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////////////////////////////////////////////////////////////////////////////////
//
// 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
//
// ball.cpp
// Project: Nostril (aka Postal)
//
// This module impliments the CBall class, which will hopefully become a model
// for most other game objects.
//
// History:
// 12/18/96 MJR Started.
//
// 01/19/97 JMI Now EditNew() actually loads and puts up a dialog.
//
// 01/23/97 JMI The positioning in Render() for Y was + sY / 2. Changed to
// - sY.
//
// 01/27/97 JMI Added override for EditRect() to make this object clickable.
//
// 01/29/97 JMI Now Load() and Save() call the base class versions.
//
// 02/02/97 JMI Added EditHotSpot().
//
// 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
// loading of DIBs).
//
// 02/06/97 JMI Made this from a 2D object to a 3D one.
//
// 02/07/97 JMI Removed m_pipeline and associated members and setup since
// the CScene now owns the pipeline.
//
// 02/11/97 JMI Fixed bug in EditHotSpot.
//
// 02/23/97 JMI In progress, do not use.
//
// 02/23/97 JMI Brought up to date so we can continue to use this as a
// test object.
//
// 02/24/97 JMI For the gravity bounce, I was reversing the current
// velocity but setting the last known position. This caused
// one extra iteration of acceleration. Now I use both the
// old position and the old velocity.
//
// 02/24/97 JMI AdjustPosVel() now uses default param (gravity).
//
// 02/24/97 JMI No longer sets the m_type member of the m_sprite b/c it
// is set by m_sprite's constructor.
//
// 03/06/97 JMI Upgraded to current rspMod360 usage.
//
// 03/13/97 JMI Load now takes a version number.
//
// 04/10/97 BRH Changed ball to use new multi layer attribute maps and the
// helper functions that go with them.
//
// 05/29/97 JMI Got rid of 'old way' of using attributes and put in the
// new.
//
// 06/29/97 JMI Converted EditRect(), EditRender(), and/or Render() to
// use Map3Dto2D().
// Also, fixed priority.
//
// 07/01/97 JMI Replaced use of GetTerrainAttributes() with
// GetHeightAndNoWalk().
//
// 08/05/97 JMI Changed priority to use Z position rather than 2D
// projected Y position.
//
////////////////////////////////////////////////////////////////////////////////
#define BALL_CPP
#include "RSPiX.h"
#include <string.h>
#include "ball.h"
#include "hood.h"
#include "game.h"
#include "reality.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define BALL_SOP_FILE "3d/ball.sop"
#define BALL_MSH_FILE "3d/ball.msh"
#define BALL_TEX_FILE "3d/ball.tex"
#define BALL_3D_FILE "3d/ball.dat"
#define BALL_GUI_FILE "res/editor/ball.gui"
// GUI IDs.
#define GUI_ID_OK 1
#define GUI_ID_CANCEL 2
#define GUI_ID_X_OFFSET 3
#define GUI_ID_Y_OFFSET 4
#define GUI_ID_Z_OFFSET 5
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
int16_t CBall::ms_sFileCount;
/// Standing Animation Files ////////////////////////////////////////////////////
// An array of pointers to res names (one for each animation component).
static char* ms_apszAnimNames[] =
{
"3d/main_bobbing.sop",
"3d/main_bobbing.mesh",
"3d/main_bobbing.tex",
"3d/main_bobbing.hot",
"3d/main_bobbing.bounds",
"3d/main_bobbing.floor",
NULL, // No rigid body for this anim.
NULL // For safety, this should ensure a crash if referenced
// beyond useful portion of array.
};
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CBall::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.
{
int16_t sResult = 0;
// In most cases, the base class Load() should be called.
sResult = CThing::Load(pFile, bEditMode, sFileCount, ulFileVersion);
if (sResult == 0)
{
// Load common data just once per file (not with each object)
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
// Load static data
switch (ulFileVersion)
{
default:
case 1:
// pFile->Read(ms_acImageName);
break;
}
}
// Load object data
switch (ulFileVersion)
{
default:
case 1:
pFile->Read(&m_dX);
pFile->Read(&m_dY);
pFile->Read(&m_dZ);
pFile->Read(&m_dDX);
pFile->Read(&m_dDY);
pFile->Read(&m_dDZ);
break;
}
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CBall::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CBall::Load(): CThing::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CBall::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)
{
int16_t sResult = 0;
// In most cases, the base class Save() should be called.
sResult = CThing::Save(pFile, sFileCount);
if (sResult == 0)
{
// Save common data just once per file (not with each object)
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
// Save static data
// pFile->Write(ms_acImageName);
}
// Save object data
pFile->Write(&m_dX);
pFile->Write(&m_dY);
pFile->Write(&m_dZ);
pFile->Write(&m_dDX);
pFile->Write(&m_dDY);
pFile->Write(&m_dDZ);
sResult = pFile->Error();
}
else
{
TRACE("CBall::Save(): CThing::Save() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CBall::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0; // Assume success.
