooth(m_object->GetAngleY(3+3*i+0), Math::PropAngle(-tSt[1], -tNd[1], prog), time)); m_object->SetAngleZ(3+3*i+0, Math::Smooth(m_object->GetAngleZ(3+3*i+0), Math::PropAngle( tSt[2], tNd[2], prog), time)); m_object->SetAngleX(3+3*i+1, Math::Smooth(m_object->GetAngleX(3+3*i+1), Math::PropAngle(-tSt[3], -tNd[3], prog), time)); m_object->SetAngleY(3+3*i+1, Math::Smooth(m_object->GetAngleY(3+3*i+1), Math::PropAngle(-tSt[4], -tNd[4], prog), time)); m_object->SetAngleZ(3+3*i+1, Math::Smooth(m_object->GetAngleZ(3+3*i+1), Math::PropAngle( tSt[5], tNd[5], prog), time)); m_object->SetAngleX(3+3*i+2, Math::Smooth(m_object->GetAngleX(3+3*i+2), Math::PropAngle(-tSt[6], -tNd[6], prog), time)); m_object->SetAngleY(3+3*i+2, Math::Smooth(m_object->GetAngleY(3+3*i+2), Math::PropAngle(-tSt[7], -tNd[7], prog), time)); m_object->SetAngleZ(3+3*i+2, Math::Smooth(m_object->GetAngleZ(3+3*i+2), Math::PropAngle( tSt[8], tNd[8], prog), time)); } } #if ADJUST_ANGLE if ( m_object->GetSelect() ) { 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->GetAngleZ(1), 0.0f, time)); // head m_object->SetAngleZ(2, Math::Smooth(m_object->GetAngleZ(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_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_armTimeAbs ) { m_lastParticle = m_armTimeAbs; pos = m_object->GetPosition(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_particle->CreateParticle(pos, speed, dim, Gfx::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_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_armTimeAbs ) { m_lastParticle = m_armTimeAbs; if ( rand()%10 == 0 ) { pos = m_object->GetPosition(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_particle->CreateParticle(pos, speed, dim, Gfx::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_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_armTimeAbs ) { m_lastParticle = m_armTimeAbs; pos = m_object->GetPosition(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_particle->CreateParticle(pos, speed, dim, Gfx::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; }