colobot/src/object/object.h

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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/.
/**
* \file object/object.h
* \brief CObject - base class for all game objects
*/
#pragma once
#include "graphics/engine/engine.h"
#include "graphics/engine/camera.h"
#include "object/object_ids.h"
#include "sound/sound.h"
class CInstanceManager;
class CApplication;
class CPhysics;
class CBrain;
class CMotion;
class CAuto;
class CDisplayText;
class CRobotMain;
class CBotVar;
class CScript;
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namespace Ui
{
class CDisplayText;
}
// The father of all parts must always be the part number zero!
const int OBJECTMAXPART = 40;
const int MAXCRASHSPHERE = 40;
const int OBJECTMAXDESELLIST = 10;
const int OBJECTMAXINFO = 10;
const int OBJECTMAXCMDLINE = 20;
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enum ObjectMaterial
{
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OM_METAL = 0, // metal
OM_PLASTIC = 1, // plastic
OM_HUMAN = 2, // cosmonaut
OM_ANIMAL = 3, // insect
OM_VEGETAL = 4, // plant
OM_MINERAL = 5, // stone
};
struct ObjectPart
{
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char bUsed;
int object; // number of the object in CEngine
int parentPart; // number of father part
int masterParti; // master canal of the particle
Math::Vector position;
Math::Vector angle;
Math::Vector zoom;
char bTranslate;
char bRotate;
char bZoom;
Math::Matrix matTranslate;
Math::Matrix matRotate;
Math::Matrix matTransform;
Math::Matrix matWorld;
};
struct Character
{
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float wheelFront; // position X of the front wheels
float wheelBack; // position X of the back wheels
float wheelLeft; // position Z of the left wheels
float wheelRight; // position Z of the right wheels
float height; // normal height on top of ground
Math::Vector posPower; // position of the battery
};
struct Info
{
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char name[20]; // name of the information
float value; // value of the information
};
enum ExploType
{
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EXPLO_BOUM = 1,
EXPLO_BURN = 2,
EXPLO_WATER = 3,
};
enum ResetCap
{
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RESET_NONE = 0,
RESET_MOVE = 1,
RESET_DELETE = 2,
};
enum RadarFilter
{
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FILTER_NONE = 0,
FILTER_ONLYLANDING = 1,
FILTER_ONLYFLYING = 2,
};
class CObject
{
public:
CObject(CInstanceManager* iMan);
~CObject();
void DeleteObject(bool bAll=false);
void Simplify();
bool ExploObject(ExploType type, float force, float decay=1.0f);
bool EventProcess(const Event &event);
void UpdateMapping();
int CreatePart();
void DeletePart(int part);
void SetObjectRank(int part, int objRank);
int GetObjectRank(int part);
void SetObjectParent(int part, int parent);
void SetType(ObjectType type);
ObjectType GetType();
char* GetName();
void SetOption(int option);
int GetOption();
void SetID(int id);
int GetID();
bool Write(char *line);
bool Read(char *line);
void SetDrawWorld(bool bDraw);
void SetDrawFront(bool bDraw);
bool CreateVehicle(Math::Vector pos, float angle, ObjectType type, float power, bool bTrainer, bool bToy);
bool CreateInsect(Math::Vector pos, float angle, ObjectType type);
bool CreateBuilding(Math::Vector pos, float angle, float height, ObjectType type, float power=1.0f);
bool CreateResource(Math::Vector pos, float angle, ObjectType type, float power=1.0f);
