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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
- //
- // fire.h
- // Project: Postal
- //
- // History:
- // 01/17/97 BRH Started this weapon object.
- //
- // 02/24/97 JMI Changed declaration of m_sprite from CAlphaSprite2 to
- // CSprite2.
- //
- // 03/13/97 JMI Load now takes a version number.
- //
- // 04/24/97 BRH Added a static variable for wind direction that will
- // be changed slightly every time a smoke is created, but
- // will generally cause them all to drift in the same
- // direction.
- //
- // 05/02/97 JMI Added GetTimeLeftToLive() which returns the amount of
- // time left before the fire goes out or the smoke thins
- // out.
- //
- // 06/11/97 BRH Added m_u16ShooterID to store the shooter ID which
- // will get passed along in the Burn Message.
- //
- // 06/17/97 JMI Converted all occurrences of rand() to GetRand() and
- // srand() to SeedRand().
- //
- // 07/01/97 BRH Added Small smoke animation.
- //
- // 07/04/97 BRH Added starting time used to calculate the alpha
- // level based on time to live.
- //
- // 07/09/97 JMI Changed Preload() to take a pointer to the calling realm
- // as a parameter.
- //
- // 07/13/97 BRH Added some variables and changed others for the new
- // method of using 1 alpha mask and setting the level
- // in the code.
- //
- // 07/23/97 BRH Changed the limits on the wind velocity so it can
- // be higher.
- //
- // 09/02/97 JMI Added m_u16FireStarterID. This is used for a special case
- // when the starter of the fire is not the thing using the
- // fire as a weapon (e.g., when a guy catches fire he can
- // use the fire on other people by running into them causing
- // them to catch on fire; however, if his own fire kills him
- // it is to the creator of the fire's credit that he dies).
- //
- //////////////////////////////////////////////////////////////////////////////
- //
- // Fire.
- //
- //////////////////////////////////////////////////////////////////////////////
- #ifndef FIRE_H
- #define FIRE_H
- #include "RSPiX.h"
- #include "realm.h"
- #include "AlphaAnimType.h"
- #include "smash.h"
- // CFire is a burning flame weapon class
- class CFire : public CThing
- {
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- public:
- typedef enum
- {
- State_Idle,
- State_Fire,
- State_Find,
- State_Chase,
- State_Explode,
- State_Deleted
- } CFireState;
- typedef unsigned char FireAnim;
- typedef enum
- {
- LargeFire,
- SmallFire,
- Smoke,
- SmallSmoke
- };
- typedef RChannel<CAlphaAnim> ChannelAA;
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- public:
- double m_dX;
- double m_dY;
- double m_dZ;
- short m_sRot;
- bool m_bTurnRight; // A Random number will determine if the
- // smoke will curl left or right when it hits an
- // obstacle.
- bool m_bIsBurningDude;
- U16 m_u16ShooterID; // Store the shooter ID to pass along in the burn message
- U16 m_u16FireStarterID; // Fire's creator. The ID of the thing that
- // caused this fire to be created. Generally
- // used by a thing3d when creating an internal
- // fire in response to Burn messages.
- protected:
- long m_lTimer; // General purpose timer
- long m_lCollisionTimer; // Check for collisions when this expires
- long m_lBurnUntil; // Burn until this time.
- long m_lCurrentAlphaTimeout; // Use current Alpha until this time, then switch
- long m_lBrightAlphaInterval; // Show each alpha for this amount of time
- long m_lDimAlphaInterval; // Show dim alpha level for this amount of time
- long m_lTimeToLive; // Total time to show this animation
- long m_lAlphaBreakPoint; // Time to switch from Bright to Dim
- long m_lStartTime; // Starting time used to calc the Alpha %
- short m_sCurrentAlphaLevel; // Use this Alpha level
- short m_sTotalAlphaChannels;
- U32 m_u32CollideIncludeBits; // bits to use for collision checking
- U32 m_u32CollideDontcareBits; // bits to use for collision checking
- U32 m_u32CollideExcludeBits; // bits to use for collision checking
- bool m_bSendMessages; // Whether or not to send messages to other
- // objects telling them to burn or not.
- FireAnim m_eFireAnim; // Which animation to use for the fire
- long m_lPrevTime; // Previous update time
- CSprite2 m_sprite; // Sprite (replace with CSprite3, soon)
- ChannelAA* m_pAnimChannel; // Alpha animation stored as a channel.
-
- short m_sSuspend; // Suspend flag
- CSmash m_smash; // Collision class
- // Tracks file counter so we know when to load/save "common" data
- static short ms_sFileCount;
- static short ms_sLargeRadius;
- static short ms_sSmallRadius;
- static long ms_lCollisionTime; // Check for collisions this often
- static long ms_lSmokeTime; // Time to let smoke run
- static short ms_sWindDirection; // Direction the wind is blowing, will
- // get changed slightly by each new smoke.
- static double ms_dWindVelocity; // Smoke drift velocity
- // "Constant" values that we want to be able to tune using the editor
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- public:
- // Constructor
- CFire(CRealm* pRealm)
- : CThing(pRealm, CFireID)
- {
- m_bIsBurningDude = false;
- m_sSuspend = 0;
- m_lPrevTime = 0;
- m_bSendMessages = true;
- m_u32CollideIncludeBits = 0;
- m_u32CollideDontcareBits = 0;
- m_u32CollideExcludeBits = 0;
- m_sTotalAlphaChannels = 0;
- m_smash.m_pThing = NULL;
- m_smash.m_bits = 0;
- m_lStartTime = 0;
- m_u16FireStarterID = CIdBank::IdNil;
- }
- public:
- // Destructor
- ~CFire()
- {
- // Remove sprite from scene (this is safe even if it was already removed!)
