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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
//
// barrel.cpp
// Project: Postal
//
// This module implements 55 gallon gas barrels that explode when shot or
// set on fire. They first explode, and then burn a large fire for some
// time afterward. We may also animate the exploding barrel.
//
// History:
// 03/14/97 BRH Started this object based on 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
// and message processing.
//
// 03/18/97 BRH Tuned the delay on the explosion and added a
// multiplication factor to the standard external
// velocities to react to an explosion.
//
// 03/21/97 BRH Changed CSmash type to Item instead of Character
// so that its proximity to a mine will not set off the
// mine.
//
// 04/03/97 JMI Barrel now rotates when exploded.
//
// 04/04/97 JMI Added barrel spin animation which has the origin at the
// barrel's center of gravity for better spinning.
//
// 04/04/97 JMI In previous update, forgot to release new anim for
// spinning.
// Also, EditNew() was not checking return value from
// GetResources() before calling Init() and was not storing
// result from Init() for its return value.
//
// 04/04/97 JMI Now plays sound (not a very good one) when barrel hits
// the ground.
//
// 04/23/97 JMI Now sets its m_smash's bits to Barrel instead of Item.
//
// 04/24/97 JMI Now saves and loads m_dRot and picks a random value for
// m_dRot when EditNew() is called.
//
// 05/15/97 BRH Moved the smash sphere up so that the sphere will encircle
// the barrel and not the hotspot on the ground so that
// rockets and missiles can hit them.
//
// 06/05/97 JMI Changed m_sHitPoints to m_stockpile.m_sHitPoints to
// accommodate new m_stockpile in base class, CThing3d (which
// used to contain the m_sHitPoints).
//
// 06/11/97 BRH Passes along the shooter information from who set off
// this barrel to who it hit.
//
// 06/12/97 BRH Added shooter ID to the call to Setup for the explosion.
//
// 06/18/97 BRH Changed over to using GetRandom()
//
// 06/25/97 BRH Added sprite and alpha animation for the barrel as a test.
// If it looks good, the shadow will probably be moved
// into the base class CThing3d.
//
// 06/25/97 BRH Moved shadow sprite into CThing3D and the render code as well.
//
// 06/30/97 BRH Added cache sound effects to the static part of Load
// so that the sound effects that the barrels use are
// ready on any level containing barrels.
//
// 07/15/97 BRH Added sound effects when bullets hit the barrels so that
// you get a better indication that you are hitting them.
// We should probably get a better sound effect for this
// so that it is unique, rather than using the ricochet
// sounds again.
//
// 07/18/97 JMI Got rid of bogus immitation PlaySample functions.
// Now there is one PlaySample() function. Also, you now
// MUST specify a category and you don't have to specify a
// SoundInstance ptr to specify a volume.
//
// 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.
//
// 08/18/97 JMI Now plays impact animation and ricochet noise when hit by
// bullets.
//
// 08/20/97 BRH Changed ricochet from destruction to weapon volume slider.
//
// 08/26/97 BRH Changed barrel sound effects, hitting ground and getting
// shot.
//
////////////////////////////////////////////////////////////////////////////////
#define BARREL_CPP
#include "RSPiX.h"
#include <math.h>
#include "barrel.h"
#include "dude.h"
#include "game.h"
#include "SampleMaster.h"
#include "reality.h"
#include "explode.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
// Anim for when a barrel is hit by a bullet.
#define BARREL_HIT_RES_NAME "Ricochet.aan"
#define HULL_RADIUS (m_sprite.m_sRadius / 2)
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
int32_t CBarrel::ms_lExplosionWait = 0; // Time to wait after explosion before fire
int32_t CBarrel::ms_lExplosionDelay = 150; // Delay before explosion is set off by another
int16_t CBarrel::ms_sNumFires = 6; // Number of fires to create after explosion
// Let this auto-init to 0
int16_t CBarrel::ms_sFileCount;
/// Still Animation Files ///////////////////////////////////////////////////////
// An array of pointers to resource names (one for each channel of the animation)
static char* ms_apszStillResNames[] =
{
"3d/barrel_still.sop",
"3d/barrel_still.mesh",
"3d/barrel_still.tex",
"3d/barrel_still.hot",
"3d/barrel_still.bounds",
"3d/barrel_still.floor",
NULL,
NULL
};
/// Spinning Animation Files ///////////////////////////////////////////////////
// An array of pointers to resource names (one for each channel of the animation)
static char* ms_apszSpinResNames[] =
{
"3d/barrel_spin.sop",
"3d/barrel_spin.mesh",
"3d/barrel_spin.tex",
"3d/barrel_spin.hot",
"3d/barrel_spin.bounds",
"3d/barrel_spin.floor",
NULL,
NULL
};
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CBarrel::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;
// Call the base load function to get ID, position, etc.
