colobot/colobot-base/object/old_object.cpp

3508 lines
98 KiB
C++

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.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
*/
#include "object/old_object.h"
#include "app/app.h"
#include "common/global.h"
#include "common/settings.h"
#include "common/stringutils.h"
#include "graphics/engine/engine.h"
#include "graphics/engine/lightman.h"
#include "graphics/engine/lightning.h"
#include "graphics/engine/particle.h"
#include "graphics/engine/pyro_manager.h"
#include "graphics/engine/terrain.h"
#include "level/robotmain.h"
#include "level/scoreboard.h"
#include "level/parser/parserexceptions.h"
#include "level/parser/parserline.h"
#include "level/parser/parserparam.h"
#include "math/geometry.h"
#include "object/object_manager.h"
#include "object/auto/auto.h"
#include "object/auto/autobase.h"
#include "object/auto/autojostle.h"
#include "object/motion/motion.h"
#include "object/motion/motionvehicle.h"
#include "object/subclass/base_alien.h"
#include "object/subclass/exchange_post.h"
#include "physics/physics.h"
#include "script/cbottoken.h"
#include "script/script.h"
#include "script/scriptfunc.h"
#include "ui/object_interface.h"
#include "ui/studio.h"
#include "ui/controls/edit.h"
#include <iomanip>
const float VIRUS_DELAY = 60.0f; // duration of virus infection
// Object's constructor.
COldObject::COldObject(int id)
: CObject(id, OBJECT_NULL),
CInteractiveObject(m_implementedInterfaces),
CTransportableObject(m_implementedInterfaces),
CTaskExecutorObjectImpl(m_implementedInterfaces, this),
CProgramStorageObjectImpl(m_implementedInterfaces, this),
CProgrammableObjectImpl(m_implementedInterfaces, this),
CJostleableObject(m_implementedInterfaces),
CSlottedObject(m_implementedInterfaces),
CJetFlyingObject(m_implementedInterfaces),
CControllableObject(m_implementedInterfaces),
CPowerContainerObjectImpl(m_implementedInterfaces),
CRangedObject(m_implementedInterfaces),
CTraceDrawingObject(m_implementedInterfaces),
CShieldedAutoRegenObject(m_implementedInterfaces),
m_partiSel()
{
// A bit of a hack since we don't have subclasses yet, set externally in SetProgrammable()
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::ProgramStorage)] = false;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Programmable)] = false;
// Another hack, see SetMovable()
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Movable)] = false;
// Another hack
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Jostleable)] = false;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Old)] = true;
m_sound = CApplication::GetInstancePointer()->GetSound();
m_engine = Gfx::CEngine::GetInstancePointer();
m_lightMan = m_engine->GetLightManager();
m_particle = m_engine->GetParticle();
m_main = CRobotMain::GetInstancePointer();
m_terrain = m_main->GetTerrain();
m_camera = m_main->GetCamera();
m_type = OBJECT_NULL;
m_option = 0;
m_name = "";
m_shadowLight = -1;
m_shadowHeight = 0.0f;
m_linVibration = glm::vec3(0.0f, 0.0f, 0.0f);
m_cirVibration = glm::vec3(0.0f, 0.0f, 0.0f);
m_tilt = glm::vec3(0.0f, 0.0f, 0.0f);
m_power = nullptr;
m_cargo = nullptr;
m_transporter = nullptr;
m_transporterLink = 0;
m_shield = 1.0f;
m_range = 30.0f;
m_lastEnergy = 999.9f;
m_bSelect = false;
m_bSelectable = true;
m_bCheckToken = true;
m_underground = false;
m_bTrainer = false;
m_bToy = false;
m_bManual = false;
m_aTime = 0.0f;
m_shotTime = 0.0f;
m_bVirusMode = false;
m_virusTime = 0.0f;
m_lastVirusParticle = 0.0f;
m_damaging = false;
m_damageTime = 0.0f;
m_dying = DeathType::Alive;
m_bFlat = false;
m_gunGoalV = 0.0f;
m_gunGoalH = 0.0f;
m_shieldRadius = 0.0f;
m_magnifyDamage = 1.0f;
m_hasPowerSlot = false;
m_hasCargoSlot = false;
m_character = Character();
m_character.wheelFront = 1.0f;
m_character.wheelBack = 1.0f;
m_character.wheelLeft = 1.0f;
m_character.wheelRight = 1.0f;
m_cameraType = Gfx::CAM_TYPE_BACK;
m_bCameraLock = false;
for (int i=0 ; i<OBJECTMAXPART ; i++ )
{
m_objectPart[i].bUsed = false;
}
m_totalPart = 0;
for (int i=0 ; i<4 ; i++ )
{
m_partiSel[i] = -1;
}
m_time = 0.0f;
m_burnTime = 0.0f;
m_buttonAxe = EVENT_NULL;
m_reactorRange = 1.0f;
m_traceDown = false;
m_traceColor = TraceColor::Black;
m_traceWidth = 0.5f;
DeleteAllCrashSpheres();
}
// Object's destructor.
COldObject::~COldObject()
{
m_main->HideDropZone(this);
}
// Removes an object.
// If bAll = true, it does not help,
// because all objects in the scene are quickly destroyed!
void COldObject::DeleteObject(bool bAll)
{
CScriptFunctions::DestroyObjectVar(m_botVar, false);
if ( m_camera->GetControllingObject() == this )
{
m_camera->SetControllingObject(nullptr);
}
m_main->RemoveFromSelectionHistory(this);
if ( !bAll )
{
m_engine->GetPyroManager()->CutObjectLink(this);
m_particle->CutObjectLink(this);
if ( m_bSelect )
{
SetSelect(false);
}
if ( m_type == OBJECT_BASE ||
m_type == OBJECT_FACTORY ||
m_type == OBJECT_REPAIR ||
m_type == OBJECT_DESTROYER||
m_type == OBJECT_DERRICK ||
m_type == OBJECT_STATION ||
m_type == OBJECT_CONVERT ||
m_type == OBJECT_TOWER ||
m_type == OBJECT_RESEARCH ||
m_type == OBJECT_RADAR ||
m_type == OBJECT_INFO ||
m_type == OBJECT_ENERGY ||
m_type == OBJECT_LABO ||
m_type == OBJECT_NUCLEAR ||
m_type == OBJECT_PARA ||
m_type == OBJECT_SAFE ||
m_type == OBJECT_HUSTON ||
m_type == OBJECT_START ||
m_type == OBJECT_END ) // building?
{
m_terrain->DeleteBuildingLevel(GetPosition()); // flattens the field
}
}
m_type = OBJECT_NULL; // invalid object until complete destruction
if ( m_shadowLight != -1 )
{
m_lightMan->DeleteLight(m_shadowLight);
m_shadowLight = -1;
}
if ( m_physics != nullptr )
{
m_physics->DeleteObject(bAll);
}
if ( m_objectInterface != nullptr )
{
m_objectInterface->DeleteObject(bAll);
}
if ( m_motion != nullptr )
{
m_motion->DeleteObject(bAll);
}
if ( m_auto != nullptr )
{
m_auto->DeleteObject(bAll);
}
for (int i=0 ; i<OBJECTMAXPART ; i++ )
{
if ( m_objectPart[i].bUsed )
{
m_objectPart[i].bUsed = false;
m_engine->DeleteObject(m_objectPart[i].object);
if ( m_objectPart[i].masterParti != -1 )
{
m_particle->DeleteParticle(m_objectPart[i].masterParti);
m_objectPart[i].masterParti = -1;
}
}
}
if (!bAll)
{
if (m_power != nullptr)
{
if (m_power->Implements(ObjectInterfaceType::Old))
{
dynamic_cast<COldObject&>(*m_power).SetTransporter(nullptr);
dynamic_cast<COldObject&>(*m_power).DeleteObject(bAll);
}
m_power = nullptr;
}
if (m_cargo != nullptr)
{
if (m_cargo->Implements(ObjectInterfaceType::Old))
{
dynamic_cast<COldObject&>(*m_cargo).SetTransporter(nullptr);
dynamic_cast<COldObject&>(*m_cargo).DeleteObject(bAll);
}
m_cargo = nullptr;
}
}
if ( !bAll ) m_main->CreateShortcuts();
}
// Simplifies a object (destroys all logic classes, making it a static object)
void COldObject::Simplify()
{
if ( Implements(ObjectInterfaceType::Programmable) )
{
StopProgram();
}
m_main->SaveOneScript(this);
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::ProgramStorage)] = false;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Programmable)] = false;
if ( m_physics != nullptr )
{
m_physics->DeleteObject();
m_physics.reset();
}
if ( m_motion != nullptr )
{
m_motion->DeleteObject();
m_motion.reset();
}
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Movable)] = false;
if ( m_objectInterface != nullptr )
{
m_objectInterface->DeleteObject();
m_objectInterface.reset();
}
if ( m_auto != nullptr )
{
m_auto->DeleteObject();
m_auto.reset();
}
m_main->CreateShortcuts();
}
bool COldObject::DamageObject(DamageType type, float force, CObject* killer)
{
assert(Implements(ObjectInterfaceType::Damageable));
assert(!Implements(ObjectInterfaceType::Destroyable) || Implements(ObjectInterfaceType::Shielded) || Implements(ObjectInterfaceType::Fragile));
if ( IsDying() ) return false;
if ( Implements(ObjectInterfaceType::Jostleable) ) return false;
if ( m_type == OBJECT_ANT ||
m_type == OBJECT_WORM ||
m_type == OBJECT_SPIDER ||
m_type == OBJECT_BEE )
{
// Fragile, but can have fire effect
// TODO: IsBurnable()
force = -1.0f;
}
else if ( Implements(ObjectInterfaceType::Fragile) )
{
if ((m_type == OBJECT_BOMB ||
m_type == OBJECT_RUINmobilew1 ||
m_type == OBJECT_RUINmobilew2 ||
m_type == OBJECT_RUINmobilet1 ||
m_type == OBJECT_RUINmobilet2 ||
m_type == OBJECT_RUINmobiler1 ||
m_type == OBJECT_RUINmobiler2 ||
m_type == OBJECT_RUINfactory ||
m_type == OBJECT_RUINdoor ||
m_type == OBJECT_RUINsupport ||
m_type == OBJECT_RUINradar ||
m_type == OBJECT_RUINconvert ) && type != DamageType::Explosive ) return false; // Mines and ruins can't be destroyed by shooting
if ( m_type == OBJECT_URANIUM && (type == DamageType::Fire || type == DamageType::Organic) ) return false; // UraniumOre is not destroyable by shooting or aliens (see #777)
if ( m_type == OBJECT_STONE && (type == DamageType::Fire || type == DamageType::Organic) ) return false; // TitaniumOre is not destroyable either
// PowerCell, NuclearCell and Titanium are destroyable by shooting, but not by collisions!
if ( m_type == OBJECT_METAL && type == DamageType::Collision ) return false;
if ( m_type == OBJECT_POWER && type == DamageType::Collision ) return false;
if ( m_type == OBJECT_NUCLEAR && type == DamageType::Collision ) return false;
if ( m_magnifyDamage * m_main->GetGlobalMagnifyDamage() == 0 ) return false; // Don't destroy if magnifyDamage=0
DestroyObject(DestructionType::Explosion, killer);
return true;
}
if ( type != DamageType::Phazer && m_type == OBJECT_MOTHER ) return false; // AlienQueen can be destroyed only by PhazerShooter
if ( type == DamageType::Organic )
{
// TODO: I don't understand, why does it apply damage only once every 0.5 second?
if ( m_shotTime < 0.5f ) return false;
m_shotTime = 0.0f;
}
float loss = 1.0f;
bool dead = true;
if (Implements(ObjectInterfaceType::Shielded))
{
float magnifyDamage = m_magnifyDamage * m_main->GetGlobalMagnifyDamage();
if (force != std::numeric_limits<float>::infinity())
{
// Calculate the shield lost by the explosion
loss = force * magnifyDamage;
if (m_type == OBJECT_HUMAN) loss /= 2.5f; // Me is more resistant
if (loss > 1.0f) loss = 1.0f;
// Decreases the the shield
float shield = GetShield();
shield -= loss;
SetShield(shield);
// Sending info about taking damage
if (!m_damaging)
{
SetDamaging(true);
m_main->UpdateShortcuts();
}
m_damageTime = m_time;
}
else
{
if ( magnifyDamage != 0.0f )
{
// Dead immediately
SetShield(0.0f);
SetDamaging(false);
}
}
dead = (GetShield() <= 0.0f);
}
if (dead && Implements(ObjectInterfaceType::Destroyable))
{
if (type == DamageType::Fire)
{
DestroyObject(DestructionType::Burn, killer);
}
else
{
DestroyObject(DestructionType::Explosion, killer);
}
return true;
}
if ( m_type == OBJECT_HUMAN )
{
m_engine->GetPyroManager()->Create(Gfx::PT_SHOTH, this, loss);
}
else if ( m_type == OBJECT_MOTHER )
{
m_engine->GetPyroManager()->Create(Gfx::PT_SHOTM, this, loss);
}
else
{
m_engine->GetPyroManager()->Create(Gfx::PT_SHOTT, this, loss);
}
return false;
}
void COldObject::DestroyObject(DestructionType type, CObject* killer)
{
assert(Implements(ObjectInterfaceType::Destroyable));
if(type == DestructionType::NoEffect) assert(!!"DestructionType::NoEffect should not be passed to DestroyObject()!");
assert(type != DestructionType::Drowned || m_type == OBJECT_HUMAN);
if ( IsDying() ) return;
if (Implements(ObjectInterfaceType::Shielded))
{
SetShield(0.0f);
SetDamaging(false);
}
Gfx::PyroType pyroType = Gfx::PT_NULL;
if ( type == DestructionType::Explosion ) // explosion?