- m_pRealm->m_scene.RemoveSprite(&m_sprite);
- // Remove yourself from the collision list if it was in use
- // (switching to smoke removes it from the smashatorium and sets
- // the m_pThing field to NULL)
- if (m_smash.m_pThing)
- m_pRealm->m_smashatorium.Remove(&m_smash);
- // Free resources
- FreeResources();
- }
- //---------------------------------------------------------------------------
- // 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;
- *ppNew = new CFire(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("CFire::Construct(): Couldn't construct CFire (that's a bad thing)\n");
- }
- return sResult;
- }
- //---------------------------------------------------------------------------
- // Optional static functions
- //---------------------------------------------------------------------------
- // Function for this class that is called before play begins to make
- // the resource manager cache the resources for this object.
- static short Preload(
- CRealm* prealm); // In: Calling realm.
- //---------------------------------------------------------------------------
- // Required virtual functions (implimenting them as inlines doesn't pay!)
- //---------------------------------------------------------------------------
- public:
- // Load object (should call base class version!)
- short Load( // Returns 0 if successfull, non-zero otherwise
- RFile* pFile, // In: File to load from
- bool bEditMode, // In: True for edit mode, false otherwise
- short sFileCount, // In: File count (unique per file, never 0)
- ULONG ulFileVersion); // In: Version of file format to load.
- // Save object (should call base class version!)
- short Save( // Returns 0 if successfull, non-zero otherwise
- RFile* pFile, // In: File to save to
- short sFileCount); // In: File count (unique per file, never 0)
- // Startup object
- short Startup(void); // Returns 0 if successfull, non-zero otherwise
- // Shutdown object
- short Shutdown(void); // Returns 0 if successfull, non-zero otherwise
- // Suspend object
- void Suspend(void);
- // Resume object
- void Resume(void);
- // Update object
- void Update(void);
- // Render object
- void Render(void);
- short Setup( // Returns 0 on success.
- short sX, // In: New x coord
- short sY, // In: New y coord
- short sZ, // In: New z coord
- long lTimeToLive = 1000, // In: Milliseconds to burn
- bool bThick = true, // In: Use thick fire (more opaque)
- FireAnim eFireAnim = LargeFire); // In: Which anim to use
- // Called by editor to init new object at specified position
- short EditNew( // Returns 0 if successfull, non-zero otherwise
- short sX, // In: New x coord
- short sY, // In: New y coord
- short sZ); // In: New z coord
- // Called by editor to modify object
- short EditModify(void); // Returns 0 if successfull, non-zero otherwise
- // Called by editor to move object to specified position
- short EditMove( // Returns 0 if successfull, non-zero otherwise
- short sX, // In: New x coord
- short sY, // In: New y coord
- short sZ); // In: New z coord
- // Called by editor to update object
- void EditUpdate(void);
- // Called by editor to render object
- void EditRender(void);
- // Allows whoever creates the fire to control what gets burned by it
- // the defaults are set initially to Characters
- void SetCollideBits(U32 u32Include, U32 u32Dontcare, U32 u32Exclude)
- {
- m_u32CollideIncludeBits = u32Include;
- m_u32CollideDontcareBits = u32Dontcare;
- m_u32CollideExcludeBits = u32Exclude;
- };
- // Turns messages on which will send burn messages to things the fire
- // is touching.
- void MessagesOn(void)
- {
- m_bSendMessages = true;
- }
- // Turns messages off which allows for fire that is just a visual effect
- void MessagesOff(void)
- {
- m_bSendMessages = false;
- }
- inline short IsBurning(void)
- {
- return m_eFireAnim != Smoke && m_eFireAnim != SmallSmoke;
- }
- // Get the time left to live.
- // Check IsBurning() to determine whether this applies to the fire or
- // the smoke.
- long GetTimeLeftToLive(void)
- {
- return m_lBurnUntil - m_pRealm->m_time.GetGameTime();
- }
- //---------------------------------------------------------------------------
- // Internal functions
- //---------------------------------------------------------------------------
- protected:
- // Get all required resources
- short GetResources(void); // Returns 0 if successfull, non-zero otherwise
-
- // Free all resources
- short FreeResources(void); // Returns 0 if successfull, non-zero otherwise
- // Process Game Messages
- CFire::CFireState ProcessMessages(void);
- // Initialize the fire for large or small objects
- short Init(void);
- // Fire it out, let the smoke start. This funciton will change animations,
- // remove from the smash so it won't collide with anything, reset the timers, etc.
- short Smokeout(void);
- inline void WindDirectionUpdate(void)
- {
- ms_sWindDirection = rspMod360(ms_sWindDirection -2 + (GetRand() % 4)); // Biased 1 direction
- ms_dWindVelocity = ms_dWindVelocity - 0.1 + ((GetRand() % 3) / 10.0);
- if (ms_dWindVelocity < 10.0)
- ms_dWindVelocity = 11.0;
- if (ms_dWindVelocity > 40.0)
- ms_dWindVelocity = 39.0;
- }
- };
- #endif //DOOFUS_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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