sResult = CThing3d::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_lExplosionWait);
CacheSample(g_smidBarrelCrash1);
CacheSample(g_smidBarrelCrash2);
CacheSample(g_smidShotBarrel1);
CacheSample(g_smidShotBarrel2);
CacheSample(g_smidGrenadeExplode);
break;
}
}
int16_t sData = 0;
// Load any barrel specific data
switch (ulFileVersion)
{
default:
case 46:
pFile->Read(&sData);
if (sData == 0)
m_bSpecial = false;
else
m_bSpecial = true;
case 45:
case 44:
case 43:
case 42:
case 41:
case 40:
case 39:
case 38:
case 37:
case 36:
case 35:
case 34:
case 33:
case 32:
case 31:
case 30:
case 29:
case 28:
case 27:
case 26:
case 25:
case 24:
case 23:
case 22:
case 21:
case 20:
case 19:
case 18:
case 17:
case 16:
case 15:
case 14:
case 13:
case 12:
case 11:
case 10:
case 9:
case 8:
pFile->Read(&m_dRot);
case 7:
case 6:
case 5:
case 4:
case 3:
case 2:
case 1:
case 0:
break;
}
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// Get resources
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CBarrel::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CBarrel::Load(): CDoofus::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CBarrel::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;
// Call the base class save to save the instance ID, position, etc
CThing3d::Save(pFile, sFileCount);
// Save common data just once per file (not with each object)
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
// Save static data
pFile->Write(&ms_lExplosionWait);
}
// Save barrel specific data
int16_t sData;
if (m_bSpecial)
sData = 1;
else
sData = 0;
pFile->Write(sData);
pFile->Write(m_dRot);
if (!pFile->Error())
{
sResult = SUCCESS;
}
else
{
TRACE("CBarrel::Save() - Error writing to file\n");
sResult = -1;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Init - Call this after the resources are in place
////////////////////////////////////////////////////////////////////////////////
int16_t CBarrel::Init(void)
{
int16_t sResult = 0;
// Init other stuff
m_dVel = 0.0;
// Set to different starting state based on the design of the animation, but
// for now, ok. Then also set his current animation.
m_state = CThing3d::State_Idle;
m_panimCur = &m_animStill;
m_lTimer = m_pRealm->m_time.GetGameTime() + 500;
m_stockpile.m_sHitPoints = 2 * DefHitPoints;
// If its a special barrel that can only be destroyed by dude...
if (m_bSpecial)
m_smash.m_bits = CSmash::Barrel | CSmash::SpecialBarrel;
else
m_smash.m_bits = CSmash::Barrel;
m_smash.m_pThing = this;
m_sBrightness = 0; // Default Brightness level
// Make the shadow visible
// m_spriteShadow.m_sInFlags &= ~CSprite::InHidden;
PrepareShadow();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CBarrel::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
// Set the current height, previous time, and Nav Net
CThing3d::Startup();
// Init other stuff
sResult = Init();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CBarrel::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
// Call base class.