{
if ( m_type == OBJECT_ANT ||
m_type == OBJECT_SPIDER ||
m_type == OBJECT_BEE ||
m_type == OBJECT_WORM )
{
pyroType = Gfx::PT_EXPLOO;
}
else if ( m_type == OBJECT_MOTHER ||
m_type == OBJECT_NEST ||
m_type == OBJECT_BULLET )
{
pyroType = Gfx::PT_FRAGO;
}
else if ( m_type == OBJECT_HUMAN )
{
pyroType = Gfx::PT_DEADG;
}
else if ( m_type == OBJECT_BASE ||
m_type == OBJECT_DERRICK ||
m_type == OBJECT_FACTORY ||
m_type == OBJECT_STATION ||
m_type == OBJECT_CONVERT ||
m_type == OBJECT_REPAIR ||
m_type == OBJECT_DESTROYER||
m_type == OBJECT_TOWER ||
m_type == OBJECT_NEST ||
m_type == OBJECT_RESEARCH ||
m_type == OBJECT_RADAR ||
m_type == OBJECT_INFO ||
m_type == OBJECT_ENERGY ||
m_type == OBJECT_LABO ||
m_type == OBJECT_NUCLEAR ||
m_type == OBJECT_PARA ||
m_type == OBJECT_SAFE ||
m_type == OBJECT_HUSTON ||
m_type == OBJECT_START ||
m_type == OBJECT_END ||
m_type == OBJECT_RUINfactory ||
m_type == OBJECT_RUINdoor ||
m_type == OBJECT_RUINsupport ||
m_type == OBJECT_RUINradar ||
m_type == OBJECT_RUINconvert ) // building?
{
pyroType = Gfx::PT_FRAGT;
}
else if ( m_type == OBJECT_MOBILEtg )
{
pyroType = Gfx::PT_FRAGT;
}
else
{
pyroType = Gfx::PT_EXPLOT;
}
}
else if ( type == DestructionType::ExplosionWater )
{
pyroType = Gfx::PT_FRAGW;
}
else if ( type == DestructionType::Burn ) // burning?
{
if ( m_type == OBJECT_MOTHER ||
m_type == OBJECT_ANT ||
m_type == OBJECT_SPIDER ||
m_type == OBJECT_BEE ||
m_type == OBJECT_WORM ||
m_type == OBJECT_BULLET )
{
pyroType = Gfx::PT_BURNO;
SetDying(DeathType::Burning);
}
else if ( m_type == OBJECT_HUMAN )
{
pyroType = Gfx::PT_DEADG;
}
else
{
pyroType = Gfx::PT_BURNT;
SetDying(DeathType::Burning);
}
SetVirusMode(false);
}
else if ( type == DestructionType::Drowned )
{
pyroType = Gfx::PT_DEADW;
}
else if ( type == DestructionType::Win )
{
pyroType = Gfx::PT_WPCHECK;
}
else if ( type == DestructionType::Squash )
{
pyroType = Gfx::PT_SQUASH;
DeleteAllCrashSpheres();
}
assert(pyroType != Gfx::PT_NULL);
if (pyroType == Gfx::PT_FRAGT ||
pyroType == Gfx::PT_FRAGO ||
pyroType == Gfx::PT_FRAGW)
{
SetDying(DeathType::Exploding);
}
m_engine->GetPyroManager()->Create(pyroType, this);
if ( Implements(ObjectInterfaceType::Programmable) )
{
StopProgram();
}
m_main->SaveOneScript(this);
if ( GetSelect() )
{
SetSelect(false); // deselects the object
m_camera->SetType(Gfx::CAM_TYPE_EXPLO);
m_main->DeselectAll();
}
m_main->RemoveFromSelectionHistory(this);
CScoreboard* scoreboard = m_main->GetScoreboard();
if (scoreboard)
scoreboard->ProcessKill(this, killer);
m_team = 0; // Back to neutral on destruction
if ( m_botVar != nullptr )
{
if ( Implements(ObjectInterfaceType::Transportable) ) // (*)
{
CScriptFunctions::DestroyObjectVar(m_botVar, false);
}
}
}
// (*) If a robot or cosmonaut dies, the subject must continue to exist,
// so that programs of the ants continue to operate as usual.
// Initializes a new part.
void COldObject::InitPart(int part)
{
m_objectPart[part].bUsed = true;
m_objectPart[part].object = -1;
m_objectPart[part].parentPart = -1;
m_objectPart[part].position = glm::vec3(0.0f, 0.0f, 0.0f);
m_objectPart[part].angle.y = 0.0f;
m_objectPart[part].angle.x = 0.0f;
m_objectPart[part].angle.z = 0.0f;
m_objectPart[part].zoom = glm::vec3(1.0f, 1.0f, 1.0f);
m_objectPart[part].bTranslate = true;
m_objectPart[part].bRotate = true;
m_objectPart[part].bZoom = false;
m_objectPart[part].matTranslate = glm::mat4(1.0f);
m_objectPart[part].matRotate = glm::mat4(1.0f);
m_objectPart[part].matTransform = glm::mat4(1.0f);
m_objectPart[part].matWorld = glm::mat4(1.0f);
m_objectPart[part].masterParti = -1;
}
// Removes part.
void COldObject::DeletePart(int part)
{
if ( !m_objectPart[part].bUsed ) return;
if ( m_objectPart[part].masterParti != -1 )
{
m_particle->DeleteParticle(m_objectPart[part].masterParti);
m_objectPart[part].masterParti = -1;
}
m_objectPart[part].bUsed = false;
m_engine->DeleteObject(m_objectPart[part].object);
UpdateTotalPart();
}
void COldObject::UpdateTotalPart()
{
int i;
m_totalPart = 0;
for ( i=0 ; i<OBJECTMAXPART ; i++ )
{
if ( m_objectPart[i].bUsed )
{
m_totalPart = i+1;
}
}
}
// Specifies the number of the object of a part.
void COldObject::SetObjectRank(int part, int objRank)
{
if ( !m_objectPart[part].bUsed ) // object not created?
{
InitPart(part);
UpdateTotalPart();
}
m_objectPart[part].object = objRank;
}
// Returns the number of part.
int COldObject::GetObjectRank(int part)
{
if ( !m_objectPart[part].bUsed ) return -1;
return m_objectPart[part].object;
}
// Specifies what is the parent of a part.
// Reminder: Part 0 is always the father of all
// and therefore the main part (eg the chassis of a car).
void COldObject::SetObjectParent(int part, int parent)
{
m_objectPart[part].parentPart = parent;
}
// Specifies the type of the object.
void COldObject::SetType(ObjectType type)
{
m_type = type;
m_name = GetObjectName(m_type);
SetSelectable(IsSelectableByDefault(m_type));
// TODO: Temporary hack
if ( m_type == OBJECT_MOBILEfa || // WingedGrabber
m_type == OBJECT_MOBILEfb || // WingedBuilder
m_type == OBJECT_MOBILEfs || // WingedSniffer
m_type == OBJECT_MOBILEfc || // WingedShooter
m_type == OBJECT_MOBILEfi || // WingedOrgaShooter
m_type == OBJECT_MOBILEft || // WingedTrainer
m_type == OBJECT_HUMAN || // Me
m_type == OBJECT_TECH || // Tech
m_type == OBJECT_CONTROLLER)
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Flying)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::JetFlying)] = true;
}
else if ( m_type == OBJECT_BEE )
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Flying)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::JetFlying)] = false;
}
else
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Flying)] = false;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::JetFlying)] = false;
}
// TODO: Another temporary hack
if (m_type == OBJECT_MOBILEfa ||
m_type == OBJECT_MOBILEta ||
m_type == OBJECT_MOBILEwa ||
m_type == OBJECT_MOBILEia ||
m_type == OBJECT_MOBILEfb ||
m_type == OBJECT_MOBILEtb ||
m_type == OBJECT_MOBILEwb ||
m_type == OBJECT_MOBILEib ||
m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEic ||
m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEwi ||
m_type == OBJECT_MOBILEii ||
m_type == OBJECT_MOBILEfs ||
m_type == OBJECT_MOBILEts ||
m_type == OBJECT_MOBILEws ||
m_type == OBJECT_MOBILEis ||
m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErc ||
m_type == OBJECT_MOBILErr ||
m_type == OBJECT_MOBILErs ||
m_type == OBJECT_MOBILEsa ||
m_type == OBJECT_MOBILEtg ||
m_type == OBJECT_MOBILEft ||
m_type == OBJECT_MOBILEtt ||
m_type == OBJECT_MOBILEwt ||
m_type == OBJECT_MOBILEit ||
m_type == OBJECT_MOBILErp ||
m_type == OBJECT_MOBILEst ||
m_type == OBJECT_TOWER ||
m_type == OBJECT_RESEARCH ||
m_type == OBJECT_ENERGY || // TODO not actually a power cell slot
m_type == OBJECT_LABO || // TODO not actually a power cell slot
m_type == OBJECT_NUCLEAR ) // TODO not actually a power cell slot
{
m_hasPowerSlot = true;
}
else
{
m_hasPowerSlot = false;
}
if ( m_type == OBJECT_HUMAN ||
m_type == OBJECT_TECH ||
m_type == OBJECT_MOBILEfa || // Grabbers
m_type == OBJECT_MOBILEta ||
m_type == OBJECT_MOBILEwa ||
m_type == OBJECT_MOBILEia ||
m_type == OBJECT_MOBILEsa || // subber
m_type == OBJECT_BEE)
{
m_hasCargoSlot = true;
}
else
{
m_hasCargoSlot = false;
}
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Slotted)] = (m_hasPowerSlot || m_hasCargoSlot);
// TODO: Hacking some more
if ( m_type == OBJECT_MOBILEtg ||
m_type == OBJECT_STONE ||
m_type == OBJECT_METAL ||
m_type == OBJECT_URANIUM ||
m_type == OBJECT_POWER ||
m_type == OBJECT_ATOMIC ||
m_type == OBJECT_TNT ||
m_type == OBJECT_BULLET ||
m_type == OBJECT_EGG ||
m_type == OBJECT_BOMB ||
m_type == OBJECT_ANT ||
m_type == OBJECT_WORM ||
m_type == OBJECT_SPIDER ||
m_type == OBJECT_BEE ||
m_type == OBJECT_TEEN28 )
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Damageable)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Destroyable)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Fragile)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Shielded)] = false;
}
else if (m_type == OBJECT_HUMAN ||
m_type == OBJECT_MOBILEfa ||
m_type == OBJECT_MOBILEta ||
m_type == OBJECT_MOBILEwa ||
m_type == OBJECT_MOBILEia ||
m_type == OBJECT_MOBILEfb ||
m_type == OBJECT_MOBILEtb ||
m_type == OBJECT_MOBILEwb ||
m_type == OBJECT_MOBILEib ||
m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEic ||
m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEwi ||
m_type == OBJECT_MOBILEii ||
m_type == OBJECT_MOBILEfs ||
m_type == OBJECT_MOBILEts ||
m_type == OBJECT_MOBILEws ||
m_type == OBJECT_MOBILEis ||
m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErc ||
m_type == OBJECT_MOBILErr ||
m_type == OBJECT_MOBILErs ||
m_type == OBJECT_MOBILEsa ||
m_type == OBJECT_MOBILEft ||
m_type == OBJECT_MOBILEtt ||
m_type == OBJECT_MOBILEwt ||
m_type == OBJECT_MOBILEit ||
m_type == OBJECT_MOBILErp ||
m_type == OBJECT_MOBILEst ||
m_type == OBJECT_FACTORY ||
m_type == OBJECT_REPAIR ||
m_type == OBJECT_DESTROYER||
m_type == OBJECT_DERRICK ||
m_type == OBJECT_STATION ||
m_type == OBJECT_CONVERT ||
m_type == OBJECT_TOWER ||
m_type == OBJECT_RESEARCH ||
m_type == OBJECT_RADAR ||
m_type == OBJECT_INFO ||
m_type == OBJECT_ENERGY ||
m_type == OBJECT_LABO ||
m_type == OBJECT_NUCLEAR ||
m_type == OBJECT_PARA ||
m_type == OBJECT_MOTHER )
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Damageable)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Destroyable)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Fragile)] = false;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Shielded)] = true;
}
else if (m_type == OBJECT_HUSTON ||
m_type == OBJECT_BASE )
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Damageable)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Destroyable)] = false;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Fragile)] = false;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Shielded)] = false;
}
else if (m_type == OBJECT_RUINmobilew1 ||
m_type == OBJECT_RUINmobilew2 ||
m_type == OBJECT_RUINmobilet1 ||
m_type == OBJECT_RUINmobilet2 ||
m_type == OBJECT_RUINmobiler1 ||
m_type == OBJECT_RUINmobiler2 ||
m_type == OBJECT_RUINfactory ||
m_type == OBJECT_RUINdoor ||
m_type == OBJECT_RUINsupport ||
m_type == OBJECT_RUINradar ||
m_type == OBJECT_RUINconvert )
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Damageable)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Destroyable)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Fragile)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Shielded)] = false;
}
else if (m_type == OBJECT_PLANT0 ||
m_type == OBJECT_PLANT1 ||
m_type == OBJECT_PLANT2 ||
m_type == OBJECT_PLANT3 ||
m_type == OBJECT_PLANT4 ||
m_type == OBJECT_PLANT15 ||
m_type == OBJECT_PLANT16 ||
m_type == OBJECT_PLANT17 ||
m_type == OBJECT_PLANT18 )
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Damageable)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Destroyable)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Fragile)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Shielded)] = false;
}
else
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Damageable)] = false;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Destroyable)] = false;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Fragile)] = false;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Shielded)] = false;
}
// TODO: #TooMuchHacking
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::ShieldedAutoRegen)] = (m_type == OBJECT_HUMAN);
// TODO: Hacking in progress...
