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/*
* 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
*/
/**
* \file object/old_object.h
* \brief COldObject - legacy CObject code
*/
#pragma once
#include "common/event.h"
#include "object/object.h"
#include "object/implementation/power_container_impl.h"
#include "object/implementation/program_storage_impl.h"
#include "object/implementation/programmable_impl.h"
#include "object/implementation/task_executor_impl.h"
#include "object/interface/controllable_object.h"
#include "object/interface/flying_object.h"
#include "object/interface/interactive_object.h"
#include "object/interface/jet_flying_object.h"
#include "object/interface/jostleable_object.h"
#include "object/interface/movable_object.h"
#include "object/interface/power_container_object.h"
#include "object/interface/programmable_object.h"
#include "object/interface/ranged_object.h"
#include "object/interface/shielded_auto_regen_object.h"
#include "object/interface/slotted_object.h"
#include "object/interface/task_executor_object.h"
#include "object/interface/trace_drawing_object.h"
#include "object/interface/transportable_object.h"
// The father of all parts must always be the part number zero!
const int OBJECTMAXPART = 40;
struct ObjectPart
{
bool bUsed = false;
int object = -1; // number of the object in CEngine
int parentPart = -1; // number of father part
int masterParti = -1; // master canal of the particle
Math::Vector position;
Math::Vector angle;
Math::Vector zoom;
bool bTranslate = false;
bool bRotate = false;
bool bZoom = false;
Math::Matrix matTranslate;
Math::Matrix matRotate;
Math::Matrix matTransform;
Math::Matrix matWorld;
};
namespace Ui
{
class CObjectInterface;
}
class COldObject : public CObject,
public CInteractiveObject,
public CTransportableObject,
public CTaskExecutorObjectImpl,
public CProgramStorageObjectImpl,
public CProgrammableObjectImpl,
public CJostleableObject,
public CSlottedObject,
public CJetFlyingObject,
public CControllableObject,
public CPowerContainerObjectImpl,
public CRangedObject,
public CTraceDrawingObject,
public CShieldedAutoRegenObject
{
friend class CObjectFactory;
friend class CObjectManager;
protected:
void DeleteObject(bool bAll=false);
void SetProgrammable();
void SetMovable(std::unique_ptr<CMotion> motion, std::unique_ptr<CPhysics> physics);
void SetAuto(std::unique_ptr<CAuto> automat);
void SetOption(int option);
void SetJostlingSphere(const Math::Sphere& jostlingSphere);
public:
COldObject(int id); // should only be called by CObjectFactory
~COldObject();
void Simplify() override;
bool DamageObject(DamageType type, float force = std::numeric_limits<float>::infinity(), CObject* killer = nullptr) override;
void DestroyObject(DestructionType type, CObject* killer = nullptr) override;
bool EventProcess(const Event& event) override;
void UpdateMapping();
void DeletePart(int part) override;
void SetObjectRank(int part, int objRank);
int GetObjectRank(int part) override;
void SetObjectParent(int part, int parent);
void SetType(ObjectType type) override;
const char* GetName();
int GetOption() override;
void Write(CLevelParserLine* line) override;
void Read(CLevelParserLine* line) override;
void SetDrawFront(bool bDraw) override;
int GetShadowLight();
void SetFloorHeight(float height);
void FloorAdjust() override;
void SetLinVibration(Math::Vector dir) override;
Math::Vector GetLinVibration();
void SetCirVibration(Math::Vector dir) override;
Math::Vector GetCirVibration();
void SetTilt(Math::Vector dir);
Math::Vector GetTilt() override;
void SetPartPosition(int part, const Math::Vector &pos);
Math::Vector GetPartPosition(int part) const;
