220 lines
6.5 KiB
C++
220 lines
6.5 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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/**
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* \file graphics/engine/pyro.h
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* \brief Fire effect rendering - CPyro class
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*/
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#pragma once
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#include "common/event.h"
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#include "common/global.h"
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#include "graphics/engine/engine.h"
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#include "object/object.h"
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class CObject;
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class CRobotMain;
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class CSoundInterface;
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// Graphics module namespace
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namespace Gfx {
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class CEngine;
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class CTerrain;
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class CCamera;
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class CParticle;
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class CLight;
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/**
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* \enum PyroType
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* \brief Type of pyro effect
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*/
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enum PyroType
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{
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PT_NULL = 0,
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PT_FRAGT = 1, //! < fragmentation of technical object
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PT_FRAGO = 2, //! < fragmentation of organic object
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PT_FRAGW = 4, //! < fragmentation of object under water
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PT_EXPLOT = 5, //! < explosion of technical object
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PT_EXPLOO = 6, //! < explosion of organic object
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PT_EXPLOW = 8, //! < explosion of object under water
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PT_SHOTT = 9, //! < hit technical object
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PT_SHOTH = 10, //! < hit human
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PT_SHOTM = 11, //! < hit queen
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PT_SHOTW = 12, //! < hit under water
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PT_EGG = 13, //! < break the egg
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PT_BURNT = 14, //! < burning of technical object
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PT_BURNO = 15, //! < burning of organic object
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PT_SPIDER = 16, //! < spider explosion
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PT_FALL = 17, //! < cargo falling
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PT_WPCHECK = 18, //! < indicator reaches
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PT_FLCREATE = 19, //! < flag create
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PT_FLDELETE = 20, //! < flag destroy
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PT_RESET = 21, //! < reset position of the object
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PT_WIN = 22, //! < fireworks
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PT_LOST = 23, //! < black smoke
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PT_DEADG = 24, //! < shooting death
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PT_DEADW = 25, //! < drowning death
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PT_FINDING = 26, //! < object discovered
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};
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struct PyroBurnPart
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{
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int part;
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Math::Vector initialPos;
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Math::Vector finalPos;
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Math::Vector initialAngle;
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Math::Vector finalAngle;
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};
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struct PyroLightOper
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{
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float progress;
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float intensity;
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Color color;
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};
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/**
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* \class CPyro
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* \brief Fire effect renderer
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*
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* TODO: documentation
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*/
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class CPyro
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{
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public:
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CPyro();
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~CPyro();
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//! Creates pyrotechnic effect
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bool Create(PyroType type, CObject* obj, float force=1.0f);
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//! Destroys the object
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void DeleteObject();
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//! Indicates whether the pyrotechnic effect is complete
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Error IsEnded();
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//! Indicates that the object binds to the effect no longer exists, without deleting it
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void CutObjectLink(CObject* obj);
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//! Management of an event
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bool EventProcess(const Event& event);
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protected:
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//! Displays the error or eventual information
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//! Information can be linked to the destruction of an insect, a vehicle or building
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void DisplayError(PyroType type, CObject* obj);
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//! Creates light to accompany a pyrotechnic effect
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void CreateLight(Math::Vector pos, float height);
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//! Removes the binding to a pyrotechnic effect
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void DeleteObject(bool primary, bool secondary);
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//! Creates an explosion with triangular form of particles
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void CreateTriangle(CObject* obj, ObjectType type, int part);
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//! Starts the explosion of a vehicle
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void ExploStart();
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//! Ends the explosion of a vehicle
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void ExploTerminate();
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//! Starts a vehicle fire
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void BurnStart();
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//! Adds a part move
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void BurnAddPart(int part, Math::Vector pos, Math::Vector angle);
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//! Advances of a vehicle fire
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void BurnProgress();
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//! Indicates whether a part should be retained
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bool BurnIsKeepPart(int part);
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//! Ends the fire of an insect or a vehicle
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void BurnTerminate();
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//! Start of an object freight falling
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void FallStart();
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//! Seeks an object to explode by the falling ball of bees
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CObject* FallSearchBeeExplo();
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//! Fall of an object's freight
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void FallProgress(float rTime);
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//! Indicates whether the fall is over
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Error FallIsEnded();
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//! Empty the table of operations of animation of light
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void LightOperFlush();
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//! Adds an animation operation of the light
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void LightOperAdd(float progress, float intensity, float r, float g, float b);
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//! Updates the associated light
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void LightOperFrame(float rTime);
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protected:
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CEngine* m_engine;
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CTerrain* m_terrain;
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CCamera* m_camera;
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CParticle* m_particle;
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CLightManager* m_lightMan;
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CObject* m_object;
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CRobotMain* m_main;
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CSoundInterface* m_sound;
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Math::Vector m_pos; // center of the effect
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Math::Vector m_posPower; // center of the battery
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bool m_power; // battery exists?
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PyroType m_type;
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float m_force;
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float m_size;
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float m_progress;
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float m_speed;
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float m_time;
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float m_lastParticle;
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float m_lastParticleSmoke;
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int m_soundChannel;
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int m_lightRank;
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int m_lightOperTotal;
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PyroLightOper m_lightOper[10];
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float m_lightHeight;
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ObjectType m_burnType;
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int m_burnPartTotal;
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PyroBurnPart m_burnPart[10];
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int m_burnKeepPart[10];
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float m_burnFall;
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float m_fallFloor;
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float m_fallSpeed;
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float m_fallBulletTime;
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bool m_fallEnding;
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int m_crashSphereUsed; // number of spheres used
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Math::Vector m_crashSpherePos[50];
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float m_crashSphereRadius[50];
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};
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} // namespace Gfx
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