776 lines
23 KiB
C++
776 lines
23 KiB
C++
// * This file is part of the COLOBOT source code
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// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
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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. See the
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// * 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://www.gnu.org/licenses/.
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// object.h
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#pragma once
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#include "graphics/d3d/d3dengine.h"
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#include "graphics/common/camera.h"
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#include "sound/sound.h"
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class CInstanceManager;
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class CLight;
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class CTerrain;
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class CWater;
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class CParticule;
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class CPhysics;
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class CBrain;
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class CMotion;
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class CAuto;
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class CDisplayText;
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class CRobotMain;
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class CBotVar;
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class CScript;
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// The father of all parts must always be the part number zero!
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const int OBJECTMAXPART = 40;
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const int MAXCRASHSPHERE = 40;
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const int OBJECTMAXDESELLIST = 10;
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const int OBJECTMAXINFO = 10;
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const int OBJECTMAXCMDLINE = 20;
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enum ObjectType
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{
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OBJECT_NULL = 0, // object destroyed
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OBJECT_FIX = 1, // stationary scenery
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OBJECT_PORTICO = 2, // gantry
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OBJECT_BASE = 3, // great main base
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OBJECT_DERRICK = 4, // derrick set
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OBJECT_FACTORY = 5, // factory set
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OBJECT_STATION = 6, // recharging station
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OBJECT_CONVERT = 7, // converter station
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OBJECT_REPAIR = 8, // reparation
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OBJECT_TOWER = 9, // defense tower
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OBJECT_NEST = 10, // nest
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OBJECT_RESEARCH = 11, // research center
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OBJECT_RADAR = 12, // radar
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OBJECT_ENERGY = 13, // energy factory
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OBJECT_LABO = 14, // analytical laboratory for insect
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OBJECT_NUCLEAR = 15, // nuclear power plant
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OBJECT_START = 16, // starting
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OBJECT_END = 17, // finish
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OBJECT_INFO = 18, // information terminal
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OBJECT_PARA = 19, // lightning conductor
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OBJECT_TARGET1 = 20, // gate target
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OBJECT_TARGET2 = 21, // center target
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OBJECT_SAFE = 22, // safe
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OBJECT_HUSTON = 23, // control centre
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OBJECT_DESTROYER = 24, // destroyer
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OBJECT_FRET = 30, // transportable
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OBJECT_STONE = 31, // stone
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OBJECT_URANIUM = 32, // uranium
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OBJECT_METAL = 33, // metal
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OBJECT_POWER = 34, // normal battery
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OBJECT_ATOMIC = 35, // atomic battery
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OBJECT_BULLET = 36, // bullet
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OBJECT_BBOX = 37, // black-box
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OBJECT_TNT = 38, // box of TNT
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OBJECT_SCRAP1 = 40, // metal waste
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OBJECT_SCRAP2 = 41, // metal waste
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OBJECT_SCRAP3 = 42, // metal waste
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OBJECT_SCRAP4 = 43, // plastic waste
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OBJECT_SCRAP5 = 44, // plastic waste
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OBJECT_MARKPOWER = 50, // mark underground energy source
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OBJECT_MARKSTONE = 51, // mark underground ore
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OBJECT_MARKURANIUM = 52, // mark underground uranium
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OBJECT_MARKKEYa = 53, // mark underground key
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OBJECT_MARKKEYb = 54, // mark underground key
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OBJECT_MARKKEYc = 55, // mark underground key
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OBJECT_MARKKEYd = 56, // mark underground key
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OBJECT_BOMB = 60, // bomb
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OBJECT_WINFIRE = 61, // fireworks
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OBJECT_SHOW = 62, // shows a place
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OBJECT_BAG = 63, // survival bag
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OBJECT_PLANT0 = 70, // plant 0
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OBJECT_PLANT1 = 71, // plant 1
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OBJECT_PLANT2 = 72, // plant 2
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OBJECT_PLANT3 = 73, // plant 3
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OBJECT_PLANT4 = 74, // plant 4
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OBJECT_PLANT5 = 75, // plant 5
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OBJECT_PLANT6 = 76, // plant 6
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OBJECT_PLANT7 = 77, // plant 7
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OBJECT_PLANT8 = 78, // plant 8
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OBJECT_PLANT9 = 79, // plant 9
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OBJECT_PLANT10 = 80, // plant 10
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OBJECT_PLANT11 = 81, // plant 11
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OBJECT_PLANT12 = 82, // plant 12
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OBJECT_PLANT13 = 83, // plant 13
