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90 lines
1.5 KiB
C++
90 lines
1.5 KiB
C++
#pragma once
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#ifndef _GTAOBJECT_HPP_
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#define _GTAOBJECT_HPP_
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#include <renderwure/engine/GTATypes.hpp>
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#include <renderwure/loaders/LoaderIDE.hpp>
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#include <renderwure/loaders/LoaderIPL.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <memory>
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class GTAAIController;
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class Model;
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class Animator;
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class GTAEngine;
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/**
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* @brief The GTAObject struct
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* Stores data that is relevant to all types of objects.
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*/
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struct GTAObject
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{
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glm::vec3 position;
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glm::quat rotation;
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Model* model; /// Cached pointer to Object's Model.
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GTAEngine* engine;
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Animator* animator; /// Object's animator.
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/**
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* Health value
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*/
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float mHealth;
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GTAObject(GTAEngine* engine, const glm::vec3& pos, const glm::quat& rot, Model* model)
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: position(pos), rotation(rot), model(model), engine(engine), animator(nullptr), mHealth(0.f) {}
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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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};
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virtual Type type() = 0;
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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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virtual bool takeDamage(const DamageInfo& damage) { return false; };
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};
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#endif // GTAOBJECTS_HPP
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