/* * 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 object/robotmain.h * \brief CRobotMain - main class of Colobot game engine */ #pragma once #include "common/global.h" #include "common/singleton.h" #include "graphics/engine/particle.h" #include "object/object.h" #include "object/drive_type.h" #include "object/tool_type.h" #include "object/mainmovie.h" #include "object/mission_type.h" #include "app/pausemanager.h" #include enum Phase { PHASE_INIT, PHASE_TERM, PHASE_NAME, PHASE_PERSO, PHASE_TRAINER, PHASE_DEFI, PHASE_MISSION, PHASE_FREE, PHASE_USER, 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 CController; class CEventQueue; class CSoundInterface; class CLevelParserLine; class CInput; class CObjectManager; class CSceneEndCondition; class CAudioChangeCondition; namespace Gfx { class CEngine; class CLightManager; class CWater; class CCloud; class CLightning; class CPlanet; class CTerrain; } namespace Ui { class CMainDialog; 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; 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 { public: CRobotMain(CController* controller); virtual ~CRobotMain(); void Create(bool loadProfile = true); Gfx::CCamera* GetCamera(); Gfx::CTerrain* GetTerrain(); Ui::CInterface* GetInterface(); Ui::CDisplayText* GetDisplayText(); void CreateIni(); void LoadIni(); void ResetAfterDeviceChanged(); void ChangePhase(Phase phase); bool ProcessEvent(Event &event); bool CreateShortcuts(); void ScenePerso(); void SetMovieLock(bool lock); bool GetMovieLock(); bool GetInfoLock(); void SetSatComLock(bool lock); bool GetSatComLock(); void SetEditLock(bool lock, bool edit); bool GetEditLock(); void SetEditFull(bool full); bool GetEditFull(); bool GetFreePhoto(); void SetFriendAim(bool friendAim); bool GetFriendAim(); void SetTracePrecision(float factor); float GetTracePrecision(); void ChangePause(PauseType pause); void SetSpeed(float speed); float GetSpeed(); void UpdateShortcuts(); void SelectHuman(); CObject* SearchHuman(); CObject* SearchToto(); CObject* SearchNearest(Math::Vector pos, CObject* pExclu); bool SelectObject(CObject* pObj, bool displayError=true); CObject* GetSelectObject(); CObject* DeselectAll(); bool DeleteObject(); void ResetObject(); void ResetCreate(); void UpdateAudio(bool frame); void SetEndMission(Error result, float delay); Error CheckEndMission(bool frame); Error CheckEndMissionForGroup(std::vector& endTakes); int GetObligatoryToken(); char* GetObligatoryToken(int i); int IsObligatoryToken(const char* token); bool IsProhibitedToken(const char* token); void UpdateMap(); bool GetShowMap(); MainMovieType GetMainMovie(); void FlushDisplayInfo(); void StartDisplayInfo(int index, bool movie); void StartDisplayInfo(const char *filename, int index); void StopDisplayInfo(); char* GetDisplayInfoName(int index); int GetDisplayInfoPosition(int index); void SetDisplayInfoPosition(int index, int pos); void StartSuspend(); void StopSuspend(); float GetGameTime(); void SetFontSize(float size); float GetFontSize(); void SetWindowPos(Math::Point pos); Math::Point GetWindowPos(); void SetWindowDim(Math::Point dim); Math::Point GetWindowDim(); void SetIOPublic(bool mode); bool GetIOPublic(); void SetIOPos(Math::Point pos); Math::Point GetIOPos(); void SetIODim(Math::Point dim); Math::Point GetIODim(); char* GetTitle(); char* GetResume(); char* GetScriptName(); char* GetScriptFile(); bool GetTrainerPilot(); bool GetFixScene(); bool GetGlint(); bool GetSoluce4(); bool GetMovies(); bool GetNiceReset(); bool GetHimselfDamage(); bool GetShowSoluce(); bool GetSceneSoluce(); bool GetShowAll(); bool GetRadar(); const char* GetSavegameDir(); const char* GetPublicDir(); const char* GetFilesDir(); MissionType GetMissionType(); void SetGamerName(const char *name); char* GetGamerName(); int GetGamerFace(); int GetGamerGlasses(); bool GetGamerOnlyHead(); float GetPersoAngle(); char* GetSceneName(); int GetSceneRank(); void StartMusic(); void StartPauseMusic(PauseType pause); void ClearInterface(); void ChangeColor(); float