if ( m_type == OBJECT_STONE ||
m_type == OBJECT_URANIUM ||
m_type == OBJECT_BULLET ||
m_type == OBJECT_METAL ||
m_type == OBJECT_POWER ||
m_type == OBJECT_ATOMIC ||
m_type == OBJECT_BBOX ||
m_type == OBJECT_KEYa ||
m_type == OBJECT_KEYb ||
m_type == OBJECT_KEYc ||
m_type == OBJECT_KEYd ||
m_type == OBJECT_TNT )
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Transportable)] = true;
}
else
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Transportable)] = false;
}
// TODO: You have been hacked!
if (m_type == OBJECT_HUMAN ||
m_type == OBJECT_TOTO ||
m_type == OBJECT_MOBILEfa ||
m_type == OBJECT_MOBILEta ||
m_type == OBJECT_MOBILEwa ||
m_type == OBJECT_MOBILEia ||
m_type == OBJECT_MOBILEfb ||
m_type == OBJECT_MOBILEtb ||
m_type == OBJECT_MOBILEwb ||
m_type == OBJECT_MOBILEib ||
m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEic ||
m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEwi ||
m_type == OBJECT_MOBILEii ||
m_type == OBJECT_MOBILEfs ||
m_type == OBJECT_MOBILEts ||
m_type == OBJECT_MOBILEws ||
m_type == OBJECT_MOBILEis ||
m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErc ||
m_type == OBJECT_MOBILErr ||
m_type == OBJECT_MOBILErs ||
m_type == OBJECT_MOBILEsa ||
m_type == OBJECT_MOBILEft ||
m_type == OBJECT_MOBILEtt ||
m_type == OBJECT_MOBILEwt ||
m_type == OBJECT_MOBILEit ||
m_type == OBJECT_MOBILErp ||
m_type == OBJECT_MOBILEst ||
m_type == OBJECT_MOBILEtg ||
m_type == OBJECT_MOBILEdr ||
m_type == OBJECT_APOLLO2 ||
m_type == OBJECT_BASE ||
m_type == OBJECT_DERRICK ||
m_type == OBJECT_FACTORY ||
m_type == OBJECT_REPAIR ||
m_type == OBJECT_DESTROYER||
m_type == OBJECT_STATION ||
m_type == OBJECT_CONVERT ||
m_type == OBJECT_TOWER ||
m_type == OBJECT_RESEARCH ||
m_type == OBJECT_RADAR ||
m_type == OBJECT_INFO ||
m_type == OBJECT_ENERGY ||
m_type == OBJECT_LABO ||
m_type == OBJECT_NUCLEAR ||
m_type == OBJECT_PARA ||
m_type == OBJECT_SAFE ||
m_type == OBJECT_HUSTON ||
m_type == OBJECT_ANT ||
m_type == OBJECT_WORM ||
m_type == OBJECT_SPIDER ||
m_type == OBJECT_BEE ||
m_type == OBJECT_MOTHER ||
m_type == OBJECT_CONTROLLER)
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Controllable)] = true;
}
else
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Controllable)] = false;
}
// TODO: Another one? :/
if ( m_type == OBJECT_POWER || // PowerCell
m_type == OBJECT_ATOMIC || // NuclearCell
m_type == OBJECT_STATION || // PowerStation
m_type == OBJECT_ENERGY ) // PowerPlant
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::PowerContainer)] = true;
}
else
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::PowerContainer)] = false;
}
if ( m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEic ||
m_type == OBJECT_MOBILEwi ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEii ||
m_type == OBJECT_MOBILErc ) // cannon vehicle?
{
m_cameraType = Gfx::CAM_TYPE_ONBOARD;
}
}
const char* COldObject::GetName()
{
return m_name.c_str();
}
// Choosing the option to use.
void COldObject::SetOption(int option)
{
m_option = option;
}
int COldObject::GetOption()
{
return m_option;
}
// Saves all the parameters of the object.
void COldObject::Write(CLevelParserLine* line)
{
glm::vec3 pos;
line->AddParam("camera", std::make_unique<CLevelParserParam>(GetCameraType()));
if ( GetCameraLock() )
line->AddParam("cameraLock", std::make_unique<CLevelParserParam>(GetCameraLock()));
if ( IsBulletWall() )
line->AddParam("bulletWall", std::make_unique<CLevelParserParam>(IsBulletWall()));
if ( GetEnergyLevel() != 0.0f )
line->AddParam("energy", std::make_unique<CLevelParserParam>(GetEnergyLevel()));
if ( GetShield() != 1.0f )
line->AddParam("shield", std::make_unique<CLevelParserParam>(GetShield()));
if ( GetRange() != 1.0f )
line->AddParam("range", std::make_unique<CLevelParserParam>(GetRange()));
if ( !GetSelectable() )
line->AddParam("selectable", std::make_unique<CLevelParserParam>(GetSelectable()));
if ( !GetCollisions() )
line->AddParam("clip", std::make_unique<CLevelParserParam>(GetCollisions()));
if ( GetLock() )
line->AddParam("lock", std::make_unique<CLevelParserParam>(GetLock()));
if ( !GetActivity() )
line->AddParam("activity", std::make_unique<CLevelParserParam>(GetActivity()));
if ( GetProxyActivate() )
{
line->AddParam("proxyActivate", std::make_unique<CLevelParserParam>(GetProxyActivate()));
line->AddParam("proxyDistance", std::make_unique<CLevelParserParam>(GetProxyDistance()/g_unit));
}
if ( GetMagnifyDamage() != 1.0f )
line->AddParam("magnifyDamage", std::make_unique<CLevelParserParam>(GetMagnifyDamage()));
if ( GetTeam() != 0 )
line->AddParam("team", std::make_unique<CLevelParserParam>(GetTeam()));
if ( GetGunGoalV() != 0.0f )
line->AddParam("aimV", std::make_unique<CLevelParserParam>(GetGunGoalV()));
if ( GetGunGoalH() != 0.0f )
line->AddParam("aimH", std::make_unique<CLevelParserParam>(GetGunGoalH()));
if ( GetAnimateOnReset() )
{
line->AddParam("reset", std::make_unique<CLevelParserParam>(GetAnimateOnReset()));
}
if ( m_bVirusMode )
line->AddParam("virusMode", std::make_unique<CLevelParserParam>(m_bVirusMode));
if ( m_virusTime != 0.0f )
line->AddParam("virusTime", std::make_unique<CLevelParserParam>(m_virusTime));
line->AddParam("lifetime", std::make_unique<CLevelParserParam>(m_aTime));
// Sets the parameters of the command line.
CLevelParserParamVec cmdline;
for(float value : GetCmdLine())
{
cmdline.push_back(std::make_unique<CLevelParserParam>(value));
}
if (cmdline.size() > 0)
line->AddParam("cmdline", std::make_unique<CLevelParserParam>(std::move(cmdline)));
if ( m_motion != nullptr )
{
m_motion->Write(line);
}
if ( Implements(ObjectInterfaceType::Programmable) )
{
line->AddParam("bVirusActive", std::make_unique<CLevelParserParam>(GetActiveVirus()));
}
if ( m_physics != nullptr )
{
m_physics->Write(line);
}
if ( m_auto != nullptr )
{
m_auto->Write(line);
}
}
// Returns all parameters of the object.
void COldObject::Read(CLevelParserLine* line)
{
glm::vec3 zoom = line->GetParam("zoom")->AsPoint(glm::vec3(1.0f, 1.0f, 1.0f));
if (zoom.x != 1.0f || zoom.y != 1.0f || zoom.z != 1.0f)
SetScale(zoom);
if (line->GetParam("camera")->IsDefined())
SetCameraType(line->GetParam("camera")->AsCameraType());
SetCameraLock(line->GetParam("cameraLock")->AsBool(false));
if (line->GetParam("pyro")->IsDefined())
m_engine->GetPyroManager()->Create(line->GetParam("pyro")->AsPyroType(), this);
SetBulletWall(line->GetParam("bulletWall")->AsBool(IsBulletWallByDefault(m_type)));
SetProxyActivate(line->GetParam("proxyActivate")->AsBool(false));
SetProxyDistance(line->GetParam("proxyDistance")->AsFloat(15.0f)*g_unit);
SetCollisions(line->GetParam("clip")->AsBool(true));
SetAnimateOnReset(line->GetParam("reset")->AsBool(false));
if (Implements(ObjectInterfaceType::Controllable))
{
SetSelectable(line->GetParam("selectable")->AsBool(IsSelectableByDefault(m_type)));
}
if (Implements(ObjectInterfaceType::JetFlying))
{
SetRange(line->GetParam("range")->AsFloat(30.0f));
}
if (Implements(ObjectInterfaceType::Fragile))
{
SetMagnifyDamage(line->GetParam("magnifyDamage")->AsFloat(1.0f)); // TODO: This is a temporary hack for now - CFragileObject doesn't have SetMagnifyDamage ~krzys_h
}
if (Implements(ObjectInterfaceType::Shielded))
{
SetShield(line->GetParam("shield")->AsFloat(1.0f));
SetMagnifyDamage(line->GetParam("magnifyDamage")->AsFloat(1.0f));
}
if (Implements(ObjectInterfaceType::Programmable))
{
SetCheckToken(!line->GetParam("checkToken")->IsDefined() ? GetSelectable() : line->GetParam("checkToken")->AsBool(true));
if (line->GetParam("cmdline")->IsDefined())
{
const auto& cmdline = line->GetParam("cmdline")->AsArray();
for (unsigned int i = 0; i < cmdline.size(); i++)
{
SetCmdLine(i, cmdline[i]->AsFloat());
}
}
}
// SetManual will affect bot speed
if (m_type == OBJECT_MOBILEdr)
{
// TODO: Merge these two settings?
