// * 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/. // motionhuman.h #pragma once #include "common/misc.h" #include "object/motion/motion.h" class CInstanceManager; class CEngine; class CLight; class CParticule; class CTerrain; class CCamera; class CBrain; class CPhysics; class CObject; #define MH_MARCH 0 #define MH_MARCHTAKE 1 #define MH_TURN 2 #define MH_STOP 3 #define MH_FLY 4 #define MH_SWIM 5 #define MH_SPEC 6 #define MHS_FIRE 0 #define MHS_GUN 1 #define MHS_TAKE 2 #define MHS_TAKEOTHER 3 #define MHS_TAKEHIGH 4 #define MHS_UPRIGHT 5 #define MHS_WIN 6 #define MHS_LOST 7 #define MHS_DEADg 8 #define MHS_DEADg1 9 #define MHS_DEADg2 10 #define MHS_DEADg3 11 #define MHS_DEADg4 12 #define MHS_DEADw 13 #define MHS_FLAG 14 #define MHS_SATCOM 15 class CMotionHuman : public CMotion { public: CMotionHuman(CInstanceManager* iMan, CObject* object); ~CMotionHuman(); void DeleteObject(bool bAll=false); bool Create(D3DVECTOR pos, float angle, ObjectType type, float power); bool EventProcess(const Event &event); Error SetAction(int action, float time=0.2f); void StartDisplayPerso(); void StopDisplayPerso(); protected: void CreatePhysics(ObjectType type); bool EventFrame(const Event &event); protected: int m_partiReactor; float m_armMember; float m_armTimeAbs; float m_armTimeAction; float m_armTimeSwim; short m_armAngles[3*3*3*3*7 + 3*3*3*16]; int m_armTimeIndex; int m_armPartIndex; int m_armMemberIndex; int m_armLastAction; bool m_bArmStop; float m_lastSoundMarch; float m_lastSoundHhh; float m_time; float m_tired; bool m_bDisplayPerso; };