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