colobot/src/object/old_object.cpp

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
#include "object/old_object.h"
#include "CBot/CBotDll.h"
#include "app/app.h"
#include "common/global.h"
#include "common/restext.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 "math/geometry.h"
#include "object/auto/auto.h"
#include "object/auto/autojostle.h"
#include "object/brain.h"
#include "object/motion/motion.h"
#include "object/motion/motionvehicle.h"
#include "object/robotmain.h"
#include "object/object_manager.h"
#include "object/level/parserline.h"
#include "object/level/parserparam.h"
#include "object/level/parserexceptions.h"
#include "physics/physics.h"
#include "script/cbottoken.h"
#include <boost/lexical_cast.hpp>
#define ADJUST_ONBOARD 0 // 1 -> adjusts the camera ONBOARD
#define ADJUST_ARM 0 // 1 -> adjusts the manipulator arm
const float VIRUS_DELAY = 60.0f; // duration of virus infection
const float LOSS_SHIELD = 0.24f; // loss of the shield by shot
const float LOSS_SHIELD_H = 0.10f; // loss of the shield for humans
const float LOSS_SHIELD_M = 0.02f; // loss of the shield for the laying
#if ADJUST_ONBOARD
static float debug_x = 0.0f;
static float debug_y = 0.0f;
static float debug_z = 0.0f;
#endif
#if ADJUST_ARM
static float debug_arm1 = 0.0f;
static float debug_arm2 = 0.0f;
static float debug_arm3 = 0.0f;
#endif
// Updates the class Object.
void uObject(CBotVar* botThis, void* user)
{
CObject* object = static_cast<CObject*>(user);
CPhysics* physics;
CBotVar *pVar, *pSub;
ObjectType type;
Math::Vector pos;
float value;
if ( object == 0 ) return;
physics = object->GetPhysics();
// Updates the object's type.
pVar = botThis->GetItemList(); // "category"
type = object->GetType();
pVar->SetValInt(type, object->GetName());
// Updates the position of the object.
pVar = pVar->GetNext(); // "position"
if (IsObjectBeingTransported(object))
{
pSub = pVar->GetItemList(); // "x"
pSub->SetInit(CBotVar::InitType::IS_NAN);
pSub = pSub->GetNext(); // "y"
pSub->SetInit(CBotVar::InitType::IS_NAN);
pSub = pSub->GetNext(); // "z"
pSub->SetInit(CBotVar::InitType::IS_NAN);
}
else
{
pos = object->GetPosition(0);
float waterLevel = Gfx::CEngine::GetInstancePointer()->GetWater()->GetLevel();
pos.y -= waterLevel; // relative to sea level!
pSub = pVar->GetItemList(); // "x"
pSub->SetValFloat(pos.x/g_unit);
pSub = pSub->GetNext(); // "y"
pSub->SetValFloat(pos.z/g_unit);
pSub = pSub->GetNext(); // "z"
pSub->SetValFloat(pos.y/g_unit);
}
// Updates the angle.
pos = object->GetAngle(0);
pos += object->GetTilt();
pVar = pVar->GetNext(); // "orientation"
pVar->SetValFloat(360.0f-Math::Mod(pos.y*180.0f/Math::PI, 360.0f));
pVar = pVar->GetNext(); // "pitch"
pVar->SetValFloat(pos.z*180.0f/Math::PI);
pVar = pVar->GetNext(); // "roll"
pVar->SetValFloat(pos.x*180.0f/Math::PI);
// Updates the energy level of the object.
pVar = pVar->GetNext(); // "energyLevel"
value = object->GetEnergy();
pVar->SetValFloat(value);
// Updates the shield level of the object.
pVar = pVar->GetNext(); // "shieldLevel"
value = object->GetShield();
pVar->SetValFloat(value);
// Updates the temperature of the reactor.
pVar = pVar->GetNext(); // "temperature"
if ( physics == 0 ) value = 0.0f;
else value = 1.0f-physics->GetReactorRange();
pVar->SetValFloat(value);
// Updates the height above the ground.
pVar = pVar->GetNext(); // "altitude"
if ( physics == 0 ) value = 0.0f;
else value = physics->GetFloorHeight();
pVar->SetValFloat(value/g_unit);
// Updates the lifetime of the object.
pVar = pVar->GetNext(); // "lifeTime"
value = object->GetAbsTime();
pVar->SetValFloat(value);
// Updates the type of battery.
pVar = pVar->GetNext(); // "energyCell"
if (object->Implements(ObjectInterfaceType::Powered))
{
CObject* power = dynamic_cast<CPoweredObject*>(object)->GetPower();
if (power == nullptr) pVar->SetPointer(0);
else pVar->SetPointer(power->GetBotVar());
}
// Updates the transported object's type.
pVar = pVar->GetNext(); // "load"
if (object->Implements(ObjectInterfaceType::Carrier))
{
CObject* cargo = dynamic_cast<CCarrierObject*>(object)->GetCargo();
if (cargo == nullptr) pVar->SetPointer(0);
else pVar->SetPointer(cargo->GetBotVar());
}
pVar = pVar->GetNext(); // "id"
value = object->GetID();
pVar->SetValInt(value);
pVar = pVar->GetNext(); // "team"
value = object->GetTeam();
pVar->SetValInt(value);
}
// Object's constructor.
COldObject::COldObject(int id)
: CObject(id, OBJECT_NULL)
, CInteractiveObject(m_implementedInterfaces)
, CTransportableObject(m_implementedInterfaces)
, CProgrammableObject(m_implementedInterfaces)
, CJostleableObject(m_implementedInterfaces)
, CCarrierObject(m_implementedInterfaces)
, CPoweredObject(m_implementedInterfaces)
{
// A bit of a hack since CBrain is set externally in SetBrain()
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Programmable)] = false;
// Another hack
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Jostleable)] = false;
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_runScript = nullptr;
m_type = OBJECT_FIX;
m_option = 0;
m_name = "";
m_shadowLight = -1;
m_effectLight = -1;
m_linVibration = Math::Vector(0.0f, 0.0f, 0.0f);
m_cirVibration = Math::Vector(0.0f, 0.0f, 0.0f);
m_tilt = Math::Vector(0.0f, 0.0f, 0.0f);
m_power = 0;
m_cargo = 0;
m_transporter = 0;
m_transporterLink = 0;
m_energy = 1.0f;
m_capacity = 1.0f;
m_shield = 1.0f;
m_range = 0.0f;
m_transparency = 0.0f;
m_lastEnergy = 999.9f;
m_bSelect = false;
m_bSelectable = true;
m_bCheckToken = true;
m_bVisible = true;
m_bEnable = true;
m_bProxyActivate = false;
m_bTrainer = false;
m_bToy = false;
m_bManual = false;
m_bFixed = false;
m_bClip = true;
m_bShowLimit = false;
m_showLimitRadius = 0.0f;
m_aTime = 0.0f;
m_shotTime = 0.0f;
m_bVirusMode = false;
m_virusTime = 0.0f;
m_lastVirusParticle = 0.0f;
m_totalDesectList = 0;
m_bLock = false;
m_bIgnoreBuildCheck = false;
m_bExplo = false;
m_bCargo = false;
m_bBurn = false;
m_bDead = false;
m_bFlat = false;
m_gunGoalV = 0.0f;
m_gunGoalH = 0.0f;
m_shieldRadius = 0.0f;
m_defRank = -1;
m_magnifyDamage = 1.0f;
m_proxyDistance = 60.0f;
m_param = 0.0f;
m_infoReturn = NAN;
m_team = 0;
memset(&m_character, 0, sizeof(m_character));
m_character.wheelFront = 1.0f;
m_character.wheelBack = 1.0f;
m_character.wheelLeft = 1.0f;
m_character.wheelRight = 1.0f;
m_resetCap = RESET_NONE;
m_bResetBusy = false;
m_resetPosition = Math::Vector(0.0f, 0.0f, 0.0f);
m_resetAngle = Math::Vector(0.0f, 0.0f, 0.0f);
m_resetRun = nullptr;
m_cameraType = Gfx::CAM_TYPE_BACK;
m_cameraDist = 50.0f;
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_cmdLine.clear();
DeleteAllCrashSpheres();
CBotClass* bc = CBotClass::Find("object");
if ( bc != 0 )
{
bc->AddUpdateFunc(uObject);
}
m_botVar = CBotVar::Create("", CBotTypResult(CBotTypClass, "object"));
m_botVar->SetUserPtr(this);
m_botVar->SetIdent(m_id);
}
// Object's destructor.
