3511 lines
87 KiB
C++
3511 lines
87 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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#include "object/old_object.h"
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#include "CBot/CBotDll.h"
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#include "app/app.h"
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#include "common/global.h"
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#include "common/restext.h"
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#include "graphics/engine/lightman.h"
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#include "graphics/engine/lightning.h"
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#include "graphics/engine/particle.h"
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#include "graphics/engine/pyro_manager.h"
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#include "graphics/engine/terrain.h"
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#include "math/geometry.h"
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#include "object/auto/auto.h"
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#include "object/auto/autojostle.h"
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#include "object/brain.h"
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#include "object/motion/motion.h"
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#include "object/motion/motionvehicle.h"
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#include "object/robotmain.h"
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#include "object/object_manager.h"
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#include "object/level/parserline.h"
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#include "object/level/parserparam.h"
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#include "object/level/parserexceptions.h"
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#include "physics/physics.h"
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#include "script/cbottoken.h"
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#include <boost/lexical_cast.hpp>
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#define ADJUST_ONBOARD 0 // 1 -> adjusts the camera ONBOARD
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#define ADJUST_ARM 0 // 1 -> adjusts the manipulator arm
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const float VIRUS_DELAY = 60.0f; // duration of virus infection
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const float LOSS_SHIELD = 0.24f; // loss of the shield by shot
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const float LOSS_SHIELD_H = 0.10f; // loss of the shield for humans
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const float LOSS_SHIELD_M = 0.02f; // loss of the shield for the laying
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#if ADJUST_ONBOARD
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static float debug_x = 0.0f;
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static float debug_y = 0.0f;
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static float debug_z = 0.0f;
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#endif
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#if ADJUST_ARM
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static float debug_arm1 = 0.0f;
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static float debug_arm2 = 0.0f;
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static float debug_arm3 = 0.0f;
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#endif
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// Updates the class Object.
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void uObject(CBotVar* botThis, void* user)
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{
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CObject* object = static_cast<CObject*>(user);
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CPhysics* physics;
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CBotVar *pVar, *pSub;
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ObjectType type;
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Math::Vector pos;
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float value;
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if ( object == 0 ) return;
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physics = object->GetPhysics();
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// Updates the object's type.
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pVar = botThis->GetItemList(); // "category"
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type = object->GetType();
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pVar->SetValInt(type, object->GetName());
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// Updates the position of the object.
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pVar = pVar->GetNext(); // "position"
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if (IsObjectBeingTransported(object))
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{
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pSub = pVar->GetItemList(); // "x"
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pSub->SetInit(CBotVar::InitType::IS_NAN);
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pSub = pSub->GetNext(); // "y"
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pSub->SetInit(CBotVar::InitType::IS_NAN);
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pSub = pSub->GetNext(); // "z"
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pSub->SetInit(CBotVar::InitType::IS_NAN);
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}
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else
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{
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pos = object->GetPosition(0);
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float waterLevel = Gfx::CEngine::GetInstancePointer()->GetWater()->GetLevel();
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pos.y -= waterLevel; // relative to sea level!
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pSub = pVar->GetItemList(); // "x"
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pSub->SetValFloat(pos.x/g_unit);
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pSub = pSub->GetNext(); // "y"
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pSub->SetValFloat(pos.z/g_unit);
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pSub = pSub->GetNext(); // "z"
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pSub->SetValFloat(pos.y/g_unit);
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}
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// Updates the angle.
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pos = object->GetAngle(0);
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pos += object->GetTilt();
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pVar = pVar->GetNext(); // "orientation"
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pVar->SetValFloat(360.0f-Math::Mod(pos.y*180.0f/Math::PI, 360.0f));
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pVar = pVar->GetNext(); // "pitch"
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pVar->SetValFloat(pos.z*180.0f/Math::PI);
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pVar = pVar->GetNext(); // "roll"
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pVar->SetValFloat(pos.x*180.0f/Math::PI);
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// Updates the energy level of the object.
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pVar = pVar->GetNext(); // "energyLevel"
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value = object->GetEnergy();
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pVar->SetValFloat(value);
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// Updates the shield level of the object.
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pVar = pVar->GetNext(); // "shieldLevel"
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value = object->GetShield();
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pVar->SetValFloat(value);
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// Updates the temperature of the reactor.
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pVar = pVar->GetNext(); // "temperature"
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if ( physics == 0 ) value = 0.0f;
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else value = 1.0f-physics->GetReactorRange();
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pVar->SetValFloat(value);
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// Updates the height above the ground.
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pVar = pVar->GetNext(); // "altitude"
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if ( physics == 0 ) value = 0.0f;
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else value = physics->GetFloorHeight();
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pVar->SetValFloat(value/g_unit);
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// Updates the lifetime of the object.
