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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;


enum MotionHumanAction
{
	MH_MARCH		= 0,
	MH_MARCHTAKE	= 1,
	MH_TURN			= 2,
	MH_STOP			= 3,
	MH_FLY			= 4,
	MH_SWIM			= 5,
	MH_SPEC			= 6
};

enum MotionHumanSpecialAction
{
	MHS_FIRE		= 0,
	MHS_GUN			= 1,
	MHS_TAKE		= 2,
	MHS_TAKEOTHER	= 3,
	MHS_TAKEHIGH	= 4,
	MHS_UPRIGHT		= 5,
	MHS_WIN			= 6,
	MHS_LOST		= 7,
	MHS_DEADg		= 8,
	MHS_DEADg1		= 9,
	MHS_DEADg2		= 10,
	MHS_DEADg3		= 11,
	MHS_DEADg4		= 12,
	MHS_DEADw		= 13,
	MHS_FLAG		= 14,
	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;
};