COldObject::~COldObject()
{
if ( m_botVar != nullptr )
{
m_botVar->SetUserPtr(OBJECTDELETED);
delete m_botVar;
m_botVar = nullptr;
}
}
// Removes an object.
// If bAll = true, it does not help,
// because all objects in the scene are quickly destroyed!
void COldObject::DeleteObject(bool bAll)
{
if ( m_botVar != 0 )
{
m_botVar->SetUserPtr(OBJECTDELETED);
}
if ( m_camera->GetControllingObject() == this )
{
m_camera->SetControllingObject(0);
}
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{
obj->DeleteDeselList(this);
}
if ( !bAll )
{
#if 0
type = m_camera->GetType();
if ( (type == Gfx::CAM_TYPE_BACK ||
type == Gfx::CAM_TYPE_FIX ||
type == Gfx::CAM_TYPE_EXPLO ||
type == Gfx::CAM_TYPE_ONBOARD) &&
m_camera->GetControllingObject() == this )
{
obj = m_main->SearchNearest(GetPosition(0), this);
if ( obj == 0 )
{
m_camera->SetControllingObject(0);
m_camera->SetType(Gfx::CAM_TYPE_FREE);
}
else
{
m_camera->SetControllingObject(obj);
m_camera->SetType(Gfx::CAM_TYPE_BACK);
}
}
#endif
m_engine->GetPyroManager()->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(0)); // 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_effectLight != -1 )
{
m_lightMan->DeleteLight(m_effectLight);
m_effectLight = -1;
}
if ( m_physics != nullptr )
{
m_physics->DeleteObject(bAll);
}
if ( m_brain != nullptr )
{
m_brain->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 ( m_bShowLimit )
{
m_main->FlushShowLimit(0);
m_bShowLimit = false;
}
if ( !bAll ) m_main->CreateShortcuts();
}
// Simplifies a object (he was the brain, among others).
void COldObject::Simplify()
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Programmable)] = false;
if ( m_brain != nullptr )
{
m_brain->StopProgram();
}
m_main->SaveOneScript(this);
if ( m_physics != nullptr )
{
m_physics->DeleteObject();
m_physics.reset();
}
if ( m_brain != nullptr )
{
m_brain->DeleteObject();
m_brain.reset();
}
if ( m_motion != nullptr )
{
m_motion->DeleteObject();
m_motion.reset();
}
if ( m_auto != nullptr )
{
m_auto->DeleteObject();
m_auto.reset();
}
m_main->CreateShortcuts();
}
// Detonates an object, when struck by a shot.
// If false is returned, the object is still screwed.
// If true is returned, the object is destroyed.
bool COldObject::ExplodeObject(ExplosionType type, float force, float decay)
{
Gfx::PyroType pyroType;
float loss, shield;
if ( type == ExplosionType::Bang )
{
if ( m_type == OBJECT_MOBILEtg ||
m_type == OBJECT_METAL ||
m_type == OBJECT_POWER ||
m_type == OBJECT_ATOMIC ||
m_type == OBJECT_TNT ||
m_type == OBJECT_SCRAP1 ||
m_type == OBJECT_SCRAP2 ||
m_type == OBJECT_SCRAP3 ||
m_type == OBJECT_SCRAP4 ||
m_type == OBJECT_SCRAP5 ||
m_type == OBJECT_BULLET ||
m_type == OBJECT_EGG ) // object that isn't burning?
{
type = ExplosionType::Bang;
force = 1.0f;
decay = 1.0f;
}
}
if ( type == ExplosionType::Bang )
{
if ( m_shotTime < 0.5f ) return false;
m_shotTime = 0.0f;
}
if ( m_type == OBJECT_HUMAN && m_bDead ) return false;
// Calculate the power lost by the explosion.
if ( force == 0.0f )
{
if ( m_type == OBJECT_HUMAN )
{
loss = LOSS_SHIELD_H;
}
else if ( m_type == OBJECT_MOTHER )
{
loss = LOSS_SHIELD_M;
}
else
{
loss = LOSS_SHIELD;
}
}
else
{
loss = force;
}
loss *= m_magnifyDamage;
loss *= decay;
// Decreases the power of the shield.
shield = GetShield();
shield -= loss;
if ( shield < 0.0f ) shield = 0.0f;
SetShield(shield);
if ( shield > 0.0f ) // not dead yet?
{
if ( type == ExplosionType::Water )
{
if ( m_type == OBJECT_HUMAN )
{
pyroType = Gfx::PT_SHOTH;
}
else
{
pyroType = Gfx::PT_SHOTW;
}
}
else
{
if ( m_type == OBJECT_HUMAN )
{
pyroType = Gfx::PT_SHOTH;
}
else if ( m_type == OBJECT_MOTHER )
{
pyroType = Gfx::PT_SHOTM;
}
else
{
pyroType = Gfx::PT_SHOTT;
}
}
}
else // completely dead?
{
if ( type == ExplosionType::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;
SetBurn(true);
}
else if ( m_type == OBJECT_HUMAN )
{
pyroType = Gfx::PT_DEADG;
}
else
{
pyroType = Gfx::PT_BURNT;
SetBurn(true);
}
SetVirusMode(false);
}
else if ( type == ExplosionType::Water )
{
if ( m_type == OBJECT_HUMAN )
{
pyroType = Gfx::PT_DEADW;
}
else
{
pyroType = Gfx::PT_FRAGW;
}
}
else // 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 ) // building?
{
pyroType = Gfx::PT_FRAGT;
}
else if ( m_type == OBJECT_MOBILEtg )
{
pyroType = Gfx::PT_FRAGT;
}
else
{
pyroType = Gfx::PT_EXPLOT;
}
}
loss = 1.0f;
}
m_engine->GetPyroManager()->Create(pyroType, this, loss);
if ( shield == 0.0f ) // dead?