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OBJECT_PLANT14 = 84, // plant 14
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OBJECT_PLANT15 = 85, // plant 15
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OBJECT_PLANT16 = 86, // plant 16
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OBJECT_PLANT17 = 87, // plant 17
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OBJECT_PLANT18 = 88, // plant 18
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OBJECT_PLANT19 = 89, // plant 19
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OBJECT_TREE0 = 90, // tree 0
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OBJECT_TREE1 = 91, // tree 1
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OBJECT_TREE2 = 92, // tree 2
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OBJECT_TREE3 = 93, // tree 3
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OBJECT_TREE4 = 94, // tree 4
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OBJECT_TREE5 = 95, // tree 5
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OBJECT_TREE6 = 96, // tree 6
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OBJECT_TREE7 = 97, // tree 7
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OBJECT_TREE8 = 98, // tree 8
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OBJECT_TREE9 = 99, // tree 9
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OBJECT_MOBILEwt = 100, // wheel-trainer
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OBJECT_MOBILEtt = 101, // track-trainer
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OBJECT_MOBILEft = 102, // fly-trainer
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OBJECT_MOBILEit = 103, // insect-trainer
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OBJECT_MOBILEwa = 110, // wheel-arm
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OBJECT_MOBILEta = 111, // track-arm
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OBJECT_MOBILEfa = 112, // fly-arm
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OBJECT_MOBILEia = 113, // insect-arm
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OBJECT_MOBILEwc = 120, // wheel-cannon
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OBJECT_MOBILEtc = 121, // track-cannon
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OBJECT_MOBILEfc = 122, // fly-cannon
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OBJECT_MOBILEic = 123, // insect-cannon
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OBJECT_MOBILEwi = 130, // wheel-insect-cannon
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OBJECT_MOBILEti = 131, // track-insect-cannon
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OBJECT_MOBILEfi = 132, // fly-insect-cannon
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OBJECT_MOBILEii = 133, // insect-insect-cannon
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OBJECT_MOBILEws = 140, // wheel-search
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OBJECT_MOBILEts = 141, // track-search
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OBJECT_MOBILEfs = 142, // fly-search
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OBJECT_MOBILEis = 143, // insect-search
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OBJECT_MOBILErt = 200, // roller-terraform
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OBJECT_MOBILErc = 201, // roller-canon
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OBJECT_MOBILErr = 202, // roller-recover
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OBJECT_MOBILErs = 203, // roller-shield
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OBJECT_MOBILEsa = 210, // submarine
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OBJECT_MOBILEtg = 211, // training target
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OBJECT_MOBILEdr = 212, // robot drawing
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OBJECT_WAYPOINT = 250, // waypoint
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OBJECT_FLAGb = 260, // blue flag
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OBJECT_FLAGr = 261, // red flag
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OBJECT_FLAGg = 262, // green flag
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OBJECT_FLAGy = 263, // yellow flag
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OBJECT_FLAGv = 264, // violet flag
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OBJECT_KEYa = 270, // key a
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OBJECT_KEYb = 271, // key b
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OBJECT_KEYc = 272, // key c
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OBJECT_KEYd = 273, // key d
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OBJECT_HUMAN = 300, // human
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OBJECT_TOTO = 301, // toto
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OBJECT_TECH = 302, // technician
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OBJECT_BARRIER0 = 400, // barrier
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OBJECT_BARRIER1 = 401, // barrier
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OBJECT_BARRIER2 = 402, // barrier
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OBJECT_BARRIER3 = 403, // barrier
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OBJECT_BARRIER4 = 404, // barrier
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OBJECT_MOTHER = 500, // insect queen
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OBJECT_EGG = 501, // egg
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OBJECT_ANT = 502, // ant
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OBJECT_SPIDER = 503, // spider
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OBJECT_BEE = 504, // bee
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OBJECT_WORM = 505, // worm
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OBJECT_RUINmobilew1 = 600, // ruin 1
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OBJECT_RUINmobilew2 = 601, // ruin 1
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OBJECT_RUINmobilet1 = 602, // ruin 2
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OBJECT_RUINmobilet2 = 603, // ruin 2
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OBJECT_RUINmobiler1 = 604, // ruin 3
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OBJECT_RUINmobiler2 = 605, // ruin 3
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OBJECT_RUINfactory = 606, // ruin 4
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OBJECT_RUINdoor = 607, // ruin 5
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OBJECT_RUINsupport = 608, // ruin 6
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OBJECT_RUINradar = 609, // ruin 7
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OBJECT_RUINconvert = 610, // ruin 8
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OBJECT_RUINbase = 611, // ruin 9
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OBJECT_RUINhead = 612, // ruin 10
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OBJECT_TEEN0 = 620, // toy
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OBJECT_TEEN1 = 621, // toy
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OBJECT_TEEN2 = 622, // toy
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OBJECT_TEEN3 = 623, // toy
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OBJECT_TEEN4 = 624, // toy
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OBJECT_TEEN5 = 625, // toy
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OBJECT_TEEN6 = 626, // toy
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OBJECT_TEEN7 = 627, // toy
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OBJECT_TEEN8 = 628, // toy
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OBJECT_TEEN9 = 629, // toy
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OBJECT_TEEN10 = 630, // toy
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OBJECT_TEEN11 = 631, // toy
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OBJECT_TEEN12 = 632, // toy
