543 lines
17 KiB
C++
543 lines
17 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsiteс.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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/**
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* \file object/object.h
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* \brief CObject - base class for all game objects
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*/
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#pragma once
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#include "graphics/engine/engine.h"
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#include "graphics/engine/camera.h"
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#include "object/object_type.h"
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#include "sound/sound.h"
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class CApplication;
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class CPhysics;
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class CBrain;
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class CMotion;
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class CAuto;
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class CDisplayText;
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class CRobotMain;
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class CBotVar;
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class CScript;
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class CLevelParserLine;
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struct Program;
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// The father of all parts must always be the part number zero!
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const int OBJECTMAXPART = 40;
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const int MAXCRASHSPHERE = 40;
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const int OBJECTMAXDESELLIST = 10;
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const int OBJECTMAXINFO = 10;
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const int OBJECTMAXCMDLINE = 20;
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enum ObjectMaterial
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{
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OM_METAL = 0, // metal
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OM_PLASTIC = 1, // plastic
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OM_HUMAN = 2, // cosmonaut
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OM_ANIMAL = 3, // insect
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OM_VEGETAL = 4, // plant
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OM_MINERAL = 5, // stone
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};
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enum DriveType
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{
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DRIVE_OTHER = 0,
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DRIVE_WHEELED,
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DRIVE_TRACKED,
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DRIVE_WINGED,
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DRIVE_LEGGED,
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};
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enum ToolType
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{
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TOOL_OTHER = 0,
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TOOL_GRABBER,
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TOOL_SNIFFER,
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TOOL_SHOOTER,
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TOOL_ORGASHOOTER,
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};
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struct ObjectPart
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{
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char bUsed;
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int object; // number of the object in CEngine
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int parentPart; // number of father part
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int masterParti; // master canal of the particle
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Math::Vector position;
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Math::Vector angle;
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Math::Vector zoom;
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char bTranslate;
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char bRotate;
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char bZoom;
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Math::Matrix matTranslate;
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Math::Matrix matRotate;
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Math::Matrix matTransform;
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Math::Matrix matWorld;
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};
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struct Character
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{
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float wheelFront; // position X of the front wheels
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float wheelBack; // position X of the back wheels
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float wheelLeft; // position Z of the left wheels
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float wheelRight; // position Z of the right wheels
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float height; // normal height on top of ground
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Math::Vector posPower; // position of the battery
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};
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struct Info
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{
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char name[20]; // name of the information
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float value; // value of the information
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};
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enum ExploType
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{
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EXPLO_BOUM = 1,
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EXPLO_BURN = 2,
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EXPLO_WATER = 3,
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};
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enum ResetCap
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{
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RESET_NONE = 0,
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RESET_MOVE = 1,
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RESET_DELETE = 2,
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};
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class CObject
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{
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public:
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CObject();
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~CObject();
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void DeleteObject(bool bAll=false);
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void Simplify();
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bool ExploObject(ExploType type, float force, float decay=1.0f);
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bool EventProcess(const Event &event);
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void UpdateMapping();
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int CreatePart();
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void DeletePart(int part);
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void SetObjectRank(int part, int objRank);
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int GetObjectRank(int part);
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void SetObjectParent(int part, int parent);
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void SetType(ObjectType type);
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ObjectType GetType();
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char* GetName();
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void SetOption(int option);
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int GetOption();
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void SetID(int id);
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int GetID();
