colobot/src/object/object.h

776 lines
23 KiB
C++

// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// *
// * 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://www.gnu.org/licenses/.
// object.h
#pragma once
#include "graphics/d3d/d3dengine.h"
#include "graphics/common/camera.h"
#include "sound/sound.h"
class CInstanceManager;
class CLight;
class CTerrain;
class CWater;
class CParticule;
class CPhysics;
class CBrain;
class CMotion;
class CAuto;
class CDisplayText;
class CRobotMain;
class CBotVar;
class CScript;
// The father of all parts must always be the part number zero!
const int OBJECTMAXPART = 40;
const int MAXCRASHSPHERE = 40;
const int OBJECTMAXDESELLIST = 10;
const int OBJECTMAXINFO = 10;
const int OBJECTMAXCMDLINE = 20;
enum ObjectType
{
OBJECT_NULL = 0, // object destroyed
OBJECT_FIX = 1, // stationary scenery
OBJECT_PORTICO = 2, // gantry
OBJECT_BASE = 3, // great main base
OBJECT_DERRICK = 4, // derrick set
OBJECT_FACTORY = 5, // factory set
OBJECT_STATION = 6, // recharging station
OBJECT_CONVERT = 7, // converter station
OBJECT_REPAIR = 8, // reparation
OBJECT_TOWER = 9, // defense tower
OBJECT_NEST = 10, // nest
OBJECT_RESEARCH = 11, // research center
OBJECT_RADAR = 12, // radar
OBJECT_ENERGY = 13, // energy factory
OBJECT_LABO = 14, // analytical laboratory for insect
OBJECT_NUCLEAR = 15, // nuclear power plant
OBJECT_START = 16, // starting
OBJECT_END = 17, // finish
OBJECT_INFO = 18, // information terminal
OBJECT_PARA = 19, // lightning conductor
OBJECT_TARGET1 = 20, // gate target
OBJECT_TARGET2 = 21, // center target
OBJECT_SAFE = 22, // safe
OBJECT_HUSTON = 23, // control centre
OBJECT_DESTROYER = 24, // destroyer
OBJECT_FRET = 30, // transportable
OBJECT_STONE = 31, // stone
OBJECT_URANIUM = 32, // uranium
OBJECT_METAL = 33, // metal
OBJECT_POWER = 34, // normal battery
OBJECT_ATOMIC = 35, // atomic battery
OBJECT_BULLET = 36, // bullet
OBJECT_BBOX = 37, // black-box
OBJECT_TNT = 38, // box of TNT
OBJECT_SCRAP1 = 40, // metal waste
OBJECT_SCRAP2 = 41, // metal waste
OBJECT_SCRAP3 = 42, // metal waste
OBJECT_SCRAP4 = 43, // plastic waste
OBJECT_SCRAP5 = 44, // plastic waste
OBJECT_MARKPOWER = 50, // mark underground energy source
OBJECT_MARKSTONE = 51, // mark underground ore
OBJECT_MARKURANIUM = 52, // mark underground uranium
OBJECT_MARKKEYa = 53, // mark underground key
OBJECT_MARKKEYb = 54, // mark underground key
OBJECT_MARKKEYc = 55, // mark underground key
OBJECT_MARKKEYd = 56, // mark underground key
OBJECT_BOMB = 60, // bomb
OBJECT_WINFIRE = 61, // fireworks
OBJECT_SHOW = 62, // shows a place
OBJECT_BAG = 63, // survival bag
OBJECT_PLANT0 = 70, // plant 0
OBJECT_PLANT1 = 71, // plant 1
OBJECT_PLANT2 = 72, // plant 2
OBJECT_PLANT3 = 73, // plant 3
OBJECT_PLANT4 = 74, // plant 4
OBJECT_PLANT5 = 75, // plant 5
OBJECT_PLANT6 = 76, // plant 6
OBJECT_PLANT7 = 77, // plant 7
OBJECT_PLANT8 = 78, // plant 8
OBJECT_PLANT9 = 79, // plant 9
OBJECT_PLANT10 = 80, // plant 10
OBJECT_PLANT11 = 81, // plant 11
