// * 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/taskshield.h" #include "common/iman.h" #include "graphics/core/light.h" #include "graphics/engine/particle.h" #include "graphics/engine/lightman.h" #include "math/geometry.h" #include "object/brain.h" #include "object/robotmain.h" #include "physics/physics.h" #include const float ENERGY_TIME = 20.0f; // maximum duration if full battery // Object's constructor. CTaskShield::CTaskShield(CObject* object) : CTask(object) { m_rankSphere = -1; m_soundChannel = -1; m_effectLight = -1; } // Object's destructor. CTaskShield::~CTaskShield() { Abort(); } // Management of an event. bool CTaskShield::EventProcess(const Event &event) { CObject* power; Math::Matrix* mat; Math::Matrix matrix; Math::Vector pos, speed, goal, angle; Gfx::Color color; Math::Point dim; float energy; if ( m_engine->GetPause() ) return true; if ( event.type != EVENT_FRAME ) return true; if ( m_bError ) return false; m_progress += event.rTime*m_speed; // others advance m_time += event.rTime; m_delay -= event.rTime; mat = m_object->GetWorldMatrix(0); pos = Math::Vector(7.0f, 15.0f, 0.0f); pos = Math::Transform(*mat, pos); // sphere position m_shieldPos = pos; if ( m_rankSphere != -1 ) { m_particle->SetPosition(m_rankSphere, m_shieldPos); dim.x = GetRadius(); dim.y = dim.x; m_particle->SetDimension(m_rankSphere, dim); } if ( m_phase == TS_UP1 ) { pos.x = 7.0f; pos.y = 4.5f+Math::Bounce(m_progress)*3.0f; pos.z = 0.0f; m_object->SetPosition(2, pos); } if ( m_phase == TS_UP2 ) { pos.x = 0.0f; pos.y = 1.0f+Math::Bounce(m_progress)*3.0f; pos.z = 0.0f; m_object->SetPosition(3, pos); } if ( m_phase == TS_SHIELD ) { energy = (1.0f/ENERGY_TIME)*event.rTime; energy *= GetRadius()/RADIUS_SHIELD_MAX; power = m_object->GetPower(); if ( power != 0 ) { power->SetEnergy(power->GetEnergy()-energy/power->GetCapacity()); } m_energyUsed += energy; if ( m_soundChannel == -1 ) { m_soundChannel = m_sound->Play(SOUND_SHIELD, m_shieldPos, 0.5f, 0.5f, true); m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.0f, 2.0f, SOPER_CONTINUE); m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.0f, 1.0f, SOPER_LOOP); } else { m_sound->Position(m_soundChannel, m_shieldPos); } pos = m_shieldPos; pos.y += GetRadius()*(2.0f+sinf(m_time*9.0f)*0.2f); if ( m_effectLight == -1 ) { CreateLight(pos); } else { m_lightMan->SetLightPos(m_effectLight, pos); color.r = 0.0f+sinf(m_time*33.2f)*0.2f; color.g = 0.5f+sinf(m_time*20.0f)*0.5f; color.b = 0.5f+sinf(m_time*21.3f)*1.0f; color.a = 0.0f; m_lightMan->SetLightColor(m_effectLight, color); } if ( m_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_time ) { m_lastParticle = m_time; pos = m_shieldPos; pos.x += (Math::Rand()-0.5f)*5.0f; pos.z += (Math::Rand()-0.5f)*5.0f; speed.x = (Math::Rand()-0.5f)*0.0f; speed.z = (Math::Rand()-0.5f)*0.0f; speed.y = Math::Rand()*15.0f; dim.x = Math::Rand()*6.0f+4.0f; dim.y = dim.x; m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIBLUE, 1.0f, 0.0f, 0.0f); } if ( m_lastRay+m_engine->ParticleAdapt(0.05f) <= m_time ) { m_lastRay = m_time; pos = m_shieldPos; dim.x = GetRadius()/20.0f; dim.y = dim.x; angle.x = (Math::Rand()-0.5f)*Math::PI*1.2f; angle.y = 0.0f; angle.z = (Math::Rand()-0.5f)*Math::PI*1.2f; Math::LoadRotationXZYMatrix(matrix, angle); goal = Math::Transform(matrix, Math::Vector(0.0f, GetRadius()-dim.x, 0.0f)); goal += pos; m_particle->CreateRay(pos, goal, Gfx::PARTIRAY2, dim, 0.3f); } if ( m_lastIncrease+0.2f <= m_time ) { m_lastIncrease = m_time; IncreaseShield(); } } if ( m_phase == TS_SMOKE ) { if ( m_soundChannel != -1 ) { m_sound->FlushEnvelope(m_soundChannel); m_sound->AddEnvelope(m_soundChannel, 0.5f, 0.5f, 2.0f, SOPER_STOP); m_soundChannel = -1; } if ( m_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_time ) { m_lastParticle = m_time; pos = m_shieldPos; pos.x += (Math::Rand()-0.5f)*5.0f; pos.z += (Math::Rand()-0.5f)*5.0f; speed.x = (Math::Rand()-0.5f)*3.0f; speed.z = (Math::Rand()-0.5f)*3.0f; speed.y = (Math::Rand()-0.5f)*3.0f; dim.x = Math::Rand()*1.5f+2.0f; dim.y = dim.x; m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISMOKE3, 4.0f); } } if ( m_phase == TS_DOWN1 ) { pos.x = 0.0f; pos.y = 1.0f+(1.0f-Math::Bounce(m_progress))*3.0f; pos.z = 0.0f; m_object->SetPosition(3, pos); } if ( m_phase == TS_DOWN2 ) { pos.x = 7.0f; pos.y = 4.5f+(1.0f-Math::Bounce(m_progress))*3.0f; pos.z = 0.0f; m_object->SetPosition(2, pos); } return true; } // Deploys the shield. // The period is only useful with TSM_UP! Error CTaskShield::Start(TaskShieldMode mode, float delay) { CObject* power; Math::Matrix* mat; Math::Vector pos, iPos, oPos, speed; ObjectType type; float energy; if ( mode == TSM_DOWN ) { return Stop(); } if ( mode == TSM_UPDATE ) { if ( m_object->GetSelect() ) { m_brain->UpdateInterface(); } return ERR_OK; } type = m_object->GetType(); if ( type != OBJECT_MOBILErs ) return ERR_SHIELD_VEH; m_bError = true; // operation impossible if ( !m_physics->GetLand() ) return ERR_SHIELD_VEH; power = m_object->GetPower(); if ( power == 0 ) return ERR_SHIELD_ENERGY; energy = power->GetEnergy(); if ( energy == 0.0f ) return ERR_SHIELD_ENERGY; mat = m_object->GetWorldMatrix(0); pos = Math::Vector(7.0f, 15.0f, 0.0f); pos = Transform(*mat, pos); // sphere position m_shieldPos = pos; m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 0.7f); m_phase = TS_UP1; m_progress = 0.0f; m_speed = 1.0f/1.0f; m_time = 0.0f; m_delay = delay; m_lastParticle = 0.0f; m_lastRay = 0.0f; m_lastIncrease = 0.0f; m_energyUsed = 0.0f; m_bError = false; // ok if ( m_object->GetSelect() ) { m_brain->UpdateInterface(); } //? m_camera->StartCentering(m_object, Math::PI*0.85f, -Math::PI*0.15f, GetRadius()+40.0f, 3.0f); return ERR_OK; } // Returns the shield. Error CTaskShield::Stop() { float time; if ( m_phase == TS_SHIELD ) { m_object->SetShieldRadius(0.0f); if ( m_rankSphere != -1 ) { m_particle->SetPhase(m_rankSphere, Gfx::PARPHEND, 3.0f); m_rankSphere = -1; } if ( m_effectLight != -1 ) { m_lightMan->DeleteLight(m_effectLight); m_effectLight = -1; } time = m_energyUsed*4.0f; if ( time < 1.0f ) time = 1.0f; if ( time > 4.0f ) time = 4.0f; m_phase = TS_SMOKE; m_speed = 1.0f/time; m_camera->StopCentering(m_object, 4.0f); if ( m_object->GetSelect() ) { m_brain->UpdateInterface(); } return ERR_CONTINUE; } return ERR_OK; } // Indicates whether the action is finished. Error CTaskShield::IsEnded() { CObject* power; Math::Vector pos, speed; Math::Point dim; float energy; if ( m_engine->GetPause() ) return ERR_CONTINUE; if ( m_bError ) return ERR_STOP; if ( m_phase == TS_SHIELD ) { m_object->SetShieldRadius(GetRadius()); power = m_object->GetPower(); if ( power == 0 ) { energy = 0.0f; } else { energy = power->GetEnergy(); } if ( energy == 0.0f || m_delay <= 0.0f ) { Stop(); } return ERR_CONTINUE; } if ( m_progress < 1.0f ) return ERR_CONTINUE; m_progress = 0.0f; if ( m_phase == TS_UP1 ) { pos.x = 7.0f; pos.y = 