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OBJECT_TEEN13 = 633, // toy
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OBJECT_TEEN14 = 634, // toy
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OBJECT_TEEN15 = 635, // toy
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OBJECT_TEEN16 = 636, // toy
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OBJECT_TEEN17 = 637, // toy
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OBJECT_TEEN18 = 638, // toy
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OBJECT_TEEN19 = 639, // toy
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OBJECT_TEEN20 = 640, // toy
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OBJECT_TEEN21 = 641, // toy
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OBJECT_TEEN22 = 642, // toy
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OBJECT_TEEN23 = 643, // toy
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OBJECT_TEEN24 = 644, // toy
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OBJECT_TEEN25 = 645, // toy
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OBJECT_TEEN26 = 646, // toy
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OBJECT_TEEN27 = 647, // toy
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OBJECT_TEEN28 = 648, // toy
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OBJECT_TEEN29 = 649, // toy
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OBJECT_TEEN30 = 650, // toy
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OBJECT_TEEN31 = 651, // toy
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OBJECT_TEEN32 = 652, // toy
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OBJECT_TEEN33 = 653, // toy
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OBJECT_TEEN34 = 654, // toy
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OBJECT_TEEN35 = 655, // toy
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OBJECT_TEEN36 = 656, // toy
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OBJECT_TEEN37 = 657, // toy
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OBJECT_TEEN38 = 658, // toy
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OBJECT_TEEN39 = 659, // toy
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OBJECT_TEEN40 = 660, // toy
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OBJECT_TEEN41 = 661, // toy
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OBJECT_TEEN42 = 662, // toy
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OBJECT_TEEN43 = 663, // toy
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OBJECT_TEEN44 = 664, // toy
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OBJECT_TEEN45 = 665, // toy
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OBJECT_TEEN46 = 666, // toy
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OBJECT_TEEN47 = 667, // toy
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OBJECT_TEEN48 = 668, // toy
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OBJECT_TEEN49 = 669, // toy
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OBJECT_QUARTZ0 = 700, // crystal 0
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OBJECT_QUARTZ1 = 701, // crystal 1
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OBJECT_QUARTZ2 = 702, // crystal 2
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OBJECT_QUARTZ3 = 703, // crystal 3
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OBJECT_QUARTZ4 = 704, // crystal 4
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OBJECT_QUARTZ5 = 705, // crystal 5
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OBJECT_QUARTZ6 = 706, // crystal 6
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OBJECT_QUARTZ7 = 707, // crystal 7
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OBJECT_QUARTZ8 = 708, // crystal 8
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OBJECT_QUARTZ9 = 709, // crystal 9
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OBJECT_ROOT0 = 710, // root 0
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OBJECT_ROOT1 = 711, // root 1
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OBJECT_ROOT2 = 712, // root 2
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OBJECT_ROOT3 = 713, // root 3
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OBJECT_ROOT4 = 714, // root 4
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OBJECT_ROOT5 = 715, // root 5
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OBJECT_ROOT6 = 716, // root 6
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OBJECT_ROOT7 = 717, // root 7
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OBJECT_ROOT8 = 718, // root 8
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OBJECT_ROOT9 = 719, // root 9
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OBJECT_SEAWEED0 = 720, // seaweed 0
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OBJECT_SEAWEED1 = 721, // seaweed 1
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OBJECT_SEAWEED2 = 722, // seaweed 2
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OBJECT_SEAWEED3 = 723, // seaweed 3
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OBJECT_SEAWEED4 = 724, // seaweed 4
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OBJECT_SEAWEED5 = 725, // seaweed 5
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OBJECT_SEAWEED6 = 726, // seaweed 6
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OBJECT_SEAWEED7 = 727, // seaweed 7
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OBJECT_SEAWEED8 = 728, // seaweed 8
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OBJECT_SEAWEED9 = 729, // seaweed 9
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OBJECT_MUSHROOM0 = 730, // mushroom 0
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OBJECT_MUSHROOM1 = 731, // mushroom 1
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OBJECT_MUSHROOM2 = 732, // mushroom 2
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OBJECT_MUSHROOM3 = 733, // mushroom 3
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OBJECT_MUSHROOM4 = 734, // mushroom 4
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OBJECT_MUSHROOM5 = 735, // mushroom 5
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OBJECT_MUSHROOM6 = 736, // mushroom 6
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OBJECT_MUSHROOM7 = 737, // mushroom 7
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OBJECT_MUSHROOM8 = 738, // mushroom 8
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OBJECT_MUSHROOM9 = 739, // mushroom 9
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OBJECT_APOLLO1 = 900, // apollo lem
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OBJECT_APOLLO2 = 901, // apollo jeep
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OBJECT_APOLLO3 = 902, // apollo flag
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OBJECT_APOLLO4 = 903, // apollo module
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OBJECT_APOLLO5 = 904, // apollo antenna
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OBJECT_HOME1 = 910, // home 1
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OBJECT_MAX = 1000,
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};
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enum ObjectMaterial
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{
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OM_METAL = 0, // metal
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OM_PLASTIC = 1, // plastic
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OM_HUMAN = 2, // cosmonaut
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OM_ANIMAL = 3, // insect
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OM_VEGETAL = 4, // plant
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OM_MINERAL = 5, // stone
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};
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struct ObjectPart
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{
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char bUsed;
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int object; // number of the object in CD3DEngine
