123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262 |
- ////////////////////////////////////////////////////////////////////////////////
- //
- // 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
- //
- // sentry.h
- // Project: Postal
- //
- // History:
- // 06/02/97 BRH Created this sentry gun from gunner.h
- //
- // 06/30/97 JMI Added override for EditRect() and EditHotSpot().
- // Also, added UpdatePosition().
- //
- // 07/01/97 BRH Added angular velocity for Sentry gun.
- //
- // 08/11/97 JMI Added transform for base, m_transBase.
- // Also, added initialization of m_panimCurBase to NULL.
- //
- // 08/16/97 BRH Added weapon bits to pass to ShootWeapon.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #ifndef SENTRY_H
- #define SENTRY_H
- #include "RSPiX.h"
- #include "realm.h"
- #include "doofus.h"
- // CSentry is the class for the enemy guys
- class CSentry : public CDoofus
- {
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- protected:
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- public:
- CSprite3 m_spriteBase; // Base of gun that is stationary
- CAnim3D* m_panimCurBase; // current animation for the base
- double m_dXBase; // Position of base
- double m_dYBase; // Position of base
- double m_dZBase; // Position of base
- RTransform m_transBase; // Base's rotation/scaling/translation.
- protected:
- CAnim3D m_animBaseStand; // animation for the base of the gun
- CAnim3D m_animBaseDie; // animation for the base of the gun
- CBulletFest m_bullets; // Generic bullet interface.
- long m_lLastBulletTime; // Last time a bullet was fired.
- short m_sNumRounds; // Number of rounds remaining in the gun
- short m_sRoundsPerShot; // How many bullets does it fire at once
- long m_lSqDistRange; // Range in pixels squared.
- long m_lShootDelay; // Time to wait between shots
- double m_dAngularVelocity; // Amount it can turn in degrees/second
- // 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_dTooCloseDistance; // Close enough to hit CDude
- static double ms_dLongRange; // Out of range to notice or care
- static double ms_dInRangeLow; // Within weapon range
- static double ms_dInRangeHigh; // within weapon range
- static double ms_dGravity; // Gravity for falling
- static double ms_dBlowupVelocity; // Initial blast velocity
- 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_lWatchWaitTime; // Watch your shot go
- static long ms_lPatrolTime; // Wait this long before shooting
- static long ms_lDeathTimeout; // Wait around after dying
- static long ms_lBurningRunTime; // Run this time before turning
- static short ms_sHitLimit; // Number of starting hit points
- static short ms_sBurntBrightness; // Brightness level when burnt
- static long ms_lMaxShootTime; // Maximum in ms of continuous shooting.
- static long ms_lReselectDudeTime; // Time before looking for a closer dude.
- static U32 ms_u32WeaponIncludeBits; // Weapons shot from sentry can hit this
- static U32 ms_u32WeaponDontcareBits;// Weapons shot from sentry ignore these bits
- static U32 ms_u32WeaponExcludeBits; // Weapons shot from sentry do not hit this
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- protected:
- // Constructor
- CSentry(CRealm* pRealm)
- : CDoofus(pRealm, CSentryID)
- {
- m_sSuspend = 0;
- m_dRot = 0;
- m_dX = m_dY = m_dZ = m_dVel = m_dAcc = 0;
- m_panimCur = m_panimPrev = NULL;
- m_panimCurBase = NULL;
- m_sprite.m_pthing = this;
- m_sNumRounds = 0;
- m_sRoundsPerShot = 0;
- m_lSqDistRange = 0;
- m_lShootDelay = 0;
- m_dAngularVelocity = 360.0;
- }
- public:
- // Destructor
- ~CSentry()
- {
- // Remove sprite from scene (this is safe even if it was already removed!)
- m_pRealm->m_scene.RemoveSprite(&m_sprite);
- m_pRealm->m_scene.RemoveSprite(&m_spriteBase);
- 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 CSentry(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("CSentry::Construct(): Couldn't construct CSentry (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
- // Shutdown object
- short Shutdown(void); // Returns 0 if successfull, non-zero otherwise
- // Suspend object
- void Suspend(void);
- // Resume object
- void Resume(void);
- // Render override
- void Render(void);
- // Update object
- void Update(void);
- // Find angle to a CDude
- short FindDirection(void);
- // Find the squared distance to the CDude (to avoid sqrt)
- double SQDistanceToDude(void);
- // 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
- // Give Edit a rectangle around this object
- void EditRect(RRect* pRect);
- // Called by editor to get the hotspot of an object in 2D.
- // (virtual (Overridden here)).
- void EditHotSpot( // Returns nothiing.
- short* psX, // Out: X coord of 2D hotspot relative to
- // EditRect() pos.
- short* psY); // Out: Y coord of 2D hotspot relative to
- // EditRect() pos.
- //---------------------------------------------------------------------------
- // 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
- // Initialize states, positions etc.
- short Init(void);
- // Update the animation radius based on the current frame
- void UpdateRadius(void);
- // Position the base and turret based on m_dX, Y, & Z.
- void UpdatePosition(void);
- // Message handling functions ////////////////////////////////////////////
- // Handles a Shot_Message.
- virtual // Override to implement additional functionality.
- // Call base class to get default functionality.
- void OnShotMsg( // Returns nothing.
- Shot_Message* pshotmsg); // In: Message to handle.
- // Handles an Explosion_Message.
- virtual // Override to implement additional functionality.
- // Call base class to get default functionality.
- void OnExplosionMsg( // Returns nothing.
- Explosion_Message* pexplosionmsg); // In: Message to handle.
- // Handles a Burn_Message.
- virtual // Override to implement additional functionality.
- // Call base class to get default functionality.
- void OnBurnMsg( // Returns nothing.
- Burn_Message* pburnmsg); // In: Message to handle.
- };
- #endif //SENTRY_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
|