forked from aburch/simutrans
-
Notifications
You must be signed in to change notification settings - Fork 1
/
simobj.h
390 lines (321 loc) · 8.85 KB
/
simobj.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
/*
* Copyright (c) 1997 - 2001 Hj. Malthaner
*
* This file is part of the Simutrans project under the artistic license.
* (see license.txt)
*/
#ifndef simobjs_h
#define simobjs_h
#include "simtypes.h"
#include "display/simimg.h"
#include "simcolor.h"
#include "dataobj/koord3d.h"
class cbuffer_t;
class karte_ptr_t;
class spieler_t;
/**
* Base class of all objects on the map, obj == thing
* Since everything is a 'obj' on the map, we need to make this as compact and fast as possible.
*
* @author Hj. Malthaner
*/
class obj_t
{
public:
// flags
enum flag_values {
keine_flags=0, /// no special properties
dirty=1, /// mark image dirty when drawing
not_on_map=2, /// this object is not placed on any tile (e.g. vehicles in a depot)
is_vehicle=4, /// this object is a vehicle obviously
highlight=8 /// for drawing some highlighted outline
};
// display only outline with player color on owner stuff
static bool show_owner;
private:
obj_t(obj_t const&);
obj_t& operator=(obj_t const&);
/**
* Coordinate of position
*/
koord3d pos;
/**
* x-offset of the object on the tile
* used for drawing object image
* if xoff and yoff are between 0 and OBJECT_OFFSET_STEPS-1 then
* the top-left corner of the image is within tile boundaries
*/
sint8 xoff;
/**
* y-offset of the object on the tile
*/
sint8 yoff;
/**
* Owner of the object (1 - public player, 15 - unowned)
*/
uint8 besitzer_n:4;
/**
* @see flag_values
*/
uint8 flags:4;
private:
/**
* Used by all constructors to initialize all vars with safe values
* -> single source principle
* @author Hj. Malthaner
*/
void init();
protected:
obj_t();
// since we often need access during loading
void set_player_nr(uint8 s) { besitzer_n = s; }
/**
* Pointer to the world of this thing. Static to conserve space.
* Change to instance variable once more than one world is available.
* @author Hj. Malthaner
*/
static karte_ptr_t welt;
public:
// needed for drawing images
sint8 get_player_nr() const { return besitzer_n; }
/**
* sets owner of object
*/
void set_besitzer(spieler_t *sp);
/**
* returns owner of object
*/
spieler_t * get_besitzer() const;
/**
* routines to set, clear, get bit flags
* @author Hj. Malthaner
*/
inline void set_flag(flag_values flag) {flags |= flag;}
inline void clear_flag(flag_values flag) {flags &= ~flag;}
inline bool get_flag(flag_values flag) const {return ((flags & flag) != 0);}
/// all the different types of objects
enum typ {
undefined=-1, obj=0, baum=1, zeiger=2,
wolke=3, sync_wolke=4, async_wolke=5,
gebaeude=7, // animated buildings (6 not used any more)
signal=8,
bruecke=9, tunnel=10,
bahndepot=12, strassendepot=13, schiffdepot = 14,
raucher=15, // obsolete
leitung = 16, pumpe = 17, senke = 18,
roadsign = 19, pillar = 20,
airdepot = 21, monoraildepot=22, tramdepot=23, maglevdepot=24,
wayobj = 25,
way = 26, // since 99.04 ways are normal things and stored in the objliste_t!
label = 27, // indicates ownership
field = 28,
crossing = 29,
groundobj = 30, // lakes, stones
narrowgaugedepot=31,
// after this only moving stuff
// reserved values for vehicles: 64 to 95
fussgaenger=64,
verkehr=65,
automobil=66,
waggon=67,
monorailwaggon=68,
maglevwaggon=69,
narrowgaugewaggon=70,
schiff=80,
aircraft=81,
movingobj=82,
// other new objs (obsolete, only used during loading old games
// lagerhaus = 24, (never really used)
// gebaeude_alt=6, (very, very old?)
old_gebaeudefundament=11, // wall below buildings, not used any more
old_automobil=32, old_waggon=33,
old_schiff=34, old_aircraft=35, old_monorailwaggon=36,
old_verkehr=41,
old_fussgaenger=42,
old_choosesignal = 95,
old_presignal = 96,
old_roadsign = 97,
old_pillar = 98,
old_airdepot = 99,
old_monoraildepot=100,
old_tramdepot=101,
};
inline sint8 get_xoff() const {return xoff;}
inline sint8 get_yoff() const {return yoff;}
// true for all moving objects
inline bool is_moving() const { return flags&is_vehicle; }
// while in principle, this should trigger the dirty, it takes just too much time to do it
// TAKE CARE OF SET IT DIRTY YOURSELF!!!
