colobot/src/object/robotmain.h

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2012-03-19 11:44:39 +00:00
// * 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/.
// robotmain.h
#pragma once
#include <stdio.h>
#include "common/misc.h"
#include "old/d3dengine.h"
#include "object/object.h"
#include "object/mainmovie.h"
#include "old/camera.h"
#include "old/particule.h"
enum Phase
{
PHASE_INIT,
PHASE_TERM,
PHASE_NAME,
PHASE_PERSO,
PHASE_TRAINER,
PHASE_DEFI,
PHASE_MISSION,
PHASE_FREE,
PHASE_TEEN,
PHASE_USER,
PHASE_PROTO,
PHASE_LOADING,
PHASE_SIMUL,
PHASE_MODEL,
PHASE_SETUPd,
PHASE_SETUPg,
PHASE_SETUPp,
PHASE_SETUPc,
PHASE_SETUPs,
PHASE_SETUPds,
PHASE_SETUPgs,
PHASE_SETUPps,
PHASE_SETUPcs,
PHASE_SETUPss,
PHASE_WRITE,
PHASE_READ,
PHASE_WRITEs,
PHASE_READs,
PHASE_WIN,
PHASE_LOST,
PHASE_WELCOME1,
PHASE_WELCOME2,
PHASE_WELCOME3,
PHASE_GENERIC,
};
class CInstanceManager;
class CMainDialog;
class CMainShort;
class CMainMap;
class CEvent;
class CD3DEngine;
class CLight;
class CWater;
class CCloud;
class CBlitz;
class CPlanet;
class CTerrain;
class CModel;
class CInterface;
class CWindow;
class CControl;
class CDisplayText;
class CDisplayInfo;
class CSound;
struct EndTake
{
Math::Vector pos;
float dist;
ObjectType type;
int min; // wins if>
int max; // wins if <
int lost; // lost if <=
bool bImmediat;
char message[100];
};
const int MAXNEWSCRIPTNAME = 20;
struct NewScriptName
{
bool bUsed;
ObjectType type;
char name[40];
};
const int MAXSHOWLIMIT = 5;
const int MAXSHOWPARTI = 200;
const float SHOWLIMITTIME = 20.0f;
struct ShowLimit
{
bool bUsed;
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:
CRobotMain(CInstanceManager* iMan);
~CRobotMain();
void CreateIni();
void ChangePhase(Phase phase);
bool EventProcess(const Event &event);
bool CreateShortcuts();
void ScenePerso();
void SetMovieLock(bool bLock);
bool RetMovieLock();
bool RetInfoLock();
void SetSatComLock(bool bLock);
bool RetSatComLock();
void SetEditLock(bool bLock, bool bEdit);
bool RetEditLock();
void SetEditFull(bool bFull);
bool RetEditFull();
bool RetFreePhoto();
void SetFriendAim(bool bFriend);
bool RetFriendAim();
void SetTracePrecision(float factor);
float RetTracePrecision();
void ChangePause(bool bPause);
void SetSpeed(float speed);
float RetSpeed();
void UpdateShortcuts();
void SelectHuman();
CObject* SearchHuman();
CObject* SearchToto();
CObject* SearchNearest(Math::Vector pos, CObject* pExclu);
bool SelectObject(CObject* pObj, bool bDisplayError=true);
CObject* RetSelectObject();
CObject* DeselectAll();
bool DeleteObject();
void ResetObject();
void ResetCreate();
Error CheckEndMission(bool bFrame);
void CheckEndMessage(char *message);
int RetObligatoryToken();
char* RetObligatoryToken(int i);
int IsObligatoryToken(char *token);
bool IsProhibitedToken(char *token);
void UpdateMap();
bool RetShowMap();
MainMovieType RetMainMovie();
void FlushDisplayInfo();
void StartDisplayInfo(int index, bool bMovie);
void StartDisplayInfo(char *filename, int index);
void StopDisplayInfo();
char* RetDisplayInfoName(int index);
int RetDisplayInfoPosition(int index);