OBJECT_PLANT12 = 82, // plant 12
OBJECT_PLANT13 = 83, // plant 13
OBJECT_PLANT14 = 84, // plant 14
OBJECT_PLANT15 = 85, // plant 15
OBJECT_PLANT16 = 86, // plant 16
OBJECT_PLANT17 = 87, // plant 17
OBJECT_PLANT18 = 88, // plant 18
OBJECT_PLANT19 = 89, // plant 19
OBJECT_TREE0 = 90, // tree 0
OBJECT_TREE1 = 91, // tree 1
OBJECT_TREE2 = 92, // tree 2
OBJECT_TREE3 = 93, // tree 3
OBJECT_TREE4 = 94, // tree 4
OBJECT_TREE5 = 95, // tree 5
OBJECT_TREE6 = 96, // tree 6
OBJECT_TREE7 = 97, // tree 7
OBJECT_TREE8 = 98, // tree 8
OBJECT_TREE9 = 99, // tree 9
OBJECT_MOBILEwt = 100, // wheel-trainer
OBJECT_MOBILEtt = 101, // track-trainer
OBJECT_MOBILEft = 102, // fly-trainer
OBJECT_MOBILEit = 103, // insect-trainer
OBJECT_MOBILEwa = 110, // wheel-arm
OBJECT_MOBILEta = 111, // track-arm
OBJECT_MOBILEfa = 112, // fly-arm
OBJECT_MOBILEia = 113, // insect-arm
OBJECT_MOBILEwc = 120, // wheel-cannon
OBJECT_MOBILEtc = 121, // track-cannon
OBJECT_MOBILEfc = 122, // fly-cannon
OBJECT_MOBILEic = 123, // insect-cannon
OBJECT_MOBILEwi = 130, // wheel-insect-cannon
OBJECT_MOBILEti = 131, // track-insect-cannon
OBJECT_MOBILEfi = 132, // fly-insect-cannon
OBJECT_MOBILEii = 133, // insect-insect-cannon
OBJECT_MOBILEws = 140, // wheel-search
OBJECT_MOBILEts = 141, // track-search
OBJECT_MOBILEfs = 142, // fly-search
OBJECT_MOBILEis = 143, // insect-search
OBJECT_MOBILErt = 200, // roller-terraform
OBJECT_MOBILErc = 201, // roller-canon
OBJECT_MOBILErr = 202, // roller-recover
OBJECT_MOBILErs = 203, // roller-shield
OBJECT_MOBILEsa = 210, // submarine
OBJECT_MOBILEtg = 211, // training target
OBJECT_MOBILEdr = 212, // robot drawing
OBJECT_WAYPOINT = 250, // waypoint
OBJECT_FLAGb = 260, // blue flag
OBJECT_FLAGr = 261, // red flag
OBJECT_FLAGg = 262, // green flag
OBJECT_FLAGy = 263, // yellow flag
OBJECT_FLAGv = 264, // violet flag
OBJECT_KEYa = 270, // key a
OBJECT_KEYb = 271, // key b
OBJECT_KEYc = 272, // key c
OBJECT_KEYd = 273, // key d
OBJECT_HUMAN = 300, // human
OBJECT_TOTO = 301, // toto
OBJECT_TECH = 302, // technician
OBJECT_BARRIER0 = 400, // barrier
OBJECT_BARRIER1 = 401, // barrier
OBJECT_BARRIER2 = 402, // barrier
OBJECT_BARRIER3 = 403, // barrier
OBJECT_BARRIER4 = 404, // barrier
OBJECT_MOTHER = 500, // insect queen
OBJECT_EGG = 501, // egg
OBJECT_ANT = 502, // ant
OBJECT_SPIDER = 503, // spider
OBJECT_BEE = 504, // bee
OBJECT_WORM = 505, // worm
OBJECT_RUINmobilew1 = 600, // ruin 1
OBJECT_RUINmobilew2 = 601, // ruin 1
OBJECT_RUINmobilet1 = 602, // ruin 2
OBJECT_RUINmobilet2 = 603, // ruin 2
OBJECT_RUINmobiler1 = 604, // ruin 3
OBJECT_RUINmobiler2 = 605, // ruin 3
OBJECT_RUINfactory = 606, // ruin 4
OBJECT_RUINdoor = 607, // ruin 5
OBJECT_RUINsupport = 608, // ruin 6
OBJECT_RUINradar = 609, // ruin 7
OBJECT_RUINconvert = 610, // ruin 8
OBJECT_RUINbase = 611, // ruin 9
OBJECT_RUINhead = 612, // ruin 10
OBJECT_TEEN0 = 620, // toy
OBJECT_TEEN1 = 621, // toy
OBJECT_TEEN2 = 622, // toy
OBJECT_TEEN3 = 623, // toy
OBJECT_TEEN4 = 624, // toy
