colobot/src/level/robotmain.h

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
*
* 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://gnu.org/licenses
*/
/**
* \file level/robotmain.h
* \brief CRobotMain - main class of Colobot game engine
*/
#pragma once
#include "app/pausemanager.h"
#include "common/global.h"
#include "common/singleton.h"
#include "level/level_category.h"
#include "level/mainmovie.h"
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#include "graphics/engine/camera.h"
#include "graphics/engine/particle.h"
#include "object/drive_type.h"
#include "object/mission_type.h"
#include "object/object_type.h"
#include "object/tool_type.h"
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#include <deque>
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#include <stdexcept>
enum Phase
{
PHASE_WELCOME1,
PHASE_WELCOME2,
PHASE_WELCOME3,
PHASE_PLAYER_SELECT,
PHASE_APPERANCE,
PHASE_MAIN_MENU,
PHASE_LEVEL_LIST,
PHASE_SIMUL,
PHASE_SETUPd,
PHASE_SETUPg,
PHASE_SETUPp,
PHASE_SETUPc,
PHASE_SETUPs,
PHASE_SETUPds,
PHASE_SETUPgs,
PHASE_SETUPps,
PHASE_SETUPcs,
PHASE_SETUPss,
PHASE_WRITEs,
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PHASE_READ,
PHASE_READs,
PHASE_WIN,
PHASE_LOST,
PHASE_QUIT_SCREEN,
};
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bool IsInSimulationConfigPhase(Phase phase);
bool IsPhaseWithWorld(Phase phase);
bool IsMainMenuPhase(Phase phase);
class CController;
class CEventQueue;
class CSoundInterface;
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class CLevelParserLine;
class CInput;
class CObjectManager;
class CSceneEndCondition;
class CAudioChangeCondition;
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class CPlayerProfile;
class CSettings;
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class COldObject;
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namespace Gfx
{
class CEngine;
class CLightManager;
class CWater;
class CCloud;
class CLightning;
class CPlanet;
class CTerrain;
class CModelManager;
}
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namespace Ui
{
class CMainUserInterface;
class CMainShort;
class CMainMap;
class CInterface;
class CDisplayText;
class CDisplayInfo;
}
const int MAXNEWSCRIPTNAME = 20;
struct NewScriptName
{
bool used;
ObjectType type;
char name[40];
};
const int MAXSHOWLIMIT = 5;
const int MAXSHOWPARTI = 200;
const float SHOWLIMITTIME = 20.0f;
const int MAXSCENE = 999;
struct ShowLimit
{
bool used;
Math::Vector pos;
float radius;
int total;
int parti[MAXSHOWPARTI];
CObject* link;
float duration;
float time;
};
const int SATCOM_HUSTON = 0;
const int SATCOM_SAT = 1;
const int SATCOM_OBJECT = 2;
const int SATCOM_LOADING = 3;
const int SATCOM_PROG = 4;
const int SATCOM_SOLUCE = 5;
const int SATCOM_MAX = 6;
class CRobotMain : public CSingleton<CRobotMain>
{
public:
CRobotMain();
virtual ~CRobotMain();
Gfx::CCamera* GetCamera();
Gfx::CTerrain* GetTerrain();
Ui::CInterface* GetInterface();
Ui::CDisplayText* GetDisplayText();
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void CreateConfigFile();
void LoadConfigFile();
void ResetAfterDeviceChanged();
void ChangePhase(Phase phase);
bool ProcessEvent(Event &event);
bool CreateShortcuts();
void ScenePerso();
void SetMovieLock(bool lock);
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bool GetMovieLock();
bool GetInfoLock();
void SetSatComLock(bool lock);
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bool GetSatComLock();
void SetEditLock(bool lock, bool edit);
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bool GetEditLock();
void SetEditFull(bool full);
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bool GetEditFull();
bool GetFreePhoto();
void SetFriendAim(bool friendAim);
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bool GetFriendAim();
void SetTracePrecision(float factor);
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float GetTracePrecision();
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void ChangePause(PauseType pause);
void SetSpeed(float speed);
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float GetSpeed();
void UpdateShortcuts();
void SelectHuman();
CObject* SearchHuman();
CObject* SearchToto();
CObject* SearchNearest(Math::Vector pos, CObject* pExclu);
bool SelectObject(CObject* pObj, bool displayError=true);
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CObject* GetSelectObject();
CObject* DeselectAll();
bool DeleteObject();
void ResetObject();
void UpdateAudio(bool frame);
