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// Description:
// Structures and classes for LevelPacks.
//
// Copyright (C) 2001 Frank Becker
//
// This program is free software; you can redistribute it and/or modify it under
// the terms of the GNU General Public License as published by the Free Software
// Foundation; either version 2 of the License, or (at your option) any later
// version.
//
// 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
//
#ifndef _LevelPack_hpp_
#define _LevelPack_hpp_
#include <Trace.hpp>
#include <Point.hpp>
#include <BezierCurve.hpp>
struct LevelInfo
{
string name; //Name for Level or LevelPack
string author; //Author of Level or LevelPack
float version;
#if 0
//extra data...
int numTags;
string *tagName;
Value *tagValue;
#endif
};
class LPath
{
//bezier curve or some constant velocity curve...
public:
LPath( BezierCurve<Point3D> *bc, bool linear=false):
_isLinear(linear),
_bc(bc)
{
XTRACE();
_init();
}
LPath( void):_isLinear(false), _bc(0) {}
void init( BezierCurve<Point3D> *bc, bool linear=false)
{
XTRACE();
_bc = bc;
_isLinear = linear;
_init();
}
~LPath()
{
XTRACE();
delete _bc;
}
float length( void)
{
return _length;
}
void getPos( float t, Point3D &pos)
{
//assume t is [0,_length]
_bc->GetPos( t, pos);
}
void getTangent( float t, Point3D &tangent)
{
//assume t is [0,_length]
_bc->GetTangent( t, tangent);
}
void start( Point3D &pos)
{
pos = _start;
}
void startT( Point3D &tangent)
{
tangent = _startT;
}
void end( Point3D &pos)
{
pos = _end;
}
void endT( Point3D &tangent)
{
tangent = _endT;
}
void update( void)
{
//update internally cached values
_init();
}
BezierCurve<Point3D> *getBezierCurve( void)
{
return _bc;
}
private:
bool _isLinear;
float _length;
void _init( void)
{
XTRACE();
int num = _bc->GetNumSegments();
if( num > 0)
{
_length = (float)(num);
_start = _bc->GetControlPoint( 0);
_startT = _bc->GetControlPoint( 1) - _start;
_end = _bc->GetControlPoint( _bc->GetNumControlPoints()-1);
_endT = _bc->GetControlPoint( _bc->GetNumControlPoints()-2) - _end;
}
else
_length = 0.0;
}
Point3D _start;
Point3D _startT;
Point3D _end;
Point3D _endT;
BezierCurve<Point3D> *_bc;
};
class Model;
//spawnTime after level start at spawnPoint
//follow entryPath then transition to home.
//From home via attackPath away from home
//and via retreatPath towards home.
//Idlepath when home.
struct LEnemy
{
float spawnTime; //time at which to enter level
Point3D spawnPoint;//start position
Point3D home; //home position
//the flight path this enemy is capable of
int numAttackPaths;
LPath **attack;
int numRetreatPaths;
LPath **retreat;
//a single entry and idle path
LPath *entry;
LPath *idle;
Model *model; //the model for this enemy
};
struct LevelDescription
{
LevelInfo info; //info for the level
int numEnemies;
LEnemy *enemy;
};
struct LevelPack
{
LevelInfo info; //info for the levelpack
int numLevels;
LevelDescription *level;
};
#endif
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