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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
- //
- // fireball.h
- // Project: Nostril (aka Postal)
- //
- // History:
- // 04/25/97 BRH Started this new weapon to be used to make a
- // flamethrower.
- //
- // 04/29/97 JMI Added GetSprite() virtual override to provide access
- // to m_sprite from a lower level.
- // Changed back to being derived from CWeapon (instead of
- // CThing).
- // Added a Setup() that matches the base class virtual
- // Setup() to make sure it gets overriden. The
- // functionality is the same (the new Setup() just calls
- // the six parm Setup() with some handy defaults).
- // Changed name of ProcessMessages() to
- // ProcessFireballMessages() to avoid conflicts with
- // CWeapon's ProcessMessages().
- //
- // 06/30/97 BRH Added a fire stream object in this file to emit several
- // fireballs spaced close together to make a better stream
- // for the flamethrower.
- //
- // 07/04/97 BRH Changed to an auto alpha level based on the time to
- // live so that the flame gets more alpha-ed toward the
- // end where it burns out.
- //
- // 07/09/97 JMI Changed Preload() to take a pointer to the calling realm
- // as a parameter.
- //
- // 08/08/97 JMI Changed m_pFireball1, 2, & 3 to m_idFireball1, 2, & 3.
- //
- // 08/17/97 JMI Changed m_pthingParent to m_idParent.
- //
- //////////////////////////////////////////////////////////////////////////////
- //
- // Fireball.
- //
- //////////////////////////////////////////////////////////////////////////////
- #ifndef FIREBALL_H
- #define FIREBALL_H
- #include "RSPiX.h"
- #include "realm.h"
- #include "AlphaAnimType.h"
- #include "smash.h"
- #include "weapon.h"
- /////////////////////////////////////////// CFireball /////////////////////////////////////
- // CFireball is a burning flame weapon class
- class CFireball : public CWeapon
- {
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- public:
- typedef enum
- {
- State_Idle,
- State_Fire,
- State_Find,
- State_Chase,
- State_Explode,
- State_Deleted
- } CFireballState;
- typedef RChannel<CAlphaAnim> ChannelAA;
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- public:
- short m_sSpreadDir; // A Random number will determine the spread
- // when it hits a wall.
- 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_lAlphaChannelInterval; // Show each alpha for this amount of time
- long m_lTimeToLive; // Total time to show this animation
- long m_lTotalFlameTime; // Total time to show the flame (non adjusted for game time)
- short m_sCurrentAlphaChannel; // Use this Alpha channel
- 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
- U16 m_u16ShooterID; // shooter's ID so you don't hit him.
- bool m_bSendMessages; // Whether or not to send messages to other
- // objects telling them to burn or not.
- bool m_bMoving; // Once it hits a wall it will stop moving
- long m_lAnimTime; // Animation time so anims can be offset frames.
- long m_lPrevTime; // Previous update time
- CSprite2 m_sprite; // 2D sprite to render this object.
- 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_sSmallRadius;
- static long ms_lCollisionTime; // Check for collisions this often
- static double ms_dFireVelocity; // Rate of travel.
- // "Constant" values that we want to be able to tune using the editor
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- public:
- // Constructor
- CFireball(CRealm* pRealm)
- : CWeapon(pRealm, CFireballID)
- {
- 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_bMoving = true;
- m_lAnimTime = 0;
- m_sprite.m_pthing = this;
- }
- public:
- // Destructor
- ~CFireball()
- {
- // 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 CFireball(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("CFireball::Construct(): Couldn't construct CFireball (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
- short sDir, // In: Direction of travel
- long lTimeToLive, // In: Milliseconds to burn
- U16 u16ShooterID); // In: Your ID (the shooter) so it doesn't hit you
- // Override base class Setup().
- virtual // Overridden here.
- short Setup(
- short sX, // In: Starting X position
- short sY, // In: Starting Y position
- short sZ) // In: Starting Z position
- {
- // Default to 500 ms to live and parent's shooter ID, if there is a parent.
