147 lines
5.3 KiB
C++
147 lines
5.3 KiB
C++
/************************************************************************
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* Copyright (c) 2005-2007 tok@openlinux.org.uk *
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* *
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* This software is provided as-is, without any express or implied *
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* warranty. In no event will the authors be held liable for any *
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* damages arising from the use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute *
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* it freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must *
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* not claim that you wrote the original software. If you use this *
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* software in a product, an acknowledgment in the product documentation *
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* would be appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must *
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* not be misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source *
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* distribution. *
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************************************************************************/
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#ifndef GAME_OBJECTS_H
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#define GAME_OBJECTS_H
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#include "math3d.h"
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#include "obox.h"
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#include "animation.h"
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#include "opengta.h"
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#include "cell_iterator.h"
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#include "entity_controller.h"
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#include "OpenSteer/Proximity.h"
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namespace OpenGTA {
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struct GameObject_common;
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typedef OpenSteer::AbstractTokenForProximityDatabase<GameObject_common*> ProximityToken;
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typedef OpenSteer::AbstractProximityDatabase<GameObject_common*> ProximityDatabase;
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struct GameObject_common {
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Vector3D pos;
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float rot;
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float bSphereRadius;
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//uint8_t activeState;
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GameObject_common() :
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pos(0, 0, 0), rot(0), bSphereRadius(0.1f) {}
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GameObject_common(const Vector3D & p) : pos(p), rot(0) {}
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GameObject_common(const Vector3D & p, float r) : pos(p), rot(r) {}
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GameObject_common(const GameObject_common & o) :
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pos(o.pos), rot(o.rot), bSphereRadius(o.bSphereRadius) {}
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float heightOverTerrain(const Vector3D &);
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ProximityToken* proxToken;
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};
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class Sprite {
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public:
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struct Animation : public Util::Animation {
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Animation();
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Animation(const Animation & other);
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Animation(Uint16 foff, Uint8 num);
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Animation(Uint16 foff, Uint8 num, float speed);
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Uint16 firstFrameOffset;
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//Uint8 numFrames;
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float moveSpeed;
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};
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Sprite();
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Sprite(Uint16 sprN, Sint16 rem, GraphicsBase::SpriteNumbers::SpriteTypes sprT);
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Sprite(const Sprite & o);
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Uint16 sprNum;
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Sint16 remap;
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Animation anim;
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Uint32 animId;
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GraphicsBase::SpriteNumbers::SpriteTypes sprType;
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Uint8 calcCurrentFrame(Uint32 ticks);
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void switchToAnim(const Uint32 & newId);
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};
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class Pedestrian : public GameObject_common, public Sprite, public OBox {
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public:
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Pedestrian(Vector3D, const Vector3D &, uint32_t id, Sint16 remapId = -1);
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Pedestrian(const Pedestrian & o);
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uint32_t pedId;
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inline uint32_t id() const { return pedId; }
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void equip(uint8_t eq_id);
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void giveItem(uint8_t id, uint32_t amount);
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PedController m_control;
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void update(Uint32 ticks);
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Uint32 lastUpdateAt;
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Uint32 lastWeaponTick;
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Vector3D speedForces;
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bool inGroundContact;
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void tryMove(Vector3D nPos);
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uint8_t isDead;
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void getShot(bool front = true);
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void die();
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};
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class Car : public GameObject_common, public Sprite, public OBox {
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public:
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Car(const Car & o);
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Car(OpenGTA::Map::ObjectPosition&, uint32_t id);
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uint32_t carId;
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inline uint32_t id() const { return carId; }
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GraphicsBase::CarInfo & carInfo;
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uint8_t type;
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void update(Uint32 ticks);
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Uint32 lastUpdateAt;
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};
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class SpriteObject : public GameObject_common, public Sprite, public OBox {
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public:
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SpriteObject(OpenGTA::Map::ObjectPosition&, uint32_t id);
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SpriteObject(Vector3D pos, Uint16 spriteNum, GraphicsBase::SpriteNumbers::SpriteTypes st);
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SpriteObject(const SpriteObject & o);
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uint32_t objId;
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inline uint32_t id() const { return objId; }
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void update(Uint32 ticks);
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Uint32 lastUpdateAt;
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bool isActive;
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};
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/*
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class TrainSegment : public GameObject_common, public OBox {
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public:
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TrainSegment(uint32_t id, Util::CellIterator & cell);
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TrainSegment(const TrainSegment & o);
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uint32_t trainId;
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inline uint32_t id() const { return trainId; }
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};*/
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class Projectile : public GameObject_common {
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public:
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Projectile(uint8_t, float, Vector3D, Vector3D, uint32_t, uint32_t);
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Projectile(const Projectile & other);
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uint8_t typeId;
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Vector3D delta;
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uint32_t endsAtTick;
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uint32_t owner;
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void update(Uint32 ticks);
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Uint32 lastUpdateAt;
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};
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}
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#endif
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