// At this point we can assume the CHood was loaded, so we init our height
m_sPrevHeight = m_pRealm->GetHeight(m_dX, m_dZ);
// HARD-WIRED CODE ALERT!
// Eventually, this should be set via the bounding sphere radius.
m_sCurRadius = 64;
m_lPrevTime = m_pRealm->m_time.GetGameTime();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CBall::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
m_trans.Make1();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CBall::Suspend(void)
{
m_sSuspend++;
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CBall::Resume(void)
{
m_sSuspend--;
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CBall::Update(void)
{
if (!m_sSuspend)
{
int32_t lCurTime = m_pRealm->m_time.GetGameTime();
double dDeltaSeconds = (lCurTime - m_lPrevTime) / 1000.0;
// Adjust vertical velocity and calculate new position.
double dNewY = m_dY;
double dNewDY = m_dDY;
AdjustPosVel(&dNewY, &dNewDY, dDeltaSeconds);
// Calculate new position.
double dNewX = m_dX + m_dDX;
double dNewZ = m_dZ + m_dDZ;
// Bounce off edges of world.
// Get height and 'no walk' status at new position.
bool bNoWalk;
int16_t sHeight = m_pRealm->GetHeightAndNoWalk(dNewX, dNewY, &bNoWalk);
// If new Y position is less than terrain height or 'no walk' zone . . .
if (dNewY < sHeight || bNoWalk == true)
{
// If at the last position we would be above the terrain . . .
if (dNewY > m_sPrevHeight)
{
// We've hit a wall.
// Reverse both directions (this is cheesy, but it's just a demo object!)
m_dDX = -m_dDX;
m_dDZ = -m_dDZ;
// Restore previous position to avoid getting embedded in anything
dNewX = m_dX;
dNewZ = m_dZ;
}
else
{
// We've hit flat terrain.
// Use previous velocity. Otherwise, we'd have accelerated past the
// ground.
dNewDY = -m_dDY;
// Restore previous position to avoid getting embedded in anything
dNewY = m_dY;
}
}
// Save new height
m_sPrevHeight = sHeight;
// Update position
m_dX = dNewX;
m_dY = dNewY;
m_dZ = dNewZ;
// Update velocities.
m_dDY = dNewDY;
// Store time.
m_lPrevTime = lCurTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CBall::Render(void)
{
// No special flags
m_sprite.m_sInFlags = 0;
// Map from 3d to 2d coords
Map3Dto2D(
m_dX,
m_dY,
m_dZ,
&(m_sprite.m_sX2),
&(m_sprite.m_sY2) );
// Priority is based on 3D hotspot which is where we're drawn.
m_sprite.m_sPriority = m_dZ;
m_sprite.m_sLayer = CRealm::GetLayerViaAttrib(
m_pRealm->GetLayer((int16_t) m_dX, (int16_t) m_dZ));
// Cheese festival rotation.
m_trans.Ry(rspMod360(m_dDX));
m_trans.Rz(rspMod360(m_dDZ));
int32_t lTime = m_pRealm->m_time.GetGameTime();
m_sprite.m_pmesh = (RMesh*)m_anim.m_pmeshes->GetAtTime(lTime);
m_sprite.m_psop = (RSop*)m_anim.m_psops->GetAtTime(lTime);
m_sprite.m_ptex = (RTexture*)m_anim.m_ptextures->GetAtTime(lTime);
m_sprite.m_psphere = (RP3d*)m_anim.m_pbounds->GetAtTime(lTime);
m_sprite.m_ptrans = &m_trans;
m_sprite.m_sRadius = m_sCurRadius;
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CBall::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
{
int16_t sResult = 0;
// Use specified position
m_dX = sX;
m_dY = sY;
m_dZ = sZ;
// Load resources.
sResult = GetResources();
if (sResult == 0)
{
sResult = Shutdown();
if (sResult == 0)
{
// Attempt to startup as if in a real play . . .
sResult = Startup();
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to modify object
////////////////////////////////////////////////////////////////////////////////
int16_t CBall::EditModify(void)
{
int16_t sResult = 0;
// Load GUI . . .