inline void set_xoff(sint8 xoff) {this->xoff = xoff; }
inline void set_yoff(sint8 yoff) {this->yoff = yoff; }
/**
* Constructor to load object from file
* @author Hj. Malthaner
*/
obj_t(loadsave_t *file);
/**
* Constructor to set position of object
* This does *not* add the object to the tile
* @author Hj. Malthaner
*/
obj_t(koord3d pos);
/**
* Destructor: removes object from tile, should close any inspection windows
* @author Hj. Malthaner
*/
virtual ~obj_t();
/**
* Routine for cleanup if object is removed (ie book maintenance, cost for removal)
* @author Hj. Malthaner
*/
virtual void entferne(spieler_t *) {}
/**
* @returns untranslated name of object
* @author Hj. Malthaner
*/
virtual const char *get_name() const {return "Ding";}
/**
* @return object type
* @author Hj. Malthaner
* @see typ
*/
virtual typ get_typ() const = 0;
/**
* waytype associated with this object
*/
virtual waytype_t get_waytype() const { return invalid_wt; }
/**
* called whenever the snowline height changes
* return false and the obj_t will be deleted
* @author prissi
*/
virtual bool check_season(const long /*month*/) { return true; }
/**
* called during map rotation
* @author priss
*/
virtual void rotate90();
/**
* Every object needs an image.
* @return number of current image for that object
* @author Hj. Malthaner
*/
virtual image_id get_bild() const = 0;
/**
* give image for height > 0 (max. height currently 3)
* IMG_LEER is no images
* @author Hj. Malthaner
*/
virtual image_id get_bild(int /*height*/) const {return IMG_LEER;}
/**
* this image is drawn after all get_bild() on this tile
* Currently only single height is supported for this feature
*/
virtual image_id get_after_bild() const {return IMG_LEER;}
/**
* if a function returns a value here with TRANSPARENT_FLAGS set
* then a transparent outline with the color from the lower 8 bit is drawn
* @author kierongreen
*/
virtual PLAYER_COLOR_VAL get_outline_colour() const {return 0;}
/**
* The image, that will be outlined
* @author kierongreen
*/
virtual image_id get_outline_bild() const { return IMG_LEER; }
/**
* Save and Load of object data in one routine
* @author Hj. Malthaner
*/
virtual void rdwr(loadsave_t *file);
/**
* Called after the world is completely loaded from savegame
*
* @author Hj. Malthaner
*/
virtual void laden_abschliessen() {}
/**
* @return position
*/
inline koord3d get_pos() const {return pos;}
/**
* set position - you would not have guessed it :)
*/
inline void set_pos(koord3d k) { if(k!=pos) { set_flag(dirty); pos = k;} }
/**
* put description of object into the buffer
* (used for certain windows)
* @author Hj. Malthaner
* @see simwin
*/
virtual void info(cbuffer_t & buf) const;
/**
* Opens a new info window for the object
* @author Hj. Malthaner
*/
virtual void zeige_info();
/**
* @return NULL if OK, otherwise an error message
* @author Hj. Malthaner
*/
virtual const char *ist_entfernbar(const spieler_t *sp);
/**
* Draw backgroung image of object
* (everything that could be potentially behind vehicles)
*/
#ifdef MULTI_THREAD
void display(int xpos, int ypos, const sint8 clip_num) const;
#else
void display(int xpos, int ypos) const;
#endif
/**
* Draw foreground image
* (everything that is in front of vehicles)
*/
#ifdef MULTI_THREAD
virtual void display_after(int xpos, int ypos, const sint8 clip_num) const;
#else
virtual void display_after(int xpos, int ypos, bool is_global) const;
#endif
#ifdef MULTI_THREAD
/**
* Draw overlays
* (convoi tooltips)
*/
virtual void display_overlay(int /*xpos*/, int /*ypos*/) const { return; }
#endif
/**
* When a vehicle moves or a cloud moves, it needs to mark the old spot as dirty (to copy to screen).
* This routine already takes position, and offsets (x_off, y_off) into account.
* @param yoff extra y-offset, in most cases 0, in pixels.
* @author prissi
*/
void mark_image_dirty(image_id bild, sint16 yoff) const;
/**
* Function for recalculating the image.
* @author Hj. Malthaner
*/
virtual void calc_bild() {}
};
/**
* Template to do casting of pointers based on obj_t::typ
* as a replacement of the slower dynamic_cast<>
*/
template<typename T> static T* obj_cast(obj_t*);
template<typename T> static inline T const* obj_cast(obj_t const* const d)
{
return obj_cast<T>(const_cast<obj_t*>(d));
}
/**
* Game objects that do not have description windows (for instance zeiger_t, wolke_t)
*/
class obj_no_info_t : public obj_t
{
public:
obj_no_info_t(loadsave_t* file) : obj_t(file) {}
obj_no_info_t(koord3d pos) : obj_t(pos) {}
void zeige_info() {}
protected:
obj_no_info_t() : obj_t() {}
};
#endif