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pVar = pVar->GetNext(); // "lifeTime"
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value = object->GetAbsTime();
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pVar->SetValFloat(value);
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// Updates the type of battery.
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pVar = pVar->GetNext(); // "energyCell"
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if (object->Implements(ObjectInterfaceType::Powered))
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{
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CObject* power = dynamic_cast<CPoweredObject*>(object)->GetPower();
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if (power == nullptr) pVar->SetPointer(0);
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else pVar->SetPointer(power->GetBotVar());
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}
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// Updates the transported object's type.
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pVar = pVar->GetNext(); // "load"
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if (object->Implements(ObjectInterfaceType::Carrier))
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{
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CObject* cargo = dynamic_cast<CCarrierObject*>(object)->GetCargo();
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if (cargo == nullptr) pVar->SetPointer(0);
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else pVar->SetPointer(cargo->GetBotVar());
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}
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pVar = pVar->GetNext(); // "id"
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value = object->GetID();
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pVar->SetValInt(value);
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pVar = pVar->GetNext(); // "team"
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value = object->GetTeam();
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pVar->SetValInt(value);
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}
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// Object's constructor.
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COldObject::COldObject(int id)
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: CObject(id, OBJECT_NULL)
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, CInteractiveObject(m_implementedInterfaces)
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, CTransportableObject(m_implementedInterfaces)
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, CProgrammableObject(m_implementedInterfaces)
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, CJostleableObject(m_implementedInterfaces)
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, CCarrierObject(m_implementedInterfaces)
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, CPoweredObject(m_implementedInterfaces)
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{
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// A bit of a hack since CBrain is set externally in SetBrain()
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m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Programmable)] = false;
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// Another hack
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m_implementedInterfaces[static_cast<int>(ObjectInterfaceType::Jostleable)] = false;
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m_sound = CApplication::GetInstancePointer()->GetSound();
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m_engine = Gfx::CEngine::GetInstancePointer();
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m_lightMan = m_engine->GetLightManager();
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m_particle = m_engine->GetParticle();
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m_main = CRobotMain::GetInstancePointer();
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m_terrain = m_main->GetTerrain();
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m_camera = m_main->GetCamera();
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m_runScript = nullptr;
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m_type = OBJECT_FIX;
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m_option = 0;
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m_name = "";
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m_shadowLight = -1;
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m_effectLight = -1;
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m_linVibration = Math::Vector(0.0f, 0.0f, 0.0f);
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m_cirVibration = Math::Vector(0.0f, 0.0f, 0.0f);
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m_tilt = Math::Vector(0.0f, 0.0f, 0.0f);
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m_power = 0;
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m_cargo = 0;
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m_transporter = 0;
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m_transporterLink = 0;
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m_energy = 1.0f;
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m_capacity = 1.0f;
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m_shield = 1.0f;
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m_range = 0.0f;
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m_transparency = 0.0f;
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m_lastEnergy = 999.9f;
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m_bSelect = false;
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m_bSelectable = true;
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m_bCheckToken = true;
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m_bVisible = true;
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m_bEnable = true;
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m_bProxyActivate = false;
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m_bTrainer = false;
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m_bToy = false;
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m_bManual = false;
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m_bFixed = false;
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m_bClip = true;
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m_bShowLimit = false;
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m_showLimitRadius = 0.0f;
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m_aTime = 0.0f;
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m_shotTime = 0.0f;
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m_bVirusMode = false;
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m_virusTime = 0.0f;
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m_lastVirusParticle = 0.0f;
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m_totalDesectList = 0;
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m_bLock = false;
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m_bIgnoreBuildCheck = false;
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m_bExplo = false;
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m_bCargo = false;
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m_bBurn = false;
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m_bDead = false;
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m_bFlat = false;
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m_gunGoalV = 0.0f;
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m_gunGoalH = 0.0f;
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m_shieldRadius = 0.0f;
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m_defRank = -1;
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m_magnifyDamage = 1.0f;
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m_proxyDistance = 60.0f;
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m_param = 0.0f;
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m_infoReturn = NAN;
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m_team = 0;
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memset(&m_character, 0, sizeof(m_character));
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m_character.wheelFront = 1.0f;
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m_character.wheelBack = 1.0f;
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m_character.wheelLeft = 1.0f;
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m_character.wheelRight = 1.0f;
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m_resetCap = RESET_NONE;
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m_bResetBusy = false;
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m_resetPosition = Math::Vector(0.0f, 0.0f, 0.0f);
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m_resetAngle = Math::Vector(0.0f, 0.0f, 0.0f);
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m_resetRun = nullptr;
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m_cameraType = Gfx::CAM_TYPE_BACK;
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m_cameraDist = 50.0f;
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m_bCameraLock = false;
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for (int i=0 ; i<OBJECTMAXPART ; i++ )
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{
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m_objectPart[i].bUsed = false;
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}
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m_totalPart = 0;
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for (int i=0 ; i<4 ; i++ )
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{
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m_partiSel[i] = -1;
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}
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m_cmdLine.clear();
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DeleteAllCrashSpheres();
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CBotClass* bc = CBotClass::Find("object");
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if ( bc != 0 )
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{
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bc->AddUpdateFunc(uObject);
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}
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m_botVar = CBotVar::Create("", CBotTypResult(CBotTypClass, "object"));
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m_botVar->SetUserPtr(this);
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m_botVar->SetIdent(m_id);
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}
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// Object's destructor.