void SetEndMission(Error result, float delay);
Error CheckEndMission(bool frame);
Error CheckEndMissionForGroup(std::vector<CSceneEndCondition*>& endTakes);
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int GetObligatoryToken();
char* GetObligatoryToken(int i);
int IsObligatoryToken(const char* token);
bool IsProhibitedToken(const char* token);
void UpdateMap();
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bool GetShowMap();
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MainMovieType GetMainMovie();
void FlushDisplayInfo();
void StartDisplayInfo(int index, bool movie);
void StartDisplayInfo(const std::string& filename, int index);
void StopDisplayInfo();
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char* GetDisplayInfoName(int index);
int GetDisplayInfoPosition(int index);
void SetDisplayInfoPosition(int index, int pos);
void StartSuspend();
void StopSuspend();
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float GetGameTime();
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char* GetTitle();
char* GetResume();
char* GetScriptName();
char* GetScriptFile();
bool GetTrainerPilot();
bool GetFixScene();
bool GetInterfaceGlint();
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bool GetSoluce4();
bool GetMovies();
bool GetShowSoluce();
bool GetSceneSoluce();
bool GetShowAll();
bool GetRadar();
MissionType GetMissionType();
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int GetGamerFace();
int GetGamerGlasses();
bool GetGamerOnlyHead();
float GetPersoAngle();
void SetLevel(LevelCategory cat, int chap, int rank);
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LevelCategory GetLevelCategory();
int GetLevelChap();
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int GetLevelRank();
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std::string GetCustomLevelDir();
void SetReadScene(std::string path);
void UpdateChapterPassed();
void StartMusic();
void StartPauseMusic(PauseType pause);
void ClearInterface();
void ChangeColor();
float SearchNearestObject(Math::Vector center, CObject *exclu);
bool FreeSpace(Math::Vector &center, float minRadius, float maxRadius, float space, CObject *exclu);
bool FlatFreeSpace(Math::Vector &center, float minFlat, float minRadius, float maxRadius, float space, CObject *exclu);
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float GetFlatZoneRadius(Math::Vector center, float maxRadius, CObject *exclu);
void HideDropZone(CObject* metal);
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void ShowDropZone(CObject* metal, CObject* transporter);
void FlushShowLimit(int i);
void SetShowLimit(int i, Gfx::ParticleType parti, CObject *pObj, Math::Vector pos,
float radius, float duration=SHOWLIMITTIME);
void StartShowLimit();
void FrameShowLimit(float rTime);
void CompileScript(bool soluce);
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void LoadOneScript(CObject *pObj);
void LoadFileScript(CObject *pObj, const char* filename, int objRank);
void SaveAllScript();
void SaveOneScript(CObject *pObj);
void SaveFileScript(CObject *pObj, const char* filename, int objRank);
bool SaveFileStack(CObject *pObj, FILE *file, int objRank);
bool ReadFileStack(CObject *pObj, FILE *file, int objRank);
bool FlushNewScriptName();
bool AddNewScriptName(ObjectType type, char *name);
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char* GetNewScriptName(ObjectType type, int rank);
void SelectPlayer(std::string playerName);
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CPlayerProfile* GetPlayerProfile();
bool IOIsBusy();
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bool IOWriteScene(std::string filename, std::string filecbot, std::string filescreenshot, char *info);
void IOWriteSceneFinished();
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CObject* IOReadScene(std::string filename, std::string filecbot);
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void IOWriteObject(CLevelParserLine *line, CObject* obj);
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CObject* IOReadObject(CLevelParserLine *line, const char* filename, const std::string& objCounterText, float objectProgress, int objRank);
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int CreateSpot(Math::Vector pos, Gfx::Color color);
CObject* GetSelect();
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void DisplayError(Error err, CObject* pObj, float time=10.0f);
void DisplayError(Error err, Math::Vector goal, float height=15.0f, float dist=60.0f, float time=10.0f);
