123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214 |
- ////////////////////////////////////////////////////////////////////////////////
- //
- // 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
- //
- // napalm.h
- // Project: Nostril (aka Postal)
- //
- // History:
- // 01/17/97 BRH Started this weapon object.
- //
- // 02/26/97 JMI Now sets m_sprite.m_pthing = this on construction.
- //
- // 03/03/97 BRH Changed to be derived from CWeapon base class
- //
- // 03/03/97 BRH Moved the 3D sprite to the CWeapon base class.
- //
- // 03/03/97 JMI Commented out dHorizVelocity and dVertVelocity parameters
- // to Setup() so that this version would be a virtual over-
- // ride of CWeapon's.
- //
- // 03/13/97 JMI Load now takes a version number.
- //
- // 04/29/97 JMI Now defines m_sprite (as a CSprite3), which was previously
- // defined in the base class CWeapon.
- // Also, added GetSprite() virtual override to provide access
- // to the sprite from a lower level.
- //
- // 05/09/97 BRH Added SetRangeToTarget function to vary the velocity
- // of the weapon before it is shot in order to hit
- // your target.
- //
- // 06/17/97 BRH Fixed a bug in SetRangeToTarget where the min was not
- // being limited correctly.
- //
- // 07/09/97 JMI Changed Preload() to take a pointer to the calling realm
- // as a parameter.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #ifndef NAPALM_H
- #define NAPALM_H
- #include "weapon.h"
- // CNapalm is a canister of napalm weapon class
- class CNapalm : public CWeapon
- {
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- public:
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- public:
- // CSprite3 m_sprite; // 3D Sprite
- protected:
- double m_dFireX; // Last position of fire for comparision
- double m_dFireZ; // Last position of fire for comparision
-
- CAnim3D m_anim; // 3D animation
- RTransform m_trans; // Transform
- CSprite3 m_sprite; // 3D sprite to render this thing.
- // Tracks file counter so we know when to load/save "common" data
- static short ms_sFileCount;
- // "Constant" values that we want to be able to tune using the editor
- static double ms_dAccDrag; // Acceleration due to drag (always towards 0)
- static long ms_lGrenadeFuseTime; // Time from throw to blow
- static double ms_dThrowVertVel; // Throw up at this velocity
- static double ms_dThrowHorizVel; // Throw out at this velocity
- static double ms_dMinFireInterval; // Lay fire down every this amount of distance
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- protected:
- // Constructor
- CNapalm(CRealm* pRealm)
- : CWeapon(pRealm, CNapalmID)
- {
- m_sprite.m_pthing = this;
- }
- public:
- // Destructor
- ~CNapalm()
- {
- // Remove sprite from scene (this is safe even if it was already removed!)
- m_pRealm->m_scene.RemoveSprite(&m_sprite);
- // 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 CNapalm(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("CNapalm::Construct(): Couldn't construct CNapalm (that's a bad thing)\n");
- }
- return sResult;
- }
- //---------------------------------------------------------------------------
- // Optional static functions
- //---------------------------------------------------------------------------
- // Called before play begins to cache resources for this object
- static short Preload(
- CRealm* prealm); // In: Calling realm.
- public:
- void SetTransform(RTransform* pTransform)
- {
- m_sprite.m_ptrans = pTransform;
- };
- //---------------------------------------------------------------------------
- // 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)
- // Update object
- void Update(void);
- // Render object
- void Render(void);
- // Called by the object that is creating this weapon
- short Setup(
- short sX, // In: New x coord
- short sY, // In: New y coord
- short sZ/*, // In: New z coord
- double dHorizVel = ms_dThrowHorizVel, // In: Starting horizontal velocity
- double dVertVel = ms_dThrowVertVel*/); // In: Starting vertical velocity
- // 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;
- }
- // Function to modify the velocity for a requested range
- virtual short SetRangeToTarget(short sRequestedRange)
- {
- short sSetRange;
- // Must go at least 30 or at most 400 pixels
- sSetRange = MAX(sRequestedRange, (short) 30);
- sSetRange = MIN(sSetRange, (short) 400);
- m_dHorizVel = (double) sSetRange / 0.8544; //0.6782;
- return sSetRange;
- }
- //---------------------------------------------------------------------------
- // 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 messages in the message queue.
- void ProcessMessages(void);
- };
- #endif //DOOFUS_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
|