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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
//
// deathWad.cpp
// Project: Nostril (aka Postal)
//
// This module implements the CDeathWad weapon class which is an unguided
// projectile.
//
//
// History:
// 07/30/97 JMI Started this weapon object from the CRocket.
//
// 08/07/97 JMI Added additional parameter to CAnim3D::Get() call.
//
// 08/17/97 JMI Changed m_pthingParent to m_idParent.
//
////////////////////////////////////////////////////////////////////////////////
//
// Wad vt wad-ded; wad-ding (1579) 1 a: to insert a wad into <~ a gun>
// b: to hold in by a wad <~ a bullet in a gun> 2: to form into a wad or
// wadding; esp : to roll or crush into a tight wad 3: to stuff or line with
// some soft substance -- wad-der n
//
// This weapon is a wad of several ammunitions stuffed (or wadded) into a rocket
// cylinder and a napalm canister. Fuel is used to propel the weapon, grenades
// for extra (in addition to the rockets normal payload) explosive power, and
// napalm for lasting fire(burn) power. The rocket cylinder stores the fuel and
// provides the propulsion. The napalm canister stores the extra explosive/fire
// powerload using some up with every collision. It is for these reasons this
// weapon requires:
// - exactly 1 rocket cylinder (including its original payload (solid fuel and
// explosive power))
// - exactly 1 napalm canister (including its original payload (let's call it
// liquid fire) )
// - at least 1 canister fluid fuel (e.g., from flame thrower) (more provides
// greater distance).
// - at least 1 grenade (more provides greater explosive power over longer
// distances).
//
////////////////////////////////////////////////////////////////////////////////
#define DEATHWAD_CPP
#include "RSPiX.h"
#include <math.h>
#include "deathWad.h"
#include "dude.h"
#include "explode.h"
#include "fire.h"
#include "SampleMaster.h"
#include "fireball.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define SMALL_SHADOW_FILE "smallshadow.img"
#define RES_BASE_NAME "3d/missile"
// Define this if you want the empty missile casing (when there's no final
// explosive power) to become a powerup flung through the air from the point
// at which it runs out of fuel.
//#define CAN_CHANGE_TO_POWERUP 1
// Gets a random between -range / 2 and range / 2.
#define RAND_SWAY(sway) ((GetRand() % sway) - sway / 2)
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are constant values!
// Internal acceleration.
const double CDeathWad::ms_dAccInternal = 350.0;
// Maximum forward velocity
const double CDeathWad::ms_dMaxVelFore = 350.0;
// Maximum backward velocity
const double CDeathWad::ms_dMaxVelBack = -350.0;
// Units moved each iteration while traversing the weapon path.
const double CDeathWad::ms_dTraversalRate = 3.0;
// Distance between thrust feedbacks.
const double CDeathWad::ms_dThrustDelta = 9.0;
// Go off screen this far before blowing up
const int16_t CDeathWad::ms_sOffScreenDist = 200;
// Time for smoke to stick around.
const int32_t CDeathWad::ms_lSmokeTimeToLive = 500;
// Time for fireball to stick around.
const int32_t CDeathWad::ms_lFireBallTimeToLive = 500;
// Amount to stagger final explosions.
const int16_t CDeathWad::ms_sFinalExplosionStagger = 5;
// Radius of collision area (whether sphere or cylinder).
const int16_t CDeathWad::ms_sCollisionRadius = 30;
// Velocity for kick from launch.
const double CDeathWad::ms_dKickVelocity = 350.0;
// Max a WAD can hold.
const CStockPile CDeathWad::ms_stockpileMax =
{
0, // m_sHitPoints
5, // m_sNumGrenades
0, // m_sNumFireBombs
1, // m_sNumMissiles
1, // m_sNumNapalms
0, // m_sNumBullets
0, // m_sNumShells
50, // m_sNumFuel
0, // m_sNumMines
0, // m_sNumHeatseekers
0, // m_sMachineGun
0, // m_sMissileLauncher
0, // m_sShotGun
0, // m_sSprayCannon
0, // m_sFlameThrower
0, // m_sNapalmLauncher
0, // m_sDeathWadLauncher
0, // m_sKevlarLayers
0, // m_sBackpack
};
// Let this auto-init to 0
int16_t CDeathWad::ms_sFileCount;
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CDeathWad::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 = CWeapon::Load(pFile, bEditMode, sFileCount, ulFileVersion);
if (sResult == SUCCESS)
{
// 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:
break;
}
}
// Load object data
switch (ulFileVersion)
{
default:
case 1:
break;
}
// Make sure there were no file errors
if (!pFile->Error())
{
// Get resources
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CDeathWad::Load(): Error reading from file!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CDeathWad::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)
{
// In most cases, the base class Save() should be called. In this case it
// isn't because the base class doesn't have a Save()!