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bool Write(CLevelParserLine* line);
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bool Read(CLevelParserLine* line);
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void SetDrawWorld(bool bDraw);
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void SetDrawFront(bool bDraw);
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bool ReadProgram(Program* program, const char* filename);
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bool WriteProgram(Program* program, char* filename);
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int GetShadowLight();
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int GetEffectLight();
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void FlushCrashShere();
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int CreateCrashSphere(Math::Vector pos, float radius, Sound sound, float hardness=0.45f);
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int GetCrashSphereTotal();
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bool GetCrashSphere(int rank, Math::Vector &pos, float &radius);
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float GetCrashSphereHardness(int rank);
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Sound GetCrashSphereSound(int rank);
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void DeleteCrashSphere(int rank);
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void SetGlobalSphere(Math::Vector pos, float radius);
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void GetGlobalSphere(Math::Vector &pos, float &radius);
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void SetJotlerSphere(Math::Vector pos, float radius);
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void GetJotlerSphere(Math::Vector &pos, float &radius);
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void SetShieldRadius(float radius);
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float GetShieldRadius();
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void SetFloorHeight(float height);
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void FloorAdjust();
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void SetLinVibration(Math::Vector dir);
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Math::Vector GetLinVibration();
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void SetCirVibration(Math::Vector dir);
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Math::Vector GetCirVibration();
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void SetInclinaison(Math::Vector dir);
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Math::Vector GetInclinaison();
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void SetPosition(int part, const Math::Vector &pos);
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Math::Vector GetPosition(int part);
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void SetAngle(int part, const Math::Vector &angle);
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Math::Vector GetAngle(int part);
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void SetAngleY(int part, float angle);
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void SetAngleX(int part, float angle);
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void SetAngleZ(int part, float angle);
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float GetAngleY(int part);
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float GetAngleX(int part);
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float GetAngleZ(int part);
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void SetZoom(int part, float zoom);
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void SetZoom(int part, Math::Vector zoom);
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Math::Vector GetZoom(int part);
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void SetZoomX(int part, float zoom);
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float GetZoomX(int part);
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void SetZoomY(int part, float zoom);
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float GetZoomY(int part);
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void SetZoomZ(int part, float zoom);
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float GetZoomZ(int part);
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float GetWaterLevel();
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void SetTrainer(bool bEnable);
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bool GetTrainer();
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void SetToy(bool bEnable);
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bool GetToy();
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void SetManual(bool bManual);
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bool GetManual();
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void SetResetCap(ResetCap cap);
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ResetCap GetResetCap();
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void SetResetBusy(bool bBusy);
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bool GetResetBusy();
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void SetResetPosition(const Math::Vector &pos);
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Math::Vector GetResetPosition();
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void SetResetAngle(const Math::Vector &angle);
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Math::Vector GetResetAngle();
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void SetResetRun(Program* run);
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Program* GetResetRun();
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void SetMasterParticle(int part, int parti);
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int GetMasterParticle(int part);
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void SetPower(CObject* power);
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CObject* GetPower();
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void SetFret(CObject* fret);
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CObject* GetFret();
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void SetTruck(CObject* truck);
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CObject* GetTruck();
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void SetTruckPart(int part);
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int GetTruckPart();
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void InfoFlush();
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void DeleteInfo(int rank);
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void SetInfo(int rank, Info info);
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Info GetInfo(int rank);
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int GetInfoTotal();
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void SetInfoReturn(float value);
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float GetInfoReturn();
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void SetInfoUpdate(bool bUpdate);
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bool GetInfoUpdate();
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bool SetCmdLine(int rank, float value);
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float GetCmdLine(int rank);
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Math::Matrix* GetRotateMatrix(int part);
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Math::Matrix* GetTranslateMatrix(int part);
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Math::Matrix* GetTransformMatrix(int part);
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Math::Matrix* GetWorldMatrix(int part);
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void SetViewFromHere(Math::Vector &eye, float &dirH, float &dirV,
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Math::Vector &lookat, Math::Vector &upVec,
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Gfx::CameraType type);
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void SetCharacter(Character* character);
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void GetCharacter(Character* character);
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Character* GetCharacter();
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float GetAbsTime();
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void SetEnergy(float level);
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float GetEnergy();
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void SetCapacity(float capacity);
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float GetCapacity();