int16_t sResult = CThing3d::Shutdown();
m_trans.Make1();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CBarrel::Suspend(void)
{
// Call base class suspend, and add anything else here if necessary
CThing3d::Suspend();
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CBarrel::Resume(void)
{
// Call the base class resume and add anything else you suspended
CThing3d::Resume();
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CBarrel::Update(void)
{
int32_t lThisTime;
int32_t lTimeDifference;
if (!m_sSuspend)
{
// Get new time
lThisTime = m_pRealm->m_time.GetGameTime();
lTimeDifference = lThisTime - m_lPrevTime;
// Calculate elapsed time in seconds
double dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0;
// Check for new messages that may change the state
ProcessMessages();
// Check the current state
switch (m_state)
{
//-----------------------------------------------------------------------
// Idle - just sitting around waiting to be hit
//-----------------------------------------------------------------------
case CBarrel::State_Idle:
break;
//-----------------------------------------------------------------------
// Hit by explosion, waiting a bit for dramatic effect
//-----------------------------------------------------------------------
case CBarrel::State_Wait:
if (lThisTime > m_lTimer)
{
CExplode* pExplosion;
if (CThing::Construct(CThing::CExplodeID, m_pRealm, (CThing**) &pExplosion) == 0)
{
pExplosion->Setup(m_dX, m_dY, m_dZ, m_u16ShooterID);
PlaySample(g_smidGrenadeExplode, SampleMaster::Destruction);
}
m_state = State_BlownUp;
}
break;
//-----------------------------------------------------------------------
// Blownup - You were blown up so pop up into the air and come down dead
//-----------------------------------------------------------------------
case CBarrel::State_BlownUp:
// Make it react to the explosion
if (lThisTime > m_lTimer)
{
m_lAnimTime += lTimeDifference;
if (!WhileBlownUp())
{
m_state = State_Burning;
m_lTimer = lThisTime + ms_lExplosionWait;
if (GetRandom() & 0x01)
PlaySample(g_smidBarrelCrash1, SampleMaster::Destruction);
else
PlaySample(g_smidBarrelCrash2, SampleMaster::Destruction);
}
}
break;
//-----------------------------------------------------------------------
// Burning - You are on fire, so run around burning until you are dead
//-----------------------------------------------------------------------
case CBarrel::State_Burning:
if (lThisTime > m_lTimer)
{
int16_t i;
CFire* pFire;
for (i = 0; i < ms_sNumFires; i++)
{
if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pFire) == 0)
{
if (pFire->Setup(m_dX - 20 + (GetRandom() % 40), m_dY, m_dZ - 20 + (GetRandom() % 40),
4000 + (GetRandom() % 9000), false, CFire::LargeFire) != SUCCESS)
delete pFire;
else
pFire->m_u16ShooterID = m_u16ShooterID;
}
}
// Delete this barrel object and just let the fire burn
// where it was.
delete this;
return;
}
break;
}
// Update sphere.
m_smash.m_sphere.sphere.X = m_dX;
m_smash.m_sphere.sphere.Y = m_dY + m_sprite.m_sRadius;
m_smash.m_sphere.sphere.Z = m_dZ;
m_smash.m_sphere.sphere.lRadius = m_sprite.m_sRadius;
// Update the smash.
m_pRealm->m_smashatorium.Update(&m_smash);
// Save time for next time
m_lPrevTime = lThisTime;
m_lAnimPrevUpdateTime = m_lAnimTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CBarrel::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;
sResult = CThing3d::EditNew(sX, sY, sZ);
// Pick a random rotation.
m_dRot = (double)(GetRandom() % 360);
if (sResult == SUCCESS)
{
// Load resources
sResult = GetResources();
if (sResult == 0)
{
sResult = Init();
}
}
else
{
sResult = -1;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to modify object
////////////////////////////////////////////////////////////////////////////////
int16_t CBarrel::EditModify(void)
{
int16_t sResult = 0;
RGuiItem* pGuiItem = NULL;
RGuiItem* pGui = RGuiItem::LoadInstantiate(FullPathVD("res/editor/barrel.gui"));
if (pGui)
{
RMultiBtn* pmbtnSpecial = (RMultiBtn*) pGui->GetItemFromId(100);
if (pmbtnSpecial)
{
// Verify these are the type we think they are before accessing type specific
// members.
ASSERT(pmbtnSpecial->m_type == RGuiItem::MultiBtn);
// Set current state for show state check box.
pmbtnSpecial->m_sState = (m_bSpecial == false) ? 1 : 2;
// Reflect changes.
pmbtnSpecial->Compose();
sResult = DoGui(pGui);
if (sResult == 1)
{
// Determine whether or not to display state on screen.
m_bSpecial = (pmbtnSpecial->m_sState == 2) ? true : false;
if (m_bSpecial)
m_smash.m_bits = CSmash::Barrel | CSmash::SpecialBarrel;
else
m_smash.m_bits = CSmash::Barrel;
}
}
}
delete pGui;
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CBarrel::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
sResult = m_animStill.Get(ms_apszStillResNames, RChannel_LoopAtStart | RChannel_LoopAtEnd);
sResult |= m_animSpin.Get(ms_apszSpinResNames, RChannel_LoopAtStart | RChannel_LoopAtEnd);
if (sResult == 0)
{
// Add additional gets here
}
else
{
TRACE("CBarrel::GetResources - Failed to open 3D barrel animation(s)\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CBarrel::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
m_animStill.Release();
m_animSpin.Release();
// Release the shadow image
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Message handlers
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Shot Message
////////////////////////////////////////////////////////////////////////////////
void CBarrel::OnShotMsg(Shot_Message* pMessage)
{
// If the barrel hasn't exploded yet, deduct a semi-random
// amount of hit points so that the barrel doesn't always
// explode with a certain number of shots.
