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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
- //
- // grenade.h
- // Project: Postal
- //
- // History:
- // 01/17/97 BRH Started this weapon object.
- //
- // 02/11/97 JMI Stripped 2D. Added 3D and a concept of having a parent.
- //
- // 02/21/97 JMI Made static constants public.
- //
- // 02/26/97 JMI Now sets m_sprite.m_pthing = this on construction.
- //
- // 02/28/97 BRH Derived this from the CWeapon base class and moved
- // many members and some functions to the base class.
- //
- // 03/03/97 BRH Moved 3D sprite to 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.
- //
- // 06/03/97 BRH Tuned the SetRangeToTarget function now that the drag
- // has changed for the grenade.
- //
- // 06/17/97 BRH Increased Min distance in SetRangeToTarget so that enemies
- // won't blow themselves up. Fixed a bug in the SetRange
- // function as well.
- //
- // 07/09/97 JMI Changed Preload() to take a pointer to the calling realm
- // as a parameter.
- //
- // 08/08/97 JMI Added Style so this can be visually represented in multiple
- // ways.
- //
- // 08/08/97 JMI Added variables for rotating the weapon.
- //
- // 08/28/97 BRH Tuned distance for dynamite.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #ifndef GRENADE_H
- #define GRENADE_H
- #include "RSPiX.h"
- #include "realm.h"
- #include "weapon.h"
- // CGrenade is an unguided missile weapon class
- class CGrenade : public CWeapon
- {
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- public:
- typedef enum
- {
- Grenade,
- Dynamite,
- NumStyles
- } Style;
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- public:
- protected:
- short m_sPrevHeight; // Previous height
- CAnim3D m_anim; // 3D animation. One should be enough, I think.
- RTransform m_trans; // Transform.
- CSprite3 m_sprite; // 3D sprite to render this thing.
- Style m_style; // Style of thrown weapon.
- double m_dAnimRotY; // Apparent rotation around Y axis.
- double m_dAnimRotZ; // Apparent rotation around X axis.
- double m_dAnimRotVelY; // Rate of apparent rotation around Y axis.
- double m_dAnimRotVelZ; // Rate of apparent rotation around X axis.
- long m_lNextSmokeTime; // Time of dispersion of next smoke.
- // Tracks file counter so we know when to load/save "common" data
- static short ms_sFileCount;
- public:
- // "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_dMaxVelFore; // Maximum forward velocity
- static double ms_dMaxVelBack; // Maximum backward velocity
- static double ms_dDegPerSec; // Degrees of rotation per second
- static double ms_dCloseDistance; // Close enough to hit CDude
- static long ms_lRandomAvoidTime; // Time to wander before looking again
- static long ms_lReseekTime; // Time to wait before doing the next 'find'
- static long ms_lGrenadeFuseTime; // Time from throw to blow
- static long ms_lSmokeInterval; // Time between smokes.
- 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; // Will bounce up if velocity is this high
- static double ms_dBounceTransferFract; // Amount of velocity transferred in bounce
- static double ms_adGroundDimisher[NumStyles]; // Dimishes velocities once it hits the ground.
- static double ms_adBounceDimisher[NumStyles]; // Dimishes velocities when bouncing.
- static char* ms_apszResNames[NumStyles]; // Res names indexed Style.
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- protected:
- // Constructor
- CGrenade(CRealm* pRealm)
- : CWeapon(pRealm, CGrenadeID)
- {
- m_sprite.m_pthing = this;
- m_style = Grenade;
- m_dAnimRotY = 0.0;
- m_dAnimRotZ = 0.0;
- m_dAnimRotVelY = 0.0;
- m_dAnimRotVelZ = 0.0;
- m_lNextSmokeTime = 0;
- }
- public:
- // Destructor
- ~CGrenade()
- {
- // 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 CGrenade(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("CGrenade::Construct(): Couldn't construct CGrenade (that's a bad thing)\n");
- }
- return sResult;
- }
- // Construct object as dynamite.
- static short ConstructDynamite( // 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 sRes = Construct(pRealm, ppNew);
- if (sRes == 0)
- {
- ( (CGrenade*)(*ppNew) )->m_style = Dynamite;
- }
- return sRes;
- }
- //---------------------------------------------------------------------------
- // Optional static functions
- //---------------------------------------------------------------------------
- // Called before play begins to cache 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)
- // 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 dHorizVelocity = ms_dThrowHorizVel, // In: Starting horiz velocity with default
- double dVertVelocity = ms_dThrowVertVel*/); // In: Starting vert velocity with default
- // 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 40 or at most 400 pixels
- sSetRange = MAX(sRequestedRange, (short) 40);
- sSetRange = MIN(sSetRange, (short) 400);
- if (m_style == Grenade)
- m_dHorizVel = (double) sSetRange / 0.8476; //0.6855;
- else
- m_dHorizVel = (double) sSetRange / 1.010;
- return sSetRange;
- }
- // Smoke, if correct time.
- void Smoke(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
- // Process Message queue
- void ProcessMessages(void);
- };
- #endif // GRENADE_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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