{
if ( m_brain != nullptr )
{
m_brain->StopProgram();
}
m_main->SaveOneScript(this);
}
if ( shield > 0.0f ) return false; // not dead yet
if ( GetSelect() )
{
SetSelect(false); // deselects the object
m_camera->SetType(Gfx::CAM_TYPE_EXPLO);
m_main->DeselectAll();
}
DeleteDeselList(this);
if ( m_botVar != 0 )
{
if ( m_type == OBJECT_STONE ||
m_type == OBJECT_URANIUM ||
m_type == OBJECT_METAL ||
m_type == OBJECT_POWER ||
m_type == OBJECT_ATOMIC ||
m_type == OBJECT_BULLET ||
m_type == OBJECT_BBOX ||
m_type == OBJECT_TNT ||
m_type == OBJECT_SCRAP1 ||
m_type == OBJECT_SCRAP2 ||
m_type == OBJECT_SCRAP3 ||
m_type == OBJECT_SCRAP4 ||
m_type == OBJECT_SCRAP5 ) // (*)
{
m_botVar->SetUserPtr(OBJECTDELETED);
}
}
return true;
}
// (*) 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 = Math::Vector(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 = Math::Vector(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.LoadIdentity();
m_objectPart[part].matRotate.LoadIdentity();
m_objectPart[part].matTransform.LoadIdentity();
m_objectPart[part].matWorld.LoadIdentity();;
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);
if ( m_type == OBJECT_MOBILErs )
{
m_param = 1.0f; // shield up to default
}
if ( m_type == OBJECT_ATOMIC )
{
m_capacity = 10.0f;
}
else
{
m_capacity = 1.0f;
}
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)
{
Math::Vector pos;
line->AddParam("camera", CLevelParserParamUPtr{new CLevelParserParam(GetCameraType())});
if ( GetCameraLock() )
line->AddParam("cameraLock", CLevelParserParamUPtr{new CLevelParserParam(GetCameraLock())});
if ( GetEnergy() != 0.0f )
line->AddParam("energy", CLevelParserParamUPtr{new CLevelParserParam(GetEnergy())});
if ( GetCapacity() != 1.0f )
line->AddParam("capacity", CLevelParserParamUPtr{new CLevelParserParam(GetCapacity())});
if ( GetShield() != 1.0f )
line->AddParam("shield", CLevelParserParamUPtr{new CLevelParserParam(GetShield())});
if ( GetRange() != 1.0f )
line->AddParam("range", CLevelParserParamUPtr{new CLevelParserParam(GetRange())});
if ( !GetSelectable() )
line->AddParam("selectable", CLevelParserParamUPtr{new CLevelParserParam(GetSelectable())});
if ( !GetEnable() )
line->AddParam("enable", CLevelParserParamUPtr{new CLevelParserParam(GetEnable())});
if ( GetFixed() )
line->AddParam("fixed", CLevelParserParamUPtr{new CLevelParserParam(GetFixed())});
if ( !GetClip() )
line->AddParam("clip", CLevelParserParamUPtr{new CLevelParserParam(GetClip())});
if ( GetLock() )
line->AddParam("lock", CLevelParserParamUPtr{new CLevelParserParam(GetLock())});
if ( GetProxyActivate() )
{
line->AddParam("proxyActivate", CLevelParserParamUPtr{new CLevelParserParam(GetProxyActivate())});
line->AddParam("proxyDistance", CLevelParserParamUPtr{new CLevelParserParam(GetProxyDistance()/g_unit)});
}
if ( GetMagnifyDamage() != 1.0f )
line->AddParam("magnifyDamage", CLevelParserParamUPtr{new CLevelParserParam(GetMagnifyDamage())});
if ( GetTeam() != 0 )
line->AddParam("team", CLevelParserParamUPtr{new CLevelParserParam(GetTeam())});
if ( GetGunGoalV() != 0.0f )
line->AddParam("aimV", CLevelParserParamUPtr{new CLevelParserParam(GetGunGoalV())});
if ( GetGunGoalH() != 0.0f )
line->AddParam("aimH", CLevelParserParamUPtr{new CLevelParserParam(GetGunGoalH())});
if ( GetResetCap() != 0 )
{
line->AddParam("resetCap", CLevelParserParamUPtr{new CLevelParserParam(static_cast<int>(GetResetCap()))});
line->AddParam("resetPos", CLevelParserParamUPtr{new CLevelParserParam(GetResetPosition()/g_unit)});
line->AddParam("resetAngle", CLevelParserParamUPtr{new CLevelParserParam(GetResetAngle()/(Math::PI/180.0f))});
line->AddParam("resetRun", CLevelParserParamUPtr{new CLevelParserParam(m_brain->GetProgramIndex(GetResetRun()))});
}
if ( m_bVirusMode )
line->AddParam("virusMode", CLevelParserParamUPtr{new CLevelParserParam(m_bVirusMode)});
if ( m_virusTime != 0.0f )
line->AddParam("virusTime", CLevelParserParamUPtr{new CLevelParserParam(m_virusTime)});
// Sets the parameters of the command line.
CLevelParserParamVec cmdline;
for(float value : m_cmdLine)
{
cmdline.push_back(CLevelParserParamUPtr{new CLevelParserParam(value)});
}
if (cmdline.size() > 0)
line->AddParam("cmdline", CLevelParserParamUPtr{new CLevelParserParam(std::move(cmdline))});
if ( m_motion != nullptr )
{
m_motion->Write(line);
}
if ( m_brain != nullptr )
{
m_brain->Write(line);
}
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)
{
Math::Vector pos, dir;
Gfx::CameraType cType = line->GetParam("camera")->AsCameraType(Gfx::CAM_TYPE_NULL);
if ( cType != Gfx::CAM_TYPE_NULL )
{
SetCameraType(cType);
}
SetCameraLock(line->GetParam("cameraLock")->AsBool(false));
SetEnergy(line->GetParam("energy")->AsFloat(0.0f));
SetCapacity(line->GetParam("capacity")->AsFloat(1.0f));
SetShield(line->GetParam("shield")->AsFloat(1.0f));
SetRange(line->GetParam("range")->AsFloat(1.0f));
SetSelectable(line->GetParam("selectable")->AsBool(true));
SetEnable(line->GetParam("enable")->AsBool(true));
SetFixed(line->GetParam("fixed")->AsBool(false));
SetClip(line->GetParam("clip")->AsBool(true));
SetLock(line->GetParam("lock")->AsBool(false));
SetProxyActivate(line->GetParam("proxyActivate")->AsBool(false));
SetProxyDistance(line->GetParam("proxyDistance")->AsFloat(15.0f)*g_unit);
SetRange(line->GetParam("range")->AsFloat(30.0f));
SetMagnifyDamage(line->GetParam("magnifyDamage")->AsFloat(1.0f));
SetTeam(line->GetParam("team")->AsInt(0));
SetGunGoalV(line->GetParam("aimV")->AsFloat(0.0f));
SetGunGoalH(line->GetParam("aimH")->AsFloat(0.0f));
SetResetCap(static_cast<ResetCap>(line->GetParam("resetCap")->AsInt(0)));
SetResetPosition(line->GetParam("resetPos")->AsPoint(Math::Vector())*g_unit);
SetResetAngle(line->GetParam("resetAngle")->AsPoint(Math::Vector())*(Math::PI/180.0f));
SetResetRun(m_brain->GetProgram(line->GetParam("resetRun")->AsInt(-1)));
m_bBurn = line->GetParam("burnMode")->AsBool(false);
m_bVirusMode = line->GetParam("virusMode")->AsBool(false);
m_virusTime = line->GetParam("virusTime")->AsFloat(0.0f);
// Sets the parameters of the command line.
if (line->GetParam("cmdline")->IsDefined())
{
int i = 0;
for (auto& p : line->GetParam("cmdline")->AsArray())
{
SetCmdLine(i, p->AsFloat());
i++;
}
}
if ( m_motion != nullptr )
{
m_motion->Read(line);
}
if ( m_brain != nullptr )
{
m_brain->Read(line);
}
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)
{
crashSphere.radius *= GetZoomX(0);
// 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 *= GetZoomX(0);
}
// 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;
}
// Specifies the radius of the shield.
void COldObject::SetShieldRadius(float radius)
{
m_shieldRadius = radius;
}
// Returns the radius of the shield.
float COldObject::GetShieldRadius()
{
return m_shieldRadius;
}
// Positioning an object on a certain height, above the ground.
