528 lines
16 KiB
C++
528 lines
16 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 object/robotmain.h
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* \brief CRobotMain - main class of Colobot game engine
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*/
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#pragma once
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#include "common/global.h"
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#include "common/singleton.h"
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#include "graphics/engine/particle.h"
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#include "object/object.h"
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#include "object/drive_type.h"
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#include "object/tool_type.h"
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#include "object/mainmovie.h"
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#include "object/mission_type.h"
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#include "app/pausemanager.h"
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#include <stdio.h>
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enum Phase
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{
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PHASE_INIT,
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PHASE_TERM,
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PHASE_NAME,
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PHASE_PERSO,
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PHASE_TRAINER,
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PHASE_DEFI,
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PHASE_MISSION,
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PHASE_FREE,
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PHASE_USER,
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PHASE_LOADING,
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PHASE_SIMUL,
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PHASE_MODEL,
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PHASE_SETUPd,
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PHASE_SETUPg,
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PHASE_SETUPp,
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PHASE_SETUPc,
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PHASE_SETUPs,
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PHASE_SETUPds,
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PHASE_SETUPgs,
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PHASE_SETUPps,
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PHASE_SETUPcs,
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PHASE_SETUPss,
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PHASE_WRITE,
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PHASE_READ,
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PHASE_WRITEs,
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PHASE_READs,
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PHASE_WIN,
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PHASE_LOST,
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PHASE_WELCOME1,
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PHASE_WELCOME2,
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PHASE_WELCOME3,
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PHASE_GENERIC,
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};
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class CController;
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class CEventQueue;
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class CSoundInterface;
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class CLevelParserLine;
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class CInput;
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class CObjectManager;
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class CSceneEndCondition;
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class CAudioChangeCondition;
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namespace Gfx {
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class CEngine;
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class CLightManager;
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class CWater;
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class CCloud;
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class CLightning;
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class CPlanet;
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class CTerrain;
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}
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namespace Ui {
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class CMainDialog;
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class CMainShort;
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class CMainMap;
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class CInterface;
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class CDisplayText;
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class CDisplayInfo;
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}
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const int MAXNEWSCRIPTNAME = 20;
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struct NewScriptName
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{
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bool used;
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ObjectType type;
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char name[40];
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};
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const int MAXSHOWLIMIT = 5;
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const int MAXSHOWPARTI = 200;
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const float SHOWLIMITTIME = 20.0f;
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struct ShowLimit
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{
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bool used;
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Math::Vector pos;
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float radius;
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int total;
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int parti[MAXSHOWPARTI];
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CObject* link;
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float duration;
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float time;
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};
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const int SATCOM_HUSTON = 0;
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const int SATCOM_SAT = 1;
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const int SATCOM_OBJECT = 2;
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const int SATCOM_LOADING = 3;
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const int SATCOM_PROG = 4;
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const int SATCOM_SOLUCE = 5;
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const int SATCOM_MAX = 6;
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class CRobotMain : public CSingleton<CRobotMain>
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{
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public:
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CRobotMain(CController* controller);
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virtual ~CRobotMain();
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void Create(bool loadProfile = true);
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Gfx::CCamera* GetCamera();
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Gfx::CTerrain* GetTerrain();
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Ui::CInterface* GetInterface();
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Ui::CDisplayText* GetDisplayText();
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void CreateIni();
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void LoadIni();
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void ResetAfterDeviceChanged();
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void ChangePhase(Phase phase);
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bool ProcessEvent(Event &event);
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bool CreateShortcuts();
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void ScenePerso();
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void SetMovieLock(bool lock);
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bool GetMovieLock();
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bool GetInfoLock();
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void SetSatComLock(bool lock);
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bool GetSatComLock();
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void SetEditLock(bool lock, bool edit);
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bool GetEditLock();