4.5f+3.0f; pos.z = 0.0f; m_object->SetPosition(2, pos); m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 1.0f); m_phase = TS_UP2; m_speed = 1.0f/0.8f; return ERR_CONTINUE; } if ( m_phase == TS_UP2 ) { pos.x = 0.0f; pos.y = 1.0f+3.0f; pos.z = 0.0f; m_object->SetPosition(3, pos); m_object->SetShieldRadius(GetRadius()); pos = m_shieldPos; speed = Math::Vector(0.0f, 0.0f, 0.0f); dim.x = GetRadius(); dim.y = dim.x; m_rankSphere = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISPHERE3, 2.0f, 0.0f, 0.0f); m_phase = TS_SHIELD; m_speed = 1.0f/999.9f; if ( m_object->GetSelect() ) { m_brain->UpdateInterface(); } return ERR_CONTINUE; } if ( m_phase == TS_SMOKE ) { m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 1.0f); m_phase = TS_DOWN1; m_speed = 1.0f/0.8f; return ERR_CONTINUE; } if ( m_phase == TS_DOWN1 ) { m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 0.7f); m_phase = TS_DOWN2; m_speed = 1.0f/1.0f; return ERR_CONTINUE; } Abort(); return ERR_STOP; } // Indicates whether the action is pending. bool CTaskShield::IsBusy() { if ( m_phase == TS_SHIELD ) { return false; } return true; } // Suddenly ends the current action. bool CTaskShield::Abort() { Math::Vector pos; m_object->SetShieldRadius(0.0f); pos.x = 7.0f; pos.y = 4.5f; pos.z = 0.0f; m_object->SetPosition(2, pos); pos.x = 0.0f; pos.y = 1.0f; pos.z = 0.0f; m_object->SetPosition(3, pos); if ( m_soundChannel != -1 ) { m_sound->FlushEnvelope(m_soundChannel); m_sound->AddEnvelope(m_soundChannel, 0.5f, 0.5f, 2.0f, SOPER_STOP); m_soundChannel = -1; } if ( m_rankSphere != -1 ) { m_particle->SetPhase(m_rankSphere, Gfx::PARPHEND, 3.0f); m_rankSphere = -1; } if ( m_effectLight != -1 ) { m_lightMan->DeleteLight(m_effectLight); m_effectLight = -1; } m_camera->StopCentering(m_object, 2.0f); return true; } // Creates the light to accompany a pyrotechnic effect. bool CTaskShield::CreateLight(Math::Vector pos) { Gfx::Light light; if ( !m_engine->GetLightMode() ) return true; memset(&light, 0, sizeof(light)); light.type = Gfx::LIGHT_SPOT; light.ambient = Gfx::Color(0.0f, 0.0f, 0.0f); light.diffuse = Gfx::Color(0.0f, 1.0f, 2.0f); light.position = pos; light.direction = Math::Vector(0.0f, -1.0f, 0.0f); // against the bottom light.spotIntensity = 128; light.attenuation0 = 1.0f; light.attenuation1 = 0.0f; light.attenuation2 = 0.0f; light.spotAngle = 90.0f*Math::PI/180.0f; m_effectLight = m_lightMan->CreateLight(); if ( m_effectLight == -1 ) return false; m_lightMan->SetLight(m_effectLight, light); m_lightMan->SetLightIntensity(m_effectLight, 1.0f); return true; } // Repaired the shielded objects within the sphere of the shield. void CTaskShield::IncreaseShield() { ObjectType type; CObject* pObj; Math::Vector oPos; float dist, shield; int i; CInstanceManager* iMan = CInstanceManager::GetInstancePointer(); for ( i=0 ; i<1000000 ; i++ ) { pObj = static_cast(iMan->SearchInstance(CLASS_OBJECT, i)); if ( pObj == 0 ) break; type = pObj->GetType(); if ( type == OBJECT_MOTHER || type == OBJECT_ANT || type == OBJECT_SPIDER || type == OBJECT_BEE || type == OBJECT_WORM ) continue; oPos = pObj->GetPosition(0); dist = Math::Distance(oPos, m_shieldPos); if ( dist <= GetRadius()+10.0f ) { shield = pObj->GetShield(); shield += 0.1f; if ( shield > 1.0f ) shield = 1.0f; pObj->SetShield(shield); } } } // Returns the radius of the shield. float CTaskShield::GetRadius() { return RADIUS_SHIELD_MIN + (RADIUS_SHIELD_MAX-RADIUS_SHIELD_MIN)*m_object->GetParam(); }