Beispiel #1
0
Error CAutoResearch::StartAction(int param)
{
    if ( m_phase != ALP_WAIT )
    {
        return ERR_UNKNOWN;
    }

    m_research = static_cast<ResearchType>(param);

    if ( m_main->IsResearchDone(m_research, m_object->GetTeam()) )
    {
        return ERR_RESEARCH_ALREADY;
    }

    if (m_object->GetPower() == nullptr || !m_object->GetPower()->Implements(ObjectInterfaceType::PowerContainer))
    {
        return ERR_RESEARCH_POWER;
    }
    CPowerContainerObject* power = dynamic_cast<CPowerContainerObject*>(m_object->GetPower());
    if ( power->GetCapacity() > 1.0f )
    {
        return ERR_RESEARCH_TYPE;
    }
    if ( power->GetEnergy() < 1.0f )
    {
        return ERR_RESEARCH_ENERGY;
    }

    float time = SEARCH_TIME;
    if ( m_research == RESEARCH_TANK   )  time *= 0.3f;
    if ( m_research == RESEARCH_FLY    )  time *= 0.3f;
    if ( m_research == RESEARCH_ATOMIC )  time *= 2.0f;

    SetBusy(true);
    InitProgressTotal(time);
    UpdateInterface();

    m_channelSound = m_sound->Play(SOUND_RESEARCH, m_object->GetPosition(), 0.0f, 1.0f, true);
    m_sound->AddEnvelope(m_channelSound, 1.0f, 1.0f,      2.0f, SOPER_CONTINUE);
    m_sound->AddEnvelope(m_channelSound, 1.0f, 1.0f, time-4.0f, SOPER_CONTINUE);
    m_sound->AddEnvelope(m_channelSound, 0.0f, 1.0f,      2.0f, SOPER_STOP);

    m_phase    = ALP_SEARCH;
    m_progress = 0.0f;
    m_speed    = 1.0f/time;
    return ERR_OK;
}
Beispiel #2
0
Error CAutoFactory::StartAction(int param)
{
    CObject*   cargo;
    ObjectType type = static_cast<ObjectType>(param);

    if ( type != OBJECT_NULL )
    {
        if ( m_phase != AFP_WAIT )
        {
            return ERR_OK;
        }

        m_type = type;

        cargo = SearchCargo();  // transform metal?
        if ( cargo == nullptr )
        {
            return ERR_FACTORY_NULL;
        }
        if ( NearestVehicle() )
        {
            return ERR_FACTORY_NEAR;
        }

        m_program = "";
        SetBusy(true);
        InitProgressTotal(3.0f+2.0f+15.0f+2.0f+3.0f);
        UpdateInterface();

        cargo->SetLock(true);  // usable metal
        SoundManip(3.0f, 1.0f, 0.5f);

        m_phase    = AFP_CLOSE_S;
        m_progress = 0.0f;
        m_speed    = 1.0f/3.0f;
        return ERR_OK;
    }
    return ERR_UNKNOWN;
}
Beispiel #3
0
bool CAutoConvert::EventProcess(const Event &event)
{
    CObject*    cargo;
    Math::Vector    pos, speed;
    Math::Point     dim, c, p;
    float       angle;

    CAuto::EventProcess(event);

    if ( m_engine->GetPause() )  return true;
    if ( event.type != EVENT_FRAME )  return true;

    m_progress += event.rTime*m_speed;
    m_timeVirus -= event.rTime;

    if ( m_object->GetVirusMode() )  // contaminated by a virus?
    {
        if ( m_timeVirus <= 0.0f )
        {
            m_timeVirus = 0.1f+Math::Rand()*0.3f;

            angle = (Math::Rand()-0.5f)*0.3f;
            m_object->SetPartRotationY(1, angle);
            m_object->SetPartRotationY(2, angle);
            m_object->SetPartRotationY(3, angle+Math::PI);

            m_object->SetPartRotationX(2, -Math::PI*0.35f*(0.8f+Math::Rand()*0.2f));
            m_object->SetPartRotationX(3, -Math::PI*0.35f*(0.8f+Math::Rand()*0.2f));
        }
        return true;
    }