SetManual(!GetTrainer());
}
// AlienWorm time up/down
// TODO: Refactor function names
if (m_type == OBJECT_WORM)
{
assert(Implements(ObjectInterfaceType::Movable));
CMotion* motion = GetMotion();
if (line->GetParam("param")->IsDefined())
{
const auto& p = line->GetParam("param")->AsArray();
for (unsigned int i = 0; i < 10 && i < p.size(); i++)
{
motion->SetParam(i, p[i]->AsFloat());
}
}
}
if (m_auto != nullptr)
{
// TODO: Is it used for anything else than AlienEggs?
m_auto->SetType(line->GetParam("autoType")->AsObjectType(OBJECT_NULL));
for (int i = 0; i < 5; i++)
{
std::string op = "autoValue" + StrUtils::ToString(i+1); // autoValue1..autoValue5
m_auto->SetValue(i, line->GetParam(op)->AsFloat(0.0f));
}
m_auto->SetString(const_cast<char*>(line->GetParam("autoString")->AsString("").c_str()));
int i = line->GetParam("run")->AsInt(-1);
if (i != -1)
{
if (i != PARAM_FIXSCENE && !CSettings::GetInstancePointer()->GetMovies()) i = 0;
m_auto->Start(i); // starts the film
}
}
// Everthing below is for use only by saved scenes
if (line->GetParam("energy")->IsDefined())
SetEnergyLevel(line->GetParam("energy")->AsFloat());
SetLock(line->GetParam("lock")->AsBool(false));
SetActivity(line->GetParam("activity")->AsBool(true));
SetGunGoalV(line->GetParam("aimV")->AsFloat(0.0f));
SetGunGoalH(line->GetParam("aimH")->AsFloat(0.0f));
if (line->GetParam("burnMode")->AsBool(false))
SetDying(DeathType::Burning);
m_bVirusMode = line->GetParam("virusMode")->AsBool(false);
m_virusTime = line->GetParam("virusTime")->AsFloat(0.0f);
m_aTime = line->GetParam("lifetime")->AsFloat(0.0f);
if ( m_motion != nullptr )
{
m_motion->Read(line);
}
if (Implements(ObjectInterfaceType::Programmable))
{
SetActiveVirus(line->GetParam("bVirusActive")->AsBool(false));
}
if ( m_physics != nullptr )
{
m_physics->Read(line);
}
if ( m_auto != nullptr )
{
m_auto->Read(line);
}
}
// Seeking the nth son of a father.
int COldObject::SearchDescendant(int parent, int n)
{
int i;
for ( i=0 ; i<m_totalPart ; i++ )
{
if ( !m_objectPart[i].bUsed ) continue;
if ( parent == m_objectPart[i].parentPart )
{
if ( n-- == 0 ) return i;
}
}
return -1;
}
void COldObject::TransformCrashSphere(Math::Sphere& crashSphere)
{
if(!Implements(ObjectInterfaceType::Jostleable)) crashSphere.radius *= GetScaleX();
// Returns to the sphere collisions,
// which ignores the tilt of the vehicle.
// This is necessary to collisions with vehicles,
// so as not to reflect SetTilt, for example.
// The sphere must necessarily have a center (0, y, 0).
if (m_crashSpheres.size() == 1 &&
crashSphere.pos.x == 0.0f &&
crashSphere.pos.z == 0.0f )
{
crashSphere.pos += m_objectPart[0].position;
return;
}
if (m_objectPart[0].bTranslate ||
m_objectPart[0].bRotate)
{
UpdateTransformObject();
}
crashSphere.pos = Math::Transform(m_objectPart[0].matWorld, crashSphere.pos);
}
void COldObject::TransformCameraCollisionSphere(Math::Sphere& collisionSphere)
{
collisionSphere.pos = Math::Transform(m_objectPart[0].matWorld, collisionSphere.pos);
collisionSphere.radius *= GetScaleX();
}
// Specifies the sphere of jostling, relative to the object.
void COldObject::SetJostlingSphere(const Math::Sphere& jostlingSphere)
{
m_jostlingSphere = jostlingSphere;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Jostleable)] = true;
}
// Specifies the sphere of jostling, in the world.
Math::Sphere COldObject::GetJostlingSphere() const
{
Math::Sphere transformedJostlingSphere = m_jostlingSphere;
transformedJostlingSphere.pos = Math::Transform(m_objectPart[0].matWorld, transformedJostlingSphere.pos);
return transformedJostlingSphere;
}
// Positioning an object on a certain height, above the ground.
void COldObject::SetFloorHeight(float height)
{
glm::vec3 pos;
pos = m_objectPart[0].position;
m_terrain->AdjustToFloor(pos);
if ( m_physics != nullptr )
{
m_physics->SetLand(height == 0.0f);
m_physics->SetMotor(height != 0.0f);
}
m_objectPart[0].position.y = pos.y+height+m_character.height;
m_objectPart[0].bTranslate = true; // it will recalculate the matrices
}
// Adjust the inclination of an object laying on the ground.
void COldObject::FloorAdjust()
{
glm::vec3 pos, n;
glm::vec2 nn;
float a;
pos = GetPosition();
if ( m_terrain->GetNormal(n, pos) )
{
a = GetRotationY();
nn = Math::RotatePoint(-a, { n.z, n.x });
SetRotationX( sinf(nn.x));
SetRotationZ(-sinf(nn.y));
}
}
// Getes the linear vibration.
void COldObject::SetLinVibration(glm::vec3 dir)
{
if ( m_linVibration.x != dir.x ||
m_linVibration.y != dir.y ||
m_linVibration.z != dir.z )
{
m_linVibration = dir;
m_objectPart[0].bTranslate = true;
}
}
glm::vec3 COldObject::GetLinVibration()
{
return m_linVibration;
}
// Getes the circular vibration.
void COldObject::SetCirVibration(glm::vec3 dir)
{
if ( m_cirVibration.x != dir.x ||
m_cirVibration.y != dir.y ||
m_cirVibration.z != dir.z )
{
m_cirVibration = dir;
m_objectPart[0].bRotate = true;
}
}
glm::vec3 COldObject::GetCirVibration()
{
return m_cirVibration;
}
// Getes the inclination.
void COldObject::SetTilt(glm::vec3 dir)
{
if ( m_tilt.x != dir.x ||
m_tilt.y != dir.y ||
m_tilt.z != dir.z )
{
m_tilt = dir;
m_objectPart[0].bRotate = true;
}
}
glm::vec3 COldObject::GetTilt()
{
return m_tilt;
}
// Getes the position of center of the object.
void COldObject::SetPartPosition(int part, const glm::vec3 &pos)
{
m_objectPart[part].position = pos;
m_objectPart[part].bTranslate = true; // it will recalculate the matrices
if ( part == 0 && !m_bFlat ) // main part?
{
int rank = m_objectPart[0].object;
glm::vec3 shPos = pos;
m_terrain->AdjustToFloor(shPos, true);
m_engine->SetObjectShadowSpotPos(rank, shPos);
float height = 0.0f;
if ( Implements(ObjectInterfaceType::Flying) )
{
height = pos.y-shPos.y;
}
m_engine->SetObjectShadowSpotHeight(rank, height);
m_engine->UpdateObjectShadowSpotNormal(rank);
if ( m_shadowLight != -1 )
{
glm::vec3 lightPos = pos;
lightPos.y += m_shadowHeight;
m_lightMan->SetLightPos(m_shadowLight, lightPos);
}
}
}
glm::vec3 COldObject::GetPartPosition(int part) const
{
return m_objectPart[part].position;
}
// Getes the rotation around three axis.
void COldObject::SetPartRotation(int part, const glm::vec3 &angle)
{
m_objectPart[part].angle = angle;
m_objectPart[part].bRotate = true; // it will recalculate the matrices
if ( part == 0 && !m_bFlat ) // main part?
{
m_engine->SetObjectShadowSpotAngle(m_objectPart[0].object, m_objectPart[0].angle.y);
}
}
glm::vec3 COldObject::GetPartRotation(int part) const
{
return m_objectPart[part].angle;
}
// Getes the rotation about the axis Y.
void COldObject::SetPartRotationY(int part, float angle)
{
m_objectPart[part].angle.y = angle;
m_objectPart[part].bRotate = true; // it will recalculate the matrices
if ( part == 0 && !m_bFlat ) // main part?
{
m_engine->SetObjectShadowSpotAngle(m_objectPart[0].object, m_objectPart[0].angle.y);
}
}
// Getes the rotation about the axis X.
void COldObject::SetPartRotationX(int part, float angle)
{
m_objectPart[part].angle.x = angle;
m_objectPart[part].bRotate = true; // it will recalculate the matrices
}
// Getes the rotation about the axis Z.
void COldObject::SetPartRotationZ(int part, float angle)
{
m_objectPart[part].angle.z = angle;
m_objectPart[part].bRotate = true; //it will recalculate the matrices
}
float COldObject::GetPartRotationY(int part)
{
return m_objectPart[part].angle.y;
}
float COldObject::GetPartRotationX(int part)
{
return m_objectPart[part].angle.x;
}
float COldObject::GetPartRotationZ(int part)
{
return m_objectPart[part].angle.z;
}
// Getes the global zoom.
void COldObject::SetPartScale(int part, float zoom)
{
m_objectPart[part].bTranslate = true; // it will recalculate the matrices
m_objectPart[part].zoom.x = zoom;
m_objectPart[part].zoom.y = zoom;
m_objectPart[part].zoom.z = zoom;
m_objectPart[part].bZoom = ( m_objectPart[part].zoom.x != 1.0f ||
m_objectPart[part].zoom.y != 1.0f ||
m_objectPart[part].zoom.z != 1.0f );
}
void COldObject::SetPartScale(int part, glm::vec3 zoom)
{
m_objectPart[part].bTranslate = true; // it will recalculate the matrices
m_objectPart[part].zoom = zoom;
m_objectPart[part].bZoom = ( m_objectPart[part].zoom.x != 1.0f ||
m_objectPart[part].zoom.y != 1.0f ||
m_objectPart[part].zoom.z != 1.0f );
}
glm::vec3 COldObject::GetPartScale(int part) const
{
return m_objectPart[part].zoom;
}
void COldObject::SetPartScaleX(int part, float zoom)
{
m_objectPart[part].bTranslate = true; // it will recalculate the matrices
m_objectPart[part].zoom.x = zoom;
m_objectPart[part].bZoom = ( m_objectPart[part].zoom.x != 1.0f ||
m_objectPart[part].zoom.y != 1.0f ||
m_objectPart[part].zoom.z != 1.0f );
}
void COldObject::SetPartScaleY(int part, float zoom)
{
m_objectPart[part].bTranslate = true; // it will recalculate the matrices
m_objectPart[part].zoom.y = zoom;
m_objectPart[part].bZoom = ( m_objectPart[part].zoom.x != 1.0f ||
m_objectPart[part].zoom.y != 1.0f ||
m_objectPart[part].zoom.z != 1.0f );
}
void COldObject::SetPartScaleZ(int part, float zoom)
{
m_objectPart[part].bTranslate = true; // it will recalculate the matrices
m_objectPart[part].zoom.z = zoom;
m_objectPart[part].bZoom = ( m_objectPart[part].zoom.x != 1.0f ||
m_objectPart[part].zoom.y != 1.0f ||
m_objectPart[part].zoom.z != 1.0f );
}
float COldObject::GetPartScaleX(int part)
{
return m_objectPart[part].zoom.x;
}
float COldObject::GetPartScaleY(int part)
{
return m_objectPart[part].zoom.y;
}
float COldObject::GetPartScaleZ(int part)
{
return m_objectPart[part].zoom.z;
}
void COldObject::SetTrainer(bool bEnable)
{
m_bTrainer = bEnable;
if ( m_bTrainer ) // training?
