701 lines
23 KiB
C++
701 lines
23 KiB
C++
/*
|
|
* This file is part of the Colobot: Gold Edition source code
|
|
* Copyright (C) 2001-2016, Daniel Roux, EPSITEC SA & TerranovaTeam
|
|
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
|
|
*
|
|
* This program is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation, either version 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
* See the GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program. If not, see http://gnu.org/licenses
|
|
*/
|
|
|
|
/**
|
|
* \file level/robotmain.h
|
|
* \brief CRobotMain - main class of Colobot game engine
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "app/pausemanager.h"
|
|
|
|
#include "common/error.h"
|
|
#include "common/event.h"
|
|
#include "common/singleton.h"
|
|
|
|
#include "graphics/engine/camera.h"
|
|
#include "graphics/engine/particle.h"
|
|
|
|
#include "level/build_type.h"
|
|
#include "level/level_category.h"
|
|
#include "level/mainmovie.h"
|
|
#include "level/research_type.h"
|
|
|
|
#include "object/drive_type.h"
|
|
#include "object/mission_type.h"
|
|
#include "object/object_type.h"
|
|
#include "object/tool_type.h"
|
|
|
|
#include <deque>
|
|
#include <stdexcept>
|
|
|
|
enum Phase
|
|
{
|
|
PHASE_WELCOME1,
|
|
PHASE_WELCOME2,
|
|
PHASE_WELCOME3,
|
|
PHASE_PLAYER_SELECT,
|
|
PHASE_APPERANCE,
|
|
PHASE_MAIN_MENU,
|
|
PHASE_LEVEL_LIST,
|
|
PHASE_SIMUL,
|
|
PHASE_SETUPd,
|
|
PHASE_SETUPg,
|
|
PHASE_SETUPp,
|
|
PHASE_SETUPc,
|
|
PHASE_SETUPs,
|
|
PHASE_SETUPds,
|
|
PHASE_SETUPgs,
|
|
PHASE_SETUPps,
|
|
PHASE_SETUPcs,
|
|
PHASE_SETUPss,
|
|
PHASE_WRITEs,
|
|
PHASE_READ,
|
|
PHASE_READs,
|
|
PHASE_WIN,
|
|
PHASE_LOST,
|
|
PHASE_QUIT_SCREEN,
|
|
PHASE_SATCOM,
|
|
};
|
|
std::string PhaseToString(Phase phase);
|
|
bool IsInSimulationConfigPhase(Phase phase);
|
|
bool IsPhaseWithWorld(Phase phase);
|
|
bool IsMainMenuPhase(Phase phase);
|
|
|
|
|
|
class CEventQueue;
|
|
class CSoundInterface;
|
|
class CLevelParserLine;
|
|
class CInput;
|
|
class CObjectManager;
|
|
class CSceneEndCondition;
|
|
class CAudioChangeCondition;
|
|
class CPlayerProfile;
|
|
class CSettings;
|
|
class COldObject;
|
|
class CPauseManager;
|
|
struct ActivePause;
|
|
|
|
namespace Gfx
|
|
{
|
|
class CEngine;
|
|
class CLightManager;
|
|
class CWater;
|
|
class CCloud;
|
|
class CLightning;
|
|
class CPlanet;
|
|
class CTerrain;
|
|
class CModelManager;
|
|
}
|
|
|
|
namespace Ui
|
|
{
|
|
class CMainUserInterface;
|
|
class CMainShort;
|
|
class CMainMap;
|
|
class CInterface;
|
|
class CDisplayText;
|
|
class CDisplayInfo;
|
|
class CDebugMenu;
|
|
}
|
|
|
|
struct NewScriptName
|
|
{
|
|
ObjectType type = OBJECT_NULL;
|
|
std::string name = "";
|
|
|
|
NewScriptName(ObjectType type, const std::string& name) : type(type), name(name) {}
|
|
};
|
|
|
|
|
|
const int MAXSHOWLIMIT = 5;
|
|
const int MAXSHOWPARTI = 200;
|
|
const float SHOWLIMITTIME = 20.0f;
|
|
|
|
const int MAXSCENE = 999;
|
|
|
|
struct ShowLimit
|
|
{
|
|
bool used = false;
|
|
Math::Vector pos;
|
|
float radius = 0.0f;
|
|
int total = 0;
|
|
int parti[MAXSHOWPARTI] = {};
|
|
CObject* link = nullptr;
|
|
float duration = 0.0f;
|
|
float time = 0.0f;
|
|
};
|
|
|
|
struct MinMax
|
|
{
|
|
int min = -1;
|
|
int max = -1;
|
|
};
|
|
|
|
|
|
const int SATCOM_HUSTON = 0;
|
|
const int SATCOM_SAT = 1;
|
|
const int SATCOM_OBJECT = 2;
|
|
const int SATCOM_LOADING = 3;
|
|
const int SATCOM_PROG = 4;
|
|
const int SATCOM_SOLUCE = 5;
|
|
const int SATCOM_MAX = 6;
|
|
|
|
/**
|
|
* \brief Main class managing the game world
|
|
*
|
|
* This is the main class of the whole game engine. It's main job is to manage main parts of the gameplay,
|
|
* like loading levels and checking for win conditions, but it's also a place where all things that don't fit
|
|
* elsewhere have landed.