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void SetEditFull(bool full);
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bool GetEditFull();
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bool GetFreePhoto();
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void SetFriendAim(bool friendAim);
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bool GetFriendAim();
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void SetTracePrecision(float factor);
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float GetTracePrecision();
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void ChangePause(PauseType pause);
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void SetSpeed(float speed);
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float GetSpeed();
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void UpdateShortcuts();
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void SelectHuman();
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CObject* SearchHuman();
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CObject* SearchToto();
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CObject* SearchNearest(Math::Vector pos, CObject* pExclu);
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bool SelectObject(CObject* pObj, bool displayError=true);
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CObject* GetSelectObject();
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CObject* DeselectAll();
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bool DeleteObject();
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void ResetObject();
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void ResetCreate();
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void UpdateAudio(bool frame);
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void SetEndMission(Error result, float delay);
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Error CheckEndMission(bool frame);
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int GetObligatoryToken();
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char* GetObligatoryToken(int i);
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int IsObligatoryToken(const char* token);
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bool IsProhibitedToken(const char* token);
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void UpdateMap();
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bool GetShowMap();
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MainMovieType GetMainMovie();
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void FlushDisplayInfo();
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void StartDisplayInfo(int index, bool movie);
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void StartDisplayInfo(const char *filename, int index);
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void StopDisplayInfo();
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char* GetDisplayInfoName(int index);
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int GetDisplayInfoPosition(int index);
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void SetDisplayInfoPosition(int index, int pos);
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void StartSuspend();
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void StopSuspend();
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float GetGameTime();
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void SetFontSize(float size);
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float GetFontSize();
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void SetWindowPos(Math::Point pos);
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Math::Point GetWindowPos();
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void SetWindowDim(Math::Point dim);
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Math::Point GetWindowDim();
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void SetIOPublic(bool mode);
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bool GetIOPublic();
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void SetIOPos(Math::Point pos);
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Math::Point GetIOPos();
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void SetIODim(Math::Point dim);
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Math::Point GetIODim();
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char* GetTitle();
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char* GetResume();
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char* GetScriptName();
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char* GetScriptFile();
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bool GetTrainerPilot();
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bool GetFixScene();
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bool GetGlint();
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bool GetSoluce4();
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bool GetMovies();
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bool GetNiceReset();
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bool GetHimselfDamage();
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bool GetShowSoluce();
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bool GetSceneSoluce();
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bool GetShowAll();
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bool GetRadar();
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const char* GetSavegameDir();
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const char* GetPublicDir();
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const char* GetFilesDir();
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MissionType GetMissionType();
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void SetGamerName(const char *name);
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char* GetGamerName();
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int GetGamerFace();
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int GetGamerGlasses();
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bool GetGamerOnlyHead();
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float GetPersoAngle();
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char* GetSceneName();
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int GetSceneRank();
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void StartMusic();
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void StartPauseMusic(PauseType pause);
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void ClearInterface();
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void ChangeColor();
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float SearchNearestObject(Math::Vector center, CObject *exclu);
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bool FreeSpace(Math::Vector ¢er, float minRadius, float maxRadius, float space, CObject *exclu);
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float GetFlatZoneRadius(Math::Vector center, float maxRadius, CObject *exclu);
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void HideDropZone(CObject* metal);
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void ShowDropZone(CObject* metal, CObject* transporter);
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void FlushShowLimit(int i);
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void SetShowLimit(int i, Gfx::ParticleType parti, CObject *pObj, Math::Vector pos,
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float radius, float duration=SHOWLIMITTIME);
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void AdjustShowLimit(int i, Math::Vector pos);
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void StartShowLimit();
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void FrameShowLimit(float rTime);
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void CompileScript(bool soluce);
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void LoadOneScript(CObject *pObj, int &nerror);
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void LoadFileScript(CObject *pObj, const char* filename, int objRank, int &nerror);
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void SaveAllScript();
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void SaveOneScript(CObject *pObj);
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void SaveFileScript(CObject *pObj, const char* filename, int objRank);
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bool SaveFileStack(CObject *pObj, FILE *file, int objRank);
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bool ReadFileStack(CObject *pObj, FILE *file, int objRank);
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bool FlushNewScriptName();
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bool AddNewScriptName(ObjectType type, char *name);
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char* GetNewScriptName(ObjectType type, int rank);
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void WriteFreeParam();