RGuiItem* pguiRoot = RGuiItem::LoadInstantiate(FullPath(GAME_PATH_VD, BALL_GUI_FILE) );
if (pguiRoot != NULL)
{
// Modal loop.
rspClearAllInputEvents();
// Get the two items that can cause donage.
RGuiItem* pguiOk = pguiRoot->GetItemFromId(GUI_ID_OK);
RGuiItem* pguiCancel = pguiRoot->GetItemFromId(GUI_ID_CANCEL);
if (pguiOk != NULL && pguiCancel != NULL)
{
// Prepare values.
// These should definitely check to make sure they exist.
// A nice inline helper function that takes varargs would do.
RGuiItem* pguiEditX = pguiRoot->GetItemFromId(GUI_ID_X_OFFSET);
if (pguiEditX != NULL)
{
pguiEditX->SetText("%g", m_dDX);
// Compose with new text.
pguiEditX->Compose();
}
RGuiItem* pguiEditY = pguiRoot->GetItemFromId(GUI_ID_Y_OFFSET);
if (pguiEditY != NULL)
{
pguiEditY->SetText("%g", m_dDY);
// Compose with new text.
pguiEditY->Compose();
}
RGuiItem* pguiEditZ = pguiRoot->GetItemFromId(GUI_ID_Z_OFFSET);
if (pguiEditZ != NULL)
{
pguiEditZ->SetText("%g", m_dDZ);
// Compose with new text.
pguiEditZ->Compose();
}
if (DoGui(pguiRoot) == GUI_ID_OK)
{
// Free any existing resources.
FreeResources();
// Set values.
if (pguiEditX != NULL)
{
m_dDX = strtod(pguiEditX->m_szText, NULL);
}
if (pguiEditY != NULL)
{
m_dDY = strtod(pguiEditY->m_szText, NULL);
}
if (pguiEditZ != NULL)
{
m_dDZ = strtod(pguiEditZ->m_szText, NULL);
}
// Load resources.
sResult = GetResources();
if (sResult == 0)
{
sResult = Shutdown();
if (sResult == 0)
{
// Attempt to startup as if in a real play . . .
sResult = Startup();
}
}
}
else
{
// User aborted.
sResult = 3;
}
rspClearAllInputEvents();
}
else
{
TRACE("EditNew(): GUI missing item(s) with ID %d or %d.\n",
GUI_ID_OK,
GUI_ID_CANCEL);
sResult = 2;
}
// Done with GUIs.
delete pguiRoot;
}
else
{
TRACE("EditNew(): Failed to load GUI file \"%s\".\n", BALL_GUI_FILE);
sResult = 1;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to move object to specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CBall::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
{
m_dX = sX;
m_dY = sY;
m_dZ = sZ;
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to update object
////////////////////////////////////////////////////////////////////////////////
void CBall::EditUpdate(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CBall::EditRender(void)
{
// In some cases, object's might need to do a special-case render in edit
// mode because Startup() isn't called. In this case it doesn't matter, so
// we can call the normal Render().
Render();
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to get the clickable pos/area of an object.
// (virtual (Overridden here)).
////////////////////////////////////////////////////////////////////////////////
void CBall::EditRect( // Returns nothiing.
RRect* prc) // Out: Clickable pos/area of object.
{
Map3Dto2D(
m_dX,
m_dY,
m_dZ,
&(prc->sX),
&(prc->sY) );
prc->sX -= m_sCurRadius;
prc->sY -= m_sCurRadius;
prc->sW = m_sCurRadius * 2;
prc->sH = m_sCurRadius * 2;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to get the hotspot of an object in 2D.
// (virtual (Overridden here)).
////////////////////////////////////////////////////////////////////////////////
void CBall::EditHotSpot( // Returns nothiing.
int16_t* psX, // Out: X coord of 2D hotspot relative to
// EditRect() pos.
int16_t* psY) // Out: Y coord of 2D hotspot relative to
// EditRect() pos.
{
*psX = m_sCurRadius;
*psY = m_sCurRadius;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CBall::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
sResult = m_anim.Get(
ms_apszAnimNames,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CBall::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
m_anim.Release();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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