/******************************************************************************
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: EarthSpaceFighter.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 "EarthSpaceFighter.h"
//-----------------------------------------------------------------------------
// Получаем возможный поворот орудия в данном слоте
//-----------------------------------------------------------------------------
void GetShipWeaponSlotAngle(int ShipNum, int SlotNum, float *Min, float *Max)
{
*Min = 0.0f;
*Max = 0.0f;
switch (ShipNum)
{
case 1:
switch (SlotNum)
{
case 0: *Min = -45.0f; *Max = 5.0f; break;
case 1: *Min = -5.0f; *Max = 45.0f; break;
case 2: *Min = -45.0f; *Max = 10.0f; break;
case 3: *Min = -10.0f; *Max = 45.0f; break;
case 4: *Min = -30.0f; *Max = 30.0f; break;
}
break;
case 2:
switch (SlotNum)
{
case 0: *Min = -45.0f; *Max = 5.0f; break;
case 1: *Min = -5.0f; *Max = 45.0f; break;
case 2: *Min = -45.0f; *Max = 10.0f; break;
case 3: *Min = -10.0f; *Max = 45.0f; break;
}
break;
case 3:
switch (SlotNum)
{
case 0: *Min = -45.0f; *Max = 45.0f; break;
case 1: *Min = -20.0f; *Max = 20.0f; break;
case 2: *Min = -20.0f; *Max = 20.0f; break;
}
break;
case 4:
switch (SlotNum)
{
case 0: *Min = -45.0f; *Max = 10.0f; break;
case 1: *Min = -10.0f; *Max = 45.0f; break;
case 2: *Min = -45.0f; *Max = 10.0f; break;
case 3: *Min = -10.0f; *Max = 45.0f; break;
case 4: *Min = -30.0f; *Max = 30.0f; break;
}
break;
case 5:
switch (SlotNum)
{
case 0: *Min = -45.0f; *Max = 5.0f; break;
case 1: *Min = -5.0f; *Max = 45.0f; break;
}
break;
case 6:
switch (SlotNum)
{
case 0: *Min = -45.0f; *Max = 5.0f; break;
case 1: *Min = -5.0f; *Max = 45.0f; break;
case 2: *Min = -45.0f; *Max = 10.0f; break;
case 3: *Min = -10.0f; *Max = 45.0f; break;
case 4: *Min = -30.0f; *Max = 30.0f; break;
}
break;
case 7:
switch (SlotNum)
{
case 0: *Min = -10.0f; *Max = 10.0f; break;
case 1: *Min = -45.0f; *Max = 25.0f; break;
case 2: *Min = -25.0f; *Max = 45.0f; break;
case 3: *Min = -45.0f; *Max = 15.0f; break;
case 4: *Min = -15.0f; *Max = 45.0f; break;
}
break;
case 8:
switch (SlotNum)
{
case 0: *Min = -10.0f; *Max = 10.0f; break;
case 1: *Min = -10.0f; *Max = 10.0f; break;
}
break;
case 9:
switch (SlotNum)
{
case 0: *Min = -10.0f; *Max = 10.0f; break;
case 1: *Min = -10.0f; *Max = 10.0f; break;
}
break;
case 10:
switch (SlotNum)
{
case 0: *Min = -45.0f; *Max = 10.0f; break;
case 1: *Min = -10.0f; *Max = 45.0f; break;
case 2: *Min = -20.0f; *Max = 5.0f; break;
case 3: *Min = -5.0f; *Max = 20.0f; break;
case 4: *Min = -30.0f; *Max = 30.0f; break;
}
break;
