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// * 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;
};