// * 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/task/taskmanip.h" #include "common/iman.h" #include "graphics/engine/terrain.h" #include "graphics/engine/pyro.h" #include "math/geometry.h" #include "object/robotmain.h" #include "physics/physics.h" //?const float MARGIN_FRONT = 2.0f; //?const float MARGIN_BACK = 2.0f; //?const float MARGIN_FRIEND = 2.0f; //?const float MARGIN_BEE = 5.0f; const float MARGIN_FRONT = 4.0f; //OK 1.9 const float MARGIN_BACK = 4.0f; //OK 1.9 const float MARGIN_FRIEND = 4.0f; //OK 1.9 const float MARGIN_BEE = 5.0f; //OK 1.9 // Object's constructor. CTaskManip::CTaskManip(CObject* object) : CTask(object) { m_arm = TMA_NEUTRAL; m_hand = TMH_OPEN; } // Object's destructor. CTaskManip::~CTaskManip() { } // Management of an event. bool CTaskManip::EventProcess(const Event &event) { Math::Vector pos; float angle, a, g, cirSpeed, progress; int i; if ( m_engine->GetPause() ) return true; if ( event.type != EVENT_FRAME ) return true; if ( m_bError ) return false; if ( m_bBee ) // bee? { return true; } if ( m_bTurn ) // preliminary rotation? { a = m_object->GetAngleY(0); g = m_angle; cirSpeed = Math::Direction(a, g)*1.0f; if ( m_physics->GetType() == TYPE_FLYING ) // flying on the ground? { cirSpeed *= 4.0f; // more fishing } if ( cirSpeed > 1.0f ) cirSpeed = 1.0f; if ( cirSpeed < -1.0f ) cirSpeed = -1.0f; m_physics->SetMotorSpeedZ(cirSpeed); // turns left / right return true; } if ( m_move != 0 ) // preliminary advance? { m_timeLimit -= event.rTime; m_physics->SetMotorSpeedX(m_move); // forward/backward return true; } m_progress += event.rTime*m_speed; // others advance progress = m_progress; if ( progress > 1.0f ) progress = 1.0f; if ( m_bSubm ) // submarine? { if ( m_order == TMO_GRAB ) { if ( m_step == 0 ) // fall? { pos = m_object->GetPosition(1); pos.y = 3.0f-progress*2.0f; m_object->SetPosition(1, pos); } if ( m_step == 1 ) // farm? { pos = m_object->GetPosition(2); pos.z = -1.5f+progress*0.5f; m_object->SetPosition(2, pos); pos = m_object->GetPosition(3); pos.z = 1.5f-progress*0.5f; m_object->SetPosition(3, pos); } if ( m_step == 2 ) // up? { pos = m_object->GetPosition(1); pos.y = 3.0f-(1.0f-progress)*2.0f; m_object->SetPosition(1, pos); } } else { if ( m_step == 0 ) // fall? { pos = m_object->GetPosition(1); pos.y = 3.0f-progress*2.0f; m_object->SetPosition(1, pos); } if ( m_step == 1 ) // farm? { pos = m_object->GetPosition(2); pos.z = -1.5f+(1.0f-progress)*0.5f; m_object->SetPosition(2, pos); pos = m_object->GetPosition(3); pos.z = 1.5f-(1.0f-progress)*0.5f; m_object->SetPosition(3, pos); } if ( m_step == 2 ) // up? { pos = m_object->GetPosition(1); pos.y = 3.0f-(1.0f-progress)*2.0f; m_object->SetPosition(1, pos); } } } else { for ( i=0 ; i<5 ; i++ ) { angle = (m_finalAngle[i]-m_initialAngle[i])*progress; angle += m_initialAngle[i]; m_object->SetAngleZ(i+1, angle); } } return true; } // Initializes the initial and final angles. void CTaskManip::InitAngle() { CObject* power; float max, energy; int i; if ( m_bSubm || m_bBee ) return; if ( m_arm == TMA_NEUTRAL || m_arm == TMA_GRAB ) { m_finalAngle[0] = ARM_NEUTRAL_ANGLE1; // arm m_finalAngle[1] = ARM_NEUTRAL_ANGLE2; // forearm m_finalAngle[2] = ARM_NEUTRAL_ANGLE3; // hand } if ( m_arm == TMA_STOCK ) { m_finalAngle[0] = ARM_STOCK_ANGLE1; // arm m_finalAngle[1] = ARM_STOCK_ANGLE2; // forearm m_finalAngle[2] = ARM_STOCK_ANGLE3; // hand } if ( m_arm == TMA_FFRONT ) { m_finalAngle[0] = 35.0f*Math::PI/180.0f; // arm m_finalAngle[1] = -95.0f*Math::PI/180.0f; // forearm m_finalAngle[2] = -27.0f*Math::PI/180.0f; // hand } if ( m_arm == TMA_FBACK ) { m_finalAngle[0] = 145.0f*Math::PI/180.0f; // arm m_finalAngle[1] = 95.0f*Math::PI/180.0f; // forearm m_finalAngle[2] = 27.0f*Math::PI/180.0f; // hand } if ( m_arm == TMA_POWER ) { m_finalAngle[0] = 95.0f*Math::PI/180.0f; // arm m_finalAngle[1] = 125.0f*Math::PI/180.0f; // forearm m_finalAngle[2] = 50.0f*Math::PI/180.0f; // hand } if ( m_arm == TMA_OTHER ) { if ( m_height <= 3.0f ) { m_finalAngle[0] = 55.0f*Math::PI/180.0f; // arm m_finalAngle[1] = -90.0f*Math::PI/180.0f; // forearm m_finalAngle[2] = -35.0f*Math::PI/180.0f; // hand } else { m_finalAngle[0] = 70.0f*Math::PI/180.0f; // arm m_finalAngle[1] = -90.0f*Math::PI/180.0f; // forearm m_finalAngle[2] = -50.0f*Math::PI/180.0f; // hand } } if ( m_hand == TMH_OPEN ) // open clamp? { m_finalAngle[3] = -Math::PI*0.10f; // clamp close m_finalAngle[4] = Math::PI*0.10f; // clamp remote } if ( m_hand == TMH_CLOSE ) // clamp closed? { m_finalAngle[3] = Math::PI*0.05f; // clamp close m_finalAngle[4] = -Math::PI*0.05f; // clamp remote } for ( i=0 ; i<5 ; i++ ) { m_initialAngle[i] = m_object->GetAngleZ(i+1); } max = 0.0f; for ( i=0 ; i<5 ; i++ ) { max = Math::Max(max, fabs(m_initialAngle[i] - m_finalAngle[i])); } m_speed = (Math::PI*1.0f)/max; if ( m_speed > 3.0f ) m_speed = 3.0f; // piano, ma non troppo (?) energy = 0.0f; power = m_object->GetPower(); if ( power != 0 ) { energy = power->GetEnergy(); } if ( energy == 0.0f ) { m_speed *= 0.7f; // slower if more energy! } } // Tests whether an object is compatible with the operation TMA_OTHER. bool TestFriend(ObjectType oType, ObjectType fType) { if ( oType == OBJECT_ENERGY ) { return ( fType == OBJECT_METAL ); } if ( oType == OBJECT_LABO ) { return ( fType == OBJECT_BULLET ); } if ( oType == OBJECT_NUCLEAR ) { return ( fType == OBJECT_URANIUM ); } return ( fType == OBJECT_POWER || fType == OBJECT_ATOMIC ); } // Assigns the goal was achieved. Error CTaskManip::Start(TaskManipOrder order, TaskManipArm arm) { ObjectType type; CObject *front, *other, *power; Gfx::CPyro *pyro; float iAngle, dist, len; float fDist, fAngle, oDist, oAngle, oHeight; Math::Vector pos, fPos, oPos; m_arm = arm; m_height = 0.0f; m_step = 0; m_progress = 0.0f; m_speed = 1.0f/1.5f; iAngle = m_object->GetAngleY(0); iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI oAngle = iAngle; m_bError = true; // operation impossible if ( m_arm != TMA_FFRONT && m_arm != TMA_FBACK && m_arm != TMA_POWER && m_arm != TMA_GRAB ) return ERR_MANIP_VEH; m_physics->SetMotorSpeed(Math::Vector(0.0f, 0.0f, 0.0f)); type = m_object->GetType(); if ( type == OBJECT_BEE ) // bee? { if ( m_object->GetFret() == 0 ) { if ( !m_physics->GetLand() ) return ERR_MANIP_FLY; other = SearchTakeUnderObject(m_targetPos, MARGIN_BEE); if ( other == 0 ) return ERR_MANIP_NIL; m_object->SetFret(other); // takes the ball other->SetTruck(m_object); other->SetTruckPart(0); // taken with the base other->SetPosition(0, Math::Vector(0.0f, -3.0f, 0.0f)); } else { other = m_object->GetFret(); // other = ball m_object->SetFret(0); // lick the ball other->SetTruck(0); pos = m_object->GetPosition(0); pos.y -= 3.0f; other->SetPosition(0, pos); pos = m_object->GetPosition(0); pos.y += 2.0f; m_object->SetPosition(0, pos); // against the top of jump pyro = new Gfx::CPyro(); pyro->Create(Gfx::PT_FALL, other); // the ball falls } m_bBee = true; m_bError = false; // ok return ERR_OK; } m_bBee = false; m_bSubm = ( type == OBJECT_MOBILEsa ); // submarine? if ( m_arm == TMA_GRAB ) // takes immediately? { TruckTakeObject(); Abort(); return ERR_OK; } m_energy = 0.0f; power = m_object->GetPower(); if ( power != 0 ) { m_energy = power->GetEnergy(); } if ( !m_physics->GetLand() ) return ERR_MANIP_FLY; if ( type != OBJECT_MOBILEfa && type != OBJECT_MOBILEta && type != OBJECT_MOBILEwa && type != OBJECT_MOBILEia && type != OBJECT_MOBILEsa ) return ERR_MANIP_VEH; if ( m_bSubm ) // submarine? { m_arm = TMA_FFRONT; // only possible in front! } m_move = 0.0f; // advance not necessary m_angle = iAngle; if ( order == TMO_AUTO ) { if ( m_object->GetFret() == 0 ) { m_order = TMO_GRAB; } else { m_order = TMO_DROP; } } else { m_order = order; } if ( m_order == TMO_GRAB && m_object->GetFret() != 0 ) { return ERR_MANIP_BUSY; } if ( m_order == TMO_DROP && m_object->GetFret() == 0 ) { return ERR_MANIP_EMPTY; } //? speed = m_physics->GetMotorSpeed(); //? if ( speed.x != 0.0f || //? speed.z != 0.0f ) return ERR_MANIP_MOTOR; if ( m_order == TMO_GRAB ) { if ( m_arm == TMA_FFRONT ) { front = SearchTakeFrontObject(true, fPos, fDist, fAngle); other = SearchOtherObject(true, oPos, oDist, oAngle, oHeight); if ( front != 0 && fDist < oDist ) { m_targetPos = fPos; m_angle = fAngle; m_move = 1.0f; // advance required } else if ( other != 0 && oDist < fDist ) { if ( other->GetPower() == 0 ) return ERR_MANIP_NIL; m_targetPos = oPos; m_angle = oAngle; m_height = oHeight; m_move = 1.0f; // advance required m_arm = TMA_OTHER; } else { return ERR_MANIP_NIL; } m_main->HideDropZone(front); // hides buildable area } if ( m_arm == TMA_FBACK ) { if ( SearchTakeBackObject(true, m_targetPos, fDist, m_angle) == 0 ) { return ERR_MANIP_NIL; } m_angle += Math::PI; m_move = -1.0f; // back necessary } if ( m_arm == TMA_POWER ) { if ( m_object->GetPower() == 0 ) return ERR_MANIP_NIL; } } if ( m_order == TMO_DROP ) { if ( m_arm == TMA_FFRONT ) { other = SearchOtherObject(true, oPos, oDist, oAngle, oHeight); if ( other != 0 && other->GetPower() == 0 ) { m_targetPos = oPos; m_angle = oAngle; m_height = oHeight; m_move = 1.0f; // advance required m_arm = TMA_OTHER; } else { if ( !IsFreeDeposeObject(Math::Vector(TAKE_DIST, 0.0f, 0.0f)) ) return ERR_MANIP_OCC; } } if ( m_arm == TMA_FBACK ) { if ( !IsFreeDeposeObject(Math::Vector(-TAKE_DIST, 0.0f, 0.0f)) ) return ERR_MANIP_OCC; } if ( m_arm == TMA_POWER ) { if ( m_object->GetPower() != 0 ) return ERR_MANIP_OCC; } } dist = Math::Distance(m_object->GetPosition(0), m_targetPos); len = dist-TAKE_DIST; if ( m_arm == TMA_OTHER ) len -= TAKE_DIST_OTHER; if ( len < 0.0f ) len = 0.0f; if ( m_arm == TMA_FBACK ) len = -len; m_advanceLength = dist-m_physics->GetLinLength(len); if ( dist <= m_advanceLength+0.2f ) m_move = 0.0f; // not necessary to advance if ( m_energy == 0.0f ) m_move = 0.0f; if ( m_move != 0.0f ) // forward or backward? { m_timeLimit = m_physics->GetLinTimeLength(fabs(len))*1.5f; if ( m_timeLimit < 0.5f ) m_timeLimit = 0.5f; } if ( m_object->GetFret() == 0 ) // not carrying anything? { m_hand = TMH_OPEN; // open clamp } else { m_hand = TMH_CLOSE; // closed clamp } InitAngle(); if ( iAngle == m_angle || m_energy == 0.0f ) { m_bTurn = false; // preliminary rotation unnecessary SoundManip(1.0f/m_speed); } else { m_bTurn = true; // preliminary rotation necessary } if ( m_bSubm ) { m_camera->StartCentering(m_object, Math::PI*0.8f, 99.9f, 0.0f, 0.5f); } m_physics->SetFreeze(true); // it does not move m_bError = false; // ok return ERR_OK; } // Indicates whether the action is complete. Error CTaskManip::IsEnded() { CObject* fret; Math::Vector pos; float angle, dist; int i; if ( m_engine->GetPause() ) return ERR_CONTINUE; if ( m_bError ) return