{
m_cameraType = Gfx::CAM_TYPE_FIX;
}
}
bool COldObject::GetTrainer()
{
return m_bTrainer;
}
bool COldObject::GetPlusTrainer()
{
return m_main->GetPlusTrainer();
}
void COldObject::SetToy(bool bEnable)
{
m_bToy = bEnable;
}
bool COldObject::GetToy()
{
return m_bToy;
}
void COldObject::SetManual(bool bManual)
{
m_bManual = bManual;
}
bool COldObject::GetManual()
{
return m_bManual;
}
// Management of the particle master.
void COldObject::SetMasterParticle(int part, int parti)
{
m_objectPart[part].masterParti = parti;
}
// Management of the stack transport.
int COldObject::GetNumSlots()
{
assert(m_hasPowerSlot || m_hasCargoSlot); // otherwise implemented[CSlottedObject] is false
return (m_hasPowerSlot ? 1 : 0) + (m_hasCargoSlot ? 1 : 0);
}
int COldObject::MapPseudoSlot(Pseudoslot pseudoslot)
{
switch (pseudoslot)
{
case Pseudoslot::POWER:
return m_hasPowerSlot ? 0 : -1;
case Pseudoslot::CARRYING:
return m_hasCargoSlot ? (m_hasPowerSlot ? 1 : 0) : -1;
default:
return -1;
}
}
glm::vec3 COldObject::GetSlotPosition(int slotNum)
{
if (slotNum == 0 && m_hasPowerSlot)
return m_powerPosition;
else
{
assert(m_hasCargoSlot && slotNum == (m_hasPowerSlot ? 1 : 0));
int grabPartNum;
glm::vec3 grabRelPos;
// See CTaskManip::TransporterTakeObject call to SetTransporterPart and SetPosition
switch (m_type)
{
case OBJECT_HUMAN:
case OBJECT_TECH:
grabPartNum = 4;
grabRelPos = glm::vec3(1.7f, -0.5f, 1.1f);
break;
case OBJECT_MOBILEsa: // subber
grabPartNum = 2;
grabRelPos = glm::vec3(1.1f, -1.0f, 1.0f);
break;
case OBJECT_MOBILEfa: // Grabbers
case OBJECT_MOBILEta:
case OBJECT_MOBILEwa:
case OBJECT_MOBILEia:
grabPartNum = 3;
grabRelPos = glm::vec3(4.7f, 0.0f, 0.0f);
break;
case OBJECT_BEE:
grabPartNum = 0;
grabRelPos = glm::vec3(0.0f, -3.0f, 0.0f);
break;
default: // unreachable, only the above objects have cargo slots
assert(!m_hasCargoSlot);
return m_powerPosition;
}
return Math::Transform(glm::inverse(GetWorldMatrix(0)), Math::Transform(GetWorldMatrix(grabPartNum), grabRelPos));
}
}
float COldObject::GetSlotAngle(int slotNum)
{
if (slotNum == 0 && m_hasPowerSlot)
{
switch (m_type)
{
case OBJECT_TOWER:
case OBJECT_RESEARCH:
case OBJECT_ENERGY:
case OBJECT_LABO:
case OBJECT_NUCLEAR:
return 0;
default: // robots
return Math::PI;
}
}
else
{
assert(m_hasCargoSlot && slotNum == (m_hasPowerSlot ? 1 : 0));
return 0;
}
}
float COldObject::GetSlotAcceptanceAngle(int slotNum)
{
if (slotNum == 0 && m_hasPowerSlot)
{
switch (m_type)
{
case OBJECT_TOWER:
case OBJECT_RESEARCH:
return 45.0f*Math::PI/180.0f;
case OBJECT_ENERGY:
return 90.0f*Math::PI/180.0f;
case OBJECT_LABO:
return 120.0f*Math::PI/180.0f;
case OBJECT_NUCLEAR:
return 45.0f*Math::PI/180.0f;
default:
return 45.0f*Math::PI/180.0f;
}
}
else
{
assert(m_hasCargoSlot && slotNum == (m_hasPowerSlot ? 1 : 0));
return 0; // no acceptance angle for cargo slot
}
}
CObject *COldObject::GetSlotContainedObject(int slotNum)
{
if (slotNum == 0 && m_hasPowerSlot)
return m_power;
else
{
assert(m_hasCargoSlot && slotNum == (m_hasPowerSlot ? 1 : 0));
return m_cargo;
}
}
void COldObject::SetSlotContainedObject(int slotNum, CObject *object)
{
if (slotNum == 0 && m_hasPowerSlot)
m_power = object;
else
{
assert(m_hasCargoSlot && slotNum == (m_hasPowerSlot ? 1 : 0));
m_cargo = object;
}
}
// not part of CSlottedObject; just used for initialization
void COldObject::SetPowerPosition(const glm::vec3& powerPosition)
{
m_powerPosition = powerPosition;
}
// Management of the object "transporter" that transports it.
void COldObject::SetTransporter(CObject* transporter)
{
m_transporter = transporter;
// Invisible shadow if the object is transported.
m_engine->SetObjectShadowSpotHide(m_objectPart[0].object, (m_transporter != nullptr));
}
CObject* COldObject::GetTransporter()
{
return m_transporter;
}
// Management of the conveying portion.
void COldObject::SetTransporterPart(int part)
{
m_transporterLink = part;
}
// Returns matrices of an object portion.
glm::mat4 COldObject::GetRotateMatrix(int part)
{
return m_objectPart[part].matRotate;
}
glm::mat4 COldObject::GetWorldMatrix(int part)
{
if ( m_objectPart[0].bTranslate ||
m_objectPart[0].bRotate )
{
UpdateTransformObject();
}
return m_objectPart[part].matWorld;
}
// Indicates whether the object should be drawn over the interface.
void COldObject::SetDrawFront(bool bDraw)
{
int i;
for ( i=0 ; i<OBJECTMAXPART ; i++ )
{
if ( m_objectPart[i].bUsed )
{
m_engine->SetObjectDrawFront(m_objectPart[i].object, bDraw);
}
}
}
// Creates shade under a vehicle as a negative light.
bool COldObject::CreateShadowLight(float height, Gfx::Color color)
{
if ( !m_engine->GetLightMode() ) return true;
glm::vec3 pos = GetPosition();
m_shadowHeight = height;
Gfx::Light light;
light.type = Gfx::LIGHT_SPOT;
light.diffuse = color;
light.ambient = color * 0.1f;
light.position = glm::vec3(pos.x, pos.y+height, pos.z);
light.direction = glm::vec3(0.0f, -1.0f, 0.0f); // against the bottom
light.spotIntensity = 128;
light.attenuation0 = 1.0f;
light.attenuation1 = 0.0f;
light.attenuation2 = 0.0f;
light.spotAngle = 90.0f*Math::PI/180.0f;
m_shadowLight = m_lightMan->CreateLight();
if ( m_shadowLight == -1 ) return false;
m_lightMan->SetLight(m_shadowLight, light);
// Only illuminates the objects on the ground.
m_lightMan->SetLightIncludeType(m_shadowLight, Gfx::ENG_OBJTYPE_TERRAIN);
return true;
}
// Returns the number of negative light shade.
int COldObject::GetShadowLight()
{
return m_shadowLight;
}
// Creates the circular shadow underneath a vehicle.
bool COldObject::CreateShadowCircle(float radius, float intensity,
Gfx::EngineShadowType type)
{
float zoom;
if ( intensity == 0.0f ) return true;
zoom = GetScaleX();
m_engine->CreateShadowSpot(m_objectPart[0].object);
m_engine->SetObjectShadowSpotRadius(m_objectPart[0].object, radius*zoom);
m_engine->SetObjectShadowSpotIntensity(m_objectPart[0].object, intensity);
m_engine->SetObjectShadowSpotHeight(m_objectPart[0].object, 0.0f);
m_engine->SetObjectShadowSpotAngle(m_objectPart[0].object, m_objectPart[0].angle.y);
m_engine->SetObjectShadowSpotType(m_objectPart[0].object, type);
return true;
}
// Calculates the matrix for transforming the object.
// Returns true if the matrix has changed.
// The rotations occur in the order Y, Z and X.
bool COldObject::UpdateTransformObject(int part, bool bForceUpdate)
{
glm::vec3 position, angle, eye;
bool bModif = false;
int parent;
if ( m_transporter != nullptr ) // transported by transporter?
{
m_objectPart[part].bTranslate = true;
m_objectPart[part].bRotate = true;
}
if ( !bForceUpdate &&
!m_objectPart[part].bTranslate &&
!m_objectPart[part].bRotate ) return false;
position = m_objectPart[part].position;
angle = m_objectPart[part].angle;
if ( part == 0 ) // main part?
{
position += m_linVibration;
angle += m_cirVibration+m_tilt;
}
if ( m_objectPart[part].bTranslate ||
m_objectPart[part].bRotate )
{
if ( m_objectPart[part].bTranslate )
{
m_objectPart[part].matTranslate = glm::mat4(1.0f);
m_objectPart[part].matTranslate[3][0] = position.x;
m_objectPart[part].matTranslate[3][1] = position.y;
m_objectPart[part].matTranslate[3][2] = position.z;
}
if ( m_objectPart[part].bRotate )
{
Math::LoadRotationZXYMatrix(m_objectPart[part].matRotate, angle);
}
if ( m_objectPart[part].bZoom )
{
glm::mat4 mz = glm::mat4(1.0f);
mz[0][0] = m_objectPart[part].zoom.x;
mz[1][1] = m_objectPart[part].zoom.y;
mz[2][2] = m_objectPart[part].zoom.z;
m_objectPart[part].matTransform = m_objectPart[part].matTranslate * m_objectPart[part].matRotate * mz;
}
else
{
m_objectPart[part].matTransform = m_objectPart[part].matTranslate * m_objectPart[part].matRotate;
}
bModif = true;
}
if ( bForceUpdate ||
m_objectPart[part].bTranslate ||
m_objectPart[part].bRotate )
{
parent = m_objectPart[part].parentPart;
if ( part == 0 && m_transporter != nullptr ) // transported by a transporter?
{
glm::mat4 matWorldTransporter = m_transporter->GetWorldMatrix(m_transporterLink);
m_objectPart[part].matWorld = matWorldTransporter * m_objectPart[part].matTransform;
}
else
{
if ( parent == -1 ) // no parent?
{
m_objectPart[part].matWorld = m_objectPart[part].matTransform;
}
else
{
m_objectPart[part].matWorld = m_objectPart[parent].matWorld * m_objectPart[part].matTransform;
}
}
bModif = true;
}
if ( bModif )
{
m_engine->SetObjectTransform(m_objectPart[part].object,
m_objectPart[part].matWorld);
}
m_objectPart[part].bTranslate = false;
m_objectPart[part].bRotate = false;
return bModif;
}
// Updates all matrices to transform the object father and all his sons.
// Assume a maximum of 4 degrees of freedom.
// Appropriate, for example, to a body, an arm, forearm, hand and fingers.
bool COldObject::UpdateTransformObject()
{
bool bUpdate1, bUpdate2, bUpdate3, bUpdate4;
int level1, level2, level3, level4, rank;
int parent1, parent2, parent3, parent4;
if ( m_bFlat )
{
for ( level1=0 ; level1<m_totalPart ; level1++ )
{
if ( !m_objectPart[level1].bUsed ) continue;
UpdateTransformObject(level1, false);
}
}
else
{
parent1 = 0;
bUpdate1 = UpdateTransformObject(parent1, false);
for ( level1=0 ; level1<m_totalPart ; level1++ )
{
rank = SearchDescendant(parent1, level1);
if ( rank == -1 ) break;
parent2 = rank;
bUpdate2 = UpdateTransformObject(rank, bUpdate1);
for ( level2=0 ; level2<m_totalPart ; level2++ )
{
rank = SearchDescendant(parent2, level2);
if ( rank == -1 ) break;
parent3 = rank;
bUpdate3 = UpdateTransformObject(rank, bUpdate2);
for ( level3=0 ; level3<m_totalPart ; level3++ )
{
rank = SearchDescendant(parent3, level3);
if ( rank == -1 ) break;
parent4 = rank;
bUpdate4 = UpdateTransformObject(rank, bUpdate3);
for ( level4=0 ; level4<m_totalPart ; level4++ )
{
rank = SearchDescendant(parent4, level4);
if ( rank == -1 ) break;
UpdateTransformObject(rank, bUpdate4);
}
}
}
}
}
return true;
}
// Puts all the progeny flat (there is more than fathers).
// This allows for debris independently from each other in all directions.
void COldObject::FlatParent()
{
int i;
for ( i=0 ; i<m_totalPart ; i++ )
{
m_objectPart[i].position.x = m_objectPart[i].matWorld[3][0];
m_objectPart[i].position.y = m_objectPart[i].matWorld[3][1];
m_objectPart[i].position.z = m_objectPart[i].matWorld[3][2];
m_objectPart[i].matWorld[3][0] = 0.0f;
m_objectPart[i].matWorld[3][1] = 0.0f;
m_objectPart[i].matWorld[3][2] = 0.0f;
m_objectPart[i].matTranslate[3][0] = 0.0f;
m_objectPart[i].matTranslate[3][1] = 0.0f;
m_objectPart[i].matTranslate[3][2] = 0.0f;
m_objectPart[i].parentPart = -1; // more parents
}
m_bFlat = true;
}
// Updates the mapping of the texture of the pile.
void COldObject::UpdateEnergyMapping()
{
if (m_lastEnergy == GetEnergyLevel())
return;
m_lastEnergy = GetEnergyLevel();
float a = 0.0f, b = 0.0f;
if ( m_type == OBJECT_POWER ||
m_type == OBJECT_ATOMIC )
{
a = 2.0f;
b = 0.0f; // dimensions of the battery (according to y)
}
else if ( m_type == OBJECT_STATION )
{
a = 10.0f;
b = 4.0f; // dimensions of the battery (according to y)
}
else if ( m_type == OBJECT_ENERGY )
{
a = 9.0f;
b = 3.0f; // dimensions of the battery (according to y)
}
float i = 0.50f+0.25f*GetEnergyLevel(); // origin
float s = i+0.25f; // width
float au = (s-i)/(b-a);
float bu = s-b*(s-i)/(b-a);
std::string teamStr = StrUtils::ToString<int>(GetTeam());
if(GetTeam() == 0) teamStr = "";
m_engine->SetUVTransform(m_objectPart[0].object, "energy",
{ 0.0f, 0.25f * (GetEnergyLevel() - 1.0f) }, { 1.0f, 1.0f });
}
// Manual action.
bool COldObject::EventProcess(const Event &event)
{
// NOTE: This should be called befoce CProgrammableObjectImpl::EventProcess, see the other note inside this function
if (!CTaskExecutorObjectImpl::EventProcess(event)) return false;
if ( m_physics != nullptr )
{
if ( !m_physics->EventProcess(event) ) // object destroyed?