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void ReadFreeParam();
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bool IsBusy();
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bool IOWriteScene(const char *filename, const char *filecbot, char *info);
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CObject* IOReadScene(const char *filename, const char *filecbot);
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void IOWriteObject(CLevelParserLine *line, CObject* obj);
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CObject* IOReadObject(CLevelParserLine *line, const char* filename, int objRank);
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int CreateSpot(Math::Vector pos, Gfx::Color color);
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CObject* GetSelect();
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void DisplayError(Error err, CObject* pObj, float time=10.0f);
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void DisplayError(Error err, Math::Vector goal, float height=15.0f, float dist=60.0f, float time=10.0f);
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std::string& GetUserLevelName(int id);
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void StartMissionTimer();
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void SetAutosave(bool enable);
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bool GetAutosave();
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void SetAutosaveInterval(int interval);
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int GetAutosaveInterval();
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void SetAutosaveSlots(int slots);
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int GetAutosaveSlots();
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//! Enable mode where completing mission closes the game
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void SetExitAfterMission(bool exit);
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//! Returns true if player can interact with things manually
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bool CanPlayerInteract();
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protected:
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bool EventFrame(const Event &event);
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bool EventObject(const Event &event);
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void InitEye();
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void CreateScene(bool soluce, bool fixScene, bool resetObject);
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Math::Vector LookatPoint(Math::Vector eye, float angleH, float angleV, float length);
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int CreateLight(Math::Vector direction, Gfx::Color color);
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void HiliteClear();
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void HiliteObject(Math::Point pos);
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void HiliteFrame(float rTime);
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void CreateTooltip(Math::Point pos, const std::string& text);
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void ClearTooltip();
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CObject* DetectObject(Math::Point pos);
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void ChangeCamera();
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void RemoteCamera(float pan, float zoom, float rTime);
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void KeyCamera(EventType event, InputSlot key);
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void AbortMovie();
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bool IsSelectable(CObject* pObj);
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void SelectOneObject(CObject* pObj, bool displayError=true);
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void HelpObject();
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bool DeselectObject();
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void DeleteAllObjects();
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void UpdateInfoText();
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CObject* SearchObject(ObjectType type);
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void StartDisplayVisit(EventType event);
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void FrameVisit(float rTime);
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void StopDisplayVisit();
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void ExecuteCmd(char *cmd);
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bool TestGadgetQuantity(int rank);
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void UpdateSpeedLabel();
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int AutosaveRotate(bool freeOne);
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void Autosave();
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protected:
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CController* m_ctrl;
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CApplication* m_app;
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CObjectManager* m_objMan;
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CEventQueue* m_eventQueue;
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CMainMovie* m_movie;
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Gfx::CEngine* m_engine;
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Gfx::CParticle* m_particle;
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Gfx::CWater* m_water;
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Gfx::CCloud* m_cloud;
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Gfx::CLightning* m_lightning;
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Gfx::CPlanet* m_planet;
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Gfx::CModelManager* m_modelManager;
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Gfx::CLightManager* m_lightMan;
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Gfx::CTerrain* m_terrain;
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Gfx::CCamera* m_camera;
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Ui::CMainDialog* m_dialog;
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Ui::CMainShort* m_short;
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Ui::CMainMap* m_map;
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Ui::CInterface* m_interface;
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Ui::CDisplayText* m_displayText;
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Ui::CDisplayInfo* m_displayInfo;
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CSoundInterface* m_sound;
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CPauseManager* m_pause;
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CInput* m_input;
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float m_time;
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float m_gameTime;
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float m_winDelay;
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float m_lostDelay;
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bool m_fixScene; // scene fixed, no interraction
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CObject* m_base; // OBJECT_BASE exists in mission
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Math::Point m_lastMousePos;
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CObject* m_selectObject;
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Phase m_phase;
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int m_cameraRank;
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Gfx::Color m_color;
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bool m_freePhoto;
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bool m_cmdEdit;
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bool m_selectInsect;
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bool m_showSoluce;
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bool m_showAll;
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bool m_cheatRadar;
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bool m_shortCut;
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std::string m_audioTrack;
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bool m_audioRepeat;
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std::string m_satcomTrack;
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bool m_satcomRepeat;
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std::string m_editorTrack;
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bool m_editorRepeat;
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int m_delayWriteMessage;
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int m_movieInfoIndex;
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CObject* m_controller;
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MissionType m_missionType;
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bool m_immediatSatCom; // SatCom immediately?