- return Setup(
- sX, sY, sZ,
- 0,
- 500,
- m_idParent
- );
- }
- // 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;
- }
- // Get this class's sprite. Note that the type will vary.
- // This is a pure virtual functionin the base class.
- virtual // Overriden here.
- CSprite* GetSprite(void) // Returns this weapon's sprite.
- {
- return &m_sprite;
- }
- //---------------------------------------------------------------------------
- // 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
- CFireballState ProcessFireballMessages(void);
- // Initialize the fire for large or small objects
- short Init(void);
- };
- /////////////////////////////////// Firestream ////////////////////////////////
- // CFirestream is a burning flame weapon class
- class CFirestream : public CWeapon
- {
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- public:
- typedef enum
- {
- State_Idle,
- State_Fire,
- State_Find,
- State_Chase,
- State_Explode,
- State_Deleted
- } CFirestreamState;
- typedef RChannel<CAlphaAnim> ChannelAA;
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- public:
- // when it hits a wall.
- protected:
- long m_lBurnUntil; // Burn until this time.
- long m_lCurrentAlphaTimeout; // Use current Alpha until this time, then switch
- long m_lAlphaChannelInterval; // Show each alpha for this amount of time
- long m_lTimeToLive; // Total time to show this animation
- short m_sCurrentAlphaChannel; // Use this Alpha channel
- short m_sTotalAlphaChannels;
- U16 m_u16ShooterID; // shooter's ID so you don't hit him.
- bool m_bSendMessages; // Whether or not to send messages to other
- // objects telling them to burn or not.
- long m_lPrevTime; // Previous update time
- CSprite2 m_sprite; // False sprite for positioning info
- U16 m_idFireball1;
- U16 m_idFireball2;
- U16 m_idFireball3;
-
- short m_sSuspend; // Suspend flag
- // Tracks file counter so we know when to load/save "common" data
- static short ms_sFileCount;
- static short ms_sOffset1; // Offset for 2nd fireball
- static short ms_sOffset2; // Offset for 3rd fireball
- // "Constant" values that we want to be able to tune using the editor
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- public:
- // Constructor
- CFirestream(CRealm* pRealm)
- : CWeapon(pRealm, CFirestreamID)
- {
- m_sSuspend = 0;
- m_lPrevTime = 0;
- m_bSendMessages = true;
- m_sTotalAlphaChannels = 0;
- m_sprite.m_pthing = this;
- m_idFireball1 = CIdBank::IdNil;
- m_idFireball2 = CIdBank::IdNil;
- m_idFireball3 = CIdBank::IdNil;
- }
- public:
- // Destructor
- ~CFirestream()
- {
- // 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;
- *ppNew = new CFirestream(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("CFirestream::Construct(): Couldn't construct CFirestream (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
- short sDir, // In: Direction of travel
- long lTimeToLive, // In: Milliseconds to burn
- U16 u16ShooterID); // In: Your ID (the shooter) so it doesn't hit you
- // Override base class Setup().
- virtual // Overridden here.
- short Setup(
- short sX, // In: Starting X position
- short sY, // In: Starting Y position
- short sZ) // In: Starting Z position
- {
- // Default to 500 ms to live and parent's shooter ID, if there is a parent.
- return Setup(
- sX, sY, sZ,
- 0,
- 500,
- m_idParent
- );
- }
- // 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);
- // 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;
- }
- // Get this class's sprite. Note that the type will vary.
- // This is a pure virtual functionin the base class.
- virtual // Overriden here.
- CSprite* GetSprite(void) // Returns this weapon's sprite.
- {
- return &m_sprite;
- }
- //---------------------------------------------------------------------------
- // Internal functions
- //---------------------------------------------------------------------------
- protected:
- // Process Game Messages
- CFirestreamState ProcessFireballMessages(void);
- // Initialize the fire for large or small objects
- short Init(void);
- };
- #endif //FIREBALL_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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