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void SetShield(float level);
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float GetShield();
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void SetRange(float delay);
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float GetRange();
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void SetTransparency(float value);
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float GetTransparency();
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ObjectMaterial GetMaterial();
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void SetGadget(bool bMode);
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bool GetGadget();
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void SetFixed(bool bFixed);
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bool GetFixed();
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void SetClip(bool bClip);
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bool GetClip();
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bool JostleObject(float force);
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void StartDetectEffect(CObject *target, bool bFound);
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void SetVirusMode(bool bEnable);
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bool GetVirusMode();
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float GetVirusTime();
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void SetCameraType(Gfx::CameraType type);
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Gfx::CameraType GetCameraType();
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void SetCameraDist(float dist);
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float GetCameraDist();
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void SetCameraLock(bool bLock);
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bool GetCameraLock();
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void SetHilite(bool bMode);
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bool GetHilite();
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void SetSelect(bool bMode, bool bDisplayError=true);
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bool GetSelect(bool bReal=false);
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void SetSelectable(bool bMode);
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bool GetSelectable();
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void SetActivity(bool bMode);
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bool GetActivity();
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void SetVisible(bool bVisible);
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bool GetVisible();
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void SetEnable(bool bEnable);
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bool GetEnable();
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void SetCheckToken(bool bMode);
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bool GetCheckToken();
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void SetProxyActivate(bool bActivate);
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bool GetProxyActivate();
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void SetProxyDistance(float distance);
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float GetProxyDistance();
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void SetMagnifyDamage(float factor);
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float GetMagnifyDamage();
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void SetParam(float value);
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float GetParam();
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void SetIgnoreBuildCheck(bool bIgnoreBuildCheck);
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bool GetIgnoreBuildCheck();
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void SetExplo(bool bExplo);
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bool GetExplo();
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void SetLock(bool bLock);
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bool GetLock();
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void SetCargo(bool bCargo);
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bool GetCargo();
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void SetBurn(bool bBurn);
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bool GetBurn();
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void SetDead(bool bDead);
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bool GetDead();
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bool GetRuin();
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bool GetActif();
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void SetGunGoalV(float gunGoal);
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void SetGunGoalH(float gunGoal);
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float GetGunGoalV();
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float GetGunGoalH();
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bool StartShowLimit();
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void StopShowLimit();
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void SetShowLimitRadius(float radius);
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bool IsProgram();
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void CreateSelectParticle();
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void SetRunScript(CScript* script);
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CScript* GetRunScript();
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CBotVar* GetBotVar();
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CPhysics* GetPhysics();
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void SetPhysics(CPhysics* physics);
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CBrain* GetBrain();
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void SetBrain(CBrain* brain);
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CMotion* GetMotion();
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void SetMotion(CMotion* motion);
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CAuto* GetAuto();
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void SetAuto(CAuto* automat);
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void SetDefRank(int rank);
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int GetDefRank();
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bool GetTooltipName(std::string& name);
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void AddDeselList(CObject* pObj);
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CObject* SubDeselList();
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void DeleteDeselList(CObject* pObj);
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bool CreateShadowCircle(float radius, float intensity, Gfx::EngineShadowType type = Gfx::ENG_SHADOW_NORM);
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bool CreateShadowLight(float height, Gfx::Color color);
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bool CreateEffectLight(float height, Gfx::Color color);
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void FlatParent();
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bool GetTraceDown();
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void SetTraceDown(bool bDown);
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int GetTraceColor();
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void SetTraceColor(int color);
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float GetTraceWidth();
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void SetTraceWidth(float width);
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static DriveType GetDriveFromObject(ObjectType type);
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static ToolType GetToolFromObject(ObjectType type);
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protected:
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bool EventFrame(const Event &event);
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void VirusFrame(float rTime);
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void PartiFrame(float rTime);
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void InitPart(int part);
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void UpdateTotalPart();
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int SearchDescendant(int parent, int n);
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void UpdateEnergyMapping();
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bool UpdateTransformObject(int part, bool bForceUpdate);