ERR_STOP; if ( m_bBee ) // bee? { return ERR_STOP; } if ( m_bTurn ) // preliminary rotation? { angle = m_object->GetAngleY(0); angle = Math::NormAngle(angle); // 0..2*Math::PI if ( Math::TestAngle(angle, m_angle-Math::PI*0.01f, m_angle+Math::PI*0.01f) ) { m_bTurn = false; // rotation ended m_physics->SetMotorSpeedZ(0.0f); if ( m_move == 0.0f ) { SoundManip(1.0f/m_speed); } } return ERR_CONTINUE; } if ( m_move != 0.0f ) // preliminary advance? { if ( m_timeLimit <= 0.0f ) { //OK 1.9 dist = Math::Distance(m_object->GetPosition(0), m_targetPos); if ( dist <= m_advanceLength + 2.0f ) { m_move = 0.0f; // advance ended m_physics->SetMotorSpeedX(0.0f); SoundManip(1.0f/m_speed); return ERR_CONTINUE; } else { //EOK 1.9 m_move = 0.0f; // advance ended m_physics->SetMotorSpeedX(0.0f); // stops Abort(); return ERR_STOP; } } dist = Math::Distance(m_object->GetPosition(0), m_targetPos); if ( dist <= m_advanceLength ) { m_move = 0.0f; // advance ended m_physics->SetMotorSpeedX(0.0f); SoundManip(1.0f/m_speed); } return ERR_CONTINUE; } if ( m_progress < 1.0f ) return ERR_CONTINUE; m_progress = 0.0f; if ( !m_bSubm ) { for ( i=0 ; i<5 ; i++ ) { m_object->SetAngleZ(i+1, m_finalAngle[i]); } } m_step ++; if ( m_order == TMO_GRAB ) { if ( m_step == 1 ) { if ( m_bSubm ) m_speed = 1.0f/0.7f; m_hand = TMH_CLOSE; // closes the clamp to take InitAngle(); SoundManip(1.0f/m_speed, 0.8f, 1.5f); return ERR_CONTINUE; } if ( m_step == 2 ) { if ( m_bSubm ) m_speed = 1.0f/1.5f; if ( !TruckTakeObject() && m_object->GetFret() == 0 ) { m_hand = TMH_OPEN; // reopens the clamp m_arm = TMA_NEUTRAL; InitAngle(); SoundManip(1.0f/m_speed, 0.8f, 1.5f); } else { if ( (m_arm == TMA_OTHER || m_arm == TMA_POWER ) && (m_fretType == OBJECT_POWER || m_fretType == OBJECT_ATOMIC ) ) { m_sound->Play(SOUND_POWEROFF, m_object->GetPosition(0)); } m_arm = TMA_STOCK; InitAngle(); SoundManip(1.0f/m_speed); } return ERR_CONTINUE; } } if ( m_order == TMO_DROP ) { if ( m_step == 1 ) { if ( m_bSubm ) m_speed = 1.0f/0.7f; fret = m_object->GetFret(); if ( TruckDeposeObject() ) { if ( (m_arm == TMA_OTHER || m_arm == TMA_POWER ) && (m_fretType == OBJECT_POWER || m_fretType == OBJECT_ATOMIC ) ) { m_sound->Play(SOUND_POWERON, m_object->GetPosition(0)); } if ( fret != 0 && m_fretType == OBJECT_METAL && m_arm == TMA_FFRONT ) { m_main->ShowDropZone(fret, m_object); // shows buildable area } m_hand = TMH_OPEN; // opens the clamp to deposit SoundManip(1.0f/m_speed, 0.8f, 1.5f); } InitAngle(); return ERR_CONTINUE; } if ( m_step == 2 ) { if ( m_bSubm ) m_speed = 1.0f/1.5f; m_arm = TMA_NEUTRAL; InitAngle(); SoundManip(1.0f/m_speed); return ERR_CONTINUE; } } Abort(); return ERR_STOP; } // Suddenly ends the current action. bool CTaskManip::Abort() { int i; if ( m_object->GetFret() == 0 ) // not carrying anything? { m_hand = TMH_OPEN; // open clamp m_arm = TMA_NEUTRAL; } else { m_hand = TMH_CLOSE; // closed clamp m_arm = TMA_STOCK; } InitAngle(); if ( !m_bSubm ) { for ( i=0 ; i<5 ; i++ ) { m_object->SetAngleZ(i+1, m_finalAngle[i]); } } m_camera->StopCentering(m_object, 2.0f); m_physics->SetFreeze(false); // is moving again return true; } // Seeks the object below to take (for bees). CObject* CTaskManip::SearchTakeUnderObject(Math::Vector &pos, float dLimit) { CObject *pObj, *pBest; Math::Vector iPos, oPos; ObjectType type; float min, distance; int i; iPos = m_object->GetPosition(0); CInstanceManager* iMan = CInstanceManager::GetInstancePointer(); min = 1000000.0f; pBest = 0; for ( i=0 ; i<1000000 ; i++ ) { pObj = static_cast(iMan->SearchInstance(CLASS_OBJECT, i)); if ( pObj == 0 ) break; type = pObj->GetType(); if ( type != OBJECT_FRET && type != OBJECT_STONE && type != OBJECT_URANIUM && type != OBJECT_BULLET && type != OBJECT_METAL && type != OBJECT_POWER && type != OBJECT_ATOMIC && type != OBJECT_BBOX && type != OBJECT_KEYa && type != OBJECT_KEYb && type != OBJECT_KEYc && type != OBJECT_KEYd && type != OBJECT_TNT ) continue; if ( pObj->GetTruck() != 0 ) continue; // object transported? if ( pObj->GetLock() ) continue; if ( pObj->GetZoomY(0) != 1.0f ) continue; oPos = pObj->GetPosition(0); distance = Math::Distance(oPos, iPos); if ( distance <= dLimit && distance < min ) { min = distance; pBest = pObj; } } if ( pBest != 0 ) { pos = pBest->GetPosition(0); } return pBest; } // Seeks the object in front to take. CObject* CTaskManip::SearchTakeFrontObject(bool bAdvance, Math::Vector &pos, float &distance, float &angle) { CObject *pObj, *pBest; Math::Vector iPos, oPos; ObjectType type; float min, iAngle, bAngle, aLimit, dLimit, f; int i; iPos = m_object->GetPosition(0); iAngle = m_object->GetAngleY(0); iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI if ( bAdvance && m_energy > 0.0f ) { aLimit = 60.0f*Math::PI/180.0f; dLimit = MARGIN_FRONT+10.0f; } else { //? aLimit = 7.0f*Math::PI/180.0f; aLimit = 15.0f*Math::PI/180.0f; //OK 1.9 dLimit = MARGIN_FRONT; } CInstanceManager* iMan = CInstanceManager::GetInstancePointer(); min = 1000000.0f; pBest = 0; bAngle = 0.0f; for ( i=0 ; i<1000000 ; i++ ) { pObj = static_cast(iMan->SearchInstance(CLASS_OBJECT, i)); if ( pObj == 0 ) break; type = pObj->GetType(); if ( type != OBJECT_FRET && type != OBJECT_STONE && type != OBJECT_URANIUM && type != OBJECT_BULLET && type != OBJECT_METAL && type != OBJECT_POWER && type != OBJECT_ATOMIC && type != OBJECT_BBOX && type != OBJECT_KEYa && type != OBJECT_KEYb && type != OBJECT_KEYc && type != OBJECT_KEYd && type != OBJECT_TNT && type != OBJECT_SCRAP1 && type != OBJECT_SCRAP2 && type != OBJECT_SCRAP3 && type != OBJECT_SCRAP4 && type != OBJECT_SCRAP5 ) continue; if ( pObj->GetTruck() != 0 ) continue; // object transported? if ( pObj->GetLock() ) continue; if ( pObj->GetZoomY(0) != 1.0f ) continue; oPos = pObj->GetPosition(0); distance = fabs(Math::Distance(oPos, iPos)-TAKE_DIST); f = 1.0f-distance/50.0f; if ( f < 0.5f ) f = 0.5f; angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW ! if ( !Math::TestAngle(angle, iAngle-aLimit*f, iAngle+aLimit*f) ) continue; if ( distance < -dLimit || distance > dLimit ) continue; if ( distance < min ) { min = distance; pBest = pObj; bAngle = angle; } } if ( pBest == 0 ) { distance = 1000000.0f; angle = 0.0f; } else { pos = pBest->GetPosition(0); distance = min; angle = bAngle; } return pBest; } // Seeks the object back to take. CObject* CTaskManip::SearchTakeBackObject(bool bAdvance, Math::Vector &pos, float &distance, float &angle) { CObject *pObj, *pBest; Math::Vector iPos, oPos; ObjectType type; float min, iAngle, bAngle, aLimit, dLimit, f; int i; iPos = m_object->GetPosition(0); iAngle = m_object->GetAngleY(0)+Math::PI; iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI if ( bAdvance && m_energy > 0.0f ) { aLimit = 60.0f*Math::PI/180.0f; dLimit = MARGIN_BACK+5.0f; } else { aLimit = 7.0f*Math::PI/180.0f; dLimit = MARGIN_BACK; } CInstanceManager* iMan = CInstanceManager::GetInstancePointer(); min = 1000000.0f; pBest = 0; bAngle = 0.0f; for ( i=0 ; i<1000000 ; i++ ) { pObj = static_cast(iMan->SearchInstance(CLASS_OBJECT, i)); if ( pObj == 0 ) break; type = pObj->GetType(); if ( type != OBJECT_FRET && type != OBJECT_STONE && type != OBJECT_URANIUM && type != OBJECT_BULLET && type != OBJECT_METAL && type != OBJECT_POWER && type != OBJECT_ATOMIC && type != OBJECT_BBOX && type != OBJECT_KEYa && type != OBJECT_KEYb && type != OBJECT_KEYc && type != OBJECT_KEYd && type != OBJECT_TNT && type != OBJECT_SCRAP1 && type != OBJECT_SCRAP2 && type != OBJECT_SCRAP3 && type != OBJECT_SCRAP4 && type != OBJECT_SCRAP5 ) continue; if ( pObj->GetTruck() != 0 ) continue; // object transported? if ( pObj->GetLock() ) continue; if ( pObj->GetZoomY(0) != 1.0f ) continue; oPos = pObj->GetPosition(0); distance = fabs(Math::Distance(oPos, iPos)-TAKE_DIST); f = 1.0f-distance/50.0f; if ( f < 0.5f ) f = 0.5f; angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW ! if ( !Math::TestAngle(angle, iAngle-aLimit*f, iAngle+aLimit*f) ) continue; if ( distance < -dLimit || distance > dLimit ) continue; if ( distance < min ) { min = distance; pBest = pObj; bAngle = angle; } } if ( pBest == 0 ) { distance = 1000000.0f; angle = 0.0f; } else { pos = pBest->GetPosition(0); distance = min; angle = bAngle; } return pBest; } // Seeks the robot or building on which it wants to put a battery or or other object. CObject* CTaskManip::SearchOtherObject(bool bAdvance, Math::Vector &pos, float &distance, float &angle, float &height) { Character* character; CObject* pObj; CObject* pPower; Math::Matrix* mat; Math::Vector iPos, oPos; ObjectType type, powerType; float iAngle, iRad, oAngle, oLimit, aLimit, dLimit; int i; distance = 1000000.0f; angle = 0.0f; if ( m_bSubm ) return 0; // impossible with the submarine if ( !m_object->GetCrashSphere(0, iPos, iRad) ) return 0; iAngle = m_object->GetAngleY(0); iAngle = Math::NormAngle(iAngle); // 0..2*Math::PI if ( bAdvance && m_energy > 0.0f ) { aLimit = 60.0f*Math::PI/180.0f; dLimit = MARGIN_FRIEND+10.0f; } else { aLimit = 7.0f*Math::PI/180.0f; dLimit = MARGIN_FRIEND; } CInstanceManager* iMan = CInstanceManager::GetInstancePointer(); for ( i=0 ; i<1000000 ; i++ ) { pObj = static_cast(iMan->SearchInstance(CLASS_OBJECT, i)); if ( pObj == 0 ) break; if ( pObj == m_object ) continue; // yourself? type = pObj->GetType(); if ( 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_TOWER && type != OBJECT_RESEARCH && type != OBJECT_ENERGY && type != OBJECT_LABO && type != OBJECT_NUCLEAR ) continue; pPower = pObj->GetPower(); if ( pPower != 0 ) { if ( pPower->GetLock() ) continue; if ( pPower->GetZoomY(0) != 1.0f ) continue; powerType = pPower->GetType(); if ( powerType == OBJECT_NULL || powerType == OBJECT_FIX ) continue; } mat = pObj->GetWorldMatrix(0); character = pObj->GetCharacter(); oPos = Transform(*mat, character->posPower); oAngle = pObj->GetAngleY(0); if ( type == OBJECT_TOWER || type == OBJECT_RESEARCH ) { oLimit = 45.0f*Math::PI/180.0f; } else if ( type == OBJECT_ENERGY ) { oLimit = 90.0f*Math::PI/180.0f; } else if ( type == OBJECT_LABO ) { oLimit = 120.0f*Math::PI/180.0f; } else if ( type == OBJECT_NUCLEAR ) { oLimit = 45.0f*Math::PI/180.0f; } else { oLimit = 45.0f*Math::PI/180.0f; oAngle += Math::PI; // is behind } oAngle = Math::NormAngle(oAngle); // 0..2*Math::PI angle = Math::RotateAngle(iPos.x-oPos.x, oPos.z-iPos.z); // CW ! if ( !Math::TestAngle(angle, oAngle-oLimit, oAngle+oLimit) ) continue; distance = fabs(Math::Distance(oPos, iPos)-TAKE_DIST); if ( distance <= dLimit ) { angle = Math::RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW ! if ( Math::TestAngle(angle, iAngle-aLimit, iAngle+aLimit) ) { character = pObj->GetCharacter(); height = character->posPower.y; pos = oPos; return pObj; } } } distance = 1000000.0f; angle = 0.0f; return 0; } // Takes the object placed in front. bool CTaskManip::TruckTakeObject() { CObject* fret; CObject* other; Math::Matrix matRotate; Math::Vector pos; float angle, dist; if ( m_arm == TMA_GRAB ) // takes immediately? { fret = m_object->GetFret(); if ( fret == 0 ) return false; // nothing to take? m_fretType = fret->GetType(); if ( m_object->GetType() == OBJECT_HUMAN || m_object->GetType() == OBJECT_TECH ) { fret->SetTruck(m_object); fret->SetTruckPart(4); // takes with the hand fret->SetPosition(0, Math::Vector(1.7f, -0.5f, 1.1f)); fret->SetAngleY(0, 0.1f); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, 0.8f); } else if ( m_bSubm ) { fret->SetTruck(m_object); fret->SetTruckPart(2); // takes with the right claw pos = Math::Vector(1.1f, -1.0f, 1.0f); // relative fret->SetPosition(0, pos); fret->SetAngleX(0, 0.0f); fret->SetAngleY(0, 0.0f); fret->SetAngleZ(0, 0.0f); } else { fret->SetTruck(m_object); fret->SetTruckPart(3); // takes with the hand pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4) fret->SetPosition(0, pos); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, Math::PI/2.0f); fret->SetAngleY(0, 0.0f); } m_object->SetFret(fret); // takes } if ( m_arm == TMA_FFRONT ) // takes on the ground in front? { fret = SearchTakeFrontObject(false, pos, dist, angle); if ( fret == 0 ) return false; // nothing to take? m_fretType = fret->GetType(); if ( m_bSubm ) { fret->SetTruck(m_object); fret->SetTruckPart(2); // takes with the right claw pos = Math::Vector(1.1f, -1.0f, 1.0f); // relative fret->SetPosition(0, pos); fret->SetAngleX(0, 0.0f); fret->SetAngleY(0, 0.0f); fret->SetAngleZ(0, 0.0f); } else { fret->SetTruck(m_object); fret->SetTruckPart(3); // takes with the hand pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4) fret->SetPosition(0, pos); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, Math::PI/2.0f); fret->SetAngleY(0, 0.0f); } m_object->SetFret(fret); // takes } if ( m_arm == TMA_FBACK ) // takes on the ground behind? { fret = SearchTakeBackObject(false, pos, dist, angle); if ( fret == 0 ) return false; // nothing to take? m_fretType = fret->GetType(); fret->SetTruck(m_object); fret->SetTruckPart(3); // takes with the hand pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4) fret->SetPosition(0, pos); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, Math::PI/2.0f); fret->SetAngleY(0, 0.0f); m_object->SetFret(fret); // takes } if ( m_arm == TMA_POWER ) // takes battery in the back? { fret = m_object->GetPower(); if ( fret == 0 ) return false; // no battery? m_fretType = fret->GetType(); pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4) fret->SetPosition(0, pos); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, Math::PI/2.0f); fret->SetAngleY(0, 0.0f); fret->SetTruckPart(3); // takes with the hand m_object->SetPower(0); m_object->SetFret(fret); // takes } if ( m_arm == TMA_OTHER ) // battery takes from friend? { other = SearchOtherObject(false, pos, dist, angle, m_height); if ( other == 0 ) return false; fret = other->GetPower(); if ( fret == 0 ) return false; // the other does not have a battery? m_fretType = fret->GetType(); other->SetPower(0); fret->SetTruck(m_object); fret->SetTruckPart(3); // takes with the hand pos = Math::Vector(4.7f, 0.0f, 0.0f); // relative to the hand (lem4) fret->SetPosition(0, pos); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, Math::PI/2.0f); fret->SetAngleY(0, 0.0f); m_object->SetFret(fret); // takes } return true; } // Deposes the object taken. bool