{
if ( GetSelect() &&
m_type != OBJECT_ANT &&
m_type != OBJECT_SPIDER &&
m_type != OBJECT_BEE )
{
if ( !IsDying() ) m_camera->SetType(Gfx::CAM_TYPE_EXPLO);
m_main->DeselectAll();
}
return false;
}
}
if (Implements(ObjectInterfaceType::Movable) && m_physics != nullptr)
{
bool deselectedStop = !GetSelect();
if (Implements(ObjectInterfaceType::Programmable))
{
deselectedStop = deselectedStop && !IsProgram();
}
if (Implements(ObjectInterfaceType::TaskExecutor))
{
deselectedStop = deselectedStop && !IsForegroundTask();
}
if ( deselectedStop )
{
float axeX = 0.0f;
float axeY = 0.0f;
float axeZ = 0.0f;
if ( GetDying() == DeathType::Burning ) // Burning?
{
axeZ = -1.0f; // tomb
if ( (m_type == OBJECT_ANT ||
m_type == OBJECT_SPIDER ||
m_type == OBJECT_WORM ) )
{
// TODO: Move to CBaseAlien?
CBaseAlien* alien = dynamic_cast<CBaseAlien*>(this);
assert(alien != nullptr);
if (!alien->GetFixed())
{
axeY = 2.0f; // zigzag disorganized fast
if ( m_type == OBJECT_WORM ) axeY = 5.0f;
axeX = 0.5f+sinf(m_time* 1.0f)*0.5f+
sinf(m_time* 6.0f)*2.0f+
sinf(m_time*21.0f)*0.2f;
float factor = 1.0f-m_burnTime/15.0f; // slow motion
if ( factor < 0.0f ) factor = 0.0f;
axeY *= factor;
axeX *= factor;
}
}
}
m_physics->SetMotorSpeedX(axeY); // move forward/move back
m_physics->SetMotorSpeedY(axeZ); // up / down
m_physics->SetMotorSpeedZ(axeX); // rotate
}
else if (GetSelect())
{
bool canMove = true;
if (Implements(ObjectInterfaceType::TaskExecutor))
{
canMove = canMove && (!IsForegroundTask() || GetForegroundTask()->IsPilot());
}
if (Implements(ObjectInterfaceType::Programmable))
{
canMove = canMove && !IsProgram();
}
if ( canMove )
{
if ( event.type == EVENT_OBJECT_LEFT ||
event.type == EVENT_OBJECT_RIGHT ||
event.type == EVENT_OBJECT_UP ||
event.type == EVENT_OBJECT_DOWN ||
event.type == EVENT_OBJECT_GASUP ||
event.type == EVENT_OBJECT_GASDOWN )
{
m_buttonAxe = event.type;
}
if ( event.type == EVENT_MOUSE_BUTTON_UP )
{
m_buttonAxe = EVENT_NULL;
}
float axeX = event.motionInput.x;
float axeY = event.motionInput.y;
float axeZ = event.motionInput.z;
if ( (!m_main->GetTrainerPilot() &&
GetTrainer()) ||
!m_main->CanPlayerInteract() ) // drive vehicle?
{
axeX = 0.0f;
axeY = 0.0f;
axeZ = 0.0f; // Remote control impossible!
}
if ( m_buttonAxe == EVENT_OBJECT_LEFT ) axeX = -1.0f;
if ( m_buttonAxe == EVENT_OBJECT_RIGHT ) axeX = 1.0f;
if ( m_buttonAxe == EVENT_OBJECT_UP ) axeY = 1.0f;
if ( m_buttonAxe == EVENT_OBJECT_DOWN ) axeY = -1.0f;
if ( m_buttonAxe == EVENT_OBJECT_GASUP ) axeZ = 1.0f;
if ( m_buttonAxe == EVENT_OBJECT_GASDOWN ) axeZ = -1.0f;
if ( m_type == OBJECT_MOBILEdr && GetManual() ) // scribbler in manual mode?
{
if ( axeX != 0.0f ) axeY = 0.0f; // if running -> not moving!
axeX *= 0.5f;
axeY *= 0.5f;
}
if ( !m_main->IsResearchDone(RESEARCH_FLY, GetTeam()) )
{
axeZ = -1.0f; // tomb
}
if ( axeX > 1.0f ) axeX = 1.0f;
if ( axeX < -1.0f ) axeX = -1.0f;
m_physics->SetMotorSpeedX(axeY); // move forward/move back
m_physics->SetMotorSpeedY(axeZ); // up/down
m_physics->SetMotorSpeedZ(axeX); // rotate
}
}
}
if ( m_objectInterface != nullptr )
{
m_objectInterface->EventProcess(event);
}
if ( m_auto != nullptr )
{
if (!GetLock())
{
m_auto->EventProcess(event);
}
if ( event.type == EVENT_FRAME &&
m_auto->IsEnded() != ERR_CONTINUE )
{
m_auto->DeleteObject();
m_auto.reset();
}
}
if ( m_motion != nullptr )
{
if (!m_motion->EventProcess(event)) return false;
}
if (!CProgrammableObjectImpl::EventProcess(event)) return false;
if ( event.type == EVENT_FRAME )
{
return EventFrame(event);
}
return true;
}
// Animates the object.
bool COldObject::EventFrame(const Event &event)
{
if ( m_type == OBJECT_HUMAN && m_main->GetMainMovie() == MM_SATCOMopen )
{
UpdateTransformObject();
return true;
}
m_time += event.rTime;
if ( m_engine->GetPause() && m_type != OBJECT_SHOW ) return true;
if ( GetDying() == DeathType::Burning ) m_burnTime += event.rTime;
m_aTime += event.rTime;
m_shotTime += event.rTime;
VirusFrame(event.rTime);
PartiFrame(event.rTime);
UpdateMapping();
UpdateTransformObject();
UpdateSelectParticle();
if (Implements(ObjectInterfaceType::ShieldedAutoRegen))
{
SetShield(GetShield() + event.rTime*(1.0f/GetShieldFullRegenTime()));
}
if (m_damaging && m_time - m_damageTime > 2.0f)
{
SetDamaging(false);
m_main->UpdateShortcuts();
}
return true;
}
// Updates the mapping of the object.
void COldObject::UpdateMapping()
{
if ( Implements(ObjectInterfaceType::PowerContainer) )
{
UpdateEnergyMapping();
}
}
// Management of viruses.
void COldObject::VirusFrame(float rTime)
{
if ( !m_bVirusMode ) return; // healthy object?
m_virusTime += rTime;
if ( m_virusTime >= VIRUS_DELAY )
{
m_bVirusMode = false; // the virus is no longer active
}
if ( m_lastVirusParticle+m_engine->ParticleAdapt(0.2f) <= m_aTime )
{
m_lastVirusParticle = m_aTime;
glm::vec3 pos = GetPosition();
pos.x += (Math::Rand()-0.5f)*10.0f;
pos.z += (Math::Rand()-0.5f)*10.0f;
glm::vec3 speed;
speed.x = (Math::Rand()-0.5f)*2.0f;
speed.z = (Math::Rand()-0.5f)*2.0f;
speed.y = Math::Rand()*4.0f+4.0f;
glm::vec2 dim;
dim.x = Math::Rand()*0.3f+0.3f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIVIRUS, 3.0f);
}
}
// Management particles mistresses.
void COldObject::PartiFrame(float rTime)
{
glm::vec3 pos, angle, factor;
int i, channel;
for ( i=0 ; i<OBJECTMAXPART ; i++ )
{
if ( !m_objectPart[i].bUsed ) continue;
channel = m_objectPart[i].masterParti;
if ( channel == -1 ) continue;
if ( !m_particle->GetPosition(channel, pos) )
{
m_objectPart[i].masterParti = -1; // particle no longer exists!
continue;
}
SetPartPosition(i, pos);
// Each song spins differently.
switch( i%5 )
{
case 0: factor = glm::vec3( 0.5f, 0.3f, 0.6f); break;
case 1: factor = glm::vec3(-0.3f, 0.4f,-0.2f); break;
case 2: factor = glm::vec3( 0.4f,-0.6f,-0.3f); break;
case 3: factor = glm::vec3(-0.6f,-0.2f, 0.0f); break;
case 4: factor = glm::vec3( 0.4f, 0.1f,-0.7f); break;
}
angle = GetPartRotation(i);
angle += rTime*Math::PI*factor;
SetPartRotation(i, angle);
}
}
// Changes the perspective to view if it was like in the vehicle,
// or behind the vehicle.
void COldObject::AdjustCamera(glm::vec3 &eye, float &dirH, float &dirV,
glm::vec3 &lookat, glm::vec3 &upVec,
Gfx::CameraType type)
{
float speed;
int part;
UpdateTransformObject();
part = 0;
if ( m_type == OBJECT_HUMAN ||
m_type == OBJECT_TECH )
{
eye.x = -0.2f;
eye.y = 3.3f;
eye.z = 0.0f;
//? eye.x = 1.0f;
//? eye.y = 3.3f;
//? eye.z = 0.0f;
}
else if ( m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErr ||
m_type == OBJECT_MOBILErs ||
m_type == OBJECT_MOBILErp )
{
eye.x = -1.1f; // on the cap
eye.y = 7.9f;
eye.z = 0.0f;
}
else if ( m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEic ) // fireball?
{
//? eye.x = -0.9f; // on the cannon
//? eye.y = 3.0f;
//? eye.z = 0.0f;
//? part = 1;
eye.x = -0.9f; // on the cannon
eye.y = 8.3f;
eye.z = 0.0f;
}
else if ( m_type == OBJECT_MOBILEwi ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEii ) // orgaball ?
{
//? eye.x = -3.5f; // on the cannon
//? eye.y = 5.1f;
//? eye.z = 0.0f;
//? part = 1;
eye.x = -2.5f; // on the cannon
eye.y = 10.4f;
eye.z = 0.0f;
}
else if ( m_type == OBJECT_MOBILErc )
{
//? eye.x = 2.0f; // in the cannon
//? eye.y = 0.0f;
//? eye.z = 0.0f;
//? part = 2;
eye.x = 4.0f; // on the cannon
eye.y = 11.0f;
eye.z = 0.0f;
}
else if ( m_type == OBJECT_MOBILEsa ||
m_type == OBJECT_MOBILEst )
{
eye.x = 3.0f;
eye.y = 4.5f;
eye.z = 0.0f;
}
else if ( m_type == OBJECT_MOBILEdr )
{
eye.x = 1.0f;
eye.y = 6.5f;
eye.z = 0.0f;
}
else if ( m_type == OBJECT_APOLLO2 )
{
eye.x = -3.0f;
eye.y = 6.0f;
eye.z = -2.0f;
}
else
{
eye.x = 0.7f; // between the brackets
eye.y = 4.8f;
eye.z = 0.0f;
}
if ( type == Gfx::CAM_TYPE_BACK )
{
eye.x -= 20.0f;
eye.y += 1.0f;
}
lookat.x = eye.x+1.0f;
lookat.y = eye.y+0.0f;
lookat.z = eye.z+0.0f;
eye = Math::Transform(m_objectPart[part].matWorld, eye);
lookat = Math::Transform(m_objectPart[part].matWorld, lookat);
// Camera tilts when turning.
upVec = glm::vec3(0.0f, 1.0f, 0.0f);
if ( m_physics != nullptr )
{
if ( m_physics->GetLand() ) // on ground?
{
speed = m_physics->GetLinMotionX(MO_REASPEED);
lookat.y -= speed*0.002f;
speed = m_physics->GetCirMotionY(MO_REASPEED);
upVec.z -= speed*0.04f;
}
else // in flight?
