// * 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 "math3d.h" #include "event.h" #include "misc.h" #include "iman.h" #include "particule.h" #include "terrain.h" #include "object.h" #include "physics.h" #include "brain.h" #include "camera.h" #include "light.h" #include "sound.h" #include "task.h" #include "taskshield.h" #define ENERGY_TIME 20.0f // dur�e maximale si pile pleine // Constructeur de l'objet. CTaskShield::CTaskShield(CInstanceManager* iMan, CObject* object) : CTask(iMan, object) { CTask::CTask(iMan, object); m_rankSphere = -1; m_soundChannel = -1; m_effectLight = -1; } // Destructeur de l'objet. CTaskShield::~CTaskShield() { Abort(); } // Gestion d'un �v�nement. BOOL CTaskShield::EventProcess(const Event &event) { CObject* power; D3DMATRIX* mat; D3DMATRIX matrix; D3DVECTOR pos, speed, goal, angle; D3DCOLORVALUE color; FPOINT dim; float energy; if ( m_engine->RetPause() ) return TRUE; if ( event.event != EVENT_FRAME ) return TRUE; if ( m_bError ) return FALSE; m_progress += event.rTime*m_speed; // �a avance m_time += event.rTime; m_delay -= event.rTime; mat = m_object->RetWorldMatrix(0); pos = D3DVECTOR(7.0f, 15.0f, 0.0f); pos = Transform(*mat, pos); // position sph�re m_shieldPos = pos; if ( m_rankSphere != -1 ) { m_particule->SetPosition(m_rankSphere, m_shieldPos); dim.x = RetRadius(); dim.y = dim.x; m_particule->SetDimension(m_rankSphere, dim); } if ( m_phase == TS_UP1 ) { pos.x = 7.0f; pos.y = 4.5f+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+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 *= RetRadius()/RADIUS_SHIELD_MAX; power = m_object->RetPower(); if ( power != 0 ) { power->SetEnergy(power->RetEnergy()-energy/power->RetCapacity()); } 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 += RetRadius()*(2.0f+sinf(m_time*9.0f)*0.2f); if ( m_effectLight == -1 ) { CreateLight(pos); } else { m_light->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_light->SetLightColor(m_effectLight, color); } if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_time ) { m_lastParticule = m_time; pos = m_shieldPos; pos.x += (Rand()-0.5f)*5.0f; pos.z += (Rand()-0.5f)*5.0f; speed.x = (Rand()-0.5f)*0.0f; speed.z = (Rand()-0.5f)*0.0f; speed.y = Rand()*15.0f; dim.x = Rand()*6.0f+4.0f; dim.y = dim.x; m_particule->CreateParticule(pos, speed, dim, PARTIBLUE, 1.0f, 0.0f, 0.0f); } if ( m_lastRay+m_engine->ParticuleAdapt(0.05f) <= m_time ) { m_lastRay = m_time; pos = m_shieldPos; dim.x = RetRadius()/20.0f; dim.y = dim.x; angle.x = (Rand()-0.5f)*PI*1.2f; angle.y = 0.0f; angle.z = (Rand()-0.5f)*PI*1.2f; MatRotateXZY(matrix, angle); goal = Transform(matrix, D3DVECTOR(0.0f, RetRadius()-dim.x, 0.0f)); goal += pos; m_particule->CreateRay(pos, goal, 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_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_time ) { m_lastParticule = m_time; pos = m_shieldPos; pos.x += (Rand()-0.5f)*5.0f; pos.z += (Rand()-0.5f)*5.0f; speed.x = (Rand()-0.5f)*3.0f; speed.z = (Rand()-0.5f)*3.0f; speed.y = (Rand()-0.5f)*3.0f; dim.x = Rand()*1.5f+2.0f; dim.y = dim.x; m_particule->CreateParticule(pos, speed, dim, PARTISMOKE3, 4.0f); } } if ( m_phase == TS_DOWN1 ) { pos.x = 0.0f; pos.y = 1.0f+(1.0f-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-Bounce(m_progress))*3.0f; pos.z = 0.0f; m_object->SetPosition(2, pos); } return TRUE; } // D�ploie le bouclier. // Le d�lai n'est utile qu'avec TSM_UP ! Error CTaskShield::Start(TaskShieldMode mode, float delay) { CObject* power; D3DMATRIX* mat; D3DVECTOR pos, iPos, oPos, speed; ObjectType type; float energy; if ( mode == TSM_DOWN ) { return Stop(); } if ( mode == TSM_UPDATE ) { if ( m_object->RetSelect() ) { m_brain->UpdateInterface(); } return ERR_OK; } type = m_object->RetType(); if ( type != OBJECT_MOBILErs ) return ERR_SHIELD_VEH; m_bError = TRUE; // op�ration impossible if ( !m_physics->RetLand() ) return ERR_SHIELD_VEH; power = m_object->RetPower(); if ( power == 0 ) return ERR_SHIELD_ENERGY; energy = power->RetEnergy(); if ( energy == 0.0f ) return ERR_SHIELD_ENERGY; mat = m_object->RetWorldMatrix(0); pos = D3DVECTOR(7.0f, 15.0f, 0.0f); pos = Transform(*mat, pos); // position sph�re 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_lastParticule = 0.0f; m_lastRay = 0.0f; m_lastIncrease = 0.0f; m_energyUsed = 0.0f; m_bError = FALSE; // ok if ( m_object->RetSelect() ) { m_brain->UpdateInterface(); } //? m_camera->StartCentering(m_object, PI*0.85f, -PI*0.15f, RetRadius()+40.0f, 3.0f); return ERR_OK; } // Rentre le bouclier. Error CTaskShield::Stop() { float time; if ( m_phase == TS_SHIELD ) { m_object->SetShieldRadius(0.0f); if ( m_rankSphere != -1 ) { m_particule->SetPhase(m_rankSphere, PARPHEND, 3.0f); m_rankSphere = -1; } if ( m_effectLight != -1 ) { m_light->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->RetSelect() ) { m_brain->UpdateInterface(); } return ERR_CONTINUE; } return ERR_OK; } // Indique si l'action est termin�e. Error CTaskShield::IsEnded() { CObject* power; D3DVECTOR pos, speed; FPOINT dim; float energy; if ( m_engine->RetPause() ) return ERR_CONTINUE; if ( m_bError ) return ERR_STOP; if ( m_phase == TS_SHIELD ) { m_object->SetShieldRadius(RetRadius()); power = m_object->RetPower(); if ( power == 0 ) { energy = 0.0f; } else { energy = power->RetEnergy(); } 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(RetRadius()); pos = m_shieldPos; speed = D3DVECTOR(0.0f, 0.0f, 0.0f); dim.x = RetRadius(); dim.y = dim.x; m_rankSphere = m_particule->CreateParticule(pos, speed, dim, PARTISPHERE3, 2.0f, 0.0f, 0.0f); m_phase = TS_SHIELD; m_speed = 1.0f/999.9f; if ( m_object->RetSelect() ) { 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; } // Indique si l'action est en cours. BOOL CTaskShield::IsBusy() { if ( m_phase == TS_SHIELD ) { return FALSE; } return TRUE; } // Termine brutalement l'action en cours. BOOL CTaskShield::Abort() { D3DVECTOR 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_particule->SetPhase(m_rankSphere, PARPHEND, 3.0f); m_rankSphere = -1; } if ( m_effectLight != -1 ) { m_light->DeleteLight(m_effectLight); m_effectLight = -1; } m_camera->StopCentering(m_object, 2.0f); return TRUE; } // Cr�e la lumi�re pour accompagner un effet pyrotechnique. BOOL CTaskShield::CreateLight(D3DVECTOR pos) { D3DLIGHT7 light; if ( !m_engine->RetLightMode() ) return TRUE; ZeroMemory( &light, sizeof(light) ); light.dltType = D3DLIGHT_SPOT; light.dcvDiffuse.r = 0.0f; light.dcvDiffuse.g = 1.0f; light.dcvDiffuse.b = 2.0f; light.dvPosition.x = pos.x; light.dvPosition.y = pos.y; light.dvPosition.z = pos.z; light.dvDirection.x = 0.0f; light.dvDirection.y = -1.0f; // contre en bas light.dvDirection.z = 0.0f; light.dvRange = D3DLIGHT_RANGE_MAX; light.dvFalloff = 1.0f; light.dvAttenuation0 = 1.0f; light.dvAttenuation1 = 0.0f; light.dvAttenuation2 = 0.0f; light.dvTheta = 0.0f; light.dvPhi = PI/4.0f; m_effectLight = m_light->CreateLight(); if ( m_effectLight == -1 ) return FALSE; m_light->SetLight(m_effectLight, light); m_light->SetLightIntensity(m_effectLight, 1.0f); return TRUE; } // R�pare le bouclier des objets dans la sph�re du bouclier. void CTaskShield::IncreaseShield() { ObjectType type; CObject* pObj; D3DVECTOR oPos; float dist, shield; int i; for ( i=0 ; i<1000000 ; i++ ) { pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i); if ( pObj == 0 ) break; type = pObj->RetType(); if ( type == OBJECT_MOTHER || type == OBJECT_ANT || type == OBJECT_SPIDER || type == OBJECT_BEE || type == OBJECT_WORM ) continue; oPos = pObj->RetPosition(0); dist = Length(oPos, m_shieldPos); if ( dist <= RetRadius()+10.0f ) { shield = pObj->RetShield(); shield += 0.1f; if ( shield > 1.0f ) shield = 1.0f; pObj->SetShield(shield); } } } // Retourne le rayon du bouclier. float CTaskShield::RetRadius() { return RADIUS_SHIELD_MIN + (RADIUS_SHIELD_MAX-RADIUS_SHIELD_MIN)*m_object->RetParam(); }