bool CreateFlag(Math::Vector pos, float angle, ObjectType type);
bool CreateBarrier(Math::Vector pos, float angle, float height, ObjectType type);
bool CreatePlant(Math::Vector pos, float angle, float height, ObjectType type);
bool CreateMushroom(Math::Vector pos, float angle, float height, ObjectType type);
bool CreateTeen(Math::Vector pos, float angle, float zoom, float height, ObjectType type);
bool CreateQuartz(Math::Vector pos, float angle, float height, ObjectType type);
bool CreateRoot(Math::Vector pos, float angle, float height, ObjectType type);
bool CreateHome(Math::Vector pos, float angle, float height, ObjectType type);
bool CreateRuin(Math::Vector pos, float angle, float height, ObjectType type);
bool CreateApollo(Math::Vector pos, float angle, ObjectType type);
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bool ReadProgram(int rank, const char* filename);
bool WriteProgram(int rank, char* filename);
bool RunProgram(int rank);
int GetShadowLight();
int GetEffectLight();
void FlushCrashShere();
int CreateCrashSphere(Math::Vector pos, float radius, Sound sound, float hardness=0.45f);
int GetCrashSphereTotal();
bool GetCrashSphere(int rank, Math::Vector &pos, float &radius);
float GetCrashSphereHardness(int rank);
Sound GetCrashSphereSound(int rank);
void DeleteCrashSphere(int rank);
void SetGlobalSphere(Math::Vector pos, float radius);
void GetGlobalSphere(Math::Vector &pos, float &radius);
void SetJotlerSphere(Math::Vector pos, float radius);
void GetJotlerSphere(Math::Vector &pos, float &radius);
void SetShieldRadius(float radius);
float GetShieldRadius();
void SetFloorHeight(float height);
void FloorAdjust();
void SetLinVibration(Math::Vector dir);
Math::Vector GetLinVibration();
void SetCirVibration(Math::Vector dir);
Math::Vector GetCirVibration();
void SetInclinaison(Math::Vector dir);
Math::Vector GetInclinaison();
void SetPosition(int part, const Math::Vector &pos);
Math::Vector GetPosition(int part);
void SetAngle(int part, const Math::Vector &angle);
Math::Vector GetAngle(int part);
void SetAngleY(int part, float angle);
void SetAngleX(int part, float angle);
void SetAngleZ(int part, float angle);
float GetAngleY(int part);
float GetAngleX(int part);
float GetAngleZ(int part);
void SetZoom(int part, float zoom);
void SetZoom(int part, Math::Vector zoom);
Math::Vector GetZoom(int part);
void SetZoomX(int part, float zoom);
float GetZoomX(int part);
void SetZoomY(int part, float zoom);
float GetZoomY(int part);
void SetZoomZ(int part, float zoom);
float GetZoomZ(int part);
float GetWaterLevel();
void SetTrainer(bool bEnable);
bool GetTrainer();
void SetToy(bool bEnable);
bool GetToy();
void SetManual(bool bManual);
bool GetManual();
void SetResetCap(ResetCap cap);
ResetCap GetResetCap();
void SetResetBusy(bool bBusy);
bool GetResetBusy();
void SetResetPosition(const Math::Vector &pos);
Math::Vector GetResetPosition();
void SetResetAngle(const Math::Vector &angle);
Math::Vector GetResetAngle();
void SetResetRun(int run);
int GetResetRun();
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void SetMasterParticle(int part, int parti);
int GetMasterParticle(int part);
void SetPower(CObject* power);
CObject* GetPower();
void SetFret(CObject* fret);
CObject* GetFret();
void SetTruck(CObject* truck);
CObject* GetTruck();
void SetTruckPart(int part);
int GetTruckPart();
void InfoFlush();
void DeleteInfo(int rank);
void SetInfo(int rank, Info info);
Info GetInfo(int rank);
int GetInfoTotal();
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void SetInfoReturn(float value);