CTaskManip::TruckDeposeObject() { Character* character; CObject* fret; CObject* other; Math::Matrix* mat; Math::Vector pos; float angle, dist; if ( m_arm == TMA_FFRONT ) // deposits on the ground in front? { fret = m_object->GetFret(); if ( fret == 0 ) return false; // nothing transported? m_fretType = fret->GetType(); mat = fret->GetWorldMatrix(0); pos = Transform(*mat, Math::Vector(0.0f, 1.0f, 0.0f)); m_terrain->AdjustToFloor(pos); fret->SetPosition(0, pos); fret->SetAngleY(0, m_object->GetAngleY(0)+Math::PI/2.0f); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, 0.0f); fret->FloorAdjust(); // plate well on the ground fret->SetTruck(0); m_object->SetFret(0); // deposit } if ( m_arm == TMA_FBACK ) // deposited on the ground behind? { fret = m_object->GetFret(); if ( fret == 0 ) return false; // nothing transported? m_fretType = fret->GetType(); mat = fret->GetWorldMatrix(0); pos = Transform(*mat, Math::Vector(0.0f, 1.0f, 0.0f)); m_terrain->AdjustToFloor(pos); fret->SetPosition(0, pos); fret->SetAngleY(0, m_object->GetAngleY(0)+Math::PI/2.0f); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, 0.0f); fret->SetTruck(0); m_object->SetFret(0); // deposit } if ( m_arm == TMA_POWER ) // deposits battery in the back? { fret = m_object->GetFret(); if ( fret == 0 ) return false; // nothing transported? m_fretType = fret->GetType(); if ( m_object->GetPower() != 0 ) return false; fret->SetTruck(m_object); fret->SetTruckPart(0); // carried by the base character = m_object->GetCharacter(); fret->SetPosition(0, character->posPower); fret->SetAngleY(0, 0.0f); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, 0.0f); m_object->SetPower(fret); // uses m_object->SetFret(0); } if ( m_arm == TMA_OTHER ) // deposits battery on friend? { other = SearchOtherObject(false, pos, dist, angle, m_height); if ( other == 0 ) return false; fret = other->GetPower(); if ( fret != 0 ) return false; // the other already has a battery? fret = m_object->GetFret(); if ( fret == 0 ) return false; m_fretType = fret->GetType(); other->SetPower(fret); fret->SetTruck(other); character = other->GetCharacter(); fret->SetPosition(0, character->posPower); fret->SetAngleY(0, 0.0f); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, 0.0f); fret->SetTruckPart(0); // carried by the base m_object->SetFret(0); // deposit } return true; } // Seeks if a location allows to deposit an object. bool CTaskManip::IsFreeDeposeObject(Math::Vector pos) { CObject* pObj; Math::Matrix* mat; Math::Vector iPos, oPos; float oRadius; int i, j; mat = m_object->GetWorldMatrix(0); iPos = Transform(*mat, pos); CInstanceManager* iMan = CInstanceManager::GetInstancePointer(); for ( i=0 ; i<1000000 ; i++ ) { pObj = static_cast(iMan->SearchInstance(CLASS_OBJECT, i)); if ( pObj == 0 ) break; if ( pObj == m_object ) continue; if ( !pObj->GetActif() ) continue; // inactive? if ( pObj->GetTruck() != 0 ) continue; // object transported? j = 0; while ( pObj->GetCrashSphere(j++, oPos, oRadius) ) { if ( Math::Distance(iPos, oPos)-(oRadius+1.0f) < 2.0f ) { return false; // location occupied } } } return true; // location free } // Plays the sound of the manipulator arm. void CTaskManip::SoundManip(float time, float amplitude, float frequency) { int i; i = m_sound->Play(SOUND_MANIP, m_object->GetPosition(0), 0.0f, 0.3f*frequency, true); m_sound->AddEnvelope(i, 0.5f*amplitude, 1.0f*frequency, 0.1f, SOPER_CONTINUE); m_sound->AddEnvelope(i, 0.5f*amplitude, 1.0f*frequency, time-0.1f, SOPER_CONTINUE); m_sound->AddEnvelope(i, 0.0f, 0.3f*frequency, 0.1f, SOPER_STOP); }