// Save common data just once per file (not with each object)
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
// Save static data
}
// Save object data
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CDeathWad::Update(void)
{
double dNewX;
double dNewZ;
ASSERT(m_dRot >= 0);
ASSERT(m_dRot < 360);
if (!m_sSuspend)
{
// Get new time
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
// Calculate elapsed time in seconds
double dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0;
ProcessMessages();
// If we're to be deleted . . .
// Note that this could be a case in the switch below, but, if
// for whatever reason, that moves or something else is inserted
// between here and the switch that might change the state, we
// might not get deleted.
if (m_eState == State_Deleted)
{
// We are to be deleted. Do it.
delete this;
// Must get out of here before we touch any of our invalidated
// this.
return;
}
// Check the current state
switch (m_eState)
{
case CWeapon::State_Hide:
case CWeapon::State_Idle:
break;
case CWeapon::State_Fire:
Launch();
m_eState = State_Chase;
break;
//-----------------------------------------------------------------------
// Chase
//-----------------------------------------------------------------------
case CWeapon::State_Chase:
{
// Accelerate toward the target and check for proximity
// and obstacles
// Accelerate up to max velocity
m_dHorizVel += ms_dAccInternal * dSeconds;
// Limit to maximum velocity
if (m_dHorizVel > ms_dMaxVelFore)
m_dHorizVel = ms_dMaxVelFore;
else if (m_dHorizVel < ms_dMaxVelBack)
m_dHorizVel = ms_dMaxVelBack;
// Adjust position based on velocity.
dNewX = m_dX + COSQ[(int16_t)m_dRot] * (m_dHorizVel * dSeconds);
dNewZ = m_dZ - SINQ[(int16_t)m_dRot] * (m_dHorizVel * dSeconds);
// If the new position is a ways off screen
if ( m_dZ > ms_sOffScreenDist + m_pRealm->GetRealmHeight()
|| m_dZ < -ms_sOffScreenDist
|| m_dX > ms_sOffScreenDist + m_pRealm->GetRealmWidth()
|| m_dX < -ms_sOffScreenDist)
{
// Blow Up
m_eState = CWeapon::State_Explode;
}
else
{
// Traverse the path until we hit the newest position.
while (TraversePath( // Returns true, when destination reached; false,
// if terrain change.
m_dX, // In: Starting position.
m_dY, // In: Starting position.
m_dZ, // In: Starting position.
&m_bInsideTerrain, // In: true, if starting in terrain.
// Out: true, if ending in terrain.
dNewX, // In: Destination position.
dNewZ, // In: Destination position.
&m_dX, // Out: Position of inside terrain status change.
&m_dZ) // Out: Position of inside terrain status change.
== false)
{
// Explosion at this point.
Explosion();
}
}
// If we have any charge left . . .
if (m_stockpile.m_sNumGrenades)
{
// If we hit someone . . .
CSmash* pSmashed = NULL;
if (m_pRealm->m_smashatorium.QuickCheck(
&m_smash,
m_u32CollideIncludeBits,
m_u32CollideDontcareBits,
m_u32CollideExcludeBits,
&pSmashed) == true)
{
ASSERT(pSmashed->m_pThing);
// Protect the launcher of the death wad . . .
if (pSmashed->m_pThing->GetInstanceID() != m_u16ShooterID)
{
m_stockpile.m_sNumGrenades--;
Explosion();
}
}
}
// If out of fuel . . .
if (m_stockpile.m_sNumFuel <= 0)
{
// Blow Up
m_eState = CWeapon::State_Explode;
}
// Update sound position.
int16_t sVolumeHalfLife = LaunchSndHalfLife;
// If inside terrain . . .
if (m_bInsideTerrain == true)
{
// Half half life.
sVolumeHalfLife /= 4;
}
SetInstanceVolume(m_siThrust, DistanceToVolume(m_dX, m_dY, m_dZ, sVolumeHalfLife) );
// If no rocket or napalm canister . . .
if (m_stockpile.m_sNumMissiles < 0 || m_stockpile.m_sNumNapalms < 0)
{
// Blow Up.
m_eState = CWeapon::State_Explode;
}
break;
}
//-----------------------------------------------------------------------
// Explode
//-----------------------------------------------------------------------
case CWeapon::State_Explode:
// Start explosion objects and then kill deathwad
// object.