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bool m_beginSatCom; // messages SatCom poster?
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bool m_lockedSatCom; // SatCom locked?
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bool m_movieLock; // movie in progress?
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bool m_satComLock; // call of SatCom is possible?
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bool m_editLock; // edition in progress?
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bool m_editFull; // edition in full screen?
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bool m_hilite;
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bool m_trainerPilot; // remote trainer?
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bool m_suspend;
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bool m_friendAim;
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bool m_resetCreate;
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bool m_mapShow;
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bool m_mapImage;
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char m_mapFilename[100];
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Math::Point m_tooltipPos;
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std::string m_tooltipName;
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float m_tooltipTime;
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char m_infoFilename[SATCOM_MAX][100]; // names of text files
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CObject* m_infoObject;
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int m_infoIndex;
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int m_infoPos[SATCOM_MAX];
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int m_infoUsed;
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char m_title[100];
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char m_resume[500];
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char m_scriptName[100];
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char m_scriptFile[100];
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int m_endingWinRank;
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int m_endingLostRank;
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bool m_winTerminate;
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bool m_exitAfterMission;
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bool m_codeBattleInit;
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bool m_codeBattleStarted;
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float m_fontSize;
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Math::Point m_windowPos;
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Math::Point m_windowDim;
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bool m_IOPublic;
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Math::Point m_IOPos;
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Math::Point m_IODim;
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NewScriptName m_newScriptName[MAXNEWSCRIPTNAME];
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float m_cameraPan;
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float m_cameraZoom;
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EventType m_visitLast;
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CObject* m_visitObject;
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CObject* m_visitArrow;
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float m_visitTime;
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float m_visitParticle;
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Math::Vector m_visitPos;
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Math::Vector m_visitPosArrow;
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std::vector<std::unique_ptr<CSceneEndCondition>> m_endTake;
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long m_endTakeResearch;
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bool m_endTakeNever;
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float m_endTakeWinDelay;
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float m_endTakeLostDelay;
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std::vector<std::unique_ptr<CAudioChangeCondition>> m_audioChange;
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int m_obligatoryTotal;
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char m_obligatoryToken[100][20];
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int m_prohibitedTotal;
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char m_prohibitedToken[100][20];
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std::string m_gamerName;
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int m_freeBuild; // constructible buildings
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int m_freeResearch; // researches possible
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Error m_missionResult;
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ShowLimit m_showLimit[MAXSHOWLIMIT];
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Gfx::Color m_colorRefBot;
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Gfx::Color m_colorNewBot;
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Gfx::Color m_colorRefAlien;
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Gfx::Color m_colorNewAlien;
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Gfx::Color m_colorRefGreen;
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Gfx::Color m_colorNewGreen;
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Gfx::Color m_colorRefWater;
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Gfx::Color m_colorNewWater;
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float m_colorShiftWater;
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bool m_missionTimerEnabled;
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bool m_missionTimerStarted;
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float m_missionTimer;
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bool m_autosave;
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int m_autosaveInterval;
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int m_autosaveSlots;
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float m_autosaveLast;
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};
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