|
|
*
|
|
* \todo In the future, it would be nice to refactor this class to remove as much unrelated stuff as possible
|
|
*
|
|
* \nosubgrouping
|
|
*/
|
|
class CRobotMain : public CSingleton<CRobotMain>
|
|
{
|
|
public:
|
|
CRobotMain();
|
|
virtual ~CRobotMain();
|
|
|
|
Gfx::CCamera* GetCamera();
|
|
Gfx::CTerrain* GetTerrain();
|
|
Ui::CInterface* GetInterface();
|
|
Ui::CDisplayText* GetDisplayText();
|
|
CPauseManager* GetPauseManager();
|
|
|
|
/**
|
|
* \name Phase management
|
|
*/
|
|
//@{
|
|
void ChangePhase(Phase phase);
|
|
bool ProcessEvent(Event &event);
|
|
Phase GetPhase();
|
|
//@}
|
|
|
|
//! Load the scene for apperance customization
|
|
void ScenePerso();
|
|
|
|
void SetMovieLock(bool lock);
|
|
bool GetMovieLock();
|
|
bool GetInfoLock();
|
|
void SetSatComLock(bool lock);
|
|
bool GetSatComLock();
|
|
void SetEditLock(bool lock, bool edit);
|
|
bool GetEditLock();
|
|
void SetEditFull(bool full);
|
|
bool GetEditFull();
|
|
void SetFriendAim(bool friendAim);
|
|
bool GetFriendAim();
|
|
|
|
//! \name Simulation speed management
|
|
//@{
|
|
void SetSpeed(float speed);
|
|
float GetSpeed();
|
|
//@}
|
|
|
|
//! \brief Create the shortcuts at the top of the screen, if they should be visible
|
|
//! \see CMainShort::CreateShortcuts
|
|
bool CreateShortcuts();
|
|
//! \brief Update the shortcuts at the top of the screen
|
|
//! \see CMainShort::UpdateShortcuts
|
|
void UpdateShortcuts();
|
|
//! Find the astronaut (::OBJECT_HUMAN) object
|
|
CObject* SearchHuman();
|
|
/**
|
|
* \brief Select an object
|
|
* \param obj Object to select
|
|
* \param displayError If true and the object is currently in error state, automatically display the error message
|
|
*
|
|
* \note This function automatically adds objects to selection history (see PushToSelectionHistory())
|
|
*/
|
|
bool SelectObject(CObject* obj, bool displayError=true);
|
|
//! Return the object that was selected at the start of the scene
|
|
CObject* GetSelectObject();
|
|
//! Deselect currently selected object
|
|
//! \return Object that was deselected
|
|
CObject* DeselectAll();
|
|
|
|
void ResetObject();
|
|
void UpdateAudio(bool frame);
|
|
void SetMissionResultFromScript(Error result, float delay);
|
|
Error CheckEndMission(bool frame);
|
|
Error ProcessEndMissionTake();
|
|
Error ProcessEndMissionTakeForGroup(std::vector<CSceneEndCondition*>& endTakes);
|
|
const std::map<std::string, MinMax>& GetObligatoryTokenList();
|
|
void UpdateMap();
|
|
bool GetShowMap();
|
|
|
|
MainMovieType GetMainMovie();
|
|
|
|
void FlushDisplayInfo();
|
|
void StartDisplayInfo(int index, bool movie);
|
|
void StartDisplayInfo(const std::string& filename, int index);
|
|
void StopDisplayInfo();
|
|
char* GetDisplayInfoName(int index);
|
|
|
|
void StartSuspend();
|
|
void StopSuspend();
|
|
|
|
float GetGameTime();
|
|
|
|
const std::string& GetScriptName();
|
|
const std::string& GetScriptFile();
|
|
bool GetTrainerPilot();
|
|
bool GetFixScene();
|
|
bool GetShowSoluce();
|
|
bool GetSceneSoluce();
|
|
bool GetShowAll();
|
|
bool GetRadar();