    EventProgress(event.rTime);

    if ( m_phase == ACP_STOP )  return true;

    if ( m_phase == ACP_WAIT )
    {
        if ( m_progress >= 1.0f )
        {
            cargo = SearchStone(OBJECT_STONE);  // Has stone transformed?
            if ( cargo == nullptr || SearchVehicle() )
            {
                m_phase    = ACP_WAIT;  // still waiting ...
                m_progress = 0.0f;
                m_speed    = 1.0f/2.0f;
            }
            else
            {
                cargo->SetLock(true);  // stone usable

                SetBusy(true);
                InitProgressTotal(3.0f+10.0f+1.5f);
                UpdateInterface();

                m_sound->Play(SOUND_OPEN, m_object->GetPosition(), 1.0f, 1.0f);
                m_bSoundClose = false;

                m_phase    = ACP_CLOSE;
                m_progress = 0.0f;
                m_speed    = 1.0f/3.0f;
            }
        }
    }

    if ( m_phase == ACP_CLOSE )
    {
        if ( m_progress < 1.0f )
        {
            if ( m_progress >= 0.8f && !m_bSoundClose )
            {
                m_bSoundClose = true;
                m_sound->Play(SOUND_CLOSE, m_object->GetPosition(), 1.0f, 0.8f);
            }
            angle = -Math::PI*0.35f*(1.0f-Math::Bounce(m_progress, 0.85f, 0.05f));
            m_object->SetPartRotationX(2, angle);
            m_object->SetPartRotationX(3, angle);
        }
        else
        {
            m_object->SetPartRotationX(2, 0.0f);
            m_object->SetPartRotationX(3, 0.0f);

            m_soundChannel = m_sound->Play(SOUND_CONVERT, m_object->GetPosition(), 0.0f, 0.25f, true);
            m_sound->AddEnvelope(m_soundChannel, 1.0f, 0.25f, 0.5f, SOPER_CONTINUE);
            m_sound->AddEnvelope(m_soundChannel, 1.0f, 1.00f, 4.5f, SOPER_CONTINUE);
            m_sound->AddEnvelope(m_soundChannel, 1.0f, 0.25f, 4.5f, SOPER_CONTINUE);
            m_sound->AddEnvelope(m_soundChannel, 0.0f, 0.25f, 0.5f, SOPER_STOP);

            m_phase    = ACP_ROTATE;
            m_progress = 0.0f;
            m_speed    = 1.0f/10.0f;
        }
    }

    if ( m_phase == ACP_ROTATE )
    {
        if ( m_progress < 1.0f )
        {
            if ( m_progress < 0.5f )
            {
                angle = powf((m_progress*2.0f)*5.0f, 2.0f);  // accelerates
            }
            else
            {
                angle = -powf((2.0f-m_progress*2.0f)*5.0f, 2.0f);  // slows
            }
            m_object->SetPartRotationY(1, angle);
            m_object->SetPartRotationY(2, angle);
            m_object->SetPartRotationY(3, angle+Math::PI);

            if ( m_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_time )
            {
                m_lastParticle = m_time;

                pos = m_object->GetPosition();
                c.x = pos.x;
                c.y = pos.z;
                p.x = c.x;
                p.y = c.y+6.0f;
                p = Math::RotatePoint(c, Math::Rand()*Math::PI*2.0f, p);
                pos.x = p.x;
                pos.z = p.y;
                pos.y += 1.0f;
                speed = Math::Vector(0.0f, 0.0f, 0.0f);
                dim.x = Math::Rand()*2.0f+1.0f;
                dim.y = dim.x;
                m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGAS, 1.0f, 0.0f, 0.0f);
            }
        }
        else
        {
            m_object->SetPartRotationY(1, 0.0f);
            m_object->SetPartRotationY(2, 0.0f);
            m_object->SetPartRotationY(3, Math::PI);

            cargo = SearchStone(OBJECT_STONE);
            if ( cargo != nullptr )
            {
                CObjectManager::GetInstancePointer()->DeleteObject(cargo);
            }

