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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _FEATURE_H
#define _FEATURE_H
#include <vector>
#include <list>
#include <string>
#include <boost/noncopyable.hpp>
#include "Sim/Objects/SolidObject.h"
#include "Sim/Units/UnitHandler.h"
#include "System/Matrix44f.h"
#include "Sim/Misc/LosHandler.h"
#include "Sim/Misc/ModInfo.h"
#define TREE_RADIUS 20
struct FeatureDef;
class CUnit;
struct DamageArray;
class CFireProjectile;
class CFeature: public CSolidObject, public boost::noncopyable
{
CR_DECLARE(CFeature);
public:
CFeature();
~CFeature();
/**
* Pos of quad must not change after this.
* This will add this to the FeatureHandler.
*/
void Initialize(const float3& pos, const FeatureDef* def, short int heading, int facing,
int team, int allyteam, const UnitDef* udef, const float3& speed = ZeroVector, int smokeTime = 0);
int GetBlockingMapID() const { return id + (10 * uh->MaxUnits()); }
/**
* Negative amount = reclaim
* @return true if reclaimed
*/
bool AddBuildPower(float amount, CUnit* builder);
void DoDamage(const DamageArray& damages, const float3& impulse, CUnit* attacker, int weaponDefID);
void ForcedMove(const float3& newPos, bool snapToGround = true);
void ForcedSpin(const float3& newDir);
bool Update(void);
bool UpdatePosition(void);
void StartFire(void);
float RemainingResource(float res) const;
float RemainingMetal(void) const;
float RemainingEnergy(void) const;
int ChunkNumber(float f);
void CalculateTransform();
void DependentDied(CObject *o);
void ChangeTeam(int newTeam);
bool IsInLosForAllyTeam(int allyteam) const
{
if (alwaysVisible)
return true;
switch (modInfo.featureVisibility) {
case CModInfo::FEATURELOS_NONE:
default:
return loshandler->InLos(this->pos, allyteam);
case CModInfo::FEATURELOS_GAIAONLY:
return (this->allyteam == -1 || loshandler->InLos(this->pos, allyteam));
case CModInfo::FEATURELOS_GAIAALLIED:
return (this->allyteam == -1 || this->allyteam == allyteam
|| loshandler->InLos(this->pos, allyteam));
case CModInfo::FEATURELOS_ALL:
return true;
}
}
public:
/**
* This flag is used to stop a potential exploit involving tripping
* a unit back and forth across a chunk boundary to get unlimited resources.
* Basically, once a corspe has been a little bit reclaimed,
* if they start rezzing, then they cannot reclaim again
* until the corpse has been fully 'repaired'.
*/
bool isRepairingBeforeResurrect;
float resurrectProgress;
float reclaimLeft;
bool luaDraw;
bool noSelect;
int tempNum;
int lastReclaim;
const FeatureDef* def;
const UnitDef* udef; /// type of unit this feature should be resurrected to
std::string defName;
CMatrix44f transMatrix;
bool inUpdateQue;
/// which drawQuad we are part of
int drawQuad;
float finalHeight;
bool reachedFinalPos;
CFireProjectile* myFire;
int fireTime;
int emitSmokeTime;
/// the solid object that is on top of the geothermal
CSolidObject* solidOnTop;
/// initially a copy of CUnit::speed
float3 deathSpeed;
private:
void PostLoad();
};
#endif // _FEATURE_H
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