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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
//
// explode.h
// Project: Nostril (aka Postal)
//
// History:
// 01/17/97 BRH Started this weapon object.
//
// 02/24/97 JMI Changed declaration of m_sprite from CAlphaSprite2 to
// CSprite2.
//
// 03/05/97 BRH Added ms_sProjectVelocity as default velocity to throw
// other objects nearby.
//
// 03/13/97 JMI Load now takes a version number.
//
// 06/11/97 BRH Added m_u16ShooterID to store the shooter as it
// passes the information along to the explosion message.
//
// 07/09/97 JMI Changed Preload() to take a pointer to the calling realm
// as a parameter.
//
// 07/30/97 JMI Added m_u16ExceptID (an ID to except when sending
// explosion messages).
//
//////////////////////////////////////////////////////////////////////////////
//
// Explosion.
//
//////////////////////////////////////////////////////////////////////////////
#ifndef EXPLODE_H
#define EXPLODE_H
#include "RSPiX.h"
#include "realm.h"
#include "AlphaAnimType.h"
#include "smash.h"
// CExplode is a firey explosion weapon class
class CExplode : public CThing
{
//---------------------------------------------------------------------------
// Types, enums, etc.
//---------------------------------------------------------------------------
public:
typedef enum
{
State_Idle,
State_Fire,
State_Find,
State_Chase,
State_Explode
} CExplodeState;
typedef RChannel<CAlphaAnim> ChannelAA;
//---------------------------------------------------------------------------
// Variables
//---------------------------------------------------------------------------
public:
double m_dX;
double m_dY;
double m_dZ;
U16 m_u16ShooterID;
U16 m_u16ExceptID; // ID of object to except from explosion.
protected:
int32_t m_lTimer; // General purpose timer
int32_t m_lPrevTime; // Previous update time
CSprite2 m_sprite; // Sprite
ChannelAA* m_pAnimChannel; // Alpha Explosion animation stored as a channel
int16_t m_sSuspend; // Suspend flag
CSmash m_smash; // Collision class
// Tracks file counter so we know when to load/save "common" data
static int16_t ms_sFileCount;
static int16_t ms_sBlastRadius;
static int16_t ms_sProjectVelocity;
// "Constant" values that we want to be able to tune using the editor
//---------------------------------------------------------------------------
// Constructor(s) / destructor
//---------------------------------------------------------------------------
public:
// Constructor
CExplode(CRealm* pRealm)
: CThing(pRealm, CExplodeID)
{
m_sSuspend = 0;
m_u16ExceptID = CIdBank::IdNil;
}
public:
// Destructor
~CExplode()
{
// 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 int16_t 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
{
int16_t sResult = 0;
*ppNew = new CExplode(pRealm);
if (*ppNew == 0)
{
sResult = -1;
TRACE("CExplode::Construct(): Couldn't construct CExplode (that's a bad thing)\n");
}
return sResult;
}
//---------------------------------------------------------------------------
// Optional static functions
//---------------------------------------------------------------------------
static int16_t Preload(
CRealm* prealm); // In: Calling realm.
//---------------------------------------------------------------------------
// Required virtual functions (implimenting them as inlines doesn't pay!)
//---------------------------------------------------------------------------
public:
// Load object (should call base class version!)
int16_t Load( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to load from
bool bEditMode, // In: True for edit mode, false otherwise
int16_t sFileCount, // In: File count (unique per file, never 0)
uint32_t ulFileVersion); // In: Version of file format to load.
// Save object (should call base class version!)
int16_t Save( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to save to
int16_t sFileCount); // In: File count (unique per file, never 0)
// Startup object
int16_t Startup(void); // Returns 0 if successfull, non-zero otherwise
// Shutdown object
int16_t Shutdown(void); // Returns 0 if successfull, non-zero otherwise
// Suspend object
void Suspend(void);
// Resume object
void Resume(void);
// Update object
void Update(void);
// Render object
void Render(void);
int16_t Setup( // Returns 0 on success.
int16_t sX, // In: New x coord
int16_t sY, // In: New y coord
int16_t sZ, // In: New z coord
U16 u16ShooterID, // In: Who is responsible for this explosion
int16_t sAnim = 0); // In: Which explosion to use, standard = 0,
// grenade = 1 etc.
// Called by editor to init new object at specified position
int16_t EditNew( // Returns 0 if successfull, non-zero otherwise
int16_t sX, // In: New x coord
int16_t sY, // In: New y coord
int16_t sZ); // In: New z coord
// Called by editor to modify object
int16_t EditModify(void); // Returns 0 if successfull, non-zero otherwise
// Called by editor to move object to specified position
int16_t EditMove( // Returns 0 if successfull, non-zero otherwise
int16_t sX, // In: New x coord
int16_t sY, // In: New y coord
int16_t sZ); // In: New z coord
// Called by editor to update object
void EditUpdate(void);
// Called by editor to render object
void EditRender(void);
//---------------------------------------------------------------------------
// Internal functions
//---------------------------------------------------------------------------
protected:
// Get all required resources
int16_t GetResources(int16_t sAnim = 0); // Returns 0 if successfull, non-zero otherwise
// Free all resources
int16_t FreeResources(void); // Returns 0 if successfull, non-zero otherwise
};
#endif //DOOFUS_H
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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