2013-09-09 01:18:36 +02:00
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#pragma once
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2014-02-28 12:23:51 +01:00
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#ifndef _GAMEOBJECT_HPP_
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#define _GAMEOBJECT_HPP_
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2013-09-09 01:18:36 +02:00
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2014-06-06 18:04:00 +02:00
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#include <engine/RWTypes.hpp>
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#include <loaders/LoaderIDE.hpp>
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#include <loaders/LoaderIPL.hpp>
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2013-09-09 01:18:36 +02:00
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#include <glm/gtc/quaternion.hpp>
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#include <memory>
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class CharacterController;
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class ModelFrame;
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class Animator;
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class GameWorld;
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2013-09-09 01:18:36 +02:00
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/**
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* Stores data used by call types of object instances.
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*/
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struct GameObject
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{
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glm::vec3 position;
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glm::quat rotation;
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ModelHandle* model; /// Cached pointer to Object's Model.
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GameWorld* engine;
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Animator* animator; /// Object's animator.
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2013-12-06 22:25:34 +01:00
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/**
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* Health value
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*/
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float mHealth;
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bool _inWater;
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// Used to determine in water status
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float _lastHeight;
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GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, ModelHandle* model)
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: position(pos), rotation(rot), model(model), engine(engine), animator(nullptr), mHealth(0.f),
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_inWater(false), _lastHeight(0.f)
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{}
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virtual ~GameObject() {}
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enum Type
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{
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Instance,
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Character,
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Vehicle,
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Unknown
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};
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virtual Type type() { return Unknown; }
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virtual void setPosition(const glm::vec3& pos);
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virtual glm::vec3 getPosition() const;
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virtual glm::quat getRotation() const;
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struct DamageInfo
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{
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enum DamageType
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{
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Explosion,
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Burning,
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Bullet,
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Physics
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};
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/**
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* World position of damage
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*/
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glm::vec3 damageLocation;
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/**
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* World position of the source (used for direction)
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*/
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glm::vec3 damageSource;
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/**
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* Magnitude of destruction
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*/
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float hitpoints;
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/**
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* Type of the damage
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*/
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DamageType type;
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/**
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* Physics impulse.
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*/
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float impulse;
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};
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virtual bool takeDamage(const DamageInfo& damage) { return false; }
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virtual bool isFrameVisible(ModelFrame* frame) const { return true; }
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virtual bool isAnimationFixed() const { return true; }
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virtual bool isInWater() const { return _inWater; }
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};
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2014-02-28 12:23:51 +01:00
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#endif // __GAMEOBJECTS_HPP__
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