//////////////////////////////////////////////////////////////////////////////// // // 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 // // flag.h // Project: Postal // // History: // // 06/30/97 BRH Started this file to contain the Capture the flag object. // The flag is the thing that can be carried to the base. // // 07/06/97 BRH Added Time bonus for the time bonus challenge levels. // // 07/12/97 BRH Added m_u16FlagID to match flags and bases. // //////////////////////////////////////////////////////////////////////////////// #ifndef FLAG_H #define FLAG_H #include "RSPiX.h" #include "realm.h" #include "Thing3d.h" // CFlag is the flag object for capture the flag challenge levels class CFlag : public CThing3d { //--------------------------------------------------------------------------- // Types, enums, etc. //--------------------------------------------------------------------------- public: typedef enum { Red = 0, Blue, EndOfColors } FlagColor; //--------------------------------------------------------------------------- // Variables //--------------------------------------------------------------------------- public: CAnim3D* m_panimCurBase; // current animation for the base U16 m_u16FlagID; // Used to match flag & base protected: CAnim3D m_animFlagWave; // animation for the flag waving U32 m_u32IncludeBits; // Bits to include for Smash collision U32 m_u32DontcareBits; // Bits to ignore for Smash collision U32 m_u32ExcludeBits; // Bits to exclude for Smash collision long m_lTimeBonus; // Flag stores a time bonus for // special game play modes. U16 m_u16FlagColor; // Color of flag; short m_sSavedX; // Save the position of the flagbase short m_sSavedY; // Save the position of the flagbase short m_sSavedZ; // Save the position of the flagbase // 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_dInRange; // In range to the base //--------------------------------------------------------------------------- // Constructor(s) / destructor //--------------------------------------------------------------------------- protected: // Constructor CFlag(CRealm* pRealm) : CThing3d(pRealm, CFlagID) { m_sSuspend = 0; m_dRot = 0; m_dX = m_dY = m_dZ = m_dVel = m_dAcc = 0; m_panimCur = NULL; m_sprite.m_pthing = this; m_u16FlagID = 1; m_lTimeBonus = 0; m_u16FlagColor = Red; m_sSavedX = 0; m_sSavedY = 0; m_sSavedZ = 0; } public: // Destructor ~CFlag() { // 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 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 CFlag(pRealm); if (*ppNew == 0) { sResult = -1; TRACE("CFlag::Construct(): Couldn't construct CFlag (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 // Update object void Update(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); // Message handling functions //////////////////////////////////////////// // 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 //FLAG_H //////////////////////////////////////////////////////////////////////////////// // EOF ////////////////////////////////////////////////////////////////////////////////