{
speed = m_physics->GetLinMotionX(MO_REASPEED);
lookat.y += speed*0.002f;
speed = m_physics->GetCirMotionY(MO_REASPEED);
upVec.z += speed*0.08f;
}
}
upVec = Math::Transform(m_objectPart[0].matRotate, upVec);
dirH = -(m_objectPart[part].angle.y+Math::PI/2.0f);
dirV = 0.0f;
}
// Management of features.
Character* COldObject::GetCharacter()
{
return &m_character;
}
// Returns the absolute time.
float COldObject::GetAbsTime()
{
return m_aTime;
}
float COldObject::GetCapacity()
{
return m_type == OBJECT_ATOMIC ? m_main->GetGlobalNuclearCapacity() : m_main->GetGlobalCellCapacity() ;
}
bool COldObject::IsRechargeable()
{
return m_type == OBJECT_POWER;
}
// Management of the shield.
void COldObject::SetShield(float level)
{
if (level > 1.0f) level = 1.0f;
if (level < 0.0f) level = 0.0f;
m_shield = level;
}
float COldObject::GetShield()
{
if (Implements(ObjectInterfaceType::Fragile)) return 0.0f;
return m_shield;
}
// Management of flight range (zero = infinity).
void COldObject::SetRange(float delay)
{
m_range = delay;
}
float COldObject::GetRange()
{
return m_range;
}
void COldObject::SetReactorRange(float reactorRange)
{
if (reactorRange > 1.0f) reactorRange = 1.0f;
if (reactorRange < 0.0f) reactorRange = 0.0f;
m_reactorRange = reactorRange;
}
float COldObject::GetReactorRange()
{
return m_reactorRange;
}
// Management of transparency of the object.
void COldObject::SetGhostMode(bool enabled)
{
int i;
for ( i=0 ; i<m_totalPart ; i++ )
{
if ( m_objectPart[i].bUsed )
{
if ( m_type == OBJECT_BASE )
{
if ( i != 9 ) continue; // no central pillar?
}
m_engine->SetObjectGhostMode(m_objectPart[i].object, enabled);
}
}
}
// Pushes an object.
bool COldObject::JostleObject(float force)
{
if ( m_type == OBJECT_FLAGb ||
m_type == OBJECT_FLAGr ||
m_type == OBJECT_FLAGg ||
m_type == OBJECT_FLAGy ||
m_type == OBJECT_FLAGv ) // flag?
{
if ( m_auto == nullptr ) return false;
m_auto->Start(1);
}
else
{
if ( m_auto != nullptr ) return false;
auto autoJostle = std::make_unique<CAutoJostle>(this);
autoJostle->Start(0, force);
m_auto = std::move(autoJostle);
}
return true;
}
// Management of time from which a virus is active.
void COldObject::SetVirusMode(bool bEnable)
{
m_bVirusMode = bEnable;
m_virusTime = 0.0f;
if ( m_bVirusMode && Implements(ObjectInterfaceType::Programmable) )
{
if ( !IntroduceVirus() ) // tries to infect
{
m_bVirusMode = false; // program was not contaminated!
}
}
}
bool COldObject::GetVirusMode()
{
return m_bVirusMode;
}
// Management mode of the camera.
void COldObject::SetCameraType(Gfx::CameraType type)
{
m_cameraType = type;
}
Gfx::CameraType COldObject::GetCameraType()
{
return m_cameraType;
}
void COldObject::SetCameraLock(bool lock)
{
m_bCameraLock = lock;
}
bool COldObject::GetCameraLock()
{
return m_bCameraLock;
}
// Management of the demonstration of the object.
void COldObject::SetHighlight(bool highlight)
{
if (highlight)
{
int list[OBJECTMAXPART+1];
int j = 0;
for (int i = 0; i < m_totalPart; i++)
{
if ( m_objectPart[i].bUsed )
{
list[j++] = m_objectPart[i].object;
}
}
list[j] = -1; // terminate
m_engine->SetHighlightRank(list); // gives the list of selected parts
}
}
// Indicates whether the object is selected or not.
void COldObject::SetSelect(bool select, bool bDisplayError)
{
m_bSelect = select;
// NOTE: Right now, Ui::CObjectInterface is only for programmable objects. Right now all selectable objects are programmable anyway.
// TODO: All UI-related stuff should be moved out of CObject classes
if (Implements(ObjectInterfaceType::Programmable))
{
if ( m_objectInterface == nullptr )
{
m_objectInterface = std::make_unique<Ui::CObjectInterface>(this);
}
m_objectInterface->CreateInterface(m_bSelect);
}
if ( m_auto != nullptr )
{
m_auto->CreateInterface(m_bSelect);
}
CreateSelectParticle(); // creates / removes particles
if ( !m_bSelect )
return; // if not selected, we're done
Error err = ERR_OK;
if ( m_physics != nullptr )
{
err = m_physics->GetError();
}
if ( m_auto != nullptr )
{
err = m_auto->GetError();
}
if ( err != ERR_OK && bDisplayError )
{
m_main->DisplayError(err, this);
}
}
// Indicates whether the object is selected or not.
bool COldObject::GetSelect()
{
return m_bSelect;
}
// Indicates whether the object is selectable or not.
void COldObject::SetSelectable(bool bMode)
{
m_bSelectable = bMode;
}
// Indicates whether the object is selecionnable or not.
bool COldObject::GetSelectable()
{
return m_bSelectable;
}
// Indicates if necessary to check the tokens of the object.
void COldObject::SetCheckToken(bool bMode)
{
m_bCheckToken = bMode;
}
// Indicates if necessary to check the tokens of the object.
bool COldObject::GetCheckToken()
{
return m_bCheckToken;
}
// Sets if this object is underground or not. Underground objects are not detectable. Used by AlienWorm
void COldObject::SetUnderground(bool underground)
{
m_underground = underground;
}
// Management of the method of increasing damage.
void COldObject::SetMagnifyDamage(float factor)
{
m_magnifyDamage = factor;
}
float COldObject::GetMagnifyDamage()
{
return m_magnifyDamage;
}
void COldObject::SetDamaging(bool damaging)
{
m_damaging = damaging;
}
bool COldObject::IsDamaging()
{
return m_damaging;
}
void COldObject::SetDying(DeathType deathType)
{
m_dying = deathType;
m_burnTime = 0.0f;
if ( IsDying() && Implements(ObjectInterfaceType::Programmable) )
{
StopProgram(); // stops the current task
}
}
DeathType COldObject::GetDying()
{
return m_dying;
}
bool COldObject::IsDying()
{
return m_dying != DeathType::Alive;
}
bool COldObject::GetActive()
{
// Dying astronaut (m_dying == DeathType::Dead) should be treated as active
// This is for EndMissionTake to not detect him as actually dead until the animation is finished
return !GetLock() && !(Implements(ObjectInterfaceType::Destroyable) && IsDying() && GetDying() != DeathType::Dead) && !m_bFlat;
}
bool COldObject::GetDetectable()
{
return GetActive() && !m_underground;
}
// Management of the point of aim.
void COldObject::SetGunGoalV(float gunGoal)
{
if ( m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEic ||
m_type == OBJECT_MOBILEfb ||
m_type == OBJECT_MOBILEtb ||
m_type == OBJECT_MOBILEwb ||
m_type == OBJECT_MOBILEib) // fireball?
{
if ( gunGoal > 10.0f*Math::PI/180.0f ) gunGoal = 10.0f*Math::PI/180.0f;
if ( gunGoal < -20.0f*Math::PI/180.0f ) gunGoal = -20.0f*Math::PI/180.0f;
SetPartRotationZ(1, gunGoal);
}
else if ( m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEwi ||
m_type == OBJECT_MOBILEii ) // orgaball?
{
if ( gunGoal > 20.0f*Math::PI/180.0f ) gunGoal = 20.0f*Math::PI/180.0f;
if ( gunGoal < -20.0f*Math::PI/180.0f ) gunGoal = -20.0f*Math::PI/180.0f;
SetPartRotationZ(1, gunGoal);
}
else if ( m_type == OBJECT_MOBILErc ) // phazer?
{
if ( gunGoal > 45.0f*Math::PI/180.0f ) gunGoal = 45.0f*Math::PI/180.0f;
if ( gunGoal < -20.0f*Math::PI/180.0f ) gunGoal = -20.0f*Math::PI/180.0f;
SetPartRotationZ(2, gunGoal);
}
else
{
gunGoal = 0.0f;
}
m_gunGoalV = gunGoal;
}
void COldObject::SetGunGoalH(float gunGoal)
{
if ( m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEic ||
m_type == OBJECT_MOBILEfb ||
m_type == OBJECT_MOBILEtb ||
m_type == OBJECT_MOBILEwb ||
m_type == OBJECT_MOBILEib) // fireball?
{
if ( gunGoal > 40.0f*Math::PI/180.0f ) gunGoal = 40.0f*Math::PI/180.0f;
if ( gunGoal < -40.0f*Math::PI/180.0f ) gunGoal = -40.0f*Math::PI/180.0f;
SetPartRotationY(1, gunGoal);
}
else if ( m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEwi ||
m_type == OBJECT_MOBILEii ) // orgaball?
{
if ( gunGoal > 40.0f*Math::PI/180.0f ) gunGoal = 40.0f*Math::PI/180.0f;
if ( gunGoal < -40.0f*Math::PI/180.0f ) gunGoal = -40.0f*Math::PI/180.0f;
SetPartRotationY(1, gunGoal);
}
else if ( m_type == OBJECT_MOBILErc ) // phazer?
{
if ( gunGoal > 40.0f*Math::PI/180.0f ) gunGoal = 40.0f*Math::PI/180.0f;
if ( gunGoal < -40.0f*Math::PI/180.0f ) gunGoal = -40.0f*Math::PI/180.0f;
SetPartRotationY(2, gunGoal);
}
else
{
gunGoal = 0.0f;
}
m_gunGoalH = gunGoal;
}
float COldObject::GetGunGoalV()
{
return m_gunGoalV;
}
float COldObject::GetGunGoalH()
{
return m_gunGoalH;
}
float COldObject::GetShowLimitRadius()
{
if ( m_type == OBJECT_BASE ) return 200.0f; // SpaceShip
if ( m_type == OBJECT_MOBILErt ) return 400.0f; // Thumper
if ( m_type == OBJECT_TOWER ) return Gfx::LTNG_PROTECTION_RADIUS; // DefenseTower
if ( m_type == OBJECT_PARA ) return Gfx::LTNG_PROTECTION_RADIUS; // PowerCaptor
return 0.0f;
}
// Creates or removes particles associated to the object.
void COldObject::CreateSelectParticle()
{
glm::vec3 pos, speed;
glm::vec2 dim;
int i;
// Removes particles preceding.
for ( i=0 ; i<4 ; i++ )
{
if ( m_partiSel[i] != -1 )
{
m_particle->DeleteParticle(m_partiSel[i]);
m_partiSel[i] = -1;
}
}
if ( m_bSelect || IsProgram() || m_main->GetMissionType() == MISSION_RETRO )
{
// Creates particles lens for the headlights.
if ( m_type == OBJECT_MOBILEfa ||
m_type == OBJECT_MOBILEta ||
m_type == OBJECT_MOBILEwa ||
m_type == OBJECT_MOBILEia ||
m_type == OBJECT_MOBILEfb ||
m_type == OBJECT_MOBILEtb ||
m_type == OBJECT_MOBILEwb ||
m_type == OBJECT_MOBILEib ||
m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEic ||
m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEwi ||
m_type == OBJECT_MOBILEii ||
m_type == OBJECT_MOBILEfs ||
m_type == OBJECT_MOBILEts ||
m_type == OBJECT_MOBILEws ||
m_type == OBJECT_MOBILEis ||
m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErc ||
m_type == OBJECT_MOBILErr ||
m_type == OBJECT_MOBILErs ||
m_type == OBJECT_MOBILEsa ||
m_type == OBJECT_MOBILEtg ||
m_type == OBJECT_MOBILEft ||
m_type == OBJECT_MOBILEtt ||
m_type == OBJECT_MOBILEwt ||
m_type == OBJECT_MOBILEit ||
m_type == OBJECT_MOBILErp ||
m_type == OBJECT_MOBILEst ||
m_type == OBJECT_MOBILEdr ) // vehicle?