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int parentPart; // number of father part
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int masterParti; // master canal of the particle
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D3DVECTOR position;
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D3DVECTOR angle;
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D3DVECTOR zoom;
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char bTranslate;
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char bRotate;
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char bZoom;
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D3DMATRIX matTranslate;
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D3DMATRIX matRotate;
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D3DMATRIX matTransform;
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D3DMATRIX matWorld;
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};
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struct Character
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{
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float wheelFront; // position X of the front wheels
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float wheelBack; // position X of the back wheels
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float wheelLeft; // position Z of the left wheels
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float wheelRight; // position Z of the right wheels
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float height; // normal height on top of ground
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D3DVECTOR posPower; // position of the battery
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};
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struct Info
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{
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char name[20]; // name of the information
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float value; // value of the information
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};
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enum ExploType
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{
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EXPLO_BOUM = 1,
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EXPLO_BURN = 2,
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EXPLO_WATER = 3,
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};
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enum ResetCap
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{
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RESET_NONE = 0,
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RESET_MOVE = 1,
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RESET_DELETE = 2,
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};
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enum RadarFilter
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{
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FILTER_NONE = 0,
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FILTER_ONLYLANDING = 1,
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FILTER_ONLYFLYING = 2,
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};
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class CObject
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{
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public:
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CObject(CInstanceManager* iMan);
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~CObject();
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void DeleteObject(bool bAll=false);
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void Simplify();
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bool ExploObject(ExploType type, float force, float decay=1.0f);
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bool EventProcess(const Event &event);
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void UpdateMapping();
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int CreatePart();
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void DeletePart(int part);
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void SetObjectRank(int part, int objRank);
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int RetObjectRank(int part);
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void SetObjectParent(int part, int parent);
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void SetType(ObjectType type);
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ObjectType RetType();
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char* RetName();
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void SetOption(int option);
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int RetOption();
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void SetID(int id);
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int RetID();
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bool Write(char *line);
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bool Read(char *line);
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void SetDrawWorld(bool bDraw);
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void SetDrawFront(bool bDraw);
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bool CreateVehicle(D3DVECTOR pos, float angle, ObjectType type, float power, bool bTrainer, bool bToy);
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bool CreateInsect(D3DVECTOR pos, float angle, ObjectType type);
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bool CreateBuilding(D3DVECTOR pos, float angle, float height, ObjectType type, float power=1.0f);
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bool CreateResource(D3DVECTOR pos, float angle, ObjectType type, float power=1.0f);
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bool CreateFlag(D3DVECTOR pos, float angle, ObjectType type);
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bool CreateBarrier(D3DVECTOR pos, float angle, float height, ObjectType type);
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bool CreatePlant(D3DVECTOR pos, float angle, float height, ObjectType type);
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bool CreateMushroom(D3DVECTOR pos, float angle, float height, ObjectType type);
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bool CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, ObjectType type);
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bool CreateQuartz(D3DVECTOR pos, float angle, float height, ObjectType type);
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bool CreateRoot(D3DVECTOR pos, float angle, float height, ObjectType type);
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bool CreateHome(D3DVECTOR pos, float angle, float height, ObjectType type);
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bool CreateRuin(D3DVECTOR pos, float angle, float height, ObjectType type);
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bool CreateApollo(D3DVECTOR pos, float angle, ObjectType type);
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bool ReadProgram(int rank, char* filename);
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bool WriteProgram(int rank, char* filename);
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bool RunProgram(int rank);
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int RetShadowLight();
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int RetEffectLight();
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void FlushCrashShere();
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int CreateCrashSphere(D3DVECTOR pos, float radius, Sound sound, float hardness=0.45f);
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int RetCrashSphereTotal();
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bool GetCrashSphere(int rank, D3DVECTOR &pos, float &radius);
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float RetCrashSphereHardness(int rank);