|
|
MissionType GetMissionType();
|
|
|
|
int GetGamerFace();
|
|
int GetGamerGlasses();
|
|
bool GetGamerOnlyHead();
|
|
float GetPersoAngle();
|
|
|
|
void SetLevel(LevelCategory cat, int chap, int rank);
|
|
LevelCategory GetLevelCategory();
|
|
int GetLevelChap();
|
|
int GetLevelRank();
|
|
std::string GetCustomLevelDir();
|
|
void SetReadScene(std::string path);
|
|
void UpdateChapterPassed();
|
|
|
|
void StartMusic();
|
|
void UpdatePause(PauseType pause);
|
|
void UpdatePauseMusic(PauseMusic music);
|
|
void ClearInterface();
|
|
void ChangeColor();
|
|
|
|
bool FreeSpace(Math::Vector ¢er, float minRadius, float maxRadius, float space, CObject *exclu);
|
|
bool FlatFreeSpace(Math::Vector ¢er, float minFlat, float minRadius, float maxRadius, float space, CObject *exclu);
|
|
//! \name In-world indicators
|
|
//@{
|
|
float GetFlatZoneRadius(Math::Vector center, float maxRadius, CObject *exclu);
|
|
void HideDropZone(CObject* metal);
|
|
void ShowDropZone(CObject* metal, CObject* transporter);
|
|
void FlushShowLimit(int i);
|
|
void SetShowLimit(int i, Gfx::ParticleType parti, CObject *obj, Math::Vector pos,
|
|
float radius, float duration=SHOWLIMITTIME);
|
|
void StartShowLimit();
|
|
void FrameShowLimit(float rTime);
|
|
//@}
|
|
|
|
void SaveAllScript();
|
|
void SaveOneScript(CObject *obj);
|
|
bool SaveFileStack(CObject *obj, FILE *file, int objRank);
|
|
bool ReadFileStack(CObject *obj, FILE *file, int objRank);
|
|
|
|
//! Return list of scripts to load to robot created in BotFactory
|
|
std::vector<std::string> GetNewScriptNames(ObjectType type);
|
|
|
|
void SelectPlayer(std::string playerName);
|
|
CPlayerProfile* GetPlayerProfile();
|
|
|
|
/**
|
|
* \name Saved game read/write
|
|
*/
|
|
//@{
|
|
bool IOIsBusy();
|
|
bool IOWriteScene(std::string filename, std::string filecbot, std::string filescreenshot, const std::string& info, bool emergencySave = false);
|
|
void IOWriteSceneFinished();
|
|
CObject* IOReadScene(std::string filename, std::string filecbot);
|
|
void IOWriteObject(CLevelParserLine *line, CObject* obj, const std::string& programDir, int objRank);
|
|
CObject* IOReadObject(CLevelParserLine *line, const std::string& programDir, const std::string& objCounterText, float objectProgress, int objRank = -1);
|
|
//@}
|
|
|
|
int CreateSpot(Math::Vector pos, Gfx::Color color);
|
|
|
|
//! Find the currently selected object
|
|
CObject* GetSelect();
|
|
|
|
void DisplayError(Error err, CObject* pObj, float time=10.0f);
|
|
void DisplayError(Error err, Math::Vector goal, float height=15.0f, float dist=60.0f, float time=10.0f);
|
|
|
|
void UpdateCustomLevelList();
|
|
std::string GetCustomLevelName(int id);
|
|
const std::vector<std::string>& GetCustomLevelList();
|
|
|
|
//! Returns true if the game is on the loading screen
|
|
bool IsLoading();
|
|
|
|
void StartMissionTimer();
|
|
|
|
/**
|
|
* \name Autosave management
|
|
*/
|
|
//@{
|
|
void SetAutosave(bool enable);
|
|
bool GetAutosave();
|
|
void SetAutosaveInterval(int interval);
|
|
int GetAutosaveInterval();