OBJECT_TEEN5 = 625, // toy
OBJECT_TEEN6 = 626, // toy
OBJECT_TEEN7 = 627, // toy
OBJECT_TEEN8 = 628, // toy
OBJECT_TEEN9 = 629, // toy
OBJECT_TEEN10 = 630, // toy
OBJECT_TEEN11 = 631, // toy
OBJECT_TEEN12 = 632, // toy
OBJECT_TEEN13 = 633, // toy
OBJECT_TEEN14 = 634, // toy
OBJECT_TEEN15 = 635, // toy
OBJECT_TEEN16 = 636, // toy
OBJECT_TEEN17 = 637, // toy
OBJECT_TEEN18 = 638, // toy
OBJECT_TEEN19 = 639, // toy
OBJECT_TEEN20 = 640, // toy
OBJECT_TEEN21 = 641, // toy
OBJECT_TEEN22 = 642, // toy
OBJECT_TEEN23 = 643, // toy
OBJECT_TEEN24 = 644, // toy
OBJECT_TEEN25 = 645, // toy
OBJECT_TEEN26 = 646, // toy
OBJECT_TEEN27 = 647, // toy
OBJECT_TEEN28 = 648, // toy
OBJECT_TEEN29 = 649, // toy
OBJECT_TEEN30 = 650, // toy
OBJECT_TEEN31 = 651, // toy
OBJECT_TEEN32 = 652, // toy
OBJECT_TEEN33 = 653, // toy
OBJECT_TEEN34 = 654, // toy
OBJECT_TEEN35 = 655, // toy
OBJECT_TEEN36 = 656, // toy
OBJECT_TEEN37 = 657, // toy
OBJECT_TEEN38 = 658, // toy
OBJECT_TEEN39 = 659, // toy
OBJECT_TEEN40 = 660, // toy
OBJECT_TEEN41 = 661, // toy
OBJECT_TEEN42 = 662, // toy
OBJECT_TEEN43 = 663, // toy
OBJECT_TEEN44 = 664, // toy
OBJECT_TEEN45 = 665, // toy
OBJECT_TEEN46 = 666, // toy
OBJECT_TEEN47 = 667, // toy
OBJECT_TEEN48 = 668, // toy
OBJECT_TEEN49 = 669, // toy
OBJECT_QUARTZ0 = 700, // crystal 0
OBJECT_QUARTZ1 = 701, // crystal 1
OBJECT_QUARTZ2 = 702, // crystal 2
OBJECT_QUARTZ3 = 703, // crystal 3
OBJECT_QUARTZ4 = 704, // crystal 4
OBJECT_QUARTZ5 = 705, // crystal 5
OBJECT_QUARTZ6 = 706, // crystal 6
OBJECT_QUARTZ7 = 707, // crystal 7
OBJECT_QUARTZ8 = 708, // crystal 8
OBJECT_QUARTZ9 = 709, // crystal 9
OBJECT_ROOT0 = 710, // root 0
OBJECT_ROOT1 = 711, // root 1
OBJECT_ROOT2 = 712, // root 2
OBJECT_ROOT3 = 713, // root 3
OBJECT_ROOT4 = 714, // root 4
OBJECT_ROOT5 = 715, // root 5
OBJECT_ROOT6 = 716, // root 6
OBJECT_ROOT7 = 717, // root 7
OBJECT_ROOT8 = 718, // root 8
OBJECT_ROOT9 = 719, // root 9
OBJECT_SEAWEED0 = 720, // seaweed 0
OBJECT_SEAWEED1 = 721, // seaweed 1
OBJECT_SEAWEED2 = 722, // seaweed 2
OBJECT_SEAWEED3 = 723, // seaweed 3
OBJECT_SEAWEED4 = 724, // seaweed 4
OBJECT_SEAWEED5 = 725, // seaweed 5
OBJECT_SEAWEED6 = 726, // seaweed 6
OBJECT_SEAWEED7 = 727, // seaweed 7
OBJECT_SEAWEED8 = 728, // seaweed 8
OBJECT_SEAWEED9 = 729, // seaweed 9
OBJECT_MUSHROOM0 = 730, // mushroom 0
OBJECT_MUSHROOM1 = 731, // mushroom 1
OBJECT_MUSHROOM2 = 732, // mushroom 2
OBJECT_MUSHROOM3 = 733, // mushroom 3
OBJECT_MUSHROOM4 = 734, // mushroom 4
OBJECT_MUSHROOM5 = 735, // mushroom 5
OBJECT_MUSHROOM6 = 736, // mushroom 6
OBJECT_MUSHROOM7 = 737, // mushroom 7
OBJECT_MUSHROOM8 = 738, // mushroom 8
OBJECT_MUSHROOM9 = 739, // mushroom 9
OBJECT_APOLLO1 = 900, // apollo lem
OBJECT_APOLLO2 = 901, // apollo jeep
OBJECT_APOLLO3 = 902, // apollo flag
OBJECT_APOLLO4 = 903, // apollo module
OBJECT_APOLLO5 = 904, // apollo antenna
OBJECT_HOME1 = 910, // home 1
OBJECT_MAX = 1000,
};
enum ObjectMaterial
{
OM_METAL = 0, // metal
OM_PLASTIC = 1, // plastic
OM_HUMAN = 2, // cosmonaut
