MegaGlest/source/glest_game/type_instances/object.h

120 lines
3.2 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _GLEST_GAME_OBJECT_H_
#define _GLEST_GAME_OBJECT_H_
#ifdef WIN32
#include <winsock2.h>
#include <winsock.h>
#endif
#include "model.h"
#include "vec.h"
#include "leak_dumper.h"
#include "particle.h"
#include "object_type.h"
#include "tileset_model_type.h"
namespace Glest{ namespace Game{
class ObjectType;
class ResourceType;
class Resource;
class TechTree;
using Shared::Graphics::Model;
using Shared::Graphics::Vec2i;
using Shared::Graphics::Vec3f;
using Shared::Graphics::UnitParticleSystem;
// =====================================================
// class Object
//
/// A map object: tree, stone...
// =====================================================
class Object;
class ObjectStateInterface {
public:
virtual void removingObjectEvent(Object *object) = 0;
virtual ~ObjectStateInterface() {}
};
class Object : public BaseColorPickEntity, public ParticleOwner {
private:
typedef vector<UnitParticleSystem*> UnitParticleSystems;
private:
ObjectType *objectType;
vector<UnitParticleSystem*> unitParticleSystems;
Resource *resource;
Vec3f pos;
float rotation;
int variation;
int lastRenderFrame;
Vec2i mapPos;
bool visible;
bool animated;
float animProgress;
float highlight;
static ObjectStateInterface *stateCallback;
public:
Object(ObjectType *objectType, const Vec3f &pos, const Vec2i &mapPos);
virtual ~Object();
virtual void end(); //to kill particles
virtual void logParticleInfo(string info) {};
void initParticles();
void initParticlesFromTypes(const ModelParticleSystemTypes *particleTypes);
static void setStateCallback(ObjectStateInterface *value) { stateCallback=value; }
const ObjectType *getType() const {return objectType;}
Resource *getResource() const {return resource;}
Vec3f getPos() const {return pos;}
bool isVisible() const {return visible;}
const Vec3f & getConstPos() const {return pos;}
float getRotation() const {return rotation;}
const Model *getModel() const;
Model *getModelPtr() const;
bool getWalkable() const;
bool isAnimated() const {return animated;}
float getHightlight() const {return highlight;}
bool isHighlighted() const {return highlight>0.f;}
void resetHighlight();
void setResource(const ResourceType *resourceType, const Vec2i &pos);
void setHeight(float height);
void setVisible(bool visible);
int getLastRenderFrame() const { return lastRenderFrame; }
void setLastRenderFrame(int value) { lastRenderFrame = value; }
const Vec2i & getMapPos() const { return mapPos; }
void updateHighlight();
void update();
float getAnimProgress() const { return animProgress;}
virtual string getUniquePickName() const;
void saveGame(XmlNode *rootNode);
void loadGame(const XmlNode *rootNode,const TechTree *techTree);
virtual void end(ParticleSystem *particleSystem);
};
}}//end namespace
#endif