|
|
void SetAutosaveSlots(int slots);
|
|
int GetAutosaveSlots();
|
|
//@}
|
|
|
|
//! Enable mode where completing mission closes the game
|
|
void SetExitAfterMission(bool exit);
|
|
|
|
//! Returns true if player can interact with things manually
|
|
bool CanPlayerInteract();
|
|
|
|
/**
|
|
* \name Team definition management
|
|
*/
|
|
//@{
|
|
//! Returns team name for the given team id
|
|
const std::string& GetTeamName(int id);
|
|
|
|
//! Returns true if team-specific colored texture is available
|
|
bool IsTeamColorDefined(int id);
|
|
//@}
|
|
|
|
/**
|
|
* \name EnableBuild/EnableResearch/DoneResearch
|
|
* Management of enabled buildings, enabled researches, and completed researches
|
|
*/
|
|
//@{
|
|
/**
|
|
* \brief Get enabled buildings
|
|
* \return Bitmask of BuildType values
|
|
*/
|
|
int GetEnableBuild();
|
|
/**
|
|
* \brief Set enabled buildings
|
|
* \param enableBuild Bitmask of BuildType values
|
|
*/
|
|
void SetEnableBuild(int enableBuild);
|
|
|
|
/**
|
|
* \brief Get enabled researches
|
|
* \return Bitmask of ResearchType values
|
|
*/
|
|
int GetEnableResearch();
|
|
/**
|
|
* \brief Set enabled researches
|
|
* \param enableResearch Bitmask of ResearchType values
|
|
*/
|
|
void SetEnableResearch(int enableResearch);
|
|
/**
|
|
* \brief Get done researches
|
|
* \param team Team to get researches for
|
|
* \return Bitmask of ResearchType values
|
|
*/
|
|
int GetDoneResearch(int team = 0);
|
|
/**
|
|
* \brief Set done researches
|
|
* \param doneResearch Bitmask of ResearchType values
|
|
* \param team Team to set researches for
|
|
*/
|
|
void SetDoneResearch(int doneResearch, int team = 0);
|
|
|
|
//! \brief Check if the given building is enabled
|
|
bool IsBuildingEnabled(BuildType type);
|
|
//! \brief Check if the given building is enabled
|
|
bool IsBuildingEnabled(ObjectType type);
|
|
//! \brief Check if the given research is enabled
|
|
bool IsResearchEnabled(ResearchType type);
|
|
//! \brief Check if the given research is done
|
|
bool IsResearchDone(ResearchType type, int team);
|
|
//! \brief Mark given research as done
|
|
void MarkResearchDone(ResearchType type, int team);
|
|
|
|
/**
|
|
* \brief Check if all requirements to build this object are met (EnableBuild + DoneResearch)
|
|
* \return true if the building can be built, false otherwise
|
|
* \see CanBuildError() for a version which returns a specific reason for the build being denied
|
|
*/
|
|
inline bool CanBuild(ObjectType type, int team)
|
|
{
|
|
return CanBuildError(type, team) == ERR_OK;
|
|
}
|
|
/**
|
|
* \brief Check if all requirements to build this object are met (EnableBuild + DoneResearch)
|
|
* \return One of Error values - ::ERR_OK if the building can be built, ::ERR_BUILD_DISABLED or ::ERR_BUILD_RESEARCH otherwise
|
|
* \see CanBuild() for a version which returns a boolean
|
|
*/
|
|
Error CanBuildError(ObjectType type, int team);
|
|
|
|
/**
|
|
* \brief Check if all requirements to build this object in BotFactory are met (DoneResearch)
|
|
* \return true if the robot can be built, false otherwise