OM_ANIMAL = 3, // insect
OM_VEGETAL = 4, // plant
OM_MINERAL = 5, // stone
};
struct ObjectPart
{
char bUsed;
int object; // number of the object in CD3DEngine
int parentPart; // number of father part
int masterParti; // master canal of the particle
D3DVECTOR position;
D3DVECTOR angle;
D3DVECTOR zoom;
char bTranslate;
char bRotate;
char bZoom;
D3DMATRIX matTranslate;
D3DMATRIX matRotate;
D3DMATRIX matTransform;
D3DMATRIX matWorld;
};
struct Character
{
float wheelFront; // position X of the front wheels
float wheelBack; // position X of the back wheels
float wheelLeft; // position Z of the left wheels
float wheelRight; // position Z of the right wheels
float height; // normal height on top of ground
D3DVECTOR posPower; // position of the battery
};
struct Info
{
char name[20]; // name of the information
float value; // value of the information
};
enum ExploType
{
EXPLO_BOUM = 1,
EXPLO_BURN = 2,
EXPLO_WATER = 3,
};
enum ResetCap
{
RESET_NONE = 0,
RESET_MOVE = 1,
RESET_DELETE = 2,
};
enum RadarFilter
{
FILTER_NONE = 0,
FILTER_ONLYLANDING = 1,
FILTER_ONLYFLYING = 2,
};
class CObject
{
public:
CObject(CInstanceManager* iMan);
~CObject();
void DeleteObject(bool bAll=false);
void Simplify();
bool ExploObject(ExploType type, float force, float decay=1.0f);
bool EventProcess(const Event &event);
void UpdateMapping();
int CreatePart();
void DeletePart(int part);
void SetObjectRank(int part, int objRank);
int RetObjectRank(int part);
void SetObjectParent(int part, int parent);
void SetType(ObjectType type);
ObjectType RetType();
char* RetName();
void SetOption(int option);
int RetOption();
void SetID(int id);
int RetID();
bool Write(char *line);
bool Read(char *line);
void SetDrawWorld(bool bDraw);
void SetDrawFront(bool bDraw);
bool CreateVehicle(D3DVECTOR pos, float angle, ObjectType type, float power, bool bTrainer, bool bToy);
bool CreateInsect(D3DVECTOR pos, float angle, ObjectType type);
bool CreateBuilding(D3DVECTOR pos, float angle, float height, ObjectType type, float power=1.0f);
bool CreateResource(D3DVECTOR pos, float angle, ObjectType type, float power=1.0f);
bool CreateFlag(D3DVECTOR pos, float angle, ObjectType type);
bool CreateBarrier(D3DVECTOR pos, float angle, float height, ObjectType type);
bool CreatePlant(D3DVECTOR pos, float angle, float height, ObjectType type);
bool CreateMushroom(D3DVECTOR pos, float angle, float height, ObjectType type);
bool CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, ObjectType type);
bool CreateQuartz(D3DVECTOR pos, float angle, float height, ObjectType type);
bool CreateRoot(D3DVECTOR pos, float angle, float height, ObjectType type);
bool CreateHome(D3DVECTOR pos, float angle, float height, ObjectType type);
bool CreateRuin(D3DVECTOR pos, float angle, float height, ObjectType type);
bool CreateApollo(D3DVECTOR pos, float angle, ObjectType type);
bool ReadProgram(int rank, char* filename);
bool WriteProgram(int rank, char* filename);
bool RunProgram(int rank);
int RetShadowLight();