void COldObject::SetFloorHeight(float height)
{
Math::Vector 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()
{
Math::Vector pos, n;
Math::Point nn;
float a;
pos = GetPosition(0);
if ( m_terrain->GetNormal(n, pos) )
{
#if 0
SetAngleX(0, sinf(n.z));
SetAngleZ(0, -sinf(n.x));
SetAngleY(0, 0.0f);
#else
a = GetAngleY(0);
nn = Math::RotatePoint(-a, Math::Point(n.z, n.x));
SetAngleX(0, sinf(nn.x));
SetAngleZ(0, -sinf(nn.y));
#endif
}
}
// Getes the linear vibration.
void COldObject::SetLinVibration(Math::Vector 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;
}
}
Math::Vector COldObject::GetLinVibration()
{
return m_linVibration;
}
// Getes the circular vibration.
void COldObject::SetCirVibration(Math::Vector 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;
}
}
Math::Vector COldObject::GetCirVibration()
{
return m_cirVibration;
}
// Getes the inclination.
void COldObject::SetTilt(Math::Vector 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;
}
}
Math::Vector COldObject::GetTilt()
{
return m_tilt;
}
// Getes the position of center of the object.
void COldObject::SetPosition(int part, const Math::Vector &pos)
{
Math::Vector shPos, n[20], norm;
float height, radius;
int rank, i, j;
m_objectPart[part].position = pos;
m_objectPart[part].bTranslate = true; // it will recalculate the matrices
if ( part == 0 && !m_bFlat ) // main part?
{
rank = m_objectPart[0].object;
shPos = pos;
m_terrain->AdjustToFloor(shPos, true);
m_engine->SetObjectShadowPos(rank, shPos);
if ( m_physics != nullptr && m_physics->GetType() == TYPE_FLYING )
{
height = pos.y-shPos.y;
}
else
{
height = 0.0f;
}
m_engine->SetObjectShadowHeight(rank, height);
// Calculating the normal to the ground in nine strategic locations,
// then perform a weighted average (the dots in the center are more important).
radius = m_engine->GetObjectShadowRadius(rank);
i = 0;
m_terrain->GetNormal(norm, pos);
n[i++] = norm;
n[i++] = norm;
n[i++] = norm;
shPos = pos;
shPos.x += radius*0.6f;
shPos.z += radius*0.6f;
m_terrain->GetNormal(norm, shPos);
n[i++] = norm;
n[i++] = norm;
shPos = pos;
shPos.x -= radius*0.6f;
shPos.z += radius*0.6f;
m_terrain->GetNormal(norm, shPos);
n[i++] = norm;
n[i++] = norm;
shPos = pos;
shPos.x += radius*0.6f;
shPos.z -= radius*0.6f;
m_terrain->GetNormal(norm, shPos);
n[i++] = norm;
n[i++] = norm;
shPos = pos;
shPos.x -= radius*0.6f;
shPos.z -= radius*0.6f;
m_terrain->GetNormal(norm, shPos);
n[i++] = norm;
n[i++] = norm;
shPos = pos;
shPos.x += radius;
shPos.z += radius;
m_terrain->GetNormal(norm, shPos);
n[i++] = norm;
shPos = pos;
shPos.x -= radius;
shPos.z += radius;
m_terrain->GetNormal(norm, shPos);
n[i++] = norm;
shPos = pos;
shPos.x += radius;
shPos.z -= radius;
m_terrain->GetNormal(norm, shPos);
n[i++] = norm;
shPos = pos;
shPos.x -= radius;
shPos.z -= radius;
m_terrain->GetNormal(norm, shPos);
n[i++] = norm;
norm.LoadZero();
for ( j=0 ; j<i ; j++ )
{
norm += n[j];
}
norm /= static_cast<float>(i); // average vector
m_engine->SetObjectShadowNormal(rank, norm);
if ( m_shadowLight != -1 )
{
shPos = pos;
shPos.y += m_shadowHeight;
m_lightMan->SetLightPos(m_shadowLight, shPos);
}
if ( m_effectLight != -1 )
{
shPos = pos;
shPos.y += m_effectHeight;
m_lightMan->SetLightPos(m_effectLight, shPos);
}
if ( m_bShowLimit )
{
m_main->AdjustShowLimit(0, pos);
}
}
}
Math::Vector COldObject::GetPosition(int part)
{
return m_objectPart[part].position;
}
// Getes the rotation around three axis.
void COldObject::SetAngle(int part, const Math::Vector &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->SetObjectShadowAngle(m_objectPart[0].object, m_objectPart[0].angle.y);
}
}
Math::Vector COldObject::GetAngle(int part)
{
return m_objectPart[part].angle;
}
// Getes the rotation about the axis Y.
void COldObject::SetAngleY(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->SetObjectShadowAngle(m_objectPart[0].object, m_objectPart[0].angle.y);
}
}
// Getes the rotation about the axis X.
void COldObject::SetAngleX(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::SetAngleZ(int part, float angle)
{
m_objectPart[part].angle.z = angle;
m_objectPart[part].bRotate = true; //it will recalculate the matrices
}
float COldObject::GetAngleY(int part)
{
return m_objectPart[part].angle.y;
}
float COldObject::GetAngleX(int part)
{
return m_objectPart[part].angle.x;
}
float COldObject::GetAngleZ(int part)
{
return m_objectPart[part].angle.z;
}
// Getes the global zoom.
void COldObject::SetZoom(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::SetZoom(int part, Math::Vector 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 );
}
Math::Vector COldObject::GetZoom(int part)
{
return m_objectPart[part].zoom;
}
void COldObject::SetZoomX(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::SetZoomY(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::SetZoomZ(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::GetZoomX(int part)
{
return m_objectPart[part].zoom.x;
}
float COldObject::GetZoomY(int part)
{
return m_objectPart[part].zoom.y;
}
float COldObject::GetZoomZ(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;
}
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;
}
void COldObject::SetResetCap(ResetCap cap)
{
m_resetCap = cap;
}
ResetCap COldObject::GetResetCap()
{
return m_resetCap;
}
void COldObject::SetResetBusy(bool bBusy)
{
m_bResetBusy = bBusy;
}
bool COldObject::GetResetBusy()
{
return m_bResetBusy;
}
void COldObject::SetResetPosition(const Math::Vector &pos)
{
m_resetPosition = pos;
}
Math::Vector COldObject::GetResetPosition()
{
return m_resetPosition;
}
void COldObject::SetResetAngle(const Math::Vector &angle)
{
m_resetAngle = angle;
}
Math::Vector COldObject::GetResetAngle()
{
return m_resetAngle;
}
Program* COldObject::GetResetRun()
{
return m_resetRun;
}
void COldObject::SetResetRun(Program* run)
{
m_resetRun = run;
}
// Management of the particle master.
void COldObject::SetMasterParticle(int part, int parti)
{
m_objectPart[part].masterParti = parti;
}
int COldObject::GetMasterParticle(int part)
{
return m_objectPart[part].masterParti;
}
// Management of the stack transport.
void COldObject::SetPower(CObject* power)
{
m_power = power;
}
CObject* COldObject::GetPower()
{
return m_power;
}
// Management of the object transport.
void COldObject::SetCargo(CObject* cargo)
{
m_cargo = cargo;
}
CObject* COldObject::GetCargo()
{
return m_cargo;
}
// 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->SetObjectShadowHide(m_objectPart[0].object, (m_transporter != 0));
}
CObject* COldObject::GetTransporter()
{
return m_transporter;
}
// Management of the conveying portion.
void COldObject::SetTransporterPart(int part)
{
m_transporterLink = part;
}
void COldObject::SetInfoReturn(float value)
{
m_infoReturn = value;
}
float COldObject::GetInfoReturn()
{
return m_infoReturn;
}
void COldObject::SetCmdLine(unsigned int rank, float value)
{
if (rank == m_cmdLine.size())
{
m_cmdLine.push_back(value);
}
else if (rank < m_cmdLine.size())
{
m_cmdLine[rank] = value;
}
else
{
// should never happen
assert(false);
}
}
float COldObject::GetCmdLine(unsigned int rank)
{
if ( rank >= m_cmdLine.size() ) return 0.0f;
return m_cmdLine[rank];
}
// Returns matrices of an object portion.