#ifdef CAN_CHANGE_TO_POWERUP
if (m_stockpile.m_sNumGrenades > 0)
{
#endif
while (m_stockpile.m_sNumGrenades > 0 || m_stockpile.m_sNumMissiles > 0)
{
Explosion();
// Stagger.
m_dX += RAND_SWAY(ms_sFinalExplosionStagger);
m_dZ += RAND_SWAY(ms_sFinalExplosionStagger);
m_stockpile.m_sNumGrenades--;
m_stockpile.m_sNumMissiles--;
}
#ifdef CAN_CHANGE_TO_POWERUP
}
else
{
// Otherwise, persist as powerup.
CPowerUp* ppowerup = NULL;
if (CThing::Construct(CPowerUpID, m_pRealm, (CThing**)&ppowerup) == 0)
{
// Copy whatever's left.
ppowerup->m_stockpile.Copy(&m_stockpile);
// Our's should now be empty for safety. Matter cannot be created or destroyed
// and all.
m_stockpile.Zero();
// Place powerup at our current location.
ppowerup->Setup(m_dX, m_dY, m_dZ);
// Blow it up.
GameMessage msg;
msg.msg_Explosion.eType = typeExplosion;
msg.msg_Explosion.sPriority = 0;
msg.msg_Explosion.sDamage = 0;
msg.msg_Explosion.sX = m_dX;
msg.msg_Explosion.sY = m_dY;
msg.msg_Explosion.sZ = m_dZ;
msg.msg_Explosion.sVelocity = 130;
msg.msg_Explosion.u16ShooterID = m_u16ShooterID;
SendThingMessage(&msg, msg.msg_Explosion.sPriority, ppowerup);
}
else
{
TRACE("Update(): Failed to allocate new CPowerUp.\n");
}
}
#endif
delete this;
return;
break;
}
// Update sphere.
m_smash.m_sphere.sphere.X = m_dX;
m_smash.m_sphere.sphere.Y = m_dY;
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;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CDeathWad::Render(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
m_sprite.m_pmesh = (RMesh*) m_anim.m_pmeshes->GetAtTime(lThisTime);
m_sprite.m_psop = (RSop*) m_anim.m_psops->GetAtTime(lThisTime);
m_sprite.m_ptex = (RTexture*) m_anim.m_ptextures->GetAtTime(lThisTime);
m_sprite.m_psphere = (RP3d*) m_anim.m_pbounds->GetAtTime(lThisTime);
// Reset rotation so it is not cumulative
m_trans.Make1();
// Set its pointing direction
m_trans.Ry(rspMod360(m_dRot));
// Eventually this should be channel driven also
m_sprite.m_sRadius = ms_sCollisionRadius;
if (m_eState == State_Hide || m_bInsideTerrain == true)
{
m_sprite.m_sInFlags = CSprite::InHidden;
}
else
{
m_sprite.m_sInFlags = 0;
}
// If we're not a child of someone else...
if (m_idParent == CIdBank::IdNil)
{
// Map from 3d to 2d coords
Map3Dto2D((int16_t) m_dX, (int16_t) m_dY, (int16_t) m_dZ, &m_sprite.m_sX2, &m_sprite.m_sY2);
// Priority is based on Z.
m_sprite.m_sPriority = m_dZ;
// Layer should be based on info we get from the attribute map
m_sprite.m_sLayer = CRealm::GetLayerViaAttrib(m_pRealm->GetLayer((int16_t) m_dX, (int16_t) m_dZ));
m_sprite.m_ptrans = &m_trans;
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
// Render the 2D shadow sprite
CWeapon::Render();
}
else
{
// m_idParent is setting our transform relative to its position
// and we are drawn by the scene with the parent.
}
}
////////////////////////////////////////////////////////////////////////////////
// Setup
////////////////////////////////////////////////////////////////////////////////
int16_t CDeathWad::Setup( // 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 = (double)sX;
m_dY = (double)sY;
m_dZ = (double)sZ;
m_dHorizVel = 0.0;
// Load resources
sResult = GetResources();
// Enable the 2D shadow sprite
PrepareShadow();
// Set the collision bits
m_u32CollideIncludeBits = CSmash::Character | CSmash::Misc | CSmash::Barrel;
m_u32CollideDontcareBits = CSmash::Good | CSmash::Bad;
m_u32CollideExcludeBits = 0;
m_smash.m_bits = CSmash::Projectile;
m_smash.m_pThing = this;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CDeathWad::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
sResult = m_anim.Get(RES_BASE_NAME, NULL, NULL, NULL, 0);
if (sResult == 0)
{
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(SMALL_SHADOW_FILE), &(m_spriteShadow.m_pImage), RFile::LittleEndian);
if (sResult == 0)
{
// add more gets
}
else
{
TRACE("CGrenade::GetResources - Failed to open 2D shadow image\n");
}
}
else
{
TRACE("CDeathWad::GetResources - Failed to open 3D animation for deathwad projectile\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CDeathWad::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
m_anim.Release();
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Preload - basically trick the resource manager into caching resources
// for this object so there won't be a delay the first time it is
// created.