int RetEffectLight();
void FlushCrashShere();
int CreateCrashSphere(D3DVECTOR pos, float radius, Sound sound, float hardness=0.45f);
int RetCrashSphereTotal();
bool GetCrashSphere(int rank, D3DVECTOR &pos, float &radius);
float RetCrashSphereHardness(int rank);
Sound RetCrashSphereSound(int rank);
void DeleteCrashSphere(int rank);
void SetGlobalSphere(D3DVECTOR pos, float radius);
void GetGlobalSphere(D3DVECTOR &pos, float &radius);
void SetJotlerSphere(D3DVECTOR pos, float radius);
void GetJotlerSphere(D3DVECTOR &pos, float &radius);
void SetShieldRadius(float radius);
float RetShieldRadius();
void SetFloorHeight(float height);
void FloorAdjust();
void SetLinVibration(D3DVECTOR dir);
D3DVECTOR RetLinVibration();
void SetCirVibration(D3DVECTOR dir);
D3DVECTOR RetCirVibration();
void SetInclinaison(D3DVECTOR dir);
D3DVECTOR RetInclinaison();
void SetPosition(int part, const D3DVECTOR &pos);
D3DVECTOR RetPosition(int part);
void SetAngle(int part, const D3DVECTOR &angle);
D3DVECTOR RetAngle(int part);
void SetAngleY(int part, float angle);
void SetAngleX(int part, float angle);
void SetAngleZ(int part, float angle);
float RetAngleY(int part);
float RetAngleX(int part);
float RetAngleZ(int part);
void SetZoom(int part, float zoom);
void SetZoom(int part, D3DVECTOR zoom);
D3DVECTOR RetZoom(int part);
void SetZoomX(int part, float zoom);
float RetZoomX(int part);
void SetZoomY(int part, float zoom);
float RetZoomY(int part);
void SetZoomZ(int part, float zoom);
float RetZoomZ(int part);
float RetWaterLevel();
void SetTrainer(bool bEnable);
bool RetTrainer();
void SetToy(bool bEnable);
bool RetToy();
void SetManual(bool bManual);
bool RetManual();
void SetResetCap(ResetCap cap);
ResetCap RetResetCap();
void SetResetBusy(bool bBusy);
bool RetResetBusy();
void SetResetPosition(const D3DVECTOR &pos);
D3DVECTOR RetResetPosition();
void SetResetAngle(const D3DVECTOR &angle);
D3DVECTOR RetResetAngle();
void SetResetRun(int run);
int RetResetRun();
void SetMasterParticule(int part, int parti);
int RetMasterParticule(int part);
void SetPower(CObject* power);
CObject* RetPower();
void SetFret(CObject* fret);
CObject* RetFret();
void SetTruck(CObject* truck);
CObject* RetTruck();
void SetTruckPart(int part);
int RetTruckPart();
void InfoFlush();
void DeleteInfo(int rank);
void SetInfo(int rank, Info info);
Info RetInfo(int rank);
int RetInfoTotal();
void SetInfoReturn(float value);
float RetInfoReturn();
void SetInfoUpdate(bool bUpdate);
bool RetInfoUpdate();
bool SetCmdLine(int rank, float value);
float RetCmdLine(int rank);
D3DMATRIX* RetRotateMatrix(int part);
D3DMATRIX* RetTranslateMatrix(int part);
D3DMATRIX* RetTransformMatrix(int part);
D3DMATRIX* RetWorldMatrix(int part);
void SetViewFromHere(D3DVECTOR &eye, float &dirH, float &dirV, D3DVECTOR &lookat, D3DVECTOR &upVec, CameraType type);
void SetCharacter(Character* character);
void GetCharacter(Character* character);
Character* RetCharacter();
float RetAbsTime();
void SetEnergy(float level);