|
|
* \see CanFactoryError() for a version which returns a specific reason for the build being denied
|
|
*/
|
|
inline bool CanFactory(ObjectType type, int team)
|
|
{
|
|
return CanFactoryError(type, team) == ERR_OK;
|
|
}
|
|
/**
|
|
* \brief Check if all requirements to build this object in BotFactory are met (DoneResearch)
|
|
* \return One of Error values - ::ERR_OK if the robot can be built, ::ERR_BUILD_DISABLED or ::ERR_BUILD_RESEARCH otherwise
|
|
* \see CanFactory() for a version which returns a boolean
|
|
*/
|
|
Error CanFactoryError(ObjectType type, int team);
|
|
//@}
|
|
|
|
void RemoveFromSelectionHistory(CObject* object);
|
|
|
|
//! Returns global magnifyDamage setting
|
|
float GetGlobalMagnifyDamage();
|
|
|
|
void StartDetectEffect(COldObject* object, CObject* target);
|
|
|
|
//! Enable crash sphere debug rendering
|
|
void SetDebugCrashSpheres(bool draw);
|
|
//! Check if crash sphere debug rendering is enabled
|
|
bool GetDebugCrashSpheres();
|
|
|
|
protected:
|
|
bool EventFrame(const Event &event);
|
|
bool EventObject(const Event &event);
|
|
void InitEye();
|
|
|
|
void ShowSaveIndicator(bool show);
|
|
|
|
void CreateScene(bool soluce, bool fixScene, bool resetObject);
|
|
void ResetCreate();
|
|
|
|
void LevelLoadingError(const std::string& error, const std::runtime_error& exception, Phase exitPhase = PHASE_LEVEL_LIST);
|
|
|
|
int CreateLight(Math::Vector direction, Gfx::Color color);
|
|
void HiliteClear();
|
|
void HiliteObject(Math::Point pos);
|
|
void HiliteFrame(float rTime);
|
|
void CreateTooltip(Math::Point pos, const std::string& text);
|
|
void ClearTooltip();
|
|
CObject* DetectObject(Math::Point pos);
|
|
void ChangeCamera();
|
|
void AbortMovie();
|
|
//! \brief Select an object, without deselecting the previous one
|
|
void SelectOneObject(CObject* obj, bool displayError=true);
|
|
void HelpObject();
|
|
//! \brief Switch to previous object
|
|
//! \see PopFromSelectionHistory()
|
|
bool DeselectObject();
|
|
void DeleteAllObjects();
|
|
void UpdateInfoText();
|
|
void StartDisplayVisit(EventType event);
|
|
void FrameVisit(float rTime);
|
|
void StopDisplayVisit();
|
|
void ExecuteCmd(const std::string& cmd);
|
|
void UpdateSpeedLabel();
|
|
|
|
void AutosaveRotate();
|
|
void Autosave();
|
|
bool DestroySelectedObject();
|
|
void PushToSelectionHistory(CObject* obj);
|
|
CObject* PopFromSelectionHistory();
|
|
|
|
//! \name Code battle interface
|
|
//@{
|
|
void CreateCodeBattleInterface();
|
|
void DestroyCodeBattleInterface();
|
|
void SetCodeBattleSpectatorMode(bool mode);
|
|
//@}
|
|
|
|
void UpdateDebugCrashSpheres();
|
|
|
|
//! Adds element to the beginning of command history
|
|
void PushToCommandHistory(std::string obj);
|
|
//! Returns next/previous element from command history and updates index
|
|
//@{
|
|
std::string GetNextFromCommandHistory();
|
|
std::string GetPreviousFromCommandHistory();
|
|
//@}
|
|
|
|
protected:
|
|
CApplication* m_app = nullptr;
|
|
CEventQueue* m_eventQueue = nullptr;
|
|
Gfx::CEngine* m_engine = nullptr;
