2dd2afb296
EnableColorPicking=false
185 lines
5.3 KiB
C++
185 lines
5.3 KiB
C++
// ==============================================================
|
|
// This file is part of Glest (www.glest.org)
|
|
//
|
|
// Copyright (C) 2001-2008 Martio 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
|
|
// ==============================================================
|
|
|
|
#include "object.h"
|
|
|
|
#include "faction_type.h"
|
|
#include "config.h"
|
|
#include "tech_tree.h"
|
|
#include "resource.h"
|
|
#include "upgrade.h"
|
|
#include "object_type.h"
|
|
#include "resource.h"
|
|
#include "util.h"
|
|
#include "randomgen.h"
|
|
#include "renderer.h"
|
|
#include "leak_dumper.h"
|
|
|
|
using namespace Shared::Util;
|
|
|
|
namespace Glest{ namespace Game{
|
|
|
|
ObjectStateInterface *Object::stateCallback=NULL;
|
|
|
|
// =====================================================
|
|
// class Object
|
|
// =====================================================
|
|
|
|
Object::Object(ObjectType *objectType, const Vec3f &pos, const Vec2i &mapPos) : BaseColorPickEntity() {
|
|
RandomGen random;
|
|
|
|
random.init(static_cast<int>(pos.x*pos.z));
|
|
this->lastRenderFrame = 0;
|
|
this->objectType= objectType;
|
|
resource= NULL;
|
|
this->mapPos = mapPos;
|
|
this->pos= pos + Vec3f(random.randRange(-0.6f, 0.6f), 0.0f, random.randRange(-0.6f, 0.6f));
|
|
rotation= random.randRange(0.f, 360.f);
|
|
if(objectType!=NULL){
|
|
variation = random.randRange(0, objectType->getModelCount()-1);
|
|
TilesetModelType *tmt=objectType->getTilesetModelType(variation);
|
|
if(tmt->getRotationAllowed()!=true){
|
|
rotation=0;
|
|
}
|
|
}
|
|
visible=false;
|
|
|
|
}
|
|
|
|
Object::~Object() {
|
|
Renderer &renderer = Renderer::getInstance();
|
|
// fade(and by this remove) all unit particle systems
|
|
while(unitParticleSystems.empty() == false) {
|
|
bool particleValid = renderer.validateParticleSystemStillExists(unitParticleSystems.back(),rsGame);
|
|
if(particleValid == true) {
|
|
unitParticleSystems.back()->fade();
|
|
}
|
|
unitParticleSystems.pop_back();
|
|
}
|
|
renderer.removeObjectFromQuadCache(this);
|
|
if(stateCallback) {
|
|
stateCallback->removingObjectEvent(this);
|
|
}
|
|
delete resource;
|
|
resource = NULL;
|
|
}
|
|
|
|
void Object::end() {
|
|
// set Objects to fading and remove them from list.
|
|
// its needed because otherwise they will be accessed from the destructor
|
|
while(unitParticleSystems.empty() == false) {
|
|
bool particleValid = Renderer::getInstance().validateParticleSystemStillExists(unitParticleSystems.back(),rsGame);
|
|
if(particleValid == true) {
|
|
unitParticleSystems.back()->fade();
|
|
}
|
|
unitParticleSystems.pop_back();
|
|
}
|
|
}
|
|
|
|
void Object::initParticles() {
|
|
if(this->objectType == NULL) {
|
|
return;
|
|
}
|
|
if(this->objectType->getTilesetModelType(variation)->hasParticles()) {
|
|
ModelParticleSystemTypes *particleTypes= this->objectType->getTilesetModelType(variation)->getParticleTypes();
|
|
initParticlesFromTypes(particleTypes);
|
|
}
|
|
}
|
|
|
|
void Object::initParticlesFromTypes(const ModelParticleSystemTypes *particleTypes) {
|
|
bool showTilesetParticles = Config::getInstance().getBool("TilesetParticles", "true");
|
|
if(showTilesetParticles == true && GlobalStaticFlags::getIsNonGraphicalModeEnabled() == false &&
|
|
particleTypes->empty() == false && unitParticleSystems.empty() == true) {
|
|
for(ObjectParticleSystemTypes::const_iterator it= particleTypes->begin(); it != particleTypes->end(); ++it){
|
|
UnitParticleSystem *ups= new UnitParticleSystem(200);
|
|
(*it)->setValues(ups);
|
|
ups->setPos(this->pos);
|
|
ups->setRotation(this->rotation);
|
|
ups->setFactionColor(Vec3f(0, 0, 0));
|
|
ups->setVisible(false);
|
|
this->unitParticleSystems.push_back(ups);
|
|
Renderer::getInstance().manageParticleSystem(ups, rsGame);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Object::setHeight(float height) {
|
|
pos.y=height;
|
|
|
|
for(UnitParticleSystems::iterator it= unitParticleSystems.begin(); it != unitParticleSystems.end(); ++it) {
|
|
bool particleValid = Renderer::getInstance().validateParticleSystemStillExists((*it),rsGame);
|
|
if(particleValid == true) {
|
|
(*it)->setPos(this->pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
Model *Object::getModelPtr() const {
|
|
Model* result = NULL;
|
|
if(objectType==NULL) {
|
|
if(resource != NULL && resource->getType() != NULL){
|
|
result = resource->getType()->getModel();
|
|
}
|
|
}
|
|
else {
|
|
result=objectType->getTilesetModelType(variation)->getModel();
|
|
}
|
|
return result;
|
|
}
|
|
|
|
const Model *Object::getModel() const {
|
|
Model* result = NULL;
|
|
if(objectType == NULL){
|
|
if(resource != NULL && resource->getType() != NULL){
|
|
result=resource->getType()->getModel();
|
|
}
|
|
}
|
|
else {
|
|
result=objectType->getTilesetModelType(variation)->getModel();
|
|
}
|
|
return result;
|
|
}
|
|
|
|
bool Object::getWalkable() const{
|
|
return objectType==NULL? false: objectType->getWalkable();
|
|
}
|
|
|
|
void Object::setResource(const ResourceType *resourceType, const Vec2i &pos){
|
|
delete resource;
|
|
resource = NULL;
|
|
|
|
resource= new Resource();
|
|
resource->init(resourceType, pos);
|
|
initParticlesFromTypes(resourceType->getObjectParticleSystemTypes());
|
|
}
|
|
|
|
void Object::setVisible( bool visible)
|
|
{
|
|
this->visible=visible;
|
|
for(UnitParticleSystems::iterator it= unitParticleSystems.begin(); it != unitParticleSystems.end(); ++it) {
|
|
bool particleValid = Renderer::getInstance().validateParticleSystemStillExists((*it),rsGame);
|
|
if(particleValid == true) {
|
|
(*it)->setVisible(visible);
|
|
}
|
|
}
|
|
}
|
|
|
|
string Object::getUniquePickName() const {
|
|
string result = "";
|
|
if(resource != NULL) {
|
|
result += resource->getDescription() + " : ";
|
|
}
|
|
result += mapPos.getString();
|
|
return result;
|
|
}
|
|
|
|
}}//end namespace
|