float RetEnergy();
void SetCapacity(float capacity);
float RetCapacity();
void SetShield(float level);
float RetShield();
void SetRange(float delay);
float RetRange();
void SetTransparency(float value);
float RetTransparency();
ObjectMaterial RetMaterial();
void SetGadget(bool bMode);
bool RetGadget();
void SetFixed(bool bFixed);
bool RetFixed();
void SetClip(bool bClip);
bool RetClip();
bool JostleObject(float force);
void StartDetectEffect(CObject *target, bool bFound);
void SetVirusMode(bool bEnable);
bool RetVirusMode();
float RetVirusTime();
void SetCameraType(CameraType type);
CameraType RetCameraType();
void SetCameraDist(float dist);
float RetCameraDist();
void SetCameraLock(bool bLock);
bool RetCameraLock();
void SetHilite(bool bMode);
bool RetHilite();
void SetSelect(bool bMode, bool bDisplayError=true);
bool RetSelect(bool bReal=false);
void SetSelectable(bool bMode);
bool RetSelectable();
void SetActivity(bool bMode);
bool RetActivity();
void SetVisible(bool bVisible);
bool RetVisible();
void SetEnable(bool bEnable);
bool RetEnable();
void SetCheckToken(bool bMode);
bool RetCheckToken();
void SetProxyActivate(bool bActivate);
bool RetProxyActivate();
void SetProxyDistance(float distance);
float RetProxyDistance();
void SetMagnifyDamage(float factor);
float RetMagnifyDamage();
void SetParam(float value);
float RetParam();
void SetExplo(bool bExplo);
bool RetExplo();
void SetLock(bool bLock);
bool RetLock();
void SetCargo(bool bCargo);
bool RetCargo();
void SetBurn(bool bBurn);
bool RetBurn();
void SetDead(bool bDead);
bool RetDead();
bool RetRuin();
bool RetActif();
void SetGunGoalV(float gunGoal);
void SetGunGoalH(float gunGoal);
float RetGunGoalV();
float RetGunGoalH();
bool StartShowLimit();
void StopShowLimit();
bool IsProgram();
void CreateSelectParticule();
void SetRunScript(CScript* script);
CScript* RetRunScript();
CBotVar* RetBotVar();
CPhysics* RetPhysics();
CBrain* RetBrain();
CMotion* RetMotion();
CAuto* RetAuto();
void SetAuto(CAuto* automat);
void SetDefRank(int rank);
int RetDefRank();
bool GetTooltipName(char* name);
void AddDeselList(CObject* pObj);
CObject* SubDeselList();
void DeleteDeselList(CObject* pObj);
bool CreateShadowCircle(float radius, float intensity, D3DShadowType type=D3DSHADOWNORM);
bool CreateShadowLight(float height, D3DCOLORVALUE color);
bool CreateEffectLight(float height, D3DCOLORVALUE color);
void FlatParent();
bool RetTraceDown();
void SetTraceDown(bool bDown);
int RetTraceColor();
void SetTraceColor(int color);
float RetTraceWidth();
void SetTraceWidth(float width);
protected:
bool EventFrame(const Event &event);
void VirusFrame(float rTime);
void PartiFrame(float rTime);
void CreateOtherObject(ObjectType type);
void InitPart(int part);
void UpdateTotalPart();
int SearchDescendant(int parent, int n);
void UpdateEnergyMapping();
bool UpdateTransformObject(int part, bool bForceUpdate);
bool UpdateTransformObject();
void UpdateSelectParticule();
protected:
CInstanceManager* m_iMan;