            CreateMetal();  // Create the metal
            m_sound->Play(SOUND_OPEN, m_object->GetPosition(), 1.0f, 1.5f);

            m_phase    = ACP_OPEN;
            m_progress = 0.0f;
            m_speed    = 1.0f/1.5f;
        }
    }

    if ( m_phase == ACP_OPEN )
    {
        if ( m_progress < 1.0f )
        {
            angle = -Math::PI*0.35f*Math::Bounce(m_progress, 0.7f, 0.2f);
            m_object->SetPartRotationX(2, angle);
            m_object->SetPartRotationX(3, angle);

            if ( m_progress < 0.9f &&
                 m_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_time )
            {
                m_lastParticle = m_time;

                pos = m_object->GetPosition();
                pos.x += (Math::Rand()-0.5f)*6.0f;
                pos.z += (Math::Rand()-0.5f)*6.0f;
                pos.y += Math::Rand()*4.0f;
                speed = Math::Vector(0.0f, 0.0f, 0.0f);
                dim.x = Math::Rand()*4.0f+3.0f;
                dim.y = dim.x;
                m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIBLUE, 1.0f, 0.0f, 0.0f);
            }
        }
        else
        {
            m_soundChannel = -1;
            m_object->SetPartRotationX(2, -Math::PI*0.35f);
            m_object->SetPartRotationX(3, -Math::PI*0.35f);

            SetBusy(false);
            UpdateInterface();

            m_phase    = ACP_WAIT;
            m_progress = 0.0f;
            m_speed    = 1.0f/2.0f;
        }
    }

    return true;
}
Beispiel #4
0
bool CAutoNuclear::EventProcess(const Event &event)
{
    CObject*    fret;
    Math::Matrix*   mat;
    Math::Vector    pos, goal, speed;
    Math::Point     dim, rot;
    float       angle;
    int         i, max;

    CAuto::EventProcess(event);

    if ( m_engine->GetPause() )  return true;
    if ( event.type != EVENT_FRAME )  return true;

    m_progress += event.rTime*m_speed;
    m_timeVirus -= event.rTime;

    if ( m_object->GetVirusMode() )  // contaminated by a virus?
    {
        if ( m_timeVirus <= 0.0f )
        {
            m_timeVirus = 0.1f+Math::Rand()*0.3f;
        }
        return true;
    }

    EventProgress(event.rTime);

    if ( m_phase == ANUP_WAIT )
    {
        if ( m_progress >= 1.0f )
        {
            fret = SearchUranium();  // transform uranium?
            if ( fret == 0 || SearchVehicle() )
            {
                m_phase    = ANUP_WAIT;  // still waiting ...
                m_progress = 0.0f;
                m_speed    = 1.0f/2.0f;
            }
            else
            {
                fret->SetLock(true);  // usable uranium

                SetBusy(true);
                InitProgressTotal(1.5f+NUCLEAR_DELAY+1.5f);
                UpdateInterface();

                m_sound->Play(SOUND_OPEN, m_object->GetPosition(0), 1.0f, 1.4f);

                m_phase    = ANUP_CLOSE;
                m_progress = 0.0f;
                m_speed    = 1.0f/1.5f;
            }
        }
    }

    if ( m_phase == ANUP_CLOSE )
    {
        if ( m_progress < 1.0f )
        {
            angle = (1.0f-m_progress)*(135.0f*Math::PI/180.0f);
            m_object->SetAngleZ(1, angle);
        }
        else
        {
            m_object->SetAngleZ(1, 0.0f);

