123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194 |
- ////////////////////////////////////////////////////////////////////////////////
- //
- // 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
- //
- // ostrich.h
- // Project: Nostril (aka Postal)
- //
- // History:
- //
- // 05/09/97 BRH Started the ostrich object from the band file.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #ifndef OSTRICH_H
- #define OSTRICH_H
- #include "RSPiX.h"
- #include "doofus.h"
- // COstrich is the object for the ostriches wandering about in the game.
- class COstrich : public CDoofus
- {
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- protected:
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- protected:
- CCharacter::State m_ePreviousState; // State variable to remember what he was
- // Doing before he was shot, etc.
- CAnim3D* m_pPreviousAnim; // Previous state's animation
- CAnim3D m_animStand; // Stand animation
- CAnim3D m_animHide; // Hide head in sand
- CAnim3D m_animWalk; // Marching animation
- CAnim3D m_animRun; // Running away animation
- CAnim3D m_animShot; // Shot dead animation
- CAnim3D m_animBlownup; // Blown up by explosion
- CAnim3D m_animDie; // Fall down dead
- short m_sRotDirection; // Which direction to rotate to avoid walls
- // 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_dExplosionVelocity;// How high he will get blown up.
- static double ms_dMaxMarchVel; // How fast to march
- static double ms_dMaxRunVel; // Hos fast to run
- static long ms_lStateChangeTime; // How long to go before changing states
- static short ms_sStartingHitPoints; // How many hit points to start with
-
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- protected:
- // Constructor
- COstrich(CRealm* pRealm)
- : CDoofus(pRealm, COstrichID)
- {
- m_sRotDirection = 0;
- }
- public:
- // Destructor
- ~COstrich()
- {
- // Remove sprite from scene (this is safe even if it was already removed!)
- m_pRealm->m_scene.RemoveSprite(&m_sprite);
- 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 COstrich(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("COstrich::Construct(): Couldn't construct COstrich (that's a bad thing)\n");
- }
- return sResult;
- }
- //---------------------------------------------------------------------------
- // 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
- // Update object
- void Update(void);
- // Render object
- void Render(void);
- // Called by editor when a new object is created
- short EditNew(short sX, short sY, short sZ);
- // Called by editor to modify object
- short EditModify(void); // Returns 0 if successfull, non-zero otherwise
- // Called by editor to render object
- // void EditRender(void);
- //---------------------------------------------------------------------------
- // Message handlers that are called by CCharacter ProcessMessage(). These
- // have code to set the correct animation, state, etc for these messages
- //---------------------------------------------------------------------------
- public:
- void OnShotMsg(Shot_Message* pMessage);
- void OnBurnMsg(Burn_Message* pMessage);
- void OnExplosionMsg(Explosion_Message* pMessage);
- void OnPanicMsg(Panic_Message* pMessage);
- //---------------------------------------------------------------------------
- // Useful generic character state-specific functionality.
- //---------------------------------------------------------------------------
- public:
- // Implements basic one-time functionality for each time State_Dead is
- // entered.
- void OnDead(void);
- //---------------------------------------------------------------------------
- // 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
- // Initalize the object - this should be called after the resources are loaded
- short Init(void);
- // Go through the message queue and change the state if necessary
- void ProcessMessages(void);
- // Send panic message to other band members
- void AlertFlock(void);
- // Change randomly to one of the normal states, Walk, Stand, Hide
- void ChangeRandomState(void);
- };
- #endif //OSTRICH_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
|