CD3DEngine* m_engine;
CLight* m_light;
CTerrain* m_terrain;
CWater* m_water;
CCamera* m_camera;
CParticule* m_particule;
CPhysics* m_physics;
CBrain* m_brain;
CMotion* m_motion;
CAuto* m_auto;
CDisplayText* m_displayText;
CRobotMain* m_main;
CSound* m_sound;
CBotVar* m_botVar;
CScript* m_runScript;
ObjectType m_type; // OBJECT_*
int m_id; // unique identifier
char m_name[50]; // name of the object
Character m_character; // characteristic
int m_option; // option
int m_partiReactor; // number of the particle of the reactor
int m_shadowLight; // number of light from the shadows
float m_shadowHeight; // height of light from the shadows
int m_effectLight; // number of light effects
float m_effectHeight; // height of light effects
D3DVECTOR m_linVibration; // linear vibration
D3DVECTOR m_cirVibration; // circular vibration
D3DVECTOR m_inclinaison; // tilt
CObject* m_power; // battery used by the vehicle
CObject* m_fret; // object transported
CObject* m_truck; // object with the latter
int m_truckLink; // part
float m_energy; // energy contained (if battery)
float m_lastEnergy;
float m_capacity; // capacity (if battery)
float m_shield; // shield
float m_range; // flight range
float m_transparency; // transparency (0..1)
int m_material; // matter(0..n)
float m_aTime;
float m_shotTime; // time since last shot
bool m_bVirusMode; // virus activated/triggered
float m_virusTime; // lifetime of the virus
float m_lastVirusParticule;
float m_lastParticule;
bool m_bHilite;
bool m_bSelect; // object selected
bool m_bSelectable; // selectable object
bool m_bCheckToken; // object with audited tokens
bool m_bVisible; // object active but undetectable
bool m_bEnable; // dead object
bool m_bProxyActivate; // active object so close
bool m_bGadget; // object nonessential
bool m_bLock;
bool m_bExplo;
bool m_bCargo;
bool m_bBurn;
bool m_bDead;
bool m_bFlat;
bool m_bTrainer; // drive vehicle (without remote)
bool m_bToy; // toy key
bool m_bManual; // manual control (Scribbler)
bool m_bFixed;
bool m_bClip;
bool m_bShowLimit;
float m_showLimitRadius;
float m_gunGoalV;
float m_gunGoalH;
CameraType m_cameraType;
float m_cameraDist;
bool m_bCameraLock;
int m_defRank;
float m_magnifyDamage;
float m_proxyDistance;
float m_param;
int m_crashSphereUsed; // number of spheres used
D3DVECTOR m_crashSpherePos[MAXCRASHSPHERE];
float m_crashSphereRadius[MAXCRASHSPHERE];
float m_crashSphereHardness[MAXCRASHSPHERE];
Sound m_crashSphereSound[MAXCRASHSPHERE];
D3DVECTOR m_globalSpherePos;
float m_globalSphereRadius;
D3DVECTOR m_jotlerSpherePos;
float m_jotlerSphereRadius;
float m_shieldRadius;
int m_totalPart;
ObjectPart m_objectPart[OBJECTMAXPART];
int m_totalDesectList;
CObject* m_objectDeselectList[OBJECTMAXDESELLIST];
int m_partiSel[4];
ResetCap m_resetCap;
bool m_bResetBusy;
D3DVECTOR m_resetPosition;
D3DVECTOR m_resetAngle;
int m_resetRun;
int m_infoTotal;
Info m_info[OBJECTMAXINFO];
float m_infoReturn;
bool m_bInfoUpdate;
float m_cmdLine[OBJECTMAXCMDLINE];
};