void UpdateCustomLevelList();
std::string GetCustomLevelName(int id);
const std::vector<std::string>& GetCustomLevelList();
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void StartMissionTimer();
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void SetAutosave(bool enable);
bool GetAutosave();
void SetAutosaveInterval(int interval);
int GetAutosaveInterval();
void SetAutosaveSlots(int slots);
int GetAutosaveSlots();
//! Enable mode where completing mission closes the game
void SetExitAfterMission(bool exit);
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//! Returns true if player can interact with things manually
bool CanPlayerInteract();
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//! Returns team name for the given team id
const std::string& GetTeamName(int id);
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//! Returns true if team-specific colored texture is available
bool IsTeamColorDefined(int id);
//! Get/set enabled buildings
//@{
int GetEnableBuild();
void SetEnableBuild(int enableBuild);
//@}
//! Get/set enabled researches
//@{
int GetEnableResearch();
void SetEnableResearch(int enableResearch);
//@}
//! Get/set done researches
//@{
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int GetDoneResearch(int team);
void SetDoneResearch(int doneResearch, int team);
//@}
//! Returns true if the given building is enabled
//@{
bool IsBuildingEnabled(BuildType type);
bool IsBuildingEnabled(ObjectType type);
//@}
//! Returns true if the given research is enabled
bool IsResearchEnabled(ResearchType type);
//! Returns true if the given research is done
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bool IsResearchDone(ResearchType type, int team);
//! Marks research as done
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void MarkResearchDone(ResearchType type, int team);
//! Retruns true if all requirements to build this object are met (EnableBuild + DoneResearch)
//@{
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bool CanBuild(ObjectType type, int team);
Error CanBuildError(ObjectType type, int team);
//@}
//! Retruns true if all requirements to create this object in BotFactory are met (DoneResearch)
//@{
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bool CanFactory(ObjectType type, int team);
Error CanFactoryError(ObjectType type, int team);
//@}
void RemoveFromSelectionHistory(CObject* object);
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//! Returns global magnifyDamage setting
float GetGlobalMagnifyDamage();
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void StartDetectEffect(COldObject* object, CObject* target);
protected:
bool EventFrame(const Event &event);
bool EventObject(const Event &event);
void InitEye();
void ShowSaveIndicator(bool show);
void CreateScene(bool soluce, bool fixScene, bool resetObject);
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void ResetCreate();
void LevelLoadingError(const std::string& error, const std::runtime_error& exception, Phase exitPhase = PHASE_LEVEL_LIST);
Math::Vector LookatPoint(Math::Vector eye, float angleH, float angleV, float length);
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int CreateLight(Math::Vector direction, Gfx::Color color);
void HiliteClear();
void HiliteObject(Math::Point pos);
void HiliteFrame(float rTime);
void CreateTooltip(Math::Point pos, const std::string& text);
void ClearTooltip();
CObject* DetectObject(Math::Point pos);
void ChangeCamera();
void RemoteCamera(float pan, float zoom, float rTime);
void KeyCamera(EventType event, InputSlot key);
void AbortMovie();
bool IsSelectable(CObject* pObj);
void SelectOneObject(CObject* pObj, bool displayError=true);
void HelpObject();
bool DeselectObject();
void DeleteAllObjects();
void UpdateInfoText();
CObject* SearchObject(ObjectType type);
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void StartDisplayVisit(EventType event);
void FrameVisit(float rTime);
void StopDisplayVisit();
void ExecuteCmd(char *cmd);
void UpdateSpeedLabel();
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int AutosaveRotate(bool freeOne);
void Autosave();
void PushToSelectionHistory(CObject* obj);
CObject* PopFromSelectionHistory();
protected:
CController* m_ctrl;
CApplication* m_app;
CObjectManager* m_objMan;
CEventQueue* m_eventQueue;
CMainMovie* m_movie;
Gfx::CEngine* m_engine;
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Gfx::CParticle* m_particle;
Gfx::CWater* m_water;
Gfx::CCloud* m_cloud;
Gfx::CLightning* m_lightning;