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COldObject::~COldObject()
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{
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if ( m_botVar != nullptr )
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{
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m_botVar->SetUserPtr(OBJECTDELETED);
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delete m_botVar;
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m_botVar = nullptr;
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}
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}
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// Removes an object.
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// If bAll = true, it does not help,
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// because all objects in the scene are quickly destroyed!
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void COldObject::DeleteObject(bool bAll)
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{
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if ( m_botVar != 0 )
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{
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m_botVar->SetUserPtr(OBJECTDELETED);
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}
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if ( m_camera->GetControllingObject() == this )
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{
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m_camera->SetControllingObject(0);
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}
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for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
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{
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obj->DeleteDeselList(this);
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}
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if ( !bAll )
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{
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#if 0
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type = m_camera->GetType();
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if ( (type == Gfx::CAM_TYPE_BACK ||
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type == Gfx::CAM_TYPE_FIX ||
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type == Gfx::CAM_TYPE_EXPLO ||
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type == Gfx::CAM_TYPE_ONBOARD) &&
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m_camera->GetControllingObject() == this )
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{
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obj = m_main->SearchNearest(GetPosition(0), this);
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if ( obj == 0 )
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{
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m_camera->SetControllingObject(0);
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m_camera->SetType(Gfx::CAM_TYPE_FREE);
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}
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else
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{
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m_camera->SetControllingObject(obj);
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m_camera->SetType(Gfx::CAM_TYPE_BACK);
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}
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}
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#endif
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m_engine->GetPyroManager()->CutObjectLink(this);
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if ( m_bSelect )
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{
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SetSelect(false);
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}
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if ( m_type == OBJECT_BASE ||
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m_type == OBJECT_FACTORY ||
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m_type == OBJECT_REPAIR ||
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m_type == OBJECT_DESTROYER||
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m_type == OBJECT_DERRICK ||
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m_type == OBJECT_STATION ||
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m_type == OBJECT_CONVERT ||
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m_type == OBJECT_TOWER ||
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m_type == OBJECT_RESEARCH ||
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m_type == OBJECT_RADAR ||
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m_type == OBJECT_INFO ||
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m_type == OBJECT_ENERGY ||
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m_type == OBJECT_LABO ||
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m_type == OBJECT_NUCLEAR ||
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m_type == OBJECT_PARA ||
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m_type == OBJECT_SAFE ||
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m_type == OBJECT_HUSTON ||
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m_type == OBJECT_START ||
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m_type == OBJECT_END ) // building?
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{
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m_terrain->DeleteBuildingLevel(GetPosition(0)); // flattens the field
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}
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}
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m_type = OBJECT_NULL; // invalid object until complete destruction
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if ( m_shadowLight != -1 )
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{
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m_lightMan->DeleteLight(m_shadowLight);
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m_shadowLight = -1;
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}
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if ( m_effectLight != -1 )
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{
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m_lightMan->DeleteLight(m_effectLight);
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m_effectLight = -1;
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}
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if ( m_physics != nullptr )
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{
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m_physics->DeleteObject(bAll);
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}
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if ( m_brain != nullptr )
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{
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m_brain->DeleteObject(bAll);
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}
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||
|
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if ( m_motion != nullptr )
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{
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m_motion->DeleteObject(bAll);
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}
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if ( m_auto != nullptr )
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{
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m_auto->DeleteObject(bAll);
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}
|
||
|
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for (int i=0 ; i<OBJECTMAXPART ; i++ )
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{
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if ( m_objectPart[i].bUsed )
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{
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m_objectPart[i].bUsed = false;
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m_engine->DeleteObject(m_objectPart[i].object);
|
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|
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if ( m_objectPart[i].masterParti != -1 )
|
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{
|
||
m_particle->DeleteParticle(m_objectPart[i].masterParti);
|
||
m_objectPart[i].masterParti = -1;
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( m_bShowLimit )
|
||
{
|
||
m_main->FlushShowLimit(0);
|
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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 )
|
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{
|
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m_brain->StopProgram();
|
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}
|
||
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;
|
||
}
|
||
|