Math::Matrix* COldObject::GetRotateMatrix(int part)
{
return &m_objectPart[part].matRotate;
}
Math::Matrix* 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 below the interface.
void COldObject::SetDrawWorld(bool bDraw)
{
int i;
for ( i=0 ; i<OBJECTMAXPART ; i++ )
{
if ( m_objectPart[i].bUsed )
{
m_engine->SetObjectDrawWorld(m_objectPart[i].object, bDraw);
}
}
}
// 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;
Math::Vector pos = GetPosition(0);
m_shadowHeight = height;
Gfx::Light light;
light.type = Gfx::LIGHT_SPOT;
light.diffuse = color;
light.ambient = color * 0.1f;
light.position = Math::Vector(pos.x, pos.y+height, pos.z);
light.direction = Math::Vector(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 light for the effects of a vehicle.
bool COldObject::CreateEffectLight(float height, Gfx::Color color)
{
if ( !m_engine->GetLightMode() ) return true;
m_effectHeight = height;
Gfx::Light light;
light.type = Gfx::LIGHT_SPOT;
light.diffuse = color;
light.position = Math::Vector(0.0f, height, 0.0f);
light.direction = Math::Vector(0.0f, -1.0f, 0.0f); // against the bottom
light.spotIntensity = 0.0f;
light.attenuation0 = 1.0f;
light.attenuation1 = 0.0f;
light.attenuation2 = 0.0f;
light.spotAngle = 90.0f*Math::PI/180.0f;
m_effectLight = m_lightMan->CreateLight();
if ( m_effectLight == -1 ) return false;
m_lightMan->SetLight(m_effectLight, light);
m_lightMan->SetLightIntensity(m_effectLight, 0.0f);
return true;
}
// Returns the number of light effects.
int COldObject::GetEffectLight()
{
return m_effectLight;
}
// 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 = GetZoomX(0);
m_engine->CreateShadow(m_objectPart[0].object);
m_engine->SetObjectShadowRadius(m_objectPart[0].object, radius*zoom);
m_engine->SetObjectShadowIntensity(m_objectPart[0].object, intensity);
m_engine->SetObjectShadowHeight(m_objectPart[0].object, 0.0f);
m_engine->SetObjectShadowAngle(m_objectPart[0].object, m_objectPart[0].angle.y);
m_engine->SetObjectShadowType(m_objectPart[0].object, type);
return true;
}
// Reads a program.
bool COldObject::ReadProgram(Program* program, const char* filename)
{
if ( m_brain != nullptr )
{
return m_brain->ReadProgram(program, filename);
}
return false;
}
// Writes a program.
bool COldObject::WriteProgram(Program* program, const char* filename)
{
if ( m_brain != nullptr )
{
return m_brain->WriteProgram(program, filename);
}
return false;
}
// 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)
{
Math::Vector position, angle, eye;
bool bModif = false;
int parent;
if ( m_transporter != 0 ) // 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.LoadIdentity();
m_objectPart[part].matTranslate.Set(1, 4, position.x);
m_objectPart[part].matTranslate.Set(2, 4, position.y);
m_objectPart[part].matTranslate.Set(3, 4, position.z);
}
if ( m_objectPart[part].bRotate )
{
Math::LoadRotationZXYMatrix(m_objectPart[part].matRotate, angle);
}
if ( m_objectPart[part].bZoom )
{
Math::Matrix mz;
mz.LoadIdentity();
mz.Set(1, 1, m_objectPart[part].zoom.x);
mz.Set(2, 2, m_objectPart[part].zoom.y);
mz.Set(3, 3, m_objectPart[part].zoom.z);
m_objectPart[part].matTransform = Math::MultiplyMatrices(m_objectPart[part].matTranslate,
Math::MultiplyMatrices(m_objectPart[part].matRotate, mz));
}
else
{
m_objectPart[part].matTransform = Math::MultiplyMatrices(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 != 0 ) // transported by a transporter?
{
Math::Matrix* matWorldTransporter;
matWorldTransporter = m_transporter->GetWorldMatrix(m_transporterLink);
m_objectPart[part].matWorld = Math::MultiplyMatrices(*matWorldTransporter,
m_objectPart[part].matTransform);
}
else
{
if ( parent == -1 ) // no parent?
{
m_objectPart[part].matWorld = m_objectPart[part].matTransform;
}
else
{
m_objectPart[part].matWorld = Math::MultiplyMatrices(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.Get(1, 4);
m_objectPart[i].position.y = m_objectPart[i].matWorld.Get(2, 4);
m_objectPart[i].position.z = m_objectPart[i].matWorld.Get(3, 4);
m_objectPart[i].matWorld.Set(1, 4, 0.0f);
m_objectPart[i].matWorld.Set(2, 4, 0.0f);
m_objectPart[i].matWorld.Set(3, 4, 0.0f);
m_objectPart[i].matTranslate.Set(1, 4, 0.0f);
m_objectPart[i].matTranslate.Set(2, 4, 0.0f);
m_objectPart[i].matTranslate.Set(3, 4, 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 (Math::IsEqual(m_energy, m_lastEnergy, 0.01f))
return;
m_lastEnergy = m_energy;
Gfx::Material mat;
mat.diffuse = Gfx::Color(1.0f, 1.0f, 1.0f); // white
mat.ambient = Gfx::Color(0.5f, 0.5f, 0.5f);
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*m_energy; // origin
float s = i+0.25f; // width
float au = (s-i)/(b-a);
float bu = s-b*(s-i)/(b-a);
m_engine->ChangeTextureMapping(m_objectPart[0].object,
mat, Gfx::ENG_RSTATE_PART3, "objects/lemt.png", "",
Gfx::ENG_TEX_MAPPING_1Y,
au, bu, 1.0f, 0.0f);
}
// Manual action.
bool COldObject::EventProcess(const Event &event)
{
if ( event.type == EVENT_KEY_DOWN )
{
#if ADJUST_ONBOARD
if ( m_bSelect )
{
if ( event.param == 'E' ) debug_x += 0.1f;
if ( event.param == 'D' ) debug_x -= 0.1f;
if ( event.param == 'R' ) debug_y += 0.1f;
if ( event.param == 'F' ) debug_y -= 0.1f;
if ( event.param == 'T' ) debug_z += 0.1f;
if ( event.param == 'G' ) debug_z -= 0.1f;
}
#endif
#if ADJUST_ARM
if ( m_bSelect )
{
if ( event.param == 'X' ) debug_arm1 += 5.0f*Math::PI/180.0f;
if ( event.param == 'C' ) debug_arm1 -= 5.0f*Math::PI/180.0f;
if ( event.param == 'V' ) debug_arm2 += 5.0f*Math::PI/180.0f;
if ( event.param == 'B' ) debug_arm2 -= 5.0f*Math::PI/180.0f;
if ( event.param == 'N' ) debug_arm3 += 5.0f*Math::PI/180.0f;
if ( event.param == 'M' ) debug_arm3 -= 5.0f*Math::PI/180.0f;
if ( event.param == 'X' ||
event.param == 'C' ||
event.param == 'V' ||
event.param == 'B' ||
event.param == 'N' ||
event.param == 'M' )
{
SetAngleZ(1, debug_arm1);
SetAngleZ(2, debug_arm2);
SetAngleZ(3, debug_arm3);
char s[100];
sprintf(s, "a=%.2f b=%.2f c=%.2f", debug_arm1*180.0f/Math::PI, debug_arm2*180.0f/Math::PI, debug_arm3*180.0f/Math::PI);
m_engine->SetInfoText(5, s);
}
}
#endif
}
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 ( !m_bDead ) m_camera->SetType(Gfx::CAM_TYPE_EXPLO);
m_main->DeselectAll();
}
return false;
}
}
if ( m_auto != nullptr )
{
m_auto->EventProcess(event);
if ( event.type == EVENT_FRAME &&
m_auto->IsEnded() != ERR_CONTINUE )
{
m_auto->DeleteObject();
m_auto.reset();
}
}
if ( m_motion != nullptr )
{
m_motion->EventProcess(event);
}
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;
}
if ( m_type != OBJECT_SHOW && m_engine->GetPause() ) return true;
m_aTime += event.rTime;
m_shotTime += event.rTime;
VirusFrame(event.rTime);
PartiFrame(event.rTime);
UpdateMapping();
UpdateTransformObject();
UpdateSelectParticle();
if ( m_bProxyActivate ) // active if it is near?