case 11:
switch (SlotNum)
{
case 0: *Min = -30.0f; *Max = 0.0f; break;
case 1: *Min = -0.0f; *Max = 30.0f; break;
case 2: *Min = -30.0f; *Max = 30.0f; break;
}
break;
case 12:
switch (SlotNum)
{
case 0: *Min = -45.0f; *Max = 25.0f; break;
case 1: *Min = -25.0f; *Max = 45.0f; break;
case 2: *Min = -30.0f; *Max = 30.0f; break;
}
break;
case 13:
switch (SlotNum)
{
case 0: *Min = -10.0f; *Max = 10.0f; break;
case 1: *Min = -45.0f; *Max = 20.0f; break;
case 2: *Min = -20.0f; *Max = 45.0f; break;
case 3: *Min = -45.0f; *Max = 10.0f; break;
case 4: *Min = -10.0f; *Max = 45.0f; break;
}
break;
case 14:
switch (SlotNum)
{
case 0: *Min = -30.0f; *Max = 5.0f; break;
case 1: *Min = -5.0f; *Max = 30.0f; break;
case 2: *Min = -35.0f; *Max = 5.0f; break;
case 3: *Min = -5.0f; *Max = 35.0f; break;
case 4: *Min = -15.0f; *Max = 15.0f; break;
}
break;
case 15:
switch (SlotNum)
{
case 0: *Min = -45.0f; *Max = 45.0f; break;
case 1: *Min = -45.0f; *Max = 20.0f; break;
case 2: *Min = -20.0f; *Max = 45.0f; break;
}
break;
case 16:
switch (SlotNum)
{
case 0: *Min = -20.0f; *Max = 20.0f; break;
case 1: *Min = -30.0f; *Max = 0.0f; break;
case 2: *Min = -0.0f; *Max = 30.0f; break;
}
break;
case 17:
switch (SlotNum)
{
case 0: *Min = -30.0f; *Max = 5.0f; break;
case 1: *Min = -5.0f; *Max = 30.0f; break;
case 2: *Min = -45.0f; *Max = 10.0f; break;
case 3: *Min = -10.0f; *Max = 45.0f; break;
case 4: *Min = -20.0f; *Max = 20.0f; break;
}
break;
case 18:
switch (SlotNum)
{
case 0: *Min = -20.0f; *Max = 20.0f; break;
case 1: *Min = -20.0f; *Max = 20.0f; break;
case 2: *Min = -25.0f; *Max = 5.0f; break;
case 3: *Min = -5.0f; *Max = 25.0f; break;
}
break;
case 19:
switch (SlotNum)
{
case 0: *Min = -45.0f; *Max = 45.0f; break;
case 1: *Min = -45.0f; *Max = 10.0f; break;
case 2: *Min = -10.0f; *Max = 45.0f; break;
}
break;
case 20:
switch (SlotNum)
{
case 0: *Min = -10.0f; *Max = 10.0f; break;
case 1: *Min = -10.0f; *Max = 10.0f; break;
case 2: *Min = -45.0f; *Max = 20.0f; break;
case 3: *Min = -20.0f; *Max = 45.0f; break;
}
break;
case 21:
switch (SlotNum)
{
case 0: *Min = -25.0f; *Max = 0.0f; break;
case 1: *Min = -0.0f; *Max = 25.0f; break;
case 2: *Min = -20.0f; *Max = 20.0f; break;
}
break;
case 22:
switch (SlotNum)
{
case 0: *Min = -25.0f; *Max = 25.0f; break;
}
break;
}
}
struct EarthSpaceFighterData
{
float Weight;
float Strength;
int WeaponQuantity;
int EngineQuantity;
const char *Name;
};
const int PresetEarthSpaceFighterDataCount = 22;
EarthSpaceFighterData PresetEarthSpaceFighterData[PresetEarthSpaceFighterDataCount] =
{
{5000, 30, 5, 2, "DATA/MODELS/EARTHFIGHTER/sf-01.VW3D"},