////////////////////////////////////////////////////////////////////////////////
int16_t CDeathWad::Preload(
CRealm* prealm) // In: Calling realm.
{
CAnim3D anim;
RImage* pimage;
int16_t sResult = anim.Get(RES_BASE_NAME, NULL, NULL, NULL, 0);
if (sResult == 0)
{
anim.Release();
}
if (rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_SHADOW_FILE), &pimage, RFile::LittleEndian) == 0)
{
rspReleaseResource(&g_resmgrGame, &pimage);
}
else
{
sResult = -1;
}
CacheSample(g_smidDeathWadLaunch);
CacheSample(g_smidDeathWadThrust);
CacheSample(g_smidDeathWadExplode);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// ProcessMessages
////////////////////////////////////////////////////////////////////////////////
void CDeathWad::ProcessMessages(void)
{
GameMessage msg;
if (m_MessageQueue.DeQ(&msg) == true)
{
switch(msg.msg_Generic.eType)
{
case typeObjectDelete:
m_MessageQueue.Empty();
m_eState = State_Deleted;
// Don't delete this here. Instead make sure the state is
// set so Update() knows to delete us and return immediately
// (before something else changes our state).
return;
break;
}
}
// Dump the rest of the messages
m_MessageQueue.Empty();
return;
}
////////////////////////////////////////////////////////////////////////////////
// Traverse the path until the inside terrain status changes or
// the destination is reached.
////////////////////////////////////////////////////////////////////////////////
bool CDeathWad::TraversePath( // Returns true, when destination reached; false,
// if terrain change.
int16_t sSrcX, // In: Starting position.
int16_t sSrcY, // In: Starting position.
int16_t sSrcZ, // In: Starting position.
bool* pbInTerrain, // In: true, if starting in terrain.
// Out: true, if ending in terrain.
int16_t sDstX, // In: Destination position.
int16_t sDstZ, // In: Destination position.
double* pdCurX, // Out: Position of inside terrain status change.
double* pdCurZ) // Out: Position of inside terrain status change.
{
bool bMadeDestination = true; // Assume we make it.
ASSERT(pbInTerrain);
ASSERT(pdCurX);
ASSERT(pdCurZ);
ASSERT(m_dRot >= 0);
ASSERT(m_dRot < 360);
// Determine distance on X/Z plane to destination.
double dDistance = rspSqrt(ABS2(float(sSrcX - sDstX), float(sSrcZ - sDstZ) ) );
// Set starting position.
double dX = sSrcX;
double dZ = sSrcZ;
// Determine iteration rate on X and Z.
double dRateX = COSQ[(int16_t)m_dRot] * ms_dTraversalRate;
double dRateZ = -SINQ[(int16_t)m_dRot] * ms_dTraversalRate;
// Store original status.
bool bInitiallyInTerrain = *pbInTerrain;
// Loop until change in status or we hit destination.
while (
dDistance > 0 &&
*pbInTerrain == bInitiallyInTerrain)
{
if (m_pRealm->GetHeight(dX, dZ) > sSrcY)
*pbInTerrain = true;
else
*pbInTerrain = false;
// See if it's time to create a thrust . . .
m_dUnthrustedDistance += ms_dTraversalRate;
if (m_dUnthrustedDistance >= ms_dThrustDelta)
{
// Thrustage.
Thrust();
// Reset for next.
m_dUnthrustedDistance = 0.0;
}
dX += dRateX;
dZ += dRateZ;
dDistance -= ms_dTraversalRate;
}
// If we did not make the destination . . .
if (dDistance > 0)
{
bMadeDestination = false;
}
// Store new position.
*pdCurX = dX;
*pdCurZ = dZ;
return bMadeDestination;
}
////////////////////////////////////////////////////////////////////////////////
// Generate an explosion at the current position.
////////////////////////////////////////////////////////////////////////////////
void CDeathWad::Explosion(void)
{
// Start an explosion object and some smoke (doesn't an explosion object
// automatically make smoke??).
