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- ////////////////////////////////////////////////////////////////////////////////
- //
- // Copyright 2016 RWS Inc, All Rights Reserved
- //
- // This program is free software; you can redistribute it and/or modify
- // it under the terms of version 2 of the GNU General Public License as published by
- // the Free Software Foundation
- //
- // 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, write to the Free Software Foundation, Inc.,
- // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- //
- // Chunk.H
- // Project: Nostril (aka Postal)
- //
- // History:
- // 05/13/97 JMI Started.
- //
- // 05/22/97 JMI Can support several types of 'chunks'.
- //
- // 08/18/97 JMI Now uses its own internal GetRand() and has randomization
- // arguments to Setup() so the caller can still control the
- // the randomization.
- // Now Construct() will not construct a CChunk if particle
- // effects are disabled.
- //
- // 09/08/97 JMI Added Kevlar type for pieces of kevlar vest that get
- // splatter off of dudes with vest.
- //
- //////////////////////////////////////////////////////////////////////////////
- //
- // This CThing-derived class will represent pieces of bloody yee (or chunks)
- // that fly off a recently damaged, complex organism or something.
- // Also, can now support bullet casings and shells.
- //
- //////////////////////////////////////////////////////////////////////////////
- #ifndef CHUNK_H
- #define CHUNK_H
- #include "RSPiX.h"
- #include "realm.h"
- class CChunk : public CThing
- {
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- public:
- typedef enum
- {
- Blood,
- BulletCasing,
- Shell,
- Kevlar,
- NumTypes
- } Type;
- typedef struct
- {
- U8 u8ColorIndex;
- short sLen;
- } TypeInfo;
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- public:
- double m_dX;
- double m_dY;
- double m_dZ;
- double m_dRot;
- double m_dVel;
- double m_dVertVel;
- long m_lPrevTime;
- short m_sSuspend; // Suspend flag
- Type m_type;
- short m_sLen; // Length of item.
-
- protected:
- CSpriteLine2d m_sprite; // Sprite.
- // Note that this is never reseeded b/c this is just an 'effect'
- // that does not and SHOULD not affect game play as it can be
- // turned off.
- static long ms_lGetRandomSeed; // Seed for GetRand[om]().
- // Chunk info for each type.
- static TypeInfo ms_atiChunks[NumTypes];
-
- //---------------------------------------------------------------------------
- // Static Variables
- //---------------------------------------------------------------------------
- public:
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- public:
- // Constructor
- CChunk(CRealm* pRealm)
- : CThing(pRealm, CChunkID)
- {
- m_sSuspend = 0;
- m_dRot = 0.0;
- m_dVel = 0.0;
- m_dVertVel = 0.0;
- m_sLen = 0;
- m_sprite.m_pthing = this;
- m_sprite.m_u8Color = 1;
- m_type = Blood;
- }
- public:
- // Destructor
- ~CChunk()
- {
- // Remove sprite from scene (this is safe even if it was already removed!)
- m_pRealm->m_scene.RemoveSprite(&m_sprite);
- }
- //---------------------------------------------------------------------------
- // Required static functions
- //---------------------------------------------------------------------------
- public:
- // Construct object
- static short Construct( // Returns 0 if successfull, non-zero otherwise
- CRealm* pRealm, // In: Pointer to realm this object belongs to
- CThing** ppNew) // Out: Pointer to new object
- {
- short sResult = 0;
- // Don't allow chunks when disabled . . .
- if (g_GameSettings.m_sParticleEffects)
- {
- *ppNew = new CChunk(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("CChunk::Construct(): Couldn't construct CChunk (that's really "
- "not that bad a thing)\n");
- }
- }
- else
- {
- // Particles disabled.
- sResult = 1;
- }
- return sResult;
- }
- //---------------------------------------------------------------------------
- // Virtual functions (implementing them as inlines doesn't pay!)
- //---------------------------------------------------------------------------
- public:
- // Suspend object
- void Suspend(void);
- // Resume object
- void Resume(void);
- // Update object
- void Update(void);
- // Render object
- void Render(void);
- // Note that this setup accepts the amount of random sway you want to
- // apply to the particle so you don't have to. You should not, otherwise
- // you'll ruin it (the game synch that is). Seriously.
- short Setup( // Returns 0 on success.
- short sX, // In: New x coord
- short sY, // In: New y coord
- short sZ, // In: New z coord
- double dRot, // In: Initial direction.
- short sRandRotSway, // In: Random sway on rotation or zero.
- double dVel, // In: Initial velocity.
- short sRandVelSway, // In: Random sway on velocity or zero.
- double dVertVel, // In: Initial vertical velocity.
- short sRandVertVelSway, // In: Random sway on velocity or zero.
- Type type); // In: Type of chunk.
- // Get a random number that is in no way related to the game's main
- // GetRand().
- static long GetChunkRand(void)
- {
- return (((ms_lGetRandomSeed = ms_lGetRandomSeed * 214013L + 2531011L) >> 16) & 0x7fff);
- }
- //---------------------------------------------------------------------------
- // Internal functions
- //---------------------------------------------------------------------------
- protected:
- };
- #endif // CHUNK_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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