Gfx::CPlanet* m_planet;
Gfx::COldModelManager* m_oldModelManager;
std::unique_ptr<Gfx::CModelManager> m_modelManager;
Gfx::CLightManager* m_lightMan;
Gfx::CTerrain* m_terrain;
Gfx::CCamera* m_camera;
std::unique_ptr<Ui::CMainUserInterface> m_ui;
Ui::CMainShort* m_short;
Ui::CMainMap* m_map;
Ui::CInterface* m_interface;
Ui::CDisplayText* m_displayText;
Ui::CDisplayInfo* m_displayInfo;
CSoundInterface* m_sound;
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CPauseManager* m_pause;
CInput* m_input;
CSettings* m_settings;
//! Progress of loaded player
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std::unique_ptr<CPlayerProfile> m_playerProfile;
//! Time since level start, including pause and intro movie
float m_time;
//! Playing time since level start
float m_gameTime;
//! Playing time since level start, not dependent on simulation speed
float m_gameTimeAbsolute;
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LevelCategory m_levelCategory;
int m_levelChap;
int m_levelRank;
std::string m_sceneReadPath;
float m_winDelay;
float m_lostDelay;
bool m_fixScene; // scene fixed, no interraction
CObject* m_base; // OBJECT_BASE exists in mission
Math::Point m_lastMousePos;
CObject* m_selectObject;
Phase m_phase;
int m_cameraRank;
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Gfx::Color m_color;
bool m_freePhoto;
bool m_cmdEdit;
bool m_selectInsect;
bool m_showSoluce;
bool m_showAll;
bool m_cheatRadar;
bool m_shortCut;
std::string m_audioTrack;
bool m_audioRepeat;
std::string m_satcomTrack;
bool m_satcomRepeat;
std::string m_editorTrack;
bool m_editorRepeat;
int m_movieInfoIndex;
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CObject* m_controller;
MissionType m_missionType;
bool m_immediatSatCom; // SatCom immediately?
bool m_beginSatCom; // messages SatCom poster?
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bool m_lockedSatCom; // SatCom locked?
bool m_movieLock; // movie in progress?
bool m_satComLock; // call of SatCom is possible?
bool m_editLock; // edition in progress?
bool m_editFull; // edition in full screen?
bool m_hilite;
bool m_trainerPilot; // remote trainer?
bool m_friendAim;
bool m_resetCreate;
bool m_mapShow;
bool m_mapImage;
char m_mapFilename[100];
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bool m_suspend;
PauseType m_suspendInitPause;
Gfx::CameraType m_suspendInitCamera;
Math::Point m_tooltipPos;
std::string m_tooltipName;
float m_tooltipTime;
char m_infoFilename[SATCOM_MAX][100]; // names of text files
CObject* m_infoObject;
int m_infoIndex;
int m_infoPos[SATCOM_MAX];
int m_infoUsed;
char m_title[100];
char m_resume[500];
char m_scriptName[100];
char m_scriptFile[100];
int m_endingWinRank;
int m_endingLostRank;
bool m_winTerminate;
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float m_globalMagnifyDamage;
bool m_exitAfterMission;
bool m_codeBattleInit;
bool m_codeBattleStarted;
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std::map<int, std::string> m_teamNames;
NewScriptName m_newScriptName[MAXNEWSCRIPTNAME];
float m_cameraPan;
float m_cameraZoom;
EventType m_visitLast;
CObject* m_visitObject;
CObject* m_visitArrow;
float m_visitTime;
float m_visitParticle;
Math::Vector m_visitPos;
Math::Vector m_visitPosArrow;
std::vector<std::unique_ptr<CSceneEndCondition>> m_endTake;
long m_endTakeResearch;
float m_endTakeWinDelay;
float m_endTakeLostDelay;
std::vector<std::unique_ptr<CAudioChangeCondition>> m_audioChange;
int m_obligatoryTotal;
char m_obligatoryToken[100][20];
int m_prohibitedTotal;
char m_prohibitedToken[100][20];
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//! Enabled buildings
int m_build;
//! Available researches
long m_researchEnable;
//! Done researches for each team
std::map<int, int> m_researchDone;
Error m_missionResult;
ShowLimit m_showLimit[MAXSHOWLIMIT];
Gfx::Color m_colorRefBot;
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std::map<int, Gfx::Color> m_colorNewBot;
Gfx::Color m_colorRefAlien;
Gfx::Color m_colorNewAlien;
Gfx::Color m_colorRefGreen;
Gfx::Color m_colorNewGreen;
Gfx::Color m_colorRefWater;
Gfx::Color m_colorNewWater;
float m_colorShiftWater;
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bool m_missionTimerEnabled;
bool m_missionTimerStarted;
float m_missionTimer;
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bool m_autosave;
int m_autosaveInterval;
int m_autosaveSlots;
float m_autosaveLast;
int m_shotSaving;
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std::deque<CObject*> m_selectionHistory;
};