// * 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 . #define STRICT #define D3D_OVERLOADS #include #include #include #include "struct.h" #include "D3DEngine.h" #include "D3DMath.h" #include "math3d.h" #include "event.h" #include "misc.h" #include "iman.h" #include "terrain.h" #include "object.h" #include "physics.h" #include "brain.h" #include "water.h" #include "camera.h" #include "motion.h" #include "motionhuman.h" #include "sound.h" #include "robotmain.h" #include "task.h" #include "tasktake.h" // Constructeur de l'objet. CTaskTake::CTaskTake(CInstanceManager* iMan, CObject* object) : CTask(iMan, object) { CTask::CTask(iMan, object); m_terrain = (CTerrain*)m_iMan->SearchInstance(CLASS_TERRAIN); m_arm = TTA_NEUTRAL; } // Destructeur de l'objet. CTaskTake::~CTaskTake() { } // Gestion d'un �v�nement. BOOL CTaskTake::EventProcess(const Event &event) { float a, g, cirSpeed; if ( m_engine->RetPause() ) return TRUE; if ( event.event != EVENT_FRAME ) return TRUE; if ( m_bError ) return FALSE; if ( m_bTurn ) // rotation pr�liminaire ? { a = m_object->RetAngleY(0); g = m_angle; cirSpeed = Direction(a, g)*2.0f; if ( cirSpeed > 1.0f ) cirSpeed = 1.0f; if ( cirSpeed < -1.0f ) cirSpeed = -1.0f; m_physics->SetMotorSpeedZ(cirSpeed); // tourne � gauche/droite return TRUE; } m_progress += event.rTime*m_speed; // �a avance m_physics->SetMotorSpeed(D3DVECTOR(0.0f, 0.0f, 0.0f)); // immobile ! return TRUE; } // Assigne le but � atteindre. Error CTaskTake::Start() { ObjectType type; CObject* other; float iAngle, oAngle, h; D3DVECTOR pos; m_height = 0.0f; m_step = 0; m_progress = 0.0f; iAngle = m_object->RetAngleY(0); iAngle = NormAngle(iAngle); // 0..2*PI oAngle = iAngle; m_bError = TRUE; // op�ration impossible if ( !m_physics->RetLand() ) { pos = m_object->RetPosition(0); h = m_water->RetLevel(m_object); if ( pos.y < h ) return ERR_MANIP_WATER; // impossible sous l'eau return ERR_MANIP_FLY; } type = m_object->RetType(); if ( type != OBJECT_HUMAN && type != OBJECT_TECH ) return ERR_MANIP_VEH; m_physics->SetMotorSpeed(D3DVECTOR(0.0f, 0.0f, 0.0f)); if ( m_object->RetFret() == 0 ) { m_order = TTO_TAKE; } else { m_order = TTO_DEPOSE; } if ( m_order == TTO_TAKE ) { pos = m_object->RetPosition(0); h = m_water->RetLevel(m_object); if ( pos.y < h ) return ERR_MANIP_WATER; // impossible sous l'eau other = SearchFriendObject(oAngle, 1.5f, PI*0.50f); if ( other != 0 && other->RetPower() != 0 ) { type = other->RetPower()->RetType(); if ( type == OBJECT_URANIUM ) return ERR_MANIP_RADIO; if ( type != OBJECT_FRET && type != OBJECT_STONE && 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 ) return ERR_MANIP_FRIEND; //? m_camera->StartCentering(m_object, PI*0.3f, -PI*0.1f, 0.0f, 0.8f); m_arm = TTA_FRIEND; } else { other = SearchTakeObject(oAngle, 1.5f, PI*0.45f); if ( other == 0 ) return ERR_MANIP_NIL; type = other->RetType(); if ( type == OBJECT_URANIUM ) return ERR_MANIP_RADIO; //? m_camera->StartCentering(m_object, PI*0.3f, 99.9f, 0.0f, 0.8f); m_arm = TTA_FFRONT; m_main->HideDropZone(other); // cache zone constructible } } if ( m_order == TTO_DEPOSE ) { //? speed = m_physics->RetMotorSpeed(); //? if ( speed.x != 0.0f || //? speed.z != 0.0f ) return ERR_MANIP_MOTOR; other = SearchFriendObject(oAngle, 1.5f, PI*0.50f); if ( other != 0 && other->RetPower() == 0 ) { //? m_camera->StartCentering(m_object, PI*0.3f, -PI*0.1f, 0.0f, 0.8f); m_arm = TTA_FRIEND; } else { if ( !IsFreeDeposeObject(D3DVECTOR(2.5f, 0.0f, 0.0f)) ) return ERR_MANIP_OCC; //? m_camera->StartCentering(m_object, PI*0.3f, 99.9f, 0.0f, 0.8f); m_arm = TTA_FFRONT; } } m_bTurn = TRUE; // rotation pr�liminaire n�cessaire m_angle = oAngle; // angle � atteindre m_physics->SetFreeze(TRUE); // on ne bouge plus m_bError = FALSE; // ok return ERR_OK; } // Indique si l'action est