void SetDisplayInfoPosition(int index, int pos);
void StartSuspend();
void StopSuspend();
float RetGameTime();
void SetFontSize(float size);
float RetFontSize();
void SetWindowPos(Math::Point pos);
Math::Point RetWindowPos();
void SetWindowDim(Math::Point dim);
Math::Point RetWindowDim();
void SetIOPublic(bool bMode);
bool RetIOPublic();
void SetIOPos(Math::Point pos);
Math::Point RetIOPos();
void SetIODim(Math::Point dim);
Math::Point RetIODim();
char* RetTitle();
char* RetResume();
char* RetScriptName();
char* RetScriptFile();
bool RetTrainerPilot();
bool RetFixScene();
bool RetGlint();
bool RetSoluce4();
bool RetMovies();
bool RetNiceReset();
bool RetHimselfDamage();
bool RetShowSoluce();
bool RetSceneSoluce();
bool RetShowAll();
bool RetCheatRadar();
char* RetSavegameDir();
char* RetPublicDir();
char* RetFilesDir();
void SetGamerName(char *name);
char* RetGamerName();
int RetGamerFace();
int RetGamerGlasses();
bool RetGamerOnlyHead();
float RetPersoAngle();
void StartMusic();
void ClearInterface();
void ChangeColor();
float SearchNearestObject(Math::Vector center, CObject *exclu);
bool FreeSpace(Math::Vector &center, float minRadius, float maxRadius, float space, CObject *exclu);
float RetFlatZoneRadius(Math::Vector center, float maxRadius, CObject *exclu);
void HideDropZone(CObject* metal);
void ShowDropZone(CObject* metal, CObject* truck);
void FlushShowLimit(int i);
void SetShowLimit(int i, ParticuleType parti, CObject *pObj, Math::Vector pos, float radius, float duration=SHOWLIMITTIME);
void AdjustShowLimit(int i, Math::Vector pos);
void StartShowLimit();
void FrameShowLimit(float rTime);
void CompileScript(bool bSoluce);
void LoadOneScript(CObject *pObj, int &nbError);
void LoadFileScript(CObject *pObj, char* filename, int objRank, int &nbError);
void SaveAllScript();
void SaveOneScript(CObject *pObj);
void SaveFileScript(CObject *pObj, 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);
char* RetNewScriptName(ObjectType type, int rank);
void WriteFreeParam();
void ReadFreeParam();
bool IsBusy();
bool IOWriteScene(char *filename, char *filecbot, char *info);
CObject* IOReadScene(char *filename, char *filecbot);
void IOWriteObject(FILE *file, CObject* pObj, char *cmd);
CObject* IOReadObject(char *line, char* filename, int objRank);
int CreateSpot(Math::Vector pos, D3DCOLORVALUE color);
protected:
bool EventFrame(const Event &event);
bool EventObject(const Event &event);
void InitEye();
void Convert();
void CreateScene(bool bSoluce, bool bFixScene, bool bResetObject);
void CreateModel();
Math::Vector LookatPoint( Math::Vector eye, float angleH, float angleV, float length );
CObject* CreateObject(Math::Vector pos, float angle, float zoom, float height, ObjectType type, float power=1.0f, bool bTrainer=false, bool bToy=false, int option=0);
int CreateLight(Math::Vector direction, D3DCOLORVALUE color);
void HiliteClear();
void HiliteObject(Math::Point pos);
void HiliteFrame(float rTime);
void CreateTooltip(Math::Point pos, char* text);
void ClearTooltip();
CObject* DetectObject(Math::Point pos);
void ChangeCamera();
void RemoteCamera(float pan, float zoom, float rTime);