|
|
Gfx::CParticle* m_particle = nullptr;
|
|
Gfx::CWater* m_water = nullptr;
|
|
Gfx::CCloud* m_cloud = nullptr;
|
|
Gfx::CLightning* m_lightning = nullptr;
|
|
Gfx::CPlanet* m_planet = nullptr;
|
|
Gfx::COldModelManager* m_oldModelManager = nullptr;
|
|
Gfx::CLightManager* m_lightMan = nullptr;
|
|
CSoundInterface* m_sound = nullptr;
|
|
CInput* m_input = nullptr;
|
|
std::unique_ptr<CObjectManager> m_objMan;
|
|
std::unique_ptr<CMainMovie> m_movie;
|
|
std::unique_ptr<CPauseManager> m_pause;
|
|
std::unique_ptr<Gfx::CModelManager> m_modelManager;
|
|
std::unique_ptr<Gfx::CTerrain> m_terrain;
|
|
std::unique_ptr<Gfx::CCamera> m_camera;
|
|
std::unique_ptr<Ui::CMainUserInterface> m_ui;
|
|
std::unique_ptr<Ui::CMainShort> m_short;
|
|
std::unique_ptr<Ui::CMainMap> m_map;
|
|
std::unique_ptr<Ui::CInterface> m_interface;
|
|
std::unique_ptr<Ui::CDisplayInfo> m_displayInfo;
|
|
std::unique_ptr<Ui::CDisplayText> m_displayText;
|
|
std::unique_ptr<Ui::CDebugMenu> m_debugMenu;
|
|
std::unique_ptr<CSettings> m_settings;
|
|
|
|
//! Progress of loaded player
|
|
std::unique_ptr<CPlayerProfile> m_playerProfile;
|
|
|
|
|
|
//! Time since level start, including pause and intro movie
|
|
float m_time = 0.0f;
|
|
//! Playing time since level start
|
|
float m_gameTime = 0.0f;
|
|
//! Playing time since level start, not dependent on simulation speed
|
|
float m_gameTimeAbsolute = 0.0f;
|
|
|
|
LevelCategory m_levelCategory;
|
|
int m_levelChap = 0;
|
|
int m_levelRank = 0;
|
|
//! if set, loads this file instead of building from category/chap/rank
|
|
std::string m_levelFile = "";
|
|
std::string m_sceneReadPath;
|
|
|
|
float m_winDelay = 0.0f;
|
|
float m_lostDelay = 0.0f;
|
|
bool m_fixScene = false; // scene fixed, no interraction
|
|
CObject* m_base = nullptr; // OBJECT_BASE exists in mission
|
|
CObject* m_selectObject = nullptr;
|
|
|
|
Phase m_phase = PHASE_WELCOME1;
|
|
ActivePause* m_userPause = nullptr;
|
|
ActivePause* m_focusPause = nullptr;
|
|
ActivePause* m_freePhotoPause = nullptr;
|
|
bool m_cmdEdit = false;
|
|
ActivePause* m_cmdEditPause = nullptr;
|
|
bool m_cheatSelectInsect = false;
|
|
bool m_cheatShowSoluce = false;
|
|
bool m_cheatAllMission = false;
|
|
bool m_cheatRadar = false;
|
|
bool m_shortCut = false;
|
|
std::string m_audioTrack;
|
|
bool m_audioRepeat = false;
|
|
std::string m_satcomTrack;
|
|
bool m_satcomRepeat = false;
|
|
std::string m_editorTrack;
|
|
bool m_editorRepeat = false;
|
|
int m_movieInfoIndex = 0;
|
|
|
|
CObject* m_controller = nullptr;
|
|
|
|
MissionType m_missionType = MISSION_NORMAL;
|
|
bool m_immediatSatCom = false; // SatCom immediately?
|
|
bool m_beginSatCom = false; // messages SatCom poster?
|
|
bool m_lockedSatCom = false; // SatCom locked?
|
|
bool m_movieLock = false; // movie in progress?
|
|
bool m_satComLock = false; // call of SatCom is possible?
|
|
bool m_editLock = false; // edition in progress?
|
|
bool m_editFull = false; // edition in full screen?
|
|
bool m_hilite = false;
|
|
bool m_cheatTrainerPilot = false; // remote trainer?