void SetPartRotation(int part, const Math::Vector &angle);
Math::Vector GetPartRotation(int part) const;
void SetPartRotationY(int part, float angle);
void SetPartRotationX(int part, float angle);
void SetPartRotationZ(int part, float angle);
float GetPartRotationY(int part);
float GetPartRotationX(int part);
float GetPartRotationZ(int part);
void SetPartScale(int part, float zoom);
void SetPartScale(int part, Math::Vector zoom);
Math::Vector GetPartScale(int part) const;
void SetPartScaleX(int part, float zoom);
float GetPartScaleX(int part);
void SetPartScaleY(int part, float zoom);
float GetPartScaleY(int part);
void SetPartScaleZ(int part, float zoom);
float GetPartScaleZ(int part);
void SetTrainer(bool bEnable) override;
bool GetTrainer() override;
bool GetPlusTrainer();
void SetToy(bool bEnable);
bool GetToy();
void SetManual(bool bManual);
bool GetManual();
void SetMasterParticle(int part, int parti) override;
void SetTransporter(CObject* transporter) override;
CObject* GetTransporter() override;
void SetTransporterPart(int part) override;
Math::Matrix* GetRotateMatrix(int part);
Math::Matrix* GetWorldMatrix(int part) override;
void AdjustCamera(Math::Vector &eye, float &dirH, float &dirV,
Math::Vector &lookat, Math::Vector &upVec,
Gfx::CameraType type) override;
Character* GetCharacter() override;
float GetAbsTime();
float GetCapacity() override;
bool IsRechargeable() override;
void SetShield(float level) override;
float GetShield() override;
void SetRange(float delay) override;
float GetRange() override;
void SetReactorRange(float reactorRange) override;
float GetReactorRange() override;
void SetTransparency(float value) override;
Math::Sphere GetJostlingSphere() const override;
bool JostleObject(float force) override;
void SetVirusMode(bool bEnable) override;
bool GetVirusMode() override;
void SetCameraType(Gfx::CameraType type) override;
Gfx::CameraType GetCameraType() override;
void SetCameraLock(bool lock) override;
bool GetCameraLock() override;
void SetHighlight(bool highlight) override;
void SetSelect(bool select, bool bDisplayError = true) override;
bool GetSelect() override;
void SetSelectable(bool bMode);
bool GetSelectable() override;
void SetUnderground(bool underground);
void SetCheckToken(bool bMode);
bool GetCheckToken();
void SetMagnifyDamage(float factor) override;
float GetMagnifyDamage() override;
void SetDamaging(bool damaging) override;
bool IsDamaging() override;
void SetDying(DeathType deathType) override;
DeathType GetDying() override;
bool IsDying() override;
bool GetActive() override;
bool GetDetectable() override;
void SetGunGoalV(float gunGoal);
void SetGunGoalH(float gunGoal);
float GetGunGoalV();
float GetGunGoalH();
float GetShowLimitRadius() override;
void CreateSelectParticle();
CPhysics* GetPhysics() override;
CMotion* GetMotion() override;
CAuto* GetAuto() override;
bool CreateShadowCircle(float radius, float intensity, Gfx::EngineShadowType type = Gfx::ENG_SHADOW_NORM);
bool CreateShadowLight(float height, Gfx::Color color);
void FlatParent() override;
void SetPosition(const Math::Vector& pos) override;
Math::Vector GetPosition() const override;
void SetRotation(const Math::Vector& rotation) override;
Math::Vector GetRotation() const override;
using CObject::SetScale; // SetScale(float) version
void SetScale(const Math::Vector& scale) override;
Math::Vector GetScale() const override;
void UpdateInterface() override;
void StopProgram() override;
bool GetTraceDown() override;
void SetTraceDown(bool down) override;
TraceColor GetTraceColor() override;
void SetTraceColor(TraceColor color) override;
float GetTraceWidth() override;
void SetTraceWidth(float width) override;