            mat = m_object->GetWorldMatrix(0);
            max = static_cast< int >(10.0f*m_engine->GetParticleDensity());
            for ( i=0 ; i<max ; i++ )
            {
                pos.x = 27.0f;
                pos.y =  0.0f;
                pos.z = (Math::Rand()-0.5f)*8.0f;
                pos = Transform(*mat, pos);
                speed.y = 0.0f;
                speed.x = 0.0f;
                speed.z = 0.0f;
                dim.x = Math::Rand()*1.0f+1.0f;
                dim.y = dim.x;
                m_particle->CreateParticle(pos, speed, dim, Gfx::PARTICRASH);
            }

            m_sound->Play(SOUND_CLOSE, m_object->GetPosition(0), 1.0f, 1.0f);

            m_channelSound = m_sound->Play(SOUND_NUCLEAR, m_object->GetPosition(0), 1.0f, 0.1f, true);
            m_sound->AddEnvelope(m_channelSound, 1.0f, 1.0f, NUCLEAR_DELAY-1.0f, SOPER_CONTINUE);
            m_sound->AddEnvelope(m_channelSound, 0.0f, 1.0f, 2.0f, SOPER_STOP);

            m_phase    = ANUP_GENERATE;
            m_progress = 0.0f;
            m_speed    = 1.0f/NUCLEAR_DELAY;
        }
    }

    if ( m_phase == ANUP_GENERATE )
    {
        if ( m_progress < 1.0f )
        {
            if ( m_lastParticle+m_engine->ParticleAdapt(0.10f) <= m_time )
            {
                m_lastParticle = m_time;

                pos = m_object->GetPosition(0);
                pos.y += 30.0f;
                pos.x += (Math::Rand()-0.5f)*6.0f;
                pos.z += (Math::Rand()-0.5f)*6.0f;
                speed.y = Math::Rand()*15.0f+15.0f;
                speed.x = 0.0f;
                speed.z = 0.0f;
                dim.x = Math::Rand()*8.0f+8.0f;
                dim.y = dim.x;
                m_particle->CreateParticle(pos, speed, dim, Gfx::PARTICRASH);

                pos = m_pos;
                speed.x = (Math::Rand()-0.5f)*20.0f;
                speed.y = (Math::Rand()-0.5f)*20.0f;
                speed.z = (Math::Rand()-0.5f)*20.0f;
                dim.x = 2.0f;
                dim.y = dim.x;
                m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIBLITZ, 1.0f, 0.0f, 0.0f);
            }
        }
        else
        {
            fret = SearchUranium();
            if ( fret != 0 )
            {
                fret->DeleteObject();  // destroyed uranium
                delete fret;
                m_object->SetPower(0);
            }

            CreatePower();  // creates the atomic cell

            max = static_cast< int >(20.0f*m_engine->GetParticleDensity());
            for ( i=0 ; i<max ; i++ )
            {
                pos = m_pos;
                pos.x += (Math::Rand()-0.5f)*3.0f;
                pos.y += (Math::Rand()-0.5f)*3.0f;
                pos.z += (Math::Rand()-0.5f)*3.0f;
                speed.y = 0.0f;
                speed.x = 0.0f;
                speed.z = 0.0f;
                dim.x = Math::Rand()*2.0f+2.0f;
                dim.y = dim.x;
                m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIBLUE, Math::Rand()*5.0f+5.0f, 0.0f, 0.0f);
            }

            m_sound->Play(SOUND_OPEN, m_object->GetPosition(0), 1.0f, 1.4f);

            m_phase    = ANUP_OPEN;
            m_progress = 0.0f;
            m_speed    = 1.0f/1.5f;
        }
    }

    if ( m_phase == ANUP_OPEN )
    {
        if ( m_progress < 1.0f )
        {
            angle = m_progress*(135.0f*Math::PI/180.0f);
            m_object->SetAngleZ(1, angle);
        }
        else
        {
            m_object->SetAngleZ(1, 135.0f*Math::PI/180.0f);

            SetBusy(false);
            UpdateInterface();

            m_main->DisplayError(INFO_NUCLEAR, m_object);

            m_phase    = ANUP_WAIT;
            m_progress = 0.0f;
            m_speed    = 1.0f/2.0f;
        }
    }

    return true;
}