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// taskadvance.cpp
#define STRICT
#define D3D_OVERLOADS
#include <windows.h>
#include <stdio.h>
#include <d3d.h>
#include "struct.h"
#include "D3DEngine.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 "task.h"
#include "taskadvance.h"
// Constructeur de l'objet.
CTaskAdvance::CTaskAdvance(CInstanceManager* iMan, CObject* object)
: CTask(iMan, object)
{
CTask::CTask(iMan, object);
}
// Destructeur de l'objet.
CTaskAdvance::~CTaskAdvance()
{
}
// Gestion d'un �v�nement.
BOOL CTaskAdvance::EventProcess(const Event &event)
{
if ( m_engine->RetPause() ) return TRUE;
if ( event.event != EVENT_FRAME ) return TRUE;
m_fixTime += event.rTime;
// Objet momentan�ment immobile (fourmi sur le dos) ?
if ( m_object->RetFixed() )
{
m_physics->SetMotorSpeedX(0.0f); // stoppe l'avance
m_physics->SetMotorSpeedZ(0.0f); // stoppe la rotation
m_bError = TRUE;
return TRUE;
}
m_timeLimit -= event.rTime;
return TRUE;
}
// Assigne le but � atteindre.
Error CTaskAdvance::Start(float length)
{
m_direction = (length>=0.0f)?1.0f:-1.0f;
m_totalLength = Abs(length);
m_advanceLength = m_physics->RetLinLength(length);
m_startPos = m_object->RetPosition(0);
m_lastDist = 0.0f;
m_fixTime = 0.0f;
m_timeLimit = m_physics->RetLinTimeLength(m_totalLength, m_direction)*3.0f;
if ( m_timeLimit < 2.0f ) m_timeLimit = 2.0f;
m_physics->SetMotorSpeedX(m_direction*1.0f); // avance/recule
m_physics->SetMotorSpeedY(0.0f);
m_physics->SetMotorSpeedZ(0.0f);
m_bError = FALSE;
return ERR_OK;
}
// Indique si l'action est termin�e.
Error CTaskAdvance::IsEnded()
{
D3DVECTOR pos;
float length;
if ( m_engine->RetPause() ) return ERR_CONTINUE;
if ( m_bError )
{
return ERR_STOP;
}
if ( m_timeLimit < 0.0f )
{
m_physics->SetMotorSpeedX(0.0f);
return ERR_MOVE_IMPOSSIBLE;
}
pos = m_object->RetPosition(0);
length = Length2d(pos, m_startPos);
if ( length > m_lastDist ) // avance ?
{
m_fixTime = 0.0f;
}
else // n'avance plus ?
{
if ( m_fixTime > 1.0f ) // depuis plus d'une seconde ?
{
m_physics->SetMotorSpeedX(0.0f);
return ERR_MOVE_IMPOSSIBLE;
}
}
m_lastDist = length;
if ( length >= m_totalLength )
{
m_physics->SetMotorSpeedX(0.0f);
m_physics->SetLinMotionX(MO_CURSPEED, 0.0f);
if ( length != 0.0f )
{
pos = m_startPos+((pos-m_startPos)*m_totalLength/length);
m_object->SetPosition(0, pos);
}
return ERR_STOP;
}
if ( length >= m_advanceLength )
{
m_physics->SetMotorSpeedX(m_direction*0.1f);
}
return ERR_CONTINUE;
}
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