/******************************************************************************
This source file is part of AstroMenace game
(Hardcore 3D space shooter with spaceship upgrade possibilities.)
For the latest info, see http://www.viewizard.com/
File name: MilitaryBuilding.cpp
Copyright (c) 2006-2007 Michael Kurinnoy, Viewizard
All Rights Reserved.
File Version: 1.2
******************************************************************************
AstroMenace game source code available under "dual licensing" model.
The licensing options available are:
* Commercial Licensing. This is the appropriate option if you are
creating proprietary applications and you are not prepared to
distribute and share the source code of your application.
Contact us for pricing at viewizard@viewizard.com
* Open Source Licensing. This is the appropriate option if you want
to share the source code of your application with everyone you
distribute it to, and you also want to give them the right to share
who uses it. You should have received a copy of the GNU General Public
License version 3 with this source codes.
If not, see .
******************************************************************************/
/// подключаем нужные файлы
#include "MilitaryBuilding.h"
struct MilitaryBuildingData
{
float Strength;
int WeaponQuantity;
const char *Name;
const char *TextureName;
};
const int PresetMilitaryBuildingDataCount = 7;
MilitaryBuildingData PresetMilitaryBuildingData[PresetMilitaryBuildingDataCount] =
{
{80, 2, "DATA/MODELS/MILITARYBUILDING/aa-gun-01.VW3D", "DATA/MODELS/gr-01.jpg"},
{120, 1, "DATA/MODELS/MILITARYBUILDING/aa-gun-02.VW3D", "DATA/MODELS/gr-01.jpg"},
{80, 2, "DATA/MODELS/MILITARYBUILDING/aa-gun-03.VW3D", "DATA/MODELS/gr-02.jpg"},
{150, 2, "DATA/MODELS/MILITARYBUILDING/aa-gun-04.VW3D", "DATA/MODELS/gr-01.jpg"},
{250, 2, "DATA/MODELS/MILITARYBUILDING/aa-gun-05.VW3D", "DATA/MODELS/gr-03.jpg"},
{50, 1, "DATA/MODELS/MILITARYBUILDING/artiler-gun-01.VW3D", "DATA/MODELS/gr-03.jpg"},
{200, 1, "DATA/MODELS/MILITARYBUILDING/artiler-gun-02.VW3D", "DATA/MODELS/gr-01.jpg"}
};
//-----------------------------------------------------------------------------
// Конструктор, инициализация всех переменных
//-----------------------------------------------------------------------------
void CMilitaryBuilding::Create(int MilitaryBuildingNum)
{
ObjectType = 6;
ObjectCreationType = MilitaryBuildingNum;
LoadObjectData(PresetMilitaryBuildingData[MilitaryBuildingNum-1].Name, this, 0);
for (int i=0; iCreate(204);
WeaponLocation[1] = VECTOR3D(-0.3f, 4.6f, 2.6f);
Weapon[1] = new CWeapon;
Weapon[1]->Create(204);
WeaponFireType = 2;
TargetHorizObjectQuantity = 4;
TargetHorizObject = new int[TargetHorizObjectQuantity];
TargetHorizObject[0] = 1;
TargetHorizObject[1] = 2;
TargetHorizObject[2] = 3;
TargetHorizObject[3] = 4;
TargetHorizObjectMaxAngle = 30.0f;
TargetHorizObjectMinAngle = -30.0f;
TargetVertObjectQuantity = 3;
TargetVertObject = new int[TargetVertObjectQuantity];
TargetVertObject[0] = 2;
TargetVertObject[1] = 3;
TargetVertObject[2] = 4;
TargetVertObjectMaxAngle = 60.0f;
break;
case 2:
WeaponLocation[0] = VECTOR3D(0.0f, 4.6f, 4.5f);
Weapon[0] = new CWeapon;
Weapon[0]->Create(204);
Weapon[0]->NextFireTime = Weapon[0]->NextFireTime / 3.0f;
WeaponFireType = 2;
TargetHorizObjectQuantity = 4;
TargetHorizObject = new int[TargetHorizObjectQuantity];
TargetHorizObject[0] = 1;
TargetHorizObject[1] = 2;
TargetHorizObject[2] = 3;
TargetHorizObject[3] = 4;
TargetHorizObjectMaxAngle = 30.0f;
TargetHorizObjectMinAngle = -30.0f;
TargetVertObjectQuantity = 3;
TargetVertObject = new int[TargetVertObjectQuantity];
TargetVertObject[0] = 2;
TargetVertObject[1] = 3;
TargetVertObject[2] = 4;
TargetVertObjectMaxAngle = 60.0f;