SearchNearestObject(Math::Vector center, CObject *exclu); bool FreeSpace(Math::Vector ¢er, float minRadius, float maxRadius, float space, CObject *exclu); float GetFlatZoneRadius(Math::Vector center, float maxRadius, CObject *exclu); void HideDropZone(CObject* metal); 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 AdjustShowLimit(int i, Math::Vector pos); void StartShowLimit(); void FrameShowLimit(float rTime); void CompileScript(bool soluce); void LoadOneScript(CObject *pObj, int &nerror); void LoadFileScript(CObject *pObj, const char* filename, int objRank, int &nerror); 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); char* GetNewScriptName(ObjectType type, int rank); void WriteFreeParam(); void ReadFreeParam(); bool IsBusy(); bool IOWriteScene(const char *filename, const char *filecbot, char *info); CObject* IOReadScene(const char *filename, const char *filecbot); void IOWriteObject(CLevelParserLine *line, CObject* obj); CObject* IOReadObject(CLevelParserLine *line, const char* filename, int objRank); int CreateSpot(Math::Vector pos, Gfx::Color color); CObject* GetSelect(); 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); std::string& GetUserLevelName(int id); void StartMissionTimer(); 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); //! Returns true if player can interact with things manually bool CanPlayerInteract(); //! Returns team name for the given team id const std::string& GetTeamName(int id); protected: bool EventFrame(const Event &event); bool EventObject(const Event &event); void InitEye(); void CreateScene(bool soluce, bool fixScene, bool resetObject); Math::Vector LookatPoint(Math::Vector eye, float angleH, float angleV, float length); 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); void StartDisplayVisit(EventType event); void FrameVisit(float rTime); void StopDisplayVisit(); void ExecuteCmd(char *cmd); bool TestGadgetQuantity(int rank); void UpdateSpeedLabel(); int AutosaveRotate(bool freeOne); void Autosave(); protected: CController* m_ctrl; CApplication* m_app; CObjectManager* m_objMan; CEventQueue* m_eventQueue; CMainMovie* m_movie; Gfx::CEngine* m_engine; Gfx::CParticle* m_particle; Gfx::CWater* m_water; Gfx::CCloud* m_cloud; Gfx::CLightning* m_lightning; Gfx::CPlanet* m_planet; Gfx::COldModelManager* m_modelManager; Gfx::CLightManager* m_lightMan; Gfx::CTerrain* m_terrain; Gfx::CCamera* m_camera; Ui::CMainDialog* m_dialog; Ui::CMainShort* m_short; Ui::CMainMap* m_map; Ui::CInterface* m_interface; Ui::CDisplayText* m_displayText; Ui::CDisplayInfo* m_displayInfo; CSoundInterface* m_sound; CPauseManager* m_pause; CInput* m_input; //! 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; 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; 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_delayWriteMessage; int m_movieInfoIndex; CObject* m_controller; MissionType m_missionType; bool m_immediatSatCom; // SatCom immediately? bool m_beginSatCom; // messages SatCom poster? 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_suspend; bool m_friendAim; bool m_resetCreate; bool m_mapShow; bool m_mapImage; char m_mapFilename[100]; 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; bool m_exitAfterMission; bool m_codeBattleInit; bool m_codeBattleStarted; std::map m_teamNames; 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; 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> m_endTake; long m_endTakeResearch; float m_endTakeWinDelay; float m_endTakeLostDelay; std::vector> m_audioChange; int m_obligatoryTotal; char m_obligatoryToken[100][20]; int m_prohibitedTotal; char m_prohibitedToken[100][20]; std::string m_gamerName; int m_freeBuild; // constructible buildings int m_freeResearch; // researches possible Error m_missionResult; ShowLimit m_showLimit[MAXSHOWLIMIT]; Gfx::Color m_colorRefBot; 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; bool m_missionTimerEnabled; bool m_missionTimerStarted; float m_missionTimer; bool m_autosave; int m_autosaveInterval; int m_autosaveSlots; float m_autosaveLast; };