float GetInfoReturn();
void SetInfoUpdate(bool bUpdate);
bool GetInfoUpdate();
bool SetCmdLine(int rank, float value);
float GetCmdLine(int rank);
Math::Matrix* GetRotateMatrix(int part);
Math::Matrix* GetTranslateMatrix(int part);
Math::Matrix* GetTransformMatrix(int part);
Math::Matrix* GetWorldMatrix(int part);
void SetViewFromHere(Math::Vector &eye, float &dirH, float &dirV,
Math::Vector &lookat, Math::Vector &upVec,
Gfx::CameraType type);
void SetCharacter(Character* character);
void GetCharacter(Character* character);
Character* GetCharacter();
float GetAbsTime();
void SetEnergy(float level);
float GetEnergy();
void SetCapacity(float capacity);
float GetCapacity();
void SetShield(float level);
float GetShield();
void SetRange(float delay);
float GetRange();
void SetTransparency(float value);
float GetTransparency();
ObjectMaterial GetMaterial();
void SetGadget(bool bMode);
bool GetGadget();
void SetFixed(bool bFixed);
bool GetFixed();
void SetClip(bool bClip);
bool GetClip();
bool JostleObject(float force);
void StartDetectEffect(CObject *target, bool bFound);
void SetVirusMode(bool bEnable);
bool GetVirusMode();
float GetVirusTime();
void SetCameraType(Gfx::CameraType type);
Gfx::CameraType GetCameraType();
void SetCameraDist(float dist);
float GetCameraDist();
void SetCameraLock(bool bLock);
bool GetCameraLock();
void SetHilite(bool bMode);
bool GetHilite();
void SetSelect(bool bMode, bool bDisplayError=true);
bool GetSelect(bool bReal=false);
void SetSelectable(bool bMode);
bool GetSelectable();
void SetActivity(bool bMode);
bool GetActivity();
void SetVisible(bool bVisible);
bool GetVisible();
void SetEnable(bool bEnable);
bool GetEnable();
void SetCheckToken(bool bMode);
bool GetCheckToken();
void SetProxyActivate(bool bActivate);
bool GetProxyActivate();
void SetProxyDistance(float distance);
float GetProxyDistance();
void SetMagnifyDamage(float factor);
float GetMagnifyDamage();
void SetParam(float value);
float GetParam();
void SetExplo(bool bExplo);
bool GetExplo();
void SetLock(bool bLock);
bool GetLock();
void SetCargo(bool bCargo);
bool GetCargo();
void SetBurn(bool bBurn);
bool GetBurn();
void SetDead(bool bDead);
bool GetDead();
bool GetRuin();
bool GetActif();
void SetGunGoalV(float gunGoal);
void SetGunGoalH(float gunGoal);
float GetGunGoalV();
float GetGunGoalH();
bool StartShowLimit();
void StopShowLimit();
bool IsProgram();
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void CreateSelectParticle();
void SetRunScript(CScript* script);
CScript* GetRunScript();
CBotVar* GetBotVar();
CPhysics* GetPhysics();
CBrain* GetBrain();
CMotion* GetMotion();
CAuto* GetAuto();
void SetAuto(CAuto* automat);
void SetDefRank(int rank);
int GetDefRank();
bool GetTooltipName(char* name);
void AddDeselList(CObject* pObj);
CObject* SubDeselList();
void DeleteDeselList(CObject* pObj);
bool CreateShadowCircle(float radius, float intensity, Gfx::EngineShadowType type = Gfx::ENG_SHADOW_NORM);
bool CreateShadowLight(float height, Gfx::Color color);
bool CreateEffectLight(float height, Gfx::Color color);
void FlatParent();
bool GetTraceDown();
void SetTraceDown(bool bDown);
int GetTraceColor();
void SetTraceColor(int color);
float GetTraceWidth();
void SetTraceWidth(float width);
std::string GetModelDirName();
protected:
bool EventFrame(const Event &event);
void VirusFrame(float rTime);
void PartiFrame(float rTime);
void CreateOtherObject(ObjectType type);
void InitPart(int part);
void UpdateTotalPart();
int SearchDescendant(int parent, int n);