{
Math::Vector eye = m_engine->GetLookatPt();
float dist = Math::Distance(eye, GetPosition(0));
if ( dist < m_proxyDistance )
{
m_bProxyActivate = false;
m_main->CreateShortcuts();
m_sound->Play(SOUND_FINDING);
m_engine->GetPyroManager()->Create(Gfx::PT_FINDING, this, 0.0f);
m_main->DisplayError(INFO_FINDING, this);
}
}
return true;
}
// Updates the mapping of the object.
void COldObject::UpdateMapping()
{
if ( m_type == OBJECT_POWER ||
m_type == OBJECT_ATOMIC ||
m_type == OBJECT_STATION ||
m_type == OBJECT_ENERGY )
{
UpdateEnergyMapping();
}
}
// Management of viruses.
void COldObject::VirusFrame(float rTime)
{
Gfx::ParticleType type;
Math::Vector pos, speed;
Math::Point dim;
int r;
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;
r = rand()%10;
if ( r == 0 ) type = Gfx::PARTIVIRUS1;
if ( r == 1 ) type = Gfx::PARTIVIRUS2;
if ( r == 2 ) type = Gfx::PARTIVIRUS3;
if ( r == 3 ) type = Gfx::PARTIVIRUS4;
if ( r == 4 ) type = Gfx::PARTIVIRUS5;
if ( r == 5 ) type = Gfx::PARTIVIRUS6;
if ( r == 6 ) type = Gfx::PARTIVIRUS7;
if ( r == 7 ) type = Gfx::PARTIVIRUS8;
if ( r == 8 ) type = Gfx::PARTIVIRUS9;
if ( r == 9 ) type = Gfx::PARTIVIRUS10;
pos = GetPosition(0);
pos.x += (Math::Rand()-0.5f)*10.0f;
pos.z += (Math::Rand()-0.5f)*10.0f;
speed.x = (Math::Rand()-0.5f)*2.0f;
speed.z = (Math::Rand()-0.5f)*2.0f;
speed.y = Math::Rand()*4.0f+4.0f;
dim.x = Math::Rand()*0.3f+0.3f;
dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, type, 3.0f);
}
}
// Management particles mistresses.
void COldObject::PartiFrame(float rTime)
{
Math::Vector 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;
}
SetPosition(i, pos);
// Each song spins differently.
switch( i%5 )
{
case 0: factor = Math::Vector( 0.5f, 0.3f, 0.6f); break;
case 1: factor = Math::Vector(-0.3f, 0.4f,-0.2f); break;
case 2: factor = Math::Vector( 0.4f,-0.6f,-0.3f); break;
case 3: factor = Math::Vector(-0.6f,-0.2f, 0.0f); break;
case 4: factor = Math::Vector( 0.4f, 0.1f,-0.7f); break;
}
angle = GetAngle(i);
angle += rTime*Math::PI*factor;
SetAngle(i, angle);
}
}
// Changes the perspective to view if it was like in the vehicle,
// or behind the vehicle.
void COldObject::SetViewFromHere(Math::Vector &eye, float &dirH, float &dirV,
Math::Vector &lookat, Math::Vector &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 )
{
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 )
{
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 ADJUST_ONBOARD
eye.x += debug_x;
eye.y += debug_y;
eye.z += debug_z;
char s[100];
sprintf(s, "x=%.2f y=%.2f z=%.2f", eye.x, eye.y, eye.z);
m_engine->SetInfoText(4, s);
#endif
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 = Math::Vector(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.
void COldObject::GetCharacter(Character* character)
{
memcpy(character, &m_character, sizeof(Character));
}
Character* COldObject::GetCharacter()
{
return &m_character;
}
// Returns the absolute time.
float COldObject::GetAbsTime()
{
return m_aTime;
}
// Management of energy contained in a battery.
// Single subject possesses the battery energy, but not the vehicle that carries the battery!
void COldObject::SetEnergy(float level)
{
if ( level < 0.0f ) level = 0.0f;
if ( level > 1.0f ) level = 1.0f;
m_energy = level;
}
float COldObject::GetEnergy()
{
if ( m_type != OBJECT_POWER &&
m_type != OBJECT_ATOMIC &&
m_type != OBJECT_STATION &&
m_type != OBJECT_ENERGY ) return 0.0f;
return m_energy;
}
// Management of the capacity of a battery.
// Single subject possesses a battery capacity,
// but not the vehicle that carries the battery!
void COldObject::SetCapacity(float capacity)
{
m_capacity = capacity;
}
float COldObject::GetCapacity()
{
return m_capacity;
}
// Management of the shield.
void COldObject::SetShield(float level)
{
m_shield = level;
}
float COldObject::GetShield()
{
if ( m_type == OBJECT_FRET ||
m_type == OBJECT_STONE ||
m_type == OBJECT_URANIUM ||
m_type == OBJECT_BULLET ||
m_type == OBJECT_METAL ||
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_type == OBJECT_SCRAP1 ||
m_type == OBJECT_SCRAP2 ||
m_type == OBJECT_SCRAP3 ||
m_type == OBJECT_SCRAP4 ||
m_type == OBJECT_SCRAP5 ||
m_type == OBJECT_BOMB ||
m_type == OBJECT_WAYPOINT ||
m_type == OBJECT_FLAGb ||
m_type == OBJECT_FLAGr ||
m_type == OBJECT_FLAGg ||
m_type == OBJECT_FLAGy ||
m_type == OBJECT_FLAGv ||
m_type == OBJECT_POWER ||
m_type == OBJECT_ATOMIC ||
m_type == OBJECT_ANT ||
m_type == OBJECT_SPIDER ||
m_type == OBJECT_BEE ||
m_type == OBJECT_WORM ) 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;
}
// Management of transparency of the object.
void COldObject::SetTransparency(float value)
{
int i;
m_transparency = value;
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->SetObjectTransparency(m_objectPart[i].object, value);
}
}
}
// Indicates whether an object is stationary (ant on the back).
void COldObject::SetFixed(bool bFixed)
{
m_bFixed = bFixed;
}
bool COldObject::GetFixed()
{
return m_bFixed;
}
// Indicates whether an object is subjected to clipping (obstacles).
void COldObject::SetClip(bool bClip)
{
m_bClip = bClip;
}
bool COldObject::GetClip()
{
return m_bClip;
}
// Controls object team
void COldObject::SetTeam(int team)
{
m_team = team;
}
int COldObject::GetTeam()
{
return m_team;
}
// 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;
std::unique_ptr<CAutoJostle> autoJostle{new CAutoJostle(this)};
autoJostle->Start(0, force);
m_auto = std::move(autoJostle);
}
return true;
}
// Beginning of the effect when the instruction "detect" is used.