{
pos = glm::vec3(0.0f, 0.0f, 0.0f);
speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = 0.0f;
dim.y = 0.0f;
m_partiSel[0] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISELY, 1.0f, 0.0f, 0.0f);
m_partiSel[1] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISELY, 1.0f, 0.0f, 0.0f);
m_partiSel[2] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISELR, 1.0f, 0.0f, 0.0f);
m_partiSel[3] = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISELR, 1.0f, 0.0f, 0.0f);
UpdateSelectParticle();
}
}
}
// Updates the particles associated to the object.
void COldObject::UpdateSelectParticle()
{
glm::vec3 pos[4];
glm::vec2 dim[4];
float zoom[4];
float angle;
int i;
if ( !m_bSelect && !IsProgram() && m_main->GetMissionType() != MISSION_RETRO ) return;
dim[0].x = 1.0f;
dim[1].x = 1.0f;
dim[2].x = 1.2f;
dim[3].x = 1.2f;
// Lens front yellow.
if ( m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErc ||
m_type == OBJECT_MOBILErr ||
m_type == OBJECT_MOBILErs ||
m_type == OBJECT_MOBILErp ) // large caterpillars?
{
pos[0] = glm::vec3(4.2f, 2.8f, 1.5f);
pos[1] = glm::vec3(4.2f, 2.8f, -1.5f);
dim[0].x = 1.5f;
dim[1].x = 1.5f;
}
else if ( m_type == OBJECT_MOBILEsa ||
m_type == OBJECT_MOBILEst ) // submarine?
{
pos[0] = glm::vec3(3.6f, 4.0f, 2.0f);
pos[1] = glm::vec3(3.6f, 4.0f, -2.0f);
}
else if ( m_type == OBJECT_MOBILEtg ) // target?
{
pos[0] = glm::vec3(3.4f, 6.5f, 2.0f);
pos[1] = glm::vec3(3.4f, 6.5f, -2.0f);
}
else if ( m_type == OBJECT_MOBILEdr ) // designer?
{
pos[0] = glm::vec3(4.9f, 3.5f, 2.5f);
pos[1] = glm::vec3(4.9f, 3.5f, -2.5f);
}
else if ( m_type == OBJECT_MOBILEwt ||
m_type == OBJECT_MOBILEtt ||
m_type == OBJECT_MOBILEft ||
m_type == OBJECT_MOBILEit ||
GetTrainer()) // trainer ?
{
pos[0] = glm::vec3(4.2f, 2.5f, 1.2f);
pos[1] = glm::vec3(4.2f, 2.5f, -1.2f);
dim[0].x = 1.5f;
dim[1].x = 1.5f;
}
else
{
pos[0] = glm::vec3(4.2f, 2.5f, 1.5f);
pos[1] = glm::vec3(4.2f, 2.5f, -1.5f);
}
// Red back lens
if ( m_type == OBJECT_MOBILEwt ||
m_type == OBJECT_MOBILEtt ||
m_type == OBJECT_MOBILEft ||
m_type == OBJECT_MOBILEit ||
GetTrainer()) // trainer?
{
pos[2] = glm::vec3(-4.0f, 2.5f, 2.2f);
pos[3] = glm::vec3(-4.0f, 2.5f, -2.2f);
}
else if ( m_type == OBJECT_MOBILEfa ||
m_type == OBJECT_MOBILEfb ||
m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEfs ) // flying?
{
pos[2] = glm::vec3(-4.0f, 3.1f, 4.5f);
pos[3] = glm::vec3(-4.0f, 3.1f, -4.5f);
dim[2].x = 0.6f;
dim[3].x = 0.6f;
}
else if ( m_type == OBJECT_MOBILEwa ||
m_type == OBJECT_MOBILEwb ||
m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEwi ||
m_type == OBJECT_MOBILEws ) // wheels?
{
pos[2] = glm::vec3(-4.5f, 2.7f, 2.8f);
pos[3] = glm::vec3(-4.5f, 2.7f, -2.8f);
}
else if ( m_type == OBJECT_MOBILEia ||
m_type == OBJECT_MOBILEib ||
m_type == OBJECT_MOBILEic ||
m_type == OBJECT_MOBILEii ||
m_type == OBJECT_MOBILEis ) // legs?
{
pos[2] = glm::vec3(-4.5f, 2.7f, 2.8f);
pos[3] = glm::vec3(-4.5f, 2.7f, -2.8f);
}
else if ( m_type == OBJECT_MOBILEta ||
m_type == OBJECT_MOBILEtb ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEts ) // caterpillars?
{
pos[2] = glm::vec3(-3.6f, 4.2f, 3.0f);
pos[3] = glm::vec3(-3.6f, 4.2f, -3.0f);
}
else if ( m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErc ||
m_type == OBJECT_MOBILErr ||
m_type == OBJECT_MOBILErs ) // large caterpillars?
{
pos[2] = glm::vec3(-5.0f, 5.2f, 2.5f);
pos[3] = glm::vec3(-5.0f, 5.2f, -2.5f);
}
if ( m_type == OBJECT_MOBILErp || ( GetTrainer() &&
( m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErc ||
m_type == OBJECT_MOBILErr ||
m_type == OBJECT_MOBILErs))) // large caterpillars (trainer)?
{
pos[2] = glm::vec3(-4.6f, 5.2f, 2.6f);
pos[3] = glm::vec3(-4.6f, 5.2f, -2.6f);
}
if ( m_type == OBJECT_MOBILEsa ||
m_type == OBJECT_MOBILEst ) // submarine?
{
pos[2] = glm::vec3(-3.6f, 4.0f, 2.0f);
pos[3] = glm::vec3(-3.6f, 4.0f, -2.0f);
}
if ( m_type == OBJECT_MOBILEtg ) // target?
{
pos[2] = glm::vec3(-2.4f, 6.5f, 2.0f);
pos[3] = glm::vec3(-2.4f, 6.5f, -2.0f);
}
if ( m_type == OBJECT_MOBILEdr ) // designer?
{
pos[2] = glm::vec3(-5.3f, 2.7f, 1.8f);
pos[3] = glm::vec3(-5.3f, 2.7f, -1.8f);
}
angle = GetRotationY()/Math::PI;
zoom[0] = 1.0f;
zoom[1] = 1.0f;
zoom[2] = 1.0f;
zoom[3] = 1.0f;
if ( ( IsProgram() || // current program?
m_main->GetMissionType() == MISSION_RETRO ) && // Retro mode?
Math::Mod(m_aTime, 0.7f) < 0.3f )
{
zoom[0] = 0.0f; // blinks
zoom[1] = 0.0f;
zoom[2] = 0.0f;
zoom[3] = 0.0f;
}
// Updates lens.
for ( i=0 ; i<4 ; i++ )
{
if (m_partiSel[i] == -1) continue;
pos[i] = Math::Transform(m_objectPart[0].matWorld, pos[i]);
dim[i].y = dim[i].x;
m_particle->SetParam(m_partiSel[i], pos[i], dim[i], zoom[i], angle, 1.0f);
}
}
// Returns the physics associated to the object.
CPhysics* COldObject::GetPhysics()
{
return m_physics.get();
}
// Returns the movement associated to the object.
CMotion* COldObject::GetMotion()
{
return m_motion.get();
}
// TODO: Temporary hack until we'll have subclasses for objects
void COldObject::SetProgrammable()
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::ProgramStorage)] = true;
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Programmable)] = true;
}
// TODO: Another hack
void COldObject::SetMovable(std::unique_ptr<CMotion> motion, std::unique_ptr<CPhysics> physics)
{
m_motion = std::move(motion);
m_physics = std::move(physics);
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Movable)] = true;
}
// Returns the controller associated to the object.
CAuto* COldObject::GetAuto()
{
return m_auto.get();
}
void COldObject::SetAuto(std::unique_ptr<CAuto> automat)
{
m_auto = std::move(automat);
}
glm::vec3 COldObject::GetPosition() const
{
return GetPartPosition(0);
}
void COldObject::SetPosition(const glm::vec3& pos)
{
SetPartPosition(0, pos);
}
glm::vec3 COldObject::GetRotation() const
{
return GetPartRotation(0);
}
void COldObject::SetRotation(const glm::vec3& rotation)
{
SetPartRotation(0, rotation);
}
glm::vec3 COldObject::GetScale() const
{
return GetPartScale(0);
}
void COldObject::SetScale(const glm::vec3& scale)
{
SetPartScale(0, scale);
}
void COldObject::UpdateInterface()
{
if (m_objectInterface != nullptr && GetSelect())
{
m_objectInterface->UpdateInterface();
}
CreateSelectParticle();
m_main->UpdateShortcuts();
}
void COldObject::StopProgram()
{
CProgrammableObjectImpl::StopProgram();
//TODO: I don't want CProgrammableObjectImpl to depend on motion and physics, refactor this somehow
m_physics->SetMotorSpeedX(0.0f);
m_physics->SetMotorSpeedY(0.0f);
m_physics->SetMotorSpeedZ(0.0f);
if (m_type != OBJECT_HUMAN) // Be sure not to stop the death animation!
{
m_motion->SetAction(-1);
}
}
// State management of the pencil drawing robot.
bool COldObject::GetTraceDown()
{
return m_traceDown;
}
void COldObject::SetTraceDown(bool down)
{
m_traceDown = down;
}
TraceColor COldObject::GetTraceColor()
{
return m_traceColor;
}
void COldObject::SetTraceColor(TraceColor color)
{
m_traceColor = color;
}
float COldObject::GetTraceWidth()
{
return m_traceWidth;
}
void COldObject::SetTraceWidth(float width)
{
m_traceWidth = width;
}
bool COldObject::IsRepairable()
{
if (m_type == OBJECT_HUMAN) return false;
return true;
}
float COldObject::GetShieldFullRegenTime()
{
if (m_type == OBJECT_HUMAN) return 120.0f;
assert(false);
return 0.0f;
}
float COldObject::GetLightningHitProbability()
{
if ( m_type == OBJECT_BASE ||
m_type == OBJECT_DERRICK ||
m_type == OBJECT_FACTORY ||
m_type == OBJECT_REPAIR ||
m_type == OBJECT_DESTROYER||
m_type == OBJECT_STATION ||
m_type == OBJECT_CONVERT ||
m_type == OBJECT_TOWER ||
m_type == OBJECT_RESEARCH ||
m_type == OBJECT_RADAR ||
m_type == OBJECT_INFO ||
m_type == OBJECT_ENERGY ||
m_type == OBJECT_LABO ||
m_type == OBJECT_NUCLEAR ||
m_type == OBJECT_PARA ||
m_type == OBJECT_SAFE ||
m_type == OBJECT_HUSTON ) // building?
{
return 1.0f;
}
if ( m_type == OBJECT_METAL ||
m_type == OBJECT_POWER ||
m_type == OBJECT_ATOMIC ) // resource?
{
return 0.3f;
}
if ( m_type == OBJECT_MOBILEfa ||
m_type == OBJECT_MOBILEta ||
m_type == OBJECT_MOBILEwa ||
m_type == OBJECT_MOBILEia ||
m_type == OBJECT_MOBILEfb ||
m_type == OBJECT_MOBILEtb ||
m_type == OBJECT_MOBILEwb ||
m_type == OBJECT_MOBILEib ||
m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEic ||
m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEwi ||
m_type == OBJECT_MOBILEii ||
m_type == OBJECT_MOBILEfs ||
m_type == OBJECT_MOBILEts ||
m_type == OBJECT_MOBILEws ||
m_type == OBJECT_MOBILEis ||
m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErc ||
m_type == OBJECT_MOBILErr ||
m_type == OBJECT_MOBILErs ||
m_type == OBJECT_MOBILEsa ||
m_type == OBJECT_MOBILEft ||
m_type == OBJECT_MOBILEtt ||
m_type == OBJECT_MOBILEwt ||
m_type == OBJECT_MOBILEit ||
m_type == OBJECT_MOBILErp ||
m_type == OBJECT_MOBILEst ||
m_type == OBJECT_MOBILEtg ||
m_type == OBJECT_MOBILEdr ) // robot?
{
return 0.5f;
}
return 0.0f;
}
bool COldObject::IsSelectableByDefault(ObjectType type)
{
if ( type == OBJECT_MOTHER ||
type == OBJECT_ANT ||
type == OBJECT_SPIDER ||
type == OBJECT_BEE ||
type == OBJECT_WORM )
{
return false;
}
return true;
}
void COldObject::SetBulletWall(bool bulletWall)
{
m_bulletWall = bulletWall;
}
bool COldObject::IsBulletWall()
{
return m_bulletWall;
}
bool COldObject::IsBulletWallByDefault(ObjectType type)
{
if ( type == OBJECT_BARRICADE0 ||
type == OBJECT_BARRICADE1 )
{
return true;
}
return false;
}