if (m_state == State_Idle)
{
if (GetRandom() & 0x01)
PlaySample(g_smidShotBarrel1, SampleMaster::Weapon);
else
PlaySample(g_smidShotBarrel2, SampleMaster::Weapon);
m_u16ShooterID = pMessage->u16ShooterID;
m_stockpile.m_sHitPoints -= pMessage->sDamage * GetRandom() % 50;
if (m_stockpile.m_sHitPoints <= 0)
{
m_state = State_BlownUp;
m_lAnimTime = 0;
CExplode* pExplosion;
if (CThing::Construct(CThing::CExplodeID, m_pRealm, (CThing**) &pExplosion) == 0)
{
pExplosion->Setup(m_dX, m_dY, m_dZ, m_u16ShooterID);
PlaySample(g_smidGrenadeExplode, SampleMaster::Destruction);
}
}
else
{
// Audible and visual feedback.
PlaySample(g_smidShotBarrel1, SampleMaster::Weapon);
// X/Z position depends on angle of shot (it is opposite).
int16_t sDeflectionAngle = rspMod360(pMessage->sAngle + 180);
double dHitX = m_dX + COSQ[sDeflectionAngle] * HULL_RADIUS;
double dHitZ = m_dZ - SINQ[sDeflectionAngle] * HULL_RADIUS;
StartAnim(
BARREL_HIT_RES_NAME,
dHitX,
m_dY + m_sprite.m_sRadius + (GetRandom() % m_sprite.m_sRadius),
dHitZ,
false);
}
// No need to call this since the barrel doesn't move while idle
// anyway.
//CThing3d::OnShotMsg(pMessage);
}
}
////////////////////////////////////////////////////////////////////////////////
// Explosion message
////////////////////////////////////////////////////////////////////////////////
void CBarrel::OnExplosionMsg(Explosion_Message* pMessage)
{
// If the barrel hasn't exploded already
if (m_state == State_Idle)
{
m_u16ShooterID = pMessage->u16ShooterID;
// This will calculate the reaction external velocity to
// the explosion.
CThing3d::OnExplosionMsg(pMessage);
// Make the external velocities more pronouced for the barrels
// so that the effect will be more dramatic.
m_dExtHorzVel *= 2.5;
m_dExtVertVel *= 1.4;
m_state = State_Wait;
m_stockpile.m_sHitPoints = 0;
m_lTimer = m_pRealm->m_time.GetGameTime() + ms_lExplosionDelay;
m_lAnimTime = 0;
// Send it spinning.
m_dExtRotVelY = GetRandom() % 720;
m_dExtRotVelZ = GetRandom() % 720;
// Spin, spin, spin.
m_panimCur = &m_animSpin;
// For this animation, we need to know where the bottom of the barrel
// is (since it's not at the origin).
// ***FUDGE***
RP3d pt3dSrc = { 0.0F, 2.0F, 0.0F, 1.0F } ; // In: RANDY UNITS!!!
RP3d pt3dDst; // Out: Postal units.
m_pRealm->m_scene.TransformPtsToRealm(&m_trans, &pt3dSrc, &pt3dDst, 1 );
m_dY += pt3dDst.y;
}
}
////////////////////////////////////////////////////////////////////////////////
// Burning message
////////////////////////////////////////////////////////////////////////////////
void CBarrel::OnBurnMsg(Burn_Message* pMessage)
{
if (m_state == State_Idle)
{
m_u16ShooterID = pMessage->u16ShooterID;
m_stockpile.m_sHitPoints -= pMessage->sDamage;
if (m_stockpile.m_sHitPoints <= 0)
{
m_state = State_BlownUp;
m_lTimer = m_pRealm->m_time.GetGameTime();
m_lAnimTime = 0;
CExplode* pExplosion;
if (CThing::Construct(CThing::CExplodeID, m_pRealm, (CThing**) &pExplosion) == 0)
{
pExplosion->Setup(m_dX, m_dY, m_dZ, m_u16ShooterID);
PlaySample(g_smidGrenadeExplode, SampleMaster::Destruction);
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Handles an ObjectDelete_Message.
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CBarrel::OnDeleteMsg( // Returns nothing.
ObjectDelete_Message* pdeletemsg) // In: Message to handle.
{
CThing3d::OnDeleteMsg(pdeletemsg);
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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