bool IsRepairable() override;
float GetShieldFullRegenTime() override;
float GetLightningHitProbability() override;
void SetBulletWall(bool bulletWall);
bool IsBulletWall() override;
// CSlottedObject
int MapPseudoSlot(Pseudoslot pseudoslot) override;
int GetNumSlots() override;
Math::Vector GetSlotPosition(int slotNum) override;
float GetSlotAngle(int slotNum) override;
float GetSlotAcceptanceAngle(int slotNum) override;
CObject *GetSlotContainedObject(int slotNum) override;
void SetSlotContainedObject(int slotNum, CObject *object) override;
// Helper for CSlottedObject initialization
void SetPowerPosition(const Math::Vector& powerPosition);
protected:
bool EventFrame(const Event &event);
void VirusFrame(float rTime);
void PartiFrame(float rTime);
void InitPart(int part);
void UpdateTotalPart();
int SearchDescendant(int parent, int n);
void UpdateEnergyMapping();
bool UpdateTransformObject(int part, bool bForceUpdate);
bool UpdateTransformObject();
void UpdateSelectParticle();
void TransformCrashSphere(Math::Sphere &crashSphere) override;
void TransformCameraCollisionSphere(Math::Sphere& collisionSphere) override;
/**
* \brief Check if given object type should be selectable by default
* \note This is a default value for the selectable= parameter and can still be overriden in the scene file or using the \a selectinsect cheat
*/
static bool IsSelectableByDefault(ObjectType type);
/**
* \brief Check if given object type should have bulletWall enabled by default
* \note This is a default value for the bulletWall= parameter and can still be overriden in the scene file
*/
static bool IsBulletWallByDefault(ObjectType type);
protected:
Gfx::CEngine* m_engine;
Gfx::CLightManager* m_lightMan;
Gfx::CTerrain* m_terrain;
Gfx::CCamera* m_camera;
Gfx::CParticle* m_particle;
CRobotMain* m_main;
CSoundInterface* m_sound;
std::unique_ptr<CPhysics> m_physics;
std::unique_ptr<CMotion> m_motion;
std::unique_ptr<CAuto> m_auto;
std::unique_ptr<Ui::CObjectInterface> m_objectInterface;
std::string m_name; // name of the object
Character m_character; // characteristic
int m_option; // option
int m_shadowLight; // number of light from the shadows
float m_shadowHeight; // height of light from the shadows
Math::Vector m_linVibration; // linear vibration
Math::Vector m_cirVibration; // circular vibration
Math::Vector m_tilt; // tilt
CObject* m_power; // battery used by the vehicle
Math::Vector m_powerPosition;
CObject* m_cargo; // object transported
CObject* m_transporter; // object with the latter
int m_transporterLink; // part
float m_lastEnergy;
float m_shield; // shield
float m_range; // flight range
float m_aTime;
float m_shotTime; // time since last shot
bool m_bVirusMode; // virus activated/triggered
float m_virusTime; // lifetime of the virus
float m_lastVirusParticle;
bool m_bSelect; // object selected
bool m_bSelectable; // selectable object
bool m_bCheckToken; // object with audited tokens
bool m_underground; // object active but undetectable
bool m_damaging;
float m_damageTime;
DeathType m_dying;
bool m_bFlat;
bool m_bTrainer; // drive vehicle (without remote)
bool m_bToy; // toy key
bool m_bManual; // manual control (Scribbler)
float m_gunGoalV;
float m_gunGoalH;
Gfx::CameraType m_cameraType;
bool m_bCameraLock;
float m_magnifyDamage;
Math::Sphere m_jostlingSphere;
float m_shieldRadius;
int m_totalPart;
ObjectPart m_objectPart[OBJECTMAXPART];
int m_partiSel[4];
EventType m_buttonAxe;
float m_time;
float m_burnTime;
float m_reactorRange;
bool m_traceDown;
TraceColor m_traceColor;
float m_traceWidth;
bool m_bulletWall = false;
bool m_hasCargoSlot;
bool m_hasPowerSlot;
};
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