void KeyCamera(EventMsg event, long param);
void AbortMovie();
bool IsSelectable(CObject* pObj);
void SelectOneObject(CObject* pObj, bool bDisplayError=true);
void HelpObject();
bool DeselectObject();
void DeleteAllObjects();
void UpdateInfoText();
CObject* SearchObject(ObjectType type);
CObject* RetSelect();
void StartDisplayVisit(EventMsg event);
void FrameVisit(float rTime);
void StopDisplayVisit();
void ExecuteCmd(char *cmd);
bool TestGadgetQuantity(int rank);
protected:
CInstanceManager* m_iMan;
CMainMovie* m_movie;
CMainDialog* m_dialog;
CMainShort* m_short;
CMainMap* m_map;
CEvent* m_event;
CD3DEngine* m_engine;
CParticule* m_particule;
CWater* m_water;
CCloud* m_cloud;
CBlitz* m_blitz;
CPlanet* m_planet;
CLight* m_light;
CTerrain* m_terrain;
CModel* m_model;
CInterface* m_interface;
CCamera* m_camera;
CDisplayText* m_displayText;
CDisplayInfo* m_displayInfo;
CSound* m_sound;
float m_time;
float m_gameTime;
float m_checkEndTime;
float m_winDelay;
float m_lostDelay;
bool m_bFixScene; // scene fixed, no interraction
bool m_bBase; // OBJECT_BASE exists in mission
Math::Point m_lastMousePos;
CObject* m_selectObject;
Phase m_phase;
int m_cameraRank;
D3DCOLORVALUE m_color;
bool m_bFreePhoto;
bool m_bCmdEdit;
bool m_bShowPos;
bool m_bSelectInsect;
bool m_bShowSoluce;
bool m_bShowAll;
bool m_bCheatRadar;
bool m_bAudioRepeat;
bool m_bShortCut;
int m_audioTrack;
int m_delayWriteMessage;
int m_movieInfoIndex;
bool m_bImmediatSatCom; // SatCom immediately?
bool m_bBeginSatCom; // messages SatCom poster?
bool m_bMovieLock; // movie in progress?
bool m_bSatComLock; // call of SatCom is possible?
bool m_bEditLock; // edition in progress?
bool m_bEditFull; // edition in full screen?
bool m_bPause; // simulation paused
bool m_bHilite;
bool m_bTrainerPilot; // remote trainer?
bool m_bSuspend;
bool m_bFriendAim;
bool m_bResetCreate;
bool m_bMapShow;
bool m_bMapImage;
char m_mapFilename[100];
Math::Point m_tooltipPos;
char m_tooltipName[100];
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_bWinTerminate;
float m_fontSize;
Math::Point m_windowPos;
Math::Point m_windowDim;
bool m_IOPublic;
Math::Point m_IOPos;
Math::Point m_IODim;
NewScriptName m_newScriptName[MAXNEWSCRIPTNAME];
float m_cameraPan;
float m_cameraZoom;
EventMsg m_visitLast;
CObject* m_visitObject;
CObject* m_visitArrow;
float m_visitTime;
float m_visitParticule;
Math::Vector m_visitPos;
Math::Vector m_visitPosArrow;
int m_endTakeTotal;
EndTake m_endTake[10];
long m_endTakeResearch;
float m_endTakeWinDelay;
float m_endTakeLostDelay;
int m_obligatoryTotal;
char m_obligatoryToken[100][20];
int m_prohibitedTotal;
char m_prohibitedToken[100][20];
char m_gamerName[100];
long m_freeBuild; // constructible buildings
long m_freeResearch; // researches possible
ShowLimit m_showLimit[MAXSHOWLIMIT];
D3DCOLORVALUE m_colorRefBot;
D3DCOLORVALUE m_colorNewBot;
D3DCOLORVALUE m_colorRefAlien;
D3DCOLORVALUE m_colorNewAlien;
D3DCOLORVALUE m_colorRefGreen;
D3DCOLORVALUE m_colorNewGreen;
D3DCOLORVALUE m_colorRefWater;
D3DCOLORVALUE m_colorNewWater;
float m_colorShiftWater;
};