149 lines
4.7 KiB
C++
149 lines
4.7 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.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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#pragma once
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#include "object/object.h"
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#include "object/object_interface_type.h"
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#include "object/interface/power_container_object.h"
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#include <assert.h>
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#include <glm/glm.hpp>
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class CObject;
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/**
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* \class CSlottedObject
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* \brief Interface for objects that hold other objects
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*/
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class CSlottedObject
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{
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public:
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///! Object-independent identifiers for certain special slots
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enum class Pseudoslot
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{
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POWER,
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CARRYING
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};
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explicit CSlottedObject(ObjectInterfaceTypes& types)
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{
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types[static_cast<int>(ObjectInterfaceType::Slotted)] = true;
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}
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virtual ~CSlottedObject()
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{}
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//! Given one of the PSEUDOSLOT enums, returns real slot number, or -1 if specified pseudoslot is not present in this object.
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virtual int MapPseudoSlot(Pseudoslot pseudoslot) = 0;
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//! Get number of slots. Valid slot numbers are 0 up to GetNumSlots()-1. Using invalid slot numbers in the other functions will crash the game.
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virtual int GetNumSlots() = 0;
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//! Get relative position of a slot.
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virtual glm::vec3 GetSlotPosition(int slotNum) = 0;
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//! Get relative angle (in radians) where robot should be positioned when inserting into a slot.
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virtual float GetSlotAngle(int slotNum) = 0;
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//! Get the maximum angular distance from the ideal angle (in radians) where robot should be positioned when inserting into a slot.
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virtual float GetSlotAcceptanceAngle(int slotNum) = 0;
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//! Get object contained in a slot.
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virtual CObject *GetSlotContainedObject(int slotNum) = 0;
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//! Set object contained in a slot.
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virtual void SetSlotContainedObject(int slotNum, CObject *object) = 0;
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void SetSlotContainedObjectReq(Pseudoslot pseudoslot, CObject *object)
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{
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int slotNum = MapPseudoSlot(pseudoslot);
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assert(slotNum >= 0);
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SetSlotContainedObject(slotNum, object);
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}
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CObject *GetSlotContainedObjectOpt(Pseudoslot pseudoslot)
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{
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int slotNum = MapPseudoSlot(pseudoslot);
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return slotNum < 0 ? nullptr : GetSlotContainedObject(slotNum);
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}
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CObject *GetSlotContainedObjectReq(Pseudoslot pseudoslot)
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{
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int slotNum = MapPseudoSlot(pseudoslot);
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assert(slotNum >= 0);
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return GetSlotContainedObject(slotNum);
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}
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};
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inline bool HasPowerCellSlot(CObject *object)
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{
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if (object->Implements(ObjectInterfaceType::Slotted))
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{
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return dynamic_cast<CSlottedObject&>(*object).MapPseudoSlot(CSlottedObject::Pseudoslot::POWER) >= 0;
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}
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return false;
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}
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inline CObject *GetObjectInPowerCellSlot(CObject *object)
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{
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if (object->Implements(ObjectInterfaceType::Slotted))
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{
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return dynamic_cast<CSlottedObject&>(*object).GetSlotContainedObjectOpt(CSlottedObject::Pseudoslot::POWER);
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}
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return nullptr;
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}
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inline CPowerContainerObject *GetObjectPowerCell(CObject *object)
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{
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if (CObject *powerSlotObj = GetObjectInPowerCellSlot(object))
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{
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if (powerSlotObj->Implements(ObjectInterfaceType::PowerContainer))
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{
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return dynamic_cast<CPowerContainerObject*>(powerSlotObj);
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}
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}
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return nullptr;
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}
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inline float GetObjectEnergy(CObject* object)
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{
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if (CPowerContainerObject* power = GetObjectPowerCell(object))
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return power->GetEnergy();
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return 0.0f;
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}
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inline float GetObjectEnergyLevel(CObject* object)
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{
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if (CPowerContainerObject* power = GetObjectPowerCell(object))
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return power->GetEnergyLevel();
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return 0.0f;
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}
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inline bool ObjectHasPowerCell(CObject* object)
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{
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// XXX: not GetObjectPowerCell? We count e.g. titanium cubes as power cells in this function?
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return GetObjectInPowerCellSlot(object) != nullptr;
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}
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inline bool IsObjectCarryingCargo(CObject* object)
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{
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if (object->Implements(ObjectInterfaceType::Slotted))
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{
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return dynamic_cast<CSlottedObject&>(*object).GetSlotContainedObjectOpt(CSlottedObject::Pseudoslot::CARRYING) != nullptr;
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}
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return false;
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}
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