void UpdateEnergyMapping();
bool UpdateTransformObject(int part, bool bForceUpdate);
bool UpdateTransformObject();
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void UpdateSelectParticle();
protected:
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CInstanceManager* m_iMan;
CApplication* m_app;
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Gfx::CEngine* m_engine;
Gfx::CLightManager* m_lightMan;
Gfx::CTerrain* m_terrain;
Gfx::CWater* m_water;
Gfx::CCamera* m_camera;
Gfx::CParticle* m_particle;
CPhysics* m_physics;
CBrain* m_brain;
CMotion* m_motion;
CAuto* m_auto;
Ui::CDisplayText* m_displayText;
CRobotMain* m_main;
CSoundInterface* m_sound;
CBotVar* m_botVar;
CScript* m_runScript;
ObjectType m_type; // OBJECT_*
int m_id; // unique identifier
char m_name[50]; // name of the object
Character m_character; // characteristic
int m_option; // option
int m_partiReactor; // number of the particle of the reactor
int m_shadowLight; // number of light from the shadows
float m_shadowHeight; // height of light from the shadows
int m_effectLight; // number of light effects
float m_effectHeight; // height of light effects
Math::Vector m_linVibration; // linear vibration
Math::Vector m_cirVibration; // circular vibration
Math::Vector m_inclinaison; // tilt
CObject* m_power; // battery used by the vehicle
CObject* m_fret; // object transported
CObject* m_truck; // object with the latter
int m_truckLink; // part
float m_energy; // energy contained (if battery)
float m_lastEnergy;
float m_capacity; // capacity (if battery)
float m_shield; // shield
float m_range; // flight range
float m_transparency; // transparency (0..1)
int m_material; // matter(0..n)
float m_aTime;
float m_shotTime; // time since last shot
bool m_bVirusMode; // virus activated/triggered
float m_virusTime; // lifetime of the virus
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float m_lastVirusParticle;
float m_lastParticle;
bool m_bHilite;
bool m_bSelect; // object selected
bool m_bSelectable; // selectable object
bool m_bCheckToken; // object with audited tokens
bool m_bVisible; // object active but undetectable
bool m_bEnable; // dead object
bool m_bProxyActivate; // active object so close
bool m_bGadget; // object nonessential
bool m_bLock;
bool m_bExplo;
bool m_bCargo;
bool m_bBurn;
bool m_bDead;
bool m_bFlat;
bool m_bTrainer; // drive vehicle (without remote)
bool m_bToy; // toy key
bool m_bManual; // manual control (Scribbler)
bool m_bFixed;
bool m_bClip;
bool m_bShowLimit;
float m_showLimitRadius;
float m_gunGoalV;
float m_gunGoalH;
Gfx::CameraType m_cameraType;
float m_cameraDist;
bool m_bCameraLock;
int m_defRank;
float m_magnifyDamage;
float m_proxyDistance;
float m_param;
int m_crashSphereUsed; // number of spheres used
Math::Vector m_crashSpherePos[MAXCRASHSPHERE];
float m_crashSphereRadius[MAXCRASHSPHERE];
float m_crashSphereHardness[MAXCRASHSPHERE];
Sound m_crashSphereSound[MAXCRASHSPHERE];
Math::Vector m_globalSpherePos;
float m_globalSphereRadius;
Math::Vector m_jotlerSpherePos;
float m_jotlerSphereRadius;
float m_shieldRadius;
int m_totalPart;
ObjectPart m_objectPart[OBJECTMAXPART];
int m_totalDesectList;
CObject* m_objectDeselectList[OBJECTMAXDESELLIST];
int m_partiSel[4];
ResetCap m_resetCap;
bool m_bResetBusy;
Math::Vector m_resetPosition;
Math::Vector m_resetAngle;
int m_resetRun;
int m_infoTotal;
Info m_info[OBJECTMAXINFO];
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float m_infoReturn;
bool m_bInfoUpdate;
float m_cmdLine[OBJECTMAXCMDLINE];
};