/
explode.h
232 lines (194 loc) · 7.57 KB
/
explode.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
////////////////////////////////////////////////////////////////////////////////
//
// 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
////////////////////////////////////////////////////////////////////////////////