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Sound RetCrashSphereSound(int rank);
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void DeleteCrashSphere(int rank);
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void SetGlobalSphere(D3DVECTOR pos, float radius);
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void GetGlobalSphere(D3DVECTOR &pos, float &radius);
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void SetJotlerSphere(D3DVECTOR pos, float radius);
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void GetJotlerSphere(D3DVECTOR &pos, float &radius);
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void SetShieldRadius(float radius);
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float RetShieldRadius();
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void SetFloorHeight(float height);
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void FloorAdjust();
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void SetLinVibration(D3DVECTOR dir);
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D3DVECTOR RetLinVibration();
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void SetCirVibration(D3DVECTOR dir);
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D3DVECTOR RetCirVibration();
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void SetInclinaison(D3DVECTOR dir);
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D3DVECTOR RetInclinaison();
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void SetPosition(int part, const D3DVECTOR &pos);
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D3DVECTOR RetPosition(int part);
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void SetAngle(int part, const D3DVECTOR &angle);
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D3DVECTOR RetAngle(int part);
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void SetAngleY(int part, float angle);
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void SetAngleX(int part, float angle);
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void SetAngleZ(int part, float angle);
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float RetAngleY(int part);
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float RetAngleX(int part);
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float RetAngleZ(int part);
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void SetZoom(int part, float zoom);
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void SetZoom(int part, D3DVECTOR zoom);
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D3DVECTOR RetZoom(int part);
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void SetZoomX(int part, float zoom);
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float RetZoomX(int part);
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void SetZoomY(int part, float zoom);
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float RetZoomY(int part);
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void SetZoomZ(int part, float zoom);
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float RetZoomZ(int part);
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float RetWaterLevel();
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void SetTrainer(bool bEnable);
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bool RetTrainer();
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void SetToy(bool bEnable);
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bool RetToy();
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void SetManual(bool bManual);
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bool RetManual();
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void SetResetCap(ResetCap cap);
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ResetCap RetResetCap();
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void SetResetBusy(bool bBusy);
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bool RetResetBusy();
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void SetResetPosition(const D3DVECTOR &pos);
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D3DVECTOR RetResetPosition();
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void SetResetAngle(const D3DVECTOR &angle);
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D3DVECTOR RetResetAngle();
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void SetResetRun(int run);
|
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int RetResetRun();
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void SetMasterParticule(int part, int parti);
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int RetMasterParticule(int part);
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void SetPower(CObject* power);
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CObject* RetPower();
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void SetFret(CObject* fret);
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CObject* RetFret();
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void SetTruck(CObject* truck);
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CObject* RetTruck();
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void SetTruckPart(int part);
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int RetTruckPart();
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void InfoFlush();
|
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void DeleteInfo(int rank);
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void SetInfo(int rank, Info info);
|
|
Info RetInfo(int rank);
|
|
int RetInfoTotal();
|
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void SetInfoReturn(float value);
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float RetInfoReturn();
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void SetInfoUpdate(bool bUpdate);
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bool RetInfoUpdate();
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|
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bool SetCmdLine(int rank, float value);
|
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float RetCmdLine(int rank);
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D3DMATRIX* RetRotateMatrix(int part);
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D3DMATRIX* RetTranslateMatrix(int part);
|
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D3DMATRIX* RetTransformMatrix(int part);
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D3DMATRIX* RetWorldMatrix(int part);
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void SetViewFromHere(D3DVECTOR &eye, float &dirH, float &dirV, D3DVECTOR &lookat, D3DVECTOR &upVec, CameraType type);
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|
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void SetCharacter(Character* character);
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void GetCharacter(Character* character);
|
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Character* RetCharacter();
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|
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float RetAbsTime();
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|
|
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void SetEnergy(float level);
|
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float RetEnergy();
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|
|
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void SetCapacity(float capacity);
|
|
float RetCapacity();
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|
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void SetShield(float level);
|
|
float RetShield();
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|
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void SetRange(float delay);
|
|
float RetRange();
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|
|
|
void SetTransparency(float value);
|
|
float RetTransparency();
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|
|
|
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];
|
|
};
|
|
|