CExplode* pExplosion;
if (CThing::Construct(CThing::CExplodeID, m_pRealm, (CThing**) &pExplosion) == 0)
{
// Don't blow us up.
pExplosion->m_u16ExceptID = m_u16ShooterID;
pExplosion->Setup(m_dX, MAX(m_dY-30, 0.0), m_dZ, m_u16ShooterID);
PlaySample( // Returns nothing.
// Does not fail.
g_smidDeathWadExplode, // In: Identifier of sample you want played.
SampleMaster::Destruction, // In: Sound Volume Category for user adjustment
DistanceToVolume(m_dX, m_dY, m_dZ, ExplosionSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
}
int16_t a;
CFire* pSmoke;
for (a = 0; a < 8; a++)
{
if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pSmoke) == 0)
{
pSmoke->Setup(m_dX - 4 + GetRandom() % 9, m_dY-20, m_dZ - 4 + GetRandom() % 9, ms_lSmokeTimeToLive, true, CFire::Smoke);
pSmoke->m_u16ShooterID = m_u16ShooterID;
}
}
if (m_stockpile.m_sNumFuel > 0 || m_stockpile.m_sNumNapalms > 1)
{
// Also, create a fire.
}
}
////////////////////////////////////////////////////////////////////////////////
// Generate some thrust at the current position.
////////////////////////////////////////////////////////////////////////////////
void CDeathWad::Thrust(void)
{
m_stockpile.m_sNumFuel--;
if (m_bInsideTerrain == false)
{
CFire* pSmoke = NULL;
if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pSmoke) == 0)
{
// This needs to be fixed by calculating the position of the back end of
// the deathwad in 3D based on the rotation.
pSmoke->Setup(m_dX, m_dY, m_dZ, ms_lSmokeTimeToLive, true, CFire::SmallSmoke);
pSmoke->m_u16ShooterID = m_u16ShooterID;
}
// Also, create a fire (moving at the wad's velocity?).
CFireball* pfireball = NULL;
if (CThing::Construct(CFireballID, m_pRealm, (CThing**) &pfireball) == 0)
{
pfireball->Setup(m_dX, m_dY, m_dZ, m_dRot, ms_lFireBallTimeToLive, m_u16ShooterID);
pfireball->m_dHorizVel = m_dHorizVel / 4.0;
pfireball->m_eState = State_Fire;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Generate the launch kick/debris.
////////////////////////////////////////////////////////////////////////////////
void CDeathWad::Launch(void)
{
// The launch sound.
PlaySample( // Returns nothing.
// Does not fail.
g_smidDeathWadLaunch, // In: Identifier of sample you want played.
SampleMaster::Weapon, // In: Sound Volume Category for user adjustment
DistanceToVolume(m_dX, m_dY, m_dZ, LaunchSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
// The looping thrust sound.
PlaySample( // Returns nothing.
// Does not fail.
g_smidDeathWadThrust, // In: Identifier of sample you want played.
SampleMaster::Weapon, // In: Sound Volume Category for user adjustment
DistanceToVolume(m_dX, m_dY, m_dZ, LaunchSndHalfLife), // In: Initial Sound Volume (0 - 255)
&m_siThrust, // Out: Handle for adjusting sound volume
NULL, // Out: Sample duration in ms, if not NULL.
100, // In: Where to loop back to in milliseconds.
// -1 indicates no looping (unless m_sLoop is
// explicitly set).
500, // In: Where to loop back from in milliseconds.
// In: If less than 1, the end + lLoopEndTime is used.
false); // In: Call ReleaseAndPurge rather than Release after playing
Explosion();
CThing* pthing = NULL;
// Get the launcher . . .
if (m_pRealm->m_idbank.GetThingByID(&pthing, m_u16ShooterID) == 0)
{
// If it's a dude . . .
if (pthing->GetClassID() == CDudeID)
{
CDude* pdude = (CDude*)pthing;
// Add force vector for kick. See ya.
pdude->AddForceVector(ms_dKickVelocity, m_dRot - 180);
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Feed the WAD prior to moving its state to State_Fire.
////////////////////////////////////////////////////////////////////////////////
void CDeathWad::FeedWad(
CStockPile* pstockpile) // In: Src for WAD's arsenal.
{
// Take needed ammo.
m_stockpile.m_sNumMissiles = pstockpile->m_sNumMissiles;
m_stockpile.m_sNumNapalms = pstockpile->m_sNumNapalms;
m_stockpile.m_sNumFuel = pstockpile->m_sNumFuel;
m_stockpile.m_sNumGrenades = pstockpile->m_sNumGrenades;
// Truncate to max we can hold.
m_stockpile.Intersect(&ms_stockpileMax);
// Subtract from provider.
pstockpile->Sub(&m_stockpile);
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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