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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
- //
- // firebomb.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.
- //
- // 02/28/97 BRH Derived this from the CWeapon base class
- //
- // 03/03/97 BRH Moved 3D sprite to CWeapon base class.
- //
- // 03/13/97 JMI Load()s now take a version number.
- //
- // 04/29/97 JMI Now CFirebomb defines m_sprite (as a CSprite3), which was
- // previously defined in the base class CWeapon.
- // Also, added GetSprite() virtual override to CFirebomb and
- // CFireFrag 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.
- //
- // 05/20/97 BRH Fixed problem with SetRangeToTarget.
- //
- // 06/17/97 BRH Fixed a bug in SetRangeToTarget and adjusted the
- // Min range up a bit so the enemies don't set themselves
- // on fire.
- //
- // 07/09/97 JMI Changed Preload() to take a pointer to the calling realm
- // as a parameter.
- //
- // 08/28/97 JMI Added a explode counter so we can cap the number of
- // explosions a firefrag can make.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #ifndef FIREBOMB_H
- #define FIREBOMB_H
- #include "RSPiX.h"
- #include "realm.h"
- #include "fire.h"
- #include "weapon.h"
- #include "IdBank.h"
- // CFirebomb is hand thrown fire grenade weapon class
- class CFirebomb : public CWeapon
- {
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- public:
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- public:
- protected:
- short m_sPrevHeight; // Previous height
- 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_dCloseDistance; // Close enough to hit CDude
- static double ms_dThrowVertVel; // Throw up at this velocity
- static double ms_dThrowHorizVel; // Throw out at this velocity
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- protected:
- // Constructor
- CFirebomb(CRealm* pRealm)
- : CWeapon(pRealm, CFirebombID)
- {
- m_sSuspend = 0;
- m_sprite.m_pthing = this;
- }
- public:
- // Destructor
- ~CFirebomb()
- {
- // 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 CFirebomb(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("CFirebomb::Construct(): Couldn't construct CFirebomb (that's a bad thing)\n");
- }
- return sResult;
- }
- //---------------------------------------------------------------------------
- // Optional static functions
- //---------------------------------------------------------------------------
- // Called before play begins to cache the resource 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)
- // 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
- // 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 60 or at most 400 pixels
- sSetRange = MAX(sRequestedRange, (short) 60);
- sSetRange = MIN(sSetRange, (short) 400);
- m_dHorizVel = (double) sSetRange / 0.8986; //0.7366;
- 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 message queue
- void ProcessMessages(void);
- };
- // CFirefrag a fragment that comes out of the CFirebomb weapon
- class CFirefrag : public CWeapon
- {
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- public:
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- public:
- protected:
- short m_sPrevHeight; // Previous height
- CFire* m_pFire; // Pointer to controlled fire object
- U16 m_u16FireID; // ID for fire.
- RImage* m_pImage; // Pointer to only image (replace with 3d anim, soon)
- CSprite2 m_sprite; // 2D sprite to render this object.
- short m_sNumExplosions; // Total Number of explosions.
- // 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_dAccUser; // Acceleration due to user
- static double ms_dAccDrag; // Acceleration due to drag (always towards 0)
- static double ms_dGravity; // Acceleration due to gravity
- static double ms_dThrowVertVel; // Throw up at this velocity
- static double ms_dThrowHorizVel; // Throw out at this velocity
- static double ms_dMinBounceVel; // Minimum velocity needed to bounce up
- static double ms_dVelTransferFract; // Amount of velocity to bounce back up
- static short ms_sMaxExplosions; // Maximum explosions before death.
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- protected:
- // Constructor
- CFirefrag(CRealm* pRealm)
- : CWeapon(pRealm, CFirefragID)
- {
- m_pImage = 0;
- m_pFire = NULL;
- m_u16FireID = CIdBank::IdNil;
- m_sNumExplosions = 0;
- }
- public:
- // Destructor
- ~CFirefrag()
- {
- // 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 CFirefrag(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("CFirefrag::Construct(): Couldn't construct CFirefrag (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)
- // 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
- // 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
- };
- #endif //FIREBOMB_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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