void COldObject::StartDetectEffect(CObject *target, bool bFound)
{
Math::Matrix* mat;
Math::Vector pos, goal;
Math::Point dim;
mat = GetWorldMatrix(0);
pos = Math::Transform(*mat, Math::Vector(2.0f, 3.0f, 0.0f));
if ( target == 0 )
{
goal = Math::Transform(*mat, Math::Vector(50.0f, 3.0f, 0.0f));
}
else
{
goal = target->GetPosition(0);
goal.y += 3.0f;
goal = Math::SegmentPoint(pos, goal, Math::Distance(pos, goal)-3.0f);
}
dim.x = 3.0f;
dim.y = dim.x;
m_particle->CreateRay(pos, goal, Gfx::PARTIRAY2, dim, 0.2f);
if ( target != 0 )
{
goal = target->GetPosition(0);
goal.y += 3.0f;
goal = Math::SegmentPoint(pos, goal, Math::Distance(pos, goal)-1.0f);
dim.x = 6.0f;
dim.y = dim.x;
m_particle->CreateParticle(goal, Math::Vector(0.0f, 0.0f, 0.0f), dim,
bFound?Gfx::PARTIGLINT:Gfx::PARTIGLINTr, 0.5f);
}
m_sound->Play(bFound?SOUND_BUILD:SOUND_RECOVER);
}
// Management of time from which a virus is active.
void COldObject::SetVirusMode(bool bEnable)
{
m_bVirusMode = bEnable;
m_virusTime = 0.0f;
if ( m_bVirusMode && m_brain != nullptr )
{
if ( !m_brain->IntroduceVirus() ) // tries to infect
{
m_bVirusMode = false; // program was not contaminated!
}
}
}
bool COldObject::GetVirusMode()
{
return m_bVirusMode;
}
float COldObject::GetVirusTime()
{
return m_virusTime;
}
// Management mode of the camera.
void COldObject::SetCameraType(Gfx::CameraType type)
{
m_cameraType = type;
}
Gfx::CameraType COldObject::GetCameraType()
{
return m_cameraType;
}
void COldObject::SetCameraDist(float dist)
{
m_cameraDist = dist;
}
float COldObject::GetCameraDist()
{
return m_cameraDist;
}
void COldObject::SetCameraLock(bool bLock)
{
m_bCameraLock = bLock;
}
bool COldObject::GetCameraLock()
{
return m_bCameraLock;
}
// Management of the demonstration of the object.
void COldObject::SetHighlight(bool mode)
{
if (mode)
{
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 bMode, bool bDisplayError)
{
Error err;
m_bSelect = bMode;
if ( m_physics != nullptr )
{
m_physics->CreateInterface(m_bSelect);
}
if ( m_auto != nullptr )
{
m_auto->CreateInterface(m_bSelect);
}
CreateSelectParticle(); // creates / removes particles
if ( !m_bSelect )
{
//SetGunGoalH(0.0f); // puts the cannon right
return; // selects if not finished
}
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(bool bReal)
{
if ( !bReal && m_main->GetFixScene() ) return false;
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;
}
// Management of the activities of an object.
void COldObject::SetActivity(bool bMode)
{
if ( m_brain != nullptr )
{
m_brain->SetActivity(bMode);
}
}
bool COldObject::GetActivity()
{
if ( m_brain != nullptr )
{
return m_brain->GetActivity();
}
return false;
}
// 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;
}
// Management of the visibility of an object.
// The object is not hidden or visually disabled, but ignores detections!
// For example: underground worm.
void COldObject::SetVisible(bool bVisible)
{
m_bVisible = bVisible;
}
// Management mode of operation of an object.
// An inactive object is an object destroyed, nonexistent.
// This mode is used for objects "resetables"
// during training to simulate destruction.
void COldObject::SetEnable(bool bEnable)
{
m_bEnable = bEnable;
}
bool COldObject::GetEnable()
{
return m_bEnable;
}
// Management mode or an object is only active when you're close.
void COldObject::SetProxyActivate(bool bActivate)
{
m_bProxyActivate = bActivate;
}
bool COldObject::GetProxyActivate()
{
return m_bProxyActivate;
}
void COldObject::SetProxyDistance(float distance)
{
m_proxyDistance = distance;
}
float COldObject::GetProxyDistance()
{
return m_proxyDistance;
}
// Management of the method of increasing damage.
void COldObject::SetMagnifyDamage(float factor)
{
m_magnifyDamage = factor;
}
float COldObject::GetMagnifyDamage()
{
return m_magnifyDamage;
}
// Management of free parameter.
void COldObject::SetParam(float value)
{
m_param = value;
}
float COldObject::GetParam()
{
return m_param;
}
// Management of the mode "blocked" of an object.
// For example, a cube of titanium is blocked while it is used to make something,
// or a vehicle is blocked as its construction is not finished.
void COldObject::SetLock(bool bLock)
{
m_bLock = bLock;
}
bool COldObject::GetLock()
{
return m_bLock;
}
// Ignore checks in build() function
void COldObject::SetIgnoreBuildCheck(bool bIgnoreBuildCheck)
{
m_bIgnoreBuildCheck = bIgnoreBuildCheck;
}
bool COldObject::GetIgnoreBuildCheck()
{
return m_bIgnoreBuildCheck;
}
// Management of the mode "current explosion" of an object.
// An object in this mode is not saving.
void COldObject::SetExploding(bool bExplo)
{
m_bExplo = bExplo;
}
bool COldObject::IsExploding()
{
return m_bExplo;
}
// Mode management "cargo ship" during movies.
void COldObject::SetSpaceshipCargo(bool bCargo)
{
m_bCargo = bCargo;
}
bool COldObject::IsSpaceshipCargo()
{
return m_bCargo;
}
// Management of the HS mode of an object.
void COldObject::SetBurn(bool bBurn)
{
m_bBurn = bBurn;
//? if ( m_botVar != 0 )
//? {
//? if ( m_bBurn ) m_botVar->SetUserPtr(OBJECTDELETED);
//? else m_botVar->SetUserPtr(this);
//? }
}
bool COldObject::GetBurn()
{
return m_bBurn;
}
void COldObject::SetDead(bool bDead)
{
m_bDead = bDead;
if ( bDead && m_brain != nullptr )
{
m_brain->StopProgram(); // stops the current task
}
//? if ( m_botVar != 0 )
//? {
//? if ( m_bDead ) m_botVar->SetUserPtr(OBJECTDELETED);
//? else m_botVar->SetUserPtr(this);
//? }
}
bool COldObject::GetDead()
{
return m_bDead;
}
bool COldObject::GetRuin()
{
return m_bBurn|m_bFlat;
}
bool COldObject::GetActive()
{
return !m_bLock && !m_bBurn && !m_bFlat && m_bVisible && m_bEnable;
}
// 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 ) // 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;
SetAngleZ(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;
SetAngleZ(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;
SetAngleZ(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 ) // 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;
SetAngleY(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;
SetAngleY(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;
SetAngleY(2, gunGoal);
}
else
{
gunGoal = 0.0f;
}
m_gunGoalH = gunGoal;
}
float COldObject::GetGunGoalV()
{
return m_gunGoalV;
}
float COldObject::GetGunGoalH()
{
return m_gunGoalH;
}
// Shows the limits of the object.
bool COldObject::StartShowLimit()
{
if ( m_showLimitRadius == 0.0f ) return false;
m_main->SetShowLimit(0, Gfx::PARTILIMIT1, this, GetPosition(0), m_showLimitRadius);
m_bShowLimit = true;
return true;
}
void COldObject::StopShowLimit()
{
m_bShowLimit = false;
}
void COldObject::SetShowLimitRadius(float radius)
{
m_showLimitRadius = radius;
}
// Indicates whether a program is under execution.
bool COldObject::IsProgram()
{
if ( m_brain == nullptr ) return false;
return m_brain->IsProgram();
}
// Creates or removes particles associated to the object.
void COldObject::CreateSelectParticle()
{
Math::Vector pos, speed;
Math::Point 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_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_MOBILEdr ) // vehicle?