{8000, 40, 4, 4, "DATA/MODELS/EARTHFIGHTER/sf-02.VW3D"},
{10000, 60, 3, 4, "DATA/MODELS/EARTHFIGHTER/sf-03.VW3D"},
{6000, 35, 5, 2, "DATA/MODELS/EARTHFIGHTER/sf-04.VW3D"},
{7000, 45, 2, 4, "DATA/MODELS/EARTHFIGHTER/sf-05.VW3D"},
{6000, 50, 5, 2, "DATA/MODELS/EARTHFIGHTER/sf-06.VW3D"},
{10000, 60, 5, 3, "DATA/MODELS/EARTHFIGHTER/sf-07.VW3D"},
{3000, 25, 2, 4, "DATA/MODELS/EARTHFIGHTER/sf-08.VW3D"},
{3000, 55, 2, 2, "DATA/MODELS/EARTHFIGHTER/sf-09.VW3D"},
{6500, 55, 5, 2, "DATA/MODELS/EARTHFIGHTER/sf-10.VW3D"},
{3000, 60, 3, 2, "DATA/MODELS/EARTHFIGHTER/sf-11.VW3D"},
{6000, 70, 3, 2, "DATA/MODELS/EARTHFIGHTER/sf-12.VW3D"},
{15000, 80, 5, 4, "DATA/MODELS/EARTHFIGHTER/sf-13.VW3D"},
{7000, 65, 5, 2, "DATA/MODELS/EARTHFIGHTER/sf-14.VW3D"},
{6000, 70, 3, 2, "DATA/MODELS/EARTHFIGHTER/sf-15.VW3D"},
{13000, 90, 3, 4, "DATA/MODELS/EARTHFIGHTER/sf-16.VW3D"},
{6500, 75, 5, 2, "DATA/MODELS/EARTHFIGHTER/sf-17.VW3D"},
{17000, 110,4, 4, "DATA/MODELS/EARTHFIGHTER/sf-18.VW3D"},
{8000, 55, 3, 4, "DATA/MODELS/EARTHFIGHTER/sf-19.VW3D"},
{7000, 80, 4, 4, "DATA/MODELS/EARTHFIGHTER/sf-20.VW3D"},
{4000, 80, 3, 2, "DATA/MODELS/EARTHFIGHTER/sf-21.VW3D"},
{1500, 100,1, 1, "DATA/MODELS/EARTHFIGHTER/sf-22.VW3D"}
};
float GetShipArmor(int SpaceShipNum)
{
return PresetEarthSpaceFighterData[SpaceShipNum-1].Strength;
}
//-----------------------------------------------------------------------------
// Конструктор, инициализация всех переменных
//-----------------------------------------------------------------------------
void CEarthSpaceFighter::Create(int SpaceShipNum)
{
ObjectStatus = 2; // свой
ObjectType = 1;
ObjectCreationType = SpaceShipNum;
PromptDrawDist2 = 100.0f;
// ставим нужные данные
Weight = PresetEarthSpaceFighterData[SpaceShipNum-1].Weight;
Strength = StrengthStart = PresetEarthSpaceFighterData[SpaceShipNum-1].Strength/GameNPCArmorPenalty;
WeaponQuantity = PresetEarthSpaceFighterData[SpaceShipNum-1].WeaponQuantity;
EngineQuantity = PresetEarthSpaceFighterData[SpaceShipNum-1].EngineQuantity;
EngineLeftQuantity = 1;
EngineRightQuantity = 1;
LoadObjectData(PresetEarthSpaceFighterData[SpaceShipNum-1].Name, this, 0);
// начальные установки для оружия
WeaponSetFire = new bool[WeaponQuantity];
WeaponLocation = new VECTOR3D[WeaponQuantity];
WeaponType = new int[WeaponQuantity];
Weapon = new CWeapon*[WeaponQuantity];
WeaponYAngle = new float[WeaponQuantity];
for (int i=0; iLight != 0) InternalLights++;
}
// находим все данные по геометрии
::CObject3D::InitByDrawObjectList();
// делаем предварительную уснановку брони-текстур
SetEarthSpaceFighterArmour(this, 0);
}