colobot/src/object/subclass/water_pump.cpp

143 lines
4.6 KiB
C++

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2018, 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
*/
#include "object/subclass/water_pump.h"
#include "common/make_unique.h"
#include "common/regex_utils.h"
#include "graphics/engine/oldmodelmanager.h"
#include "level/parser/parserexceptions.h"
#include "level/parser/parserline.h"
#include "level/parser/parserparam.h"
#include "object/object_create_params.h"
#include "sound/sound.h"
#include "ui/controls/interface.h"
#include "ui/controls/list.h"
#include "ui/controls/window.h"
#include <boost/lexical_cast.hpp>
struct CAutoWaterPump : public CAuto
{
CAutoWaterPump(CWaterPump* object) : CAuto(object) {}
~CAutoWaterPump() {}
bool EventProcess(const Event &event) override {
CAuto::EventProcess(event);
if (event.type == EVENT_FRAME && !m_engine->GetPause()) {
float angle = m_object->GetPartRotationY(1);
angle += event.rTime*0.5f;
m_object->SetPartRotationY(1, fmodf(angle, Math::PI*2.0f));
m_object->SetPartPosition(1, Math::Vector(0.0f, 2.0f + sinf(angle), 0.0f));
}
return true; // XXX what does this mean?
}
};
CWaterPump::CWaterPump(int id)
: CBaseBuilding(id, OBJECT_WATERPUMP)
{}
std::unique_ptr<CWaterPump> CWaterPump::Create(
const ObjectCreateParams& params,
Gfx::COldModelManager* modelManager,
Gfx::CEngine* engine)
{
auto obj = MakeUnique<CWaterPump>(params.id);
obj->SetTeam(params.team);
int rank = engine->CreateObject();
engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_FIX); // it is a stationary object
obj->SetObjectRank(0, rank);
modelManager->AddModelReference("info1.mod", false, rank);
obj->SetPosition(params.pos);
obj->SetRotationY(params.angle);
obj->SetFloorHeight(0.0f);
rank = engine->CreateObject();
engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
obj->SetObjectRank(1, rank);
obj->SetObjectParent(1, 0);
modelManager->AddModelReference("info1.mod", false, rank);
obj->SetPartPosition(1, Math::Vector(0.0f, 1.0f, 0.0f));
obj->SetPartRotationY(1, 0.0f);
/* rank = engine->CreateObject();
engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
obj->SetObjectRank(1, rank);
obj->SetObjectParent(1, 0);
modelManager->AddModelReference("info2.mod", false, rank);
obj->SetPartPosition(1, Math::Vector(0.0f, 5.0f, 0.0f));
for (int i = 0; i < 3; ++i)
{
rank = engine->CreateObject();
engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
obj->SetObjectRank(2+i*2, rank);
obj->SetObjectParent(2+i*2, 1);
modelManager->AddModelReference("info3.mod", false, rank);
obj->SetPartPosition(2+i*2, Math::Vector(0.0f, 4.5f, 0.0f));
rank = engine->CreateObject();
engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_DESCENDANT);
obj->SetObjectRank(3+i*2, rank);
obj->SetObjectParent(3+i*2, 2+i*2);
modelManager->AddModelReference("radar4.mod", false, rank);
obj->SetPartPosition(3+i*2, Math::Vector(0.0f, 0.0f, -4.0f));
obj->SetPartRotationY(2+i*2, 2.0f*Math::PI/3.0f*i);
}*/
obj->AddCrashSphere(CrashSphere(Math::Vector(0.0f, 3.0f, 0.0f), 6.0f, SOUND_BOUMm, 0.45f));
obj->AddCrashSphere(CrashSphere(Math::Vector(0.0f, 11.0f, 0.0f), 6.0f, SOUND_BOUMm, 0.45f));
obj->SetCameraCollisionSphere(Math::Sphere(Math::Vector(0.0f, 5.0f, 0.0f), 6.0f));
obj->CreateShadowCircle(8.0f, 1.0f);
Math::Vector pos = obj->GetPosition();
pos.y += params.height;
obj->SetPosition(pos); // to display the shadows immediately
auto objAuto = MakeUnique<CAutoWaterPump>(obj.get());
objAuto->Init();
obj->SetAuto(std::move(objAuto));
engine->LoadAllTextures();
return obj;
}
void CWaterPump::Write(CLevelParserLine* line)
{
CBaseBuilding::Write(line);
}
void CWaterPump::Read(CLevelParserLine* line)
{
CBaseBuilding::Read(line);
}