/************************************************************************ * Copyright (c) 2005-2007 tok@openlinux.org.uk * * * * This software is provided as-is, without any express or implied * * warranty. In no event will the authors be held liable for any * * damages arising from the use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute * * it freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must * * not claim that you wrote the original software. If you use this * * software in a product, an acknowledgment in the product documentation * * would be appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must * * not be misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source * * distribution. * ************************************************************************/ #ifndef GAME_OBJECTS_H #define GAME_OBJECTS_H #include "math3d.h" #include "obox.h" #include "animation.h" #include "opengta.h" #include "cell_iterator.h" #include "entity_controller.h" #include "OpenSteer/Proximity.h" #include "util/set.h" namespace OpenGTA { struct GameObject_common; typedef OpenSteer::AbstractTokenForProximityDatabase ProximityToken; typedef OpenSteer::AbstractProximityDatabase ProximityDatabase; struct GameObject_common { Vector3D pos; float rot; float bSphereRadius; //uint8_t activeState; GameObject_common() : pos(0, 0, 0), rot(0), bSphereRadius(0.1f) {} GameObject_common(const Vector3D & p) : pos(p), rot(0) {} GameObject_common(const Vector3D & p, float r) : pos(p), rot(r) {} GameObject_common(const GameObject_common & o) : pos(o.pos), rot(o.rot), bSphereRadius(o.bSphereRadius) {} float heightOverTerrain(const Vector3D &); ProximityToken* proxToken; }; class Sprite { public: struct Animation : public Util::Animation { Animation(); Animation(const Animation & other); Animation(Uint16 foff, Uint8 num); Animation(Uint16 foff, Uint8 num, float speed); Uint16 firstFrameOffset; //Uint8 numFrames; float moveSpeed; }; Sprite(); Sprite(Uint16 sprN, Sint16 rem, GraphicsBase::SpriteNumbers::SpriteTypes sprT); Sprite(const Sprite & o); Uint16 sprNum; Sint16 remap; Animation anim; Uint32 animId; GraphicsBase::SpriteNumbers::SpriteTypes sprType; Uint8 calcCurrentFrame(Uint32 ticks); void switchToAnim(const Uint32 & newId); }; class Pedestrian : public GameObject_common, public Sprite, public OBox { public: Pedestrian(Vector3D, const Vector3D &, uint32_t id, Sint16 remapId = -1); Pedestrian(const Pedestrian & o); uint32_t pedId; inline uint32_t id() const { return pedId; } void equip(uint8_t eq_id); void giveItem(uint8_t id, uint32_t amount); PedController m_control; void update(Uint32 ticks); Uint32 lastUpdateAt; Uint32 lastWeaponTick; Vector3D speedForces; bool inGroundContact; void tryMove(Vector3D nPos); uint8_t isDead; void getShot(uint32_t shooterId, uint32_t dmg, bool front = true); void die(); typedef std::map InventoryMap; InventoryMap inventory; uint8_t activeWeapon; uint32_t * activeAmmo; uint32_t aiMode; static uint32_t fistAmmo; struct AiData { AiData() : id1(0), id2(0), pos1() {} AiData(const AiData & o) : id1(o.id1), id2(o.id2), pos1(o.pos1) {} uint32_t id1; uint32_t id2; Vector3D pos1; }; AiData aiData; Vector3D moveDelta; }; class CarSprite { public: class DoorDeltaAnimation : public Util::Animation { public: DoorDeltaAnimation(uint8_t dId, bool dOpen); uint8_t doorId; bool opening; }; CarSprite(); CarSprite(Uint16 sprN, Sint16 rem, GraphicsBase::SpriteNumbers::SpriteTypes sprT); CarSprite(const CarSprite & o); Uint16 sprNum; Sint16 remap; GraphicsBase::SpriteNumbers::SpriteTypes sprType; uint32_t delta; Util::Set deltaSet; Util::Set animState; void setDamage(uint8_t k); void openDoor(uint8_t k); void closeDoor(uint8_t k); void setSirenAnim(bool on); bool assertDeltaById(uint8_t k); void update(Uint32 ticks); private: typedef std::list DoorAnimList; DoorAnimList doorAnims; Uint32 lt_siren; }; class Car : public GameObject_common, public CarSprite, public OBox { public: Car(const Car & o); Car(OpenGTA::Map::ObjectPosition&, uint32_t id); Car(Vector3D & _pos, float _rot, uint32_t id, uint8_t _type, int16_t _remap = -1); uint32_t carId; inline uint32_t id() const { return carId; } GraphicsBase::CarInfo & carInfo; uint8_t type; void update(Uint32 ticks); Uint32 lastUpdateAt; void damageAt(const Vector3D & hit, uint32_t dmg); void explode(); private: void fixSpriteType(); int32_t hitPoints; }; class SpriteObject : public GameObject_common, public Sprite, public OBox { public: SpriteObject(OpenGTA::Map::ObjectPosition&, uint32_t id); SpriteObject(Vector3D pos, Uint16 spriteNum, GraphicsBase::SpriteNumbers::SpriteTypes st); SpriteObject(const SpriteObject & o); uint32_t objId; inline uint32_t id() const { return objId; } void update(Uint32 ticks); Uint32 lastUpdateAt; bool isActive; }; /* class TrainSegment : public GameObject_common, public OBox { public: TrainSegment(uint32_t id, Util::CellIterator & cell); TrainSegment(const TrainSegment & o); uint32_t trainId; inline uint32_t id() const { return trainId; } };*/ class Projectile : public GameObject_common { public: Projectile(uint8_t, float, Vector3D, Vector3D, uint32_t, uint32_t); Projectile(const Projectile & other); uint8_t typeId; Vector3D delta; uint32_t endsAtTick; uint32_t owner; void update(Uint32 ticks); Uint32 lastUpdateAt; bool testCollideBlock(Util::CellIterator &, Vector3D & newp); bool testCollideBlock_flat(Util::CellIterator &, Vector3D & newp); static uint32_t damageByType(const uint8_t & k); }; } #endif