//////////////////////////////////////////////////////////////////////////////// // // 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 // // barrel.h // Project: Nostril (aka Postal) // // History: // 03/14/97 BRH Started this exploding barrel object from the napalm // object. // // 03/17/97 BRH Restarted this object based on the new CThing3D base // class which will make it easier to do the motion for // explosions and other message processing. // // 04/02/97 JMI Removed initialization of m_pFire. // // 04/04/97 JMI Added barrel spin animation which has the origin at the // barrel's center of gravity for better spinning. // // 06/11/97 BRH Added m_u16ShooterID so it can pass along the information // for scoring purposes. // // 06/25/97 BRH Added shadow sprite and alpha animation for the shadow // along the ground to see how it looks. If it looks good, // then it will probably be moved further up into CThing3D. // // 08/15/97 BRH Added a special barrel flag so that this type of // barrel can only be destroyed by the CDude. Added an // EditModify dialog to set the option and added it to // the load and save. // //////////////////////////////////////////////////////////////////////////////// #ifndef BARREL_H #define BARREL_H #include "RSPiX.h" #include "Thing3d.h" #include "realm.h" #include "grenade.h" #include "firebomb.h" #include "doofus.h" #include "AlphaAnimType.h" // CBarrel is an exploding barrel that can react to explosions, fire and shots class CBarrel : public CThing3d { //--------------------------------------------------------------------------- // Types, enums, etc. //--------------------------------------------------------------------------- protected: typedef RChannel ChannelAA; //--------------------------------------------------------------------------- // Variables //--------------------------------------------------------------------------- public: U16 m_u16ShooterID; // Variable for storing the shooter ID // to pass along in the messages. protected: CCharacter::State m_ePreviousState; // State variable to remember where he was CAnim3D m_animStill; // Barrel still animation CAnim3D m_animSpin; // Barrel still but rotatable around center of gravity. CAnim3D* m_pPreviousAnim; // Previous state's animation short m_sSphereRadius; // Radius of the grenader's current frame short m_sSphereX; // Location of the grenader's sphere center short m_sSphereY; // Location of the grenader's sphere center short m_sScreenRadius; // Object's radius bool m_bSpecial; // Special dude-destroy-only barrel; // 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 long ms_lExplosionWait; // Amount of time to wait before staring fire static long ms_lExplosionDelay; // Time before explosion triggers another. static short ms_sNumFires; // Number of fires to create after explosion //--------------------------------------------------------------------------- // Constructor(s) / destructor //--------------------------------------------------------------------------- protected: // Constructor CBarrel(CRealm* pRealm) : CThing3d(pRealm, CBarrelID) { m_sSuspend = 0; m_dRot = 0; m_dX = m_dY = m_dZ = m_dVel = m_dAcc = 0; m_sScreenRadius = 20; m_panimCur = m_pPreviousAnim = NULL; m_sprite.m_pthing = this; m_bSpecial = false; } public: // Destructor ~CBarrel() { // 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_spriteShadow); 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 CBarrel(pRealm); if (*ppNew == 0) { sResult = -1; TRACE("CBarrel::Construct(): Couldn't construct CBarrel (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); // 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); // Set a pointer to the guy you are tracking for other guy related // functions like FindDirection and SQDistanceToGuy short SelectDude(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 //--------------------------------------------------------------------------- // 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); // 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. // Handles an ObjectDelete_Message. virtual // Override to implement additional functionality. // Call base class to get default functionality. void OnDeleteMsg( // Returns nothing. ObjectDelete_Message* pdeletemsg); // In: Message to handle. }; #endif //GRENADER_H //////////////////////////////////////////////////////////////////////////////// // EOF ////////////////////////////////////////////////////////////////////////////////