{
pos = Math::Vector(0.0f, 0.0f, 0.0f);
speed = Math::Vector(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()
{
Math::Vector pos[4];
Math::Point 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 ) // large caterpillars?
{
pos[0] = Math::Vector(4.2f, 2.8f, 1.5f);
pos[1] = Math::Vector(4.2f, 2.8f, -1.5f);
dim[0].x = 1.5f;
dim[1].x = 1.5f;
}
else if ( m_type == OBJECT_MOBILEwt ||
m_type == OBJECT_MOBILEtt ||
m_type == OBJECT_MOBILEft ||
m_type == OBJECT_MOBILEit ) // trainer ?
{
pos[0] = Math::Vector(4.2f, 2.5f, 1.2f);
pos[1] = Math::Vector(4.2f, 2.5f, -1.2f);
dim[0].x = 1.5f;
dim[1].x = 1.5f;
}
else if ( m_type == OBJECT_MOBILEsa ) // submarine?
{
pos[0] = Math::Vector(3.6f, 4.0f, 2.0f);
pos[1] = Math::Vector(3.6f, 4.0f, -2.0f);
}
else if ( m_type == OBJECT_MOBILEtg ) // target?
{
pos[0] = Math::Vector(3.4f, 6.5f, 2.0f);
pos[1] = Math::Vector(3.4f, 6.5f, -2.0f);
}
else if ( m_type == OBJECT_MOBILEdr ) // designer?
{
pos[0] = Math::Vector(4.9f, 3.5f, 2.5f);
pos[1] = Math::Vector(4.9f, 3.5f, -2.5f);
}
else
{
pos[0] = Math::Vector(4.2f, 2.5f, 1.5f);
pos[1] = Math::Vector(4.2f, 2.5f, -1.5f);
}
// Red back lens
if ( m_type == OBJECT_MOBILEfa ||
m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEfs ||
m_type == OBJECT_MOBILEft ) // flying?
{
pos[2] = Math::Vector(-4.0f, 3.1f, 4.5f);
pos[3] = Math::Vector(-4.0f, 3.1f, -4.5f);
dim[2].x = 0.6f;
dim[3].x = 0.6f;
}
if ( m_type == OBJECT_MOBILEwa ||
m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEwi ||
m_type == OBJECT_MOBILEws ) // wheels?
{
pos[2] = Math::Vector(-4.5f, 2.7f, 2.8f);
pos[3] = Math::Vector(-4.5f, 2.7f, -2.8f);
}
if ( m_type == OBJECT_MOBILEwt ) // wheels?
{
pos[2] = Math::Vector(-4.0f, 2.5f, 2.2f);
pos[3] = Math::Vector(-4.0f, 2.5f, -2.2f);
}
if ( m_type == OBJECT_MOBILEia ||
m_type == OBJECT_MOBILEic ||
m_type == OBJECT_MOBILEii ||
m_type == OBJECT_MOBILEis ||
m_type == OBJECT_MOBILEit ) // legs?
{
pos[2] = Math::Vector(-4.5f, 2.7f, 2.8f);
pos[3] = Math::Vector(-4.5f, 2.7f, -2.8f);
}
if ( m_type == OBJECT_MOBILEta ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEts ||
m_type == OBJECT_MOBILEtt ) // caterpillars?
{
pos[2] = Math::Vector(-3.6f, 4.2f, 3.0f);
pos[3] = Math::Vector(-3.6f, 4.2f, -3.0f);
}
if ( m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErc ||
m_type == OBJECT_MOBILErr ||
m_type == OBJECT_MOBILErs ) // large caterpillars?
{
pos[2] = Math::Vector(-5.0f, 5.2f, 2.5f);
pos[3] = Math::Vector(-5.0f, 5.2f, -2.5f);
}
if ( m_type == OBJECT_MOBILEsa ) // submarine?
{
pos[2] = Math::Vector(-3.6f, 4.0f, 2.0f);
pos[3] = Math::Vector(-3.6f, 4.0f, -2.0f);
}
if ( m_type == OBJECT_MOBILEtg ) // target?
{
pos[2] = Math::Vector(-2.4f, 6.5f, 2.0f);
pos[3] = Math::Vector(-2.4f, 6.5f, -2.0f);
}
if ( m_type == OBJECT_MOBILEdr ) // designer?
{
pos[2] = Math::Vector(-5.3f, 2.7f, 1.8f);
pos[3] = Math::Vector(-5.3f, 2.7f, -1.8f);
}
angle = GetAngleY(0)/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++ )
{
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);
}
}
// Getes the pointer to the current script execution.
void COldObject::SetRunScript(CScript* script)
{
m_runScript = script;
}
CScript* COldObject::GetRunScript()
{
return m_runScript;
}
// Returns the variables of "this" for CBOT.
CBotVar* COldObject::GetBotVar()
{
return m_botVar;
}
// Returns the physics associated to the object.
CPhysics* COldObject::GetPhysics()
{
return m_physics.get();
}
void COldObject::SetPhysics(std::unique_ptr<CPhysics> physics)
{
m_physics = std::move(physics);
}
// Returns the brain associated to the object.
CBrain* COldObject::GetBrain()
{
return m_brain.get();
}
void COldObject::SetBrain(std::unique_ptr<CBrain> brain)
{
m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Programmable)] = true;
m_brain = std::move(brain);
}
// Returns the movement associated to the object.
CMotion* COldObject::GetMotion()
{
return m_motion.get();
}
void COldObject::SetMotion(std::unique_ptr<CMotion> motion)
{
m_motion = std::move(motion);
}
// 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);
}
// Management of the position in the file definition.
void COldObject::SetDefRank(int rank)
{
m_defRank = rank;
}
int COldObject::GetDefRank()
{
return m_defRank;
}
// Getes the object name for the tooltip.
bool COldObject::GetTooltipName(std::string& name)
{
GetResource(RES_OBJECT, m_type, name);
if(GetTeam() != 0) {
name += " ["+CRobotMain::GetInstancePointer()->GetTeamName(GetTeam())+" ("+boost::lexical_cast<std::string>(GetTeam())+")]";
}
return !name.empty();
}
// Adds the object previously selected in the list.
void COldObject::AddDeselList(CObject* pObj)
{
int i;
if ( m_totalDesectList >= OBJECTMAXDESELLIST )
{
for ( i=0 ; i<OBJECTMAXDESELLIST-1 ; i++ )
{
m_objectDeselectList[i] = m_objectDeselectList[i+1];
}
m_totalDesectList --;
}
m_objectDeselectList[m_totalDesectList++] = pObj;
}
// Removes the previously selected object in the list.
CObject* COldObject::SubDeselList()
{
if ( m_totalDesectList == 0 ) return 0;
return m_objectDeselectList[--m_totalDesectList];
}
// Removes an object reference if it is in the list.
void COldObject::DeleteDeselList(CObject* pObj)
{
int i, j;
j = 0;
for ( i=0 ; i<m_totalDesectList ; i++ )
{
if ( m_objectDeselectList[i] != pObj )
{
m_objectDeselectList[j++] = m_objectDeselectList[i];
}
}
m_totalDesectList = j;
}