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// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// *
// * This program is free software: you can redistribute it and/or modify
// * it under the terms of the GNU General Public License as published by
// * the Free Software Foundation, either version 3 of the License, or
// * (at your option) any later version.
// *
// * This program is distributed in the hope that it will be useful,
// * but WITHOUT ANY WARRANTY; without even the implied warranty of
// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// * GNU General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.
#ifndef _TASKBUILD_H_
#define _TASKBUILD_H_
class CInstanceManager;
class CTerrain;
class CBrain;
class CPhysics;
class CObject;
#define BUILDMARGIN 16.0f
#define TBMAXLIGHT 4
enum TaskBuildPhase
{
TBP_TURN = 1, // tourne
TBP_MOVE = 2, // avance/recule
TBP_TAKE = 3, // prend arme
TBP_PREP = 4, // pr�pare
TBP_BUILD = 5, // construit
TBP_TERM = 6, // termine
TBP_RECEDE = 7, // recule terminal
};
class CTaskBuild : public CTask
{
public:
CTaskBuild(CInstanceManager* iMan, CObject* object);
~CTaskBuild();
BOOL EventProcess(const Event &event);
Error Start(ObjectType type);
Error IsEnded();
BOOL Abort();
protected:
Error FlatFloor();
BOOL CreateBuilding(D3DVECTOR pos, float angle);
void CreateLight();
void BlackLight();
CObject* SearchMetalObject(float &angle, float dMin, float dMax, float aLimit, Error &err);
void DeleteMark(D3DVECTOR pos, float radius);
protected:
ObjectType m_type; // type de construction
CObject* m_metal; // objet metal transform�
CObject* m_power; // pile du v�hicule
CObject* m_building; // batiment construit
TaskBuildPhase m_phase; // phase de l'op�ration
BOOL m_bError; // TRUE -> op�ration impossible
BOOL m_bBuild; // TRUE -> batiment construit
BOOL m_bBlack; // TRUE -> lumi�res noir -> blanc
float m_time; // temps absolu
float m_lastParticule;// temps g�n�ration derni�re particule
float m_progress; // progression (0..1)
float m_speed; // vitesse de la progression
float m_angleY; // angle de rotation du v�hicule
float m_angleZ; // angle de rotation du canon
D3DVECTOR m_buildingPos; // position initiale du batiment
float m_buildingHeight;// hauteur du building
int m_lightRank[TBMAXLIGHT];// lumi�res pour les effets
int m_soundChannel;
};
#endif //_TASKBUILD_H_
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