BarrelObjectQuantity = 1;
BarrelObject = new int[BarrelObjectQuantity];
BarrelObject[0] = 4;
break;
case 3:
WeaponLocation[0] = VECTOR3D(2.8f, 5.3f, 7.5f);
Weapon[0] = new CWeapon;
Weapon[0]->Create(205);
Weapon[0]->NextFireTime = Weapon[0]->NextFireTime / 2.0f;
WeaponLocation[1] = VECTOR3D(-2.8f, 5.3f, 7.5f);
Weapon[1] = new CWeapon;
Weapon[1]->Create(205);
Weapon[1]->NextFireTime = Weapon[1]->NextFireTime / 2.0f;
WeaponFireType = 3;
TargetHorizObjectQuantity = 2;
TargetHorizObject = new int[TargetHorizObjectQuantity];
TargetHorizObject[0] = 1;
TargetHorizObject[1] = 2;
TargetVertObjectQuantity = 1;
TargetVertObject = new int[TargetVertObjectQuantity];
TargetVertObject[0] = 2;
TargetVertObjectMaxAngle = 60.0f;
break;
case 4:
WeaponLocation[0] = VECTOR3D(3.6f, 8.5f, 4.0f);
Weapon[0] = new CWeapon;
Weapon[0]->Create(204);
Weapon[0]->NextFireTime = Weapon[0]->NextFireTime / 2.0f;
WeaponLocation[1] = VECTOR3D(-3.6f, 8.5f, 4.0f);
Weapon[1] = new CWeapon;
Weapon[1]->NextFireTime = Weapon[1]->NextFireTime / 2.0f;
Weapon[1]->Create(204);
WeaponFireType = 2;
TargetHorizObjectQuantity = 4;
TargetHorizObject = new int[TargetHorizObjectQuantity];
TargetHorizObject[0] = 1;
TargetHorizObject[1] = 2;
TargetHorizObject[2] = 3;
TargetHorizObject[3] = 4;
TargetVertObjectQuantity = 3;
TargetVertObject = new int[TargetVertObjectQuantity];
TargetVertObject[0] = 2;
TargetVertObject[1] = 3;
TargetVertObject[2] = 4;
TargetVertObjectMaxAngle = 60.0f;
BarrelObjectQuantity = 2;
BarrelObject = new int[BarrelObjectQuantity];
BarrelObject[0] = 3;
BarrelObject[1] = 4;
break;
case 5:
WeaponLocation[0] = VECTOR3D(1.95f, 6.5f, 3.7f);
Weapon[0] = new CWeapon;
Weapon[0]->Create(204);
Weapon[0]->NextFireTime = Weapon[0]->NextFireTime / 3.0f;
WeaponLocation[1] = VECTOR3D(-1.95f, 6.5f, 3.7f);
Weapon[1] = new CWeapon;
Weapon[1]->NextFireTime = Weapon[1]->NextFireTime / 3.0f;
Weapon[1]->Create(204);
WeaponFireType = 2;
TargetHorizObjectQuantity = 2;
TargetHorizObject = new int[TargetHorizObjectQuantity];
TargetHorizObject[0] = 1;
TargetHorizObject[1] = 2;
TargetVertObjectQuantity = 1;
TargetVertObject = new int[TargetVertObjectQuantity];
TargetVertObject[0] = 2;
TargetVertObjectMaxAngle = 60.0f;
break;
case 6:
WeaponLocation[0] = VECTOR3D(0.0f, 3.0f, 7.0f);
Weapon[0] = new CWeapon;
Weapon[0]->Create(204);
Weapon[0]->NextFireTime = Weapon[0]->NextFireTime / 3.5f;
TargetHorizObjectQuantity = 2;
TargetHorizObject = new int[TargetHorizObjectQuantity];
TargetHorizObject[0] = 2;
TargetHorizObject[1] = 1;
TargetVertObjectQuantity = 1;
TargetVertObject = new int[TargetVertObjectQuantity];
TargetVertObject[0] = 1;
TargetVertObjectMaxAngle = 80.0f;
break;
case 7:
WeaponLocation[0] = VECTOR3D(0.0f, 5.2f, 10.3f);
Weapon[0] = new CWeapon;
Weapon[0]->Create(211);
Weapon[0]->NextFireTime = Weapon[0]->NextFireTime;
TargetHorizObjectQuantity = 4;
TargetHorizObject = new int[TargetHorizObjectQuantity];
TargetHorizObject[0] = 4;
TargetHorizObject[1] = 2;
TargetHorizObject[2] = 3;
TargetHorizObject[3] = 1;
TargetVertObjectQuantity = 3;
TargetVertObject = new int[TargetVertObjectQuantity];
TargetVertObject[0] = 3;
TargetVertObject[1] = 2;
TargetVertObject[2] = 1;
TargetVertObjectMaxAngle = 60.0f;
BarrelObjectQuantity = 1;
BarrelObject = new int[BarrelObjectQuantity];
BarrelObject[0] = 1;
break;
}
// вычисляем данные для нахождения точки стрельбы
if (TargetHorizObject != 0)
{
BaseBound = DrawObjectList[TargetHorizObject[0]].Location;
}
if (TargetVertObject != 0)
{
if (TargetHorizObject != 0)
{
MiddleBound = DrawObjectList[TargetVertObject[0]].Location - DrawObjectList[TargetHorizObject[0]].Location;
}
else
{
MiddleBound = DrawObjectList[TargetVertObject[0]].Location;
}
}
if (WeaponBound != 0)
for (int i=0; i