colobot/colobot-base/object/interface/slotted_object.h

149 lines
4.7 KiB
C++

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
#pragma once
#include "object/object.h"
#include "object/object_interface_type.h"
#include "object/interface/power_container_object.h"
#include <assert.h>
#include <glm/glm.hpp>
class CObject;
/**
* \class CSlottedObject
* \brief Interface for objects that hold other objects
*/
class CSlottedObject
{
public:
///! Object-independent identifiers for certain special slots
enum class Pseudoslot
{
POWER,
CARRYING
};
explicit CSlottedObject(ObjectInterfaceTypes& types)
{
types[static_cast<int>(ObjectInterfaceType::Slotted)] = true;
}
virtual ~CSlottedObject()
{}
//! Given one of the PSEUDOSLOT enums, returns real slot number, or -1 if specified pseudoslot is not present in this object.
virtual int MapPseudoSlot(Pseudoslot pseudoslot) = 0;
//! 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.
virtual int GetNumSlots() = 0;
//! Get relative position of a slot.
virtual glm::vec3 GetSlotPosition(int slotNum) = 0;
//! Get relative angle (in radians) where robot should be positioned when inserting into a slot.
virtual float GetSlotAngle(int slotNum) = 0;
//! Get the maximum angular distance from the ideal angle (in radians) where robot should be positioned when inserting into a slot.
virtual float GetSlotAcceptanceAngle(int slotNum) = 0;
//! Get object contained in a slot.
virtual CObject *GetSlotContainedObject(int slotNum) = 0;
//! Set object contained in a slot.
virtual void SetSlotContainedObject(int slotNum, CObject *object) = 0;
void SetSlotContainedObjectReq(Pseudoslot pseudoslot, CObject *object)
{
int slotNum = MapPseudoSlot(pseudoslot);
assert(slotNum >= 0);
SetSlotContainedObject(slotNum, object);
}
CObject *GetSlotContainedObjectOpt(Pseudoslot pseudoslot)
{
int slotNum = MapPseudoSlot(pseudoslot);
return slotNum < 0 ? nullptr : GetSlotContainedObject(slotNum);
}
CObject *GetSlotContainedObjectReq(Pseudoslot pseudoslot)
{
int slotNum = MapPseudoSlot(pseudoslot);
assert(slotNum >= 0);
return GetSlotContainedObject(slotNum);
}
};
inline bool HasPowerCellSlot(CObject *object)
{
if (object->Implements(ObjectInterfaceType::Slotted))
{
return dynamic_cast<CSlottedObject&>(*object).MapPseudoSlot(CSlottedObject::Pseudoslot::POWER) >= 0;
}
return false;
}
inline CObject *GetObjectInPowerCellSlot(CObject *object)
{
if (object->Implements(ObjectInterfaceType::Slotted))
{
return dynamic_cast<CSlottedObject&>(*object).GetSlotContainedObjectOpt(CSlottedObject::Pseudoslot::POWER);
}
return nullptr;
}
inline CPowerContainerObject *GetObjectPowerCell(CObject *object)
{
if (CObject *powerSlotObj = GetObjectInPowerCellSlot(object))
{
if (powerSlotObj->Implements(ObjectInterfaceType::PowerContainer))
{
return dynamic_cast<CPowerContainerObject*>(powerSlotObj);
}
}
return nullptr;
}
inline float GetObjectEnergy(CObject* object)
{
if (CPowerContainerObject* power = GetObjectPowerCell(object))
return power->GetEnergy();
return 0.0f;
}
inline float GetObjectEnergyLevel(CObject* object)
{
if (CPowerContainerObject* power = GetObjectPowerCell(object))
return power->GetEnergyLevel();
return 0.0f;
}
inline bool ObjectHasPowerCell(CObject* object)
{
// XXX: not GetObjectPowerCell? We count e.g. titanium cubes as power cells in this function?
return GetObjectInPowerCellSlot(object) != nullptr;
}
inline bool IsObjectCarryingCargo(CObject* object)
{
if (object->Implements(ObjectInterfaceType::Slotted))
{
return dynamic_cast<CSlottedObject&>(*object).GetSlotContainedObjectOpt(CSlottedObject::Pseudoslot::CARRYING) != nullptr;
}
return false;
}