termin�e. Error CTaskTake::IsEnded() { CObject* fret; float angle; if ( m_engine->RetPause() ) return ERR_CONTINUE; if ( m_bError ) return ERR_STOP; if ( m_bTurn ) // rotation pr�liminaire ? { angle = m_object->RetAngleY(0); angle = NormAngle(angle); // 0..2*PI if ( TestAngle(angle, m_angle-PI*0.01f, m_angle+PI*0.01f) ) { m_bTurn = FALSE; // rotation termin�e m_physics->SetMotorSpeedZ(0.0f); if ( m_arm == TTA_FFRONT ) { m_motion->SetAction(MHS_TAKE, 0.2f); // se baisse } if ( m_arm == TTA_FRIEND ) { if ( m_height <= 3.0f ) { m_motion->SetAction(MHS_TAKEOTHER, 0.2f); // se baisse } else { m_motion->SetAction(MHS_TAKEHIGH, 0.2f); // se baisse } } m_progress = 0.0f; m_speed = 1.0f/0.6f; } return ERR_CONTINUE; } if ( m_progress < 1.0f ) return ERR_CONTINUE; m_progress = 0.0f; m_step ++; if ( m_order == TTO_TAKE ) { if ( m_step == 1 ) { if ( TruckTakeObject() ) { if ( m_arm == TTA_FRIEND && (m_fretType == OBJECT_POWER || m_fretType == OBJECT_ATOMIC ) ) { m_sound->Play(SOUND_POWEROFF, m_object->RetPosition(0)); } } m_motion->SetAction(MHS_UPRIGHT, 0.4f); // se rel�ve m_progress = 0.0f; m_speed = 1.0f/0.8f; m_camera->StopCentering(m_object, 0.8f); return ERR_CONTINUE; } } if ( m_order == TTO_DEPOSE ) { if ( m_step == 1 ) { fret = m_object->RetFret(); TruckDeposeObject(); if ( m_arm == TTA_FRIEND && (m_fretType == OBJECT_POWER || m_fretType == OBJECT_ATOMIC ) ) { m_sound->Play(SOUND_POWERON, m_object->RetPosition(0)); } if ( fret != 0 && m_fretType == OBJECT_METAL && m_arm == TTA_FFRONT ) { m_main->ShowDropZone(fret, m_object); // montre zone constructible } m_motion->SetAction(-1); // se rel�ve m_progress = 0.0f; m_speed = 1.0f/0.4f; m_camera->StopCentering(m_object, 0.8f); return ERR_CONTINUE; } } Abort(); return ERR_STOP; } // Termine brutalement l'action en cours. BOOL CTaskTake::Abort() { m_motion->SetAction(-1); m_camera->StopCentering(m_object, 0.8f); m_physics->SetFreeze(FALSE); // on bouge de nouveau return TRUE; } // Cherche l'objet � prendre devant. CObject* CTaskTake::SearchTakeObject(float &angle, float dLimit, float aLimit) { CObject *pObj, *pBest; D3DVECTOR iPos, oPos; ObjectType type; float min, iAngle, bAngle, a, distance; int i; iPos = m_object->RetPosition(0); iAngle = m_object->RetAngleY(0); iAngle = NormAngle(iAngle); // 0..2*PI min = 1000000.0f; pBest = 0; bAngle = 0.0f; for ( i=0 ; i<1000000 ; i++ ) { pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i); if ( pObj == 0 ) break; type = pObj->RetType(); 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->RetTruck() != 0 ) continue; // objet transport� ? if ( pObj->RetLock() ) continue; if ( pObj->RetZoomY(0) != 1.0f ) continue; oPos = pObj->RetPosition(0); distance = Length(oPos, iPos); if ( distance >= 4.0f-dLimit && distance <= 4.0f+dLimit ) { angle = RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW ! if ( TestAngle(angle, iAngle-aLimit, iAngle+aLimit) ) { a = Abs(angle-iAngle); if ( a > PI ) a = PI*2.0f-a; if ( a < min ) { min = a; pBest = pObj; bAngle = angle; } } } } angle = bAngle; return pBest; } // Cherche le robot sur lequel on veut prendre ou poser une pile. CObject* CTaskTake::SearchFriendObject(float &angle, float dLimit, float aLimit) { Character* character; CObject* pObj; CObject* pPower; D3DMATRIX* mat; D3DVECTOR iPos, oPos; ObjectType type, powerType; float iAngle, iRad, distance; int i; if ( !m_object->GetCrashSphere(0, iPos, iRad) ) return 0; iAngle = m_object->RetAngleY(0); iAngle = NormAngle(iAngle); // 0..2*PI for ( i=0 ; i<1000000 ; i++ ) { pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i); if ( pObj == 0 ) break; if ( pObj == m_object ) continue; // soi-m�me ? type = pObj->RetType(); 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->RetPower(); if ( pPower != 0 ) { if ( pPower->RetLock() ) continue; if ( pPower->RetZoomY(0) != 1.0f ) continue; powerType = pPower->RetType(); if ( powerType == OBJECT_NULL || powerType == OBJECT_FIX ) continue; } mat = pObj->RetWorldMatrix(0); character = pObj->RetCharacter(); oPos = Transform(*mat, character->posPower); distance = Abs(Length(oPos, iPos) - (iRad+1.0f)); if ( distance <= dLimit ) { angle = RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW ! if ( TestAngle(angle, iAngle-aLimit, iAngle+aLimit) ) { character = pObj->RetCharacter(); m_height = character->posPower.y; return pObj; } } } return 0; } // Prend l'objet plac� devant. BOOL CTaskTake::TruckTakeObject() { CObject* fret; CObject* other; D3DMATRIX matRotate; float angle; if ( m_arm == TTA_FFRONT ) // prend au sol devant ? { //? fret = SearchTakeObject(angle, 1.5f, PI*0.04f); fret = SearchTakeObject(angle, 1.5f, PI*0.15f); //OK 1.9 if ( fret == 0 ) return FALSE; // rien � prendre ? m_fretType = fret->RetType(); fret->SetTruck(m_object); fret->SetTruckPart(4); // prend avec la main //? fret->SetPosition(0, D3DVECTOR(2.2f, -1.0f, 1.1f)); fret->SetPosition(0, D3DVECTOR(1.7f, -0.5f, 1.1f)); fret->SetAngleY(0, 0.1f); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, 0.8f); m_object->SetFret(fret); // prend } if ( m_arm == TTA_FRIEND ) // prend pile sur amis ? { other = SearchFriendObject(angle, 1.5f, PI*0.04f); if ( other == 0 ) return FALSE; fret = other->RetPower(); if ( fret == 0 ) return FALSE; // l'autre n'a pas de pile ? m_fretType = fret->RetType(); other->SetPower(0); fret->SetTruck(m_object); fret->SetTruckPart(4); // prend avec la main //? fret->SetPosition(0, D3DVECTOR(2.2f, -1.0f, 1.1f)); fret->SetPosition(0, D3DVECTOR(1.7f, -0.5f, 1.1f)); fret->SetAngleY(0, 0.1f); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, 0.8f); m_object->SetFret(fret); // prend } return TRUE; } // D�pose l'objet pris. BOOL CTaskTake::TruckDeposeObject() { Character* character; CObject* fret; CObject* other; D3DMATRIX* mat; D3DVECTOR pos; float angle; if ( m_arm == TTA_FFRONT ) // d�pose au sol devant ? { fret = m_object->RetFret(); if ( fret == 0 ) return FALSE; // ne porte rien ? m_fretType = fret->RetType(); mat = fret->RetWorldMatrix(0); pos = Transform(*mat, D3DVECTOR(-0.5f, 1.0f, 0.0f)); m_terrain->MoveOnFloor(pos); fret->SetPosition(0, pos); fret->SetAngleY(0, m_object->RetAngleY(0)+PI/2.0f); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, 0.0f); fret->FloorAdjust(); // plaque bien au sol fret->SetTruck(0); m_object->SetFret(0); // d�pose } if ( m_arm == TTA_FRIEND ) // d�pose pile sur amis ? { other = SearchFriendObject(angle, 1.5f, PI*0.04f); if ( other == 0 ) return FALSE; fret = other->RetPower(); if ( fret != 0 ) return FALSE; // l'autre a d�j� une pile ? fret = m_object->RetFret(); if ( fret == 0 ) return FALSE; m_fretType = fret->RetType(); other->SetPower(fret); fret->SetTruck(other); character = other->RetCharacter(); fret->SetPosition(0, character->posPower); fret->SetAngleY(0, 0.0f); fret->SetAngleX(0, 0.0f); fret->SetAngleZ(0, 0.0f); fret->SetTruckPart(0); // port� par la base m_object->SetFret(0); // d�pose } return TRUE; } // Cherche si un emplacement permet de d�poser un objet. BOOL CTaskTake::IsFreeDeposeObject(D3DVECTOR pos) { CObject* pObj; D3DMATRIX* mat; D3DVECTOR iPos, oPos; float oRadius; int i, j; mat = m_object->RetWorldMatrix(0); iPos = Transform(*mat, pos); for ( i=0 ; i<1000000 ; i++ ) { pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i); if ( pObj == 0 ) break; if ( pObj == m_object ) continue; if ( !pObj->RetActif() ) continue; // inactif ? if ( pObj->RetTruck() != 0 ) continue; // objet transport� ? j = 0; while ( pObj->GetCrashSphere(j++, oPos, oRadius) ) { if ( Length(iPos, oPos)-(oRadius+1.0f) < 1.0f ) { return FALSE; // emplacement occup� } } } return TRUE; // emplacement libre }