colobot/colobot-base/object/task/taskbuild.h

90 lines
3.3 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/task/task.h"
#include "object/object_type.h"
#include <glm/glm.hpp>
class CObject;
const float BUILDMARGIN = 16.0f;
const int TBMAXLIGHT = 4;
enum TaskBuildPhase
{
TBP_STOP = 0, // cancels task
TBP_TURN = 1, // turns
TBP_MOVE = 2, // forward/backward
TBP_TAKE = 3, // takes gun
TBP_PREP = 4, // prepares
TBP_BUILD = 5, // builds
TBP_TERM = 6, // ends
TBP_RECEDE = 7, // back terminal
};
class CTaskBuild : public CForegroundTask
{
public:
CTaskBuild(COldObject* object);
~CTaskBuild();
bool EventProcess(const Event &event) override;
Error Start(ObjectType type);
Error IsEnded() override;
bool Abort() override;
protected:
Error FlatFloor();
void CreateBuilding(glm::vec3 pos, float angle, bool trainer);
void CreateLight();
void BlackLight();
CObject* SearchMetalObject(float &angle, float dMin, float dMax, float aLimit, Error &err);
void DeleteMark(glm::vec3 pos, float radius);
protected:
ObjectType m_type = OBJECT_NULL; // type of construction
CObject* m_metal = nullptr; // transforms metal object
CObject* m_power = nullptr; // the vehicle battery
CObject* m_building = nullptr; // building built
TaskBuildPhase m_phase = TBP_STOP; // phase of the operation
bool m_bError = false; // true -> operation impossible
bool m_bBuild = false; // true -> building built
bool m_bBlack = false; // true -> lights black -> white
float m_time = 0.0f; // absolute time
float m_lastParticle = 0.0f; // time of generation last particle
float m_progress = 0.0f; // progression (0..1)
float m_speed = 0.0f; // speed of progression
float m_angleY = 0.0f; // rotation angle of the vehicle
float m_angleZ = 0.0f; // angle of rotation of the gun
glm::vec3 m_buildingPos = { 0, 0, 0 }; // initial position of the building
float m_buildingHeight = 0.0f; // height of the building
int m_lightRank[TBMAXLIGHT] = {}; // lights for the effects
int m_soundChannel = 0;
};