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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
//
// explode.cpp
// Project: Postal
//
// This module implements the CExplode weapon class which is an unguided
// rocket missile.
//
//
// History:
// 01/17/97 BRH Started this weapon object.
//
// 01/23/97 BRH Updated the time to GetGameTime rather than using
// real time.
//
// 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
// loading of DIBs).
//
// 02/06/97 BRH Added RAnimSprite animation of the explosion for now.
// We are going to do an Alpha effect on the explosion, so
// there are two animations, one of the image and one of
// the Alpha information stored as a BMP8 animation. When
// the Alpha effect is ready, we will pass a frame from
// each animation to a function to draw it.
//
// 02/06/97 BRH Fixed problem with timer. Since all Explosion objects
// are using the same resource managed animation, they cannot
// use the animation timer, they have to do the timing
// themselves.
//
// 02/07/97 BRH Changed the sprite from CSprite2 to CSpriteAlpha2 for
// the Alpha Blit effect.
//
// 02/10/97 JMI rspReleaseResource() now takes a ptr to a ptr.
//
// 02/18/97 BRH Changed the explosion to use the Channel Animations
// rather than the RAnimSprite animations.
//
// 02/19/97 BRH Empties the message queue in update so it doesn't fill up.
// Also checks for collisions with other Characters and sends
// them an explosion message.
//
// 02/23/97 BRH Explosion now checks for all things that it blew up, not
// just the first thing in the list.
//
// 02/23/97 BRH Added Preload() function so that explosions are cached
// by the resource manager before play begins.
//
// 02/24/97 BRH Added Map3Dto2D so that the explosions were mapping the Y
// coordinate also, before they were assuming they were on the
// ground so explosions in the air weren't working correctly.
//
// 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.
//
// 03/05/97 BRH Added center of and velocity of explosion to the explosion
// message.
//
// 03/13/97 JMI Load now takes a version number.
//
// 03/17/97 JMI Now includes CSmash::Item in the things that can be
// exploded.
//
// 04/10/97 BRH Updated this to work with the new multi layer attribute
// maps.
//
// 04/20/97 BRH Added an additional parameter to Setup to allow the
// explosion to use different animations. In this case we
// want the standard explosion for rockets and barrels, and
// a special one for the grenades. This will allow you to
// pass a number to incicate which animation to use.
//
// 04/21/97 BRH Added second animation file and changed filename of second
// asset to match.
//
// 04/23/97 JMI CExplode no longer puts it's m_smash in the smashatorium.
// Now sends messages to Characters, Miscs, Barrels, and
// Mines.
//
// 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
// exists.
//
// 06/07/97 BRH Added smoke to the end of all explosions.
//
// 06/11/97 BRH Pass the shooter ID on through the explosion message.
//
// 06/18/97 BRH Changed over to using GetRandom()
//
// 06/26/97 BRH Added CSmash::AlmostDead bits to the explosion check
// so that writhing guys can be blown up.
//
// 07/09/97 JMI Now uses m_pRealm->Make2dResPath() to get the fullpath
// for 2D image components.
//
// 07/09/97 JMI Changed Preload() to take a pointer to the calling realm
// as a parameter.
//
// 07/27/97 JMI Changed to use Z position (i.e., X/Z plane) instead of
// Y2 position (i.e., viewing plane) position for draw
// priority.
//
// 07/30/97 JMI Added m_u16ExceptID (an ID to except when sending
// explosion messages).
//
// 08/15/97 BRH Fixed problem with stationary smoke which had been
// started under ground.
//
// 08/28/97 BRH Now caches the grenade explosion animation as well in
// its Preload function.
//
// 09/02/97 JMI Now targets CSmash::Sentry too.
//
// 09/03/97 JMI Now marks Civilian as a dont care bit.
//
////////////////////////////////////////////////////////////////////////////////
#define EXPLODE_CPP
#include "RSPiX.h"
#include <math.h>
#include "explode.h"
#include