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bool UpdateTransformObject();
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void UpdateSelectParticle();
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protected:
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CApplication* m_app;
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Gfx::CEngine* m_engine;
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Gfx::CLightManager* m_lightMan;
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Gfx::CTerrain* m_terrain;
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Gfx::CWater* m_water;
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Gfx::CCamera* m_camera;
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Gfx::CParticle* m_particle;
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CPhysics* m_physics;
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CBrain* m_brain;
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CMotion* m_motion;
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CAuto* m_auto;
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CRobotMain* m_main;
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CSoundInterface* m_sound;
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CBotVar* m_botVar;
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CScript* m_runScript;
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ObjectType m_type; // OBJECT_*
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int m_id; // unique identifier
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char m_name[50]; // name of the object
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Character m_character; // characteristic
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int m_option; // option
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int m_partiReactor; // number of the particle of the reactor
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int m_shadowLight; // number of light from the shadows
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float m_shadowHeight; // height of light from the shadows
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int m_effectLight; // number of light effects
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float m_effectHeight; // height of light effects
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Math::Vector m_linVibration; // linear vibration
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Math::Vector m_cirVibration; // circular vibration
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Math::Vector m_inclinaison; // tilt
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CObject* m_power; // battery used by the vehicle
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CObject* m_fret; // object transported
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CObject* m_truck; // object with the latter
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int m_truckLink; // part
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float m_energy; // energy contained (if battery)
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float m_lastEnergy;
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float m_capacity; // capacity (if battery)
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float m_shield; // shield
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float m_range; // flight range
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float m_transparency; // transparency (0..1)
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int m_material; // matter(0..n)
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float m_aTime;
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float m_shotTime; // time since last shot
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bool m_bVirusMode; // virus activated/triggered
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float m_virusTime; // lifetime of the virus
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float m_lastVirusParticle;
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float m_lastParticle;
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bool m_bHilite;
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bool m_bSelect; // object selected
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bool m_bSelectable; // selectable object
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bool m_bCheckToken; // object with audited tokens
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bool m_bVisible; // object active but undetectable
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bool m_bEnable; // dead object
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bool m_bProxyActivate; // active object so close
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bool m_bGadget; // object nonessential
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bool m_bLock;
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bool m_bExplo;
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bool m_bCargo;
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bool m_bBurn;
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bool m_bDead;
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bool m_bFlat;
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bool m_bTrainer; // drive vehicle (without remote)
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bool m_bToy; // toy key
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bool m_bManual; // manual control (Scribbler)
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bool m_bIgnoreBuildCheck;
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bool m_bFixed;
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bool m_bClip;
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bool m_bShowLimit;
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float m_showLimitRadius;
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float m_gunGoalV;
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float m_gunGoalH;
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Gfx::CameraType m_cameraType;
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float m_cameraDist;
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bool m_bCameraLock;
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int m_defRank;
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float m_magnifyDamage;
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float m_proxyDistance;
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float m_param;
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int m_crashSphereUsed; // number of spheres used
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Math::Vector m_crashSpherePos[MAXCRASHSPHERE];
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float m_crashSphereRadius[MAXCRASHSPHERE];
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float m_crashSphereHardness[MAXCRASHSPHERE];
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Sound m_crashSphereSound[MAXCRASHSPHERE];
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Math::Vector m_globalSpherePos;
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float m_globalSphereRadius;
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Math::Vector m_jotlerSpherePos;
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float m_jotlerSphereRadius;
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float m_shieldRadius;
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int m_totalPart;
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ObjectPart m_objectPart[OBJECTMAXPART];
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int m_totalDesectList;
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CObject* m_objectDeselectList[OBJECTMAXDESELLIST];
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int m_partiSel[4];
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ResetCap m_resetCap;
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bool m_bResetBusy;
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Math::Vector m_resetPosition;
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Math::Vector m_resetAngle;
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Program* m_resetRun;
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int m_infoTotal;
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Info m_info[OBJECTMAXINFO];
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float m_infoReturn;
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bool m_bInfoUpdate;
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float m_cmdLine[OBJECTMAXCMDLINE];
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};
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