|
|
bool m_friendAim = false;
|
|
bool m_resetCreate = false;
|
|
bool m_mapShow = false;
|
|
bool m_mapImage = false;
|
|
char m_mapFilename[100] = {};
|
|
|
|
ActivePause* m_suspend = nullptr;
|
|
|
|
Math::Point m_tooltipPos;
|
|
std::string m_tooltipName;
|
|
float m_tooltipTime = 0.0f;
|
|
|
|
char m_infoFilename[SATCOM_MAX][100] = {}; // names of text files
|
|
CObject* m_infoObject = nullptr;
|
|
int m_infoUsed = 0;
|
|
ActivePause* m_satcomMoviePause = nullptr;
|
|
|
|
std::string m_scriptName = "";
|
|
std::string m_scriptFile = "";
|
|
std::string m_endingWin = "";
|
|
std::string m_endingLost = "";
|
|
bool m_winTerminate = false;
|
|
|
|
float m_globalMagnifyDamage = 0.0f;
|
|
|
|
bool m_exitAfterMission = false;
|
|
|
|
bool m_codeBattleInit = false;
|
|
bool m_codeBattleStarted = false;
|
|
//! Code battle spectator mode, hides object UI, changes camera to CAM_TYPE_PLANE and allows for switching to free camera by clicking outside of any object
|
|
bool m_codeBattleSpectator = true;
|
|
|
|
std::map<int, std::string> m_teamNames;
|
|
|
|
std::vector<NewScriptName> m_newScriptName;
|
|
|
|
EventType m_visitLast = EVENT_NULL;
|
|
CObject* m_visitObject = nullptr;
|
|
CObject* m_visitArrow = nullptr;
|
|
float m_visitTime = 0.0f;
|
|
float m_visitParticle = 0.0f;
|
|
Math::Vector m_visitPos;
|
|
Math::Vector m_visitPosArrow;
|
|
ActivePause* m_visitPause = nullptr;
|
|
|
|
std::vector<std::unique_ptr<CSceneEndCondition>> m_endTake;
|
|
//! If true, the mission ends immediately after completing the requirements without requiring SpaceShip takeoff
|
|
bool m_endTakeImmediat = false;
|
|
long m_endTakeResearch = 0;
|
|
float m_endTakeWinDelay = 0.0f;
|
|
float m_endTakeLostDelay = 0.0f;
|
|
|
|
std::vector<std::unique_ptr<CAudioChangeCondition>> m_audioChange;
|
|
|
|
std::map<std::string, MinMax> m_obligatoryTokens;
|
|
|
|
//! Enabled buildings
|
|
int m_build = 0;
|
|
//! Available researches
|
|
long m_researchEnable = 0;
|
|
//! Done researches for each team
|
|
std::map<int, int> m_researchDone;
|
|
|
|
Error m_missionResult = ERR_OK;
|
|
//! true if m_missionResult has been set by LevelController script, this disables normal EndMissionTake processing
|
|
bool m_missionResultFromScript = false;
|
|
|
|
ShowLimit m_showLimit[MAXSHOWLIMIT];
|
|
|
|
std::map<int, Gfx::Color> m_colorNewBot;
|
|
Gfx::Color m_colorNewAlien;
|
|
Gfx::Color m_colorNewGreen;
|
|
Gfx::Color m_colorNewWater;
|
|
float m_colorShiftWater = 0.0f;
|
|
|
|
bool m_missionTimerEnabled = false;
|
|
bool m_missionTimerStarted = false;
|
|
float m_missionTimer = 0.0f;
|
|
|
|
bool m_autosave = false;
|
|
int m_autosaveInterval = 0;
|
|
int m_autosaveSlots = 0;
|
|
float m_autosaveLast = 0.0f;
|
|
|
|
int m_shotSaving = 0;
|
|
|
|
std::deque<CObject*> m_selectionHistory;
|
|
bool m_debugCrashSpheres;
|
|
|
|
//! Cheat console command history
|
|
std::deque<std::string> m_commandHistory;
|
|
//! Index of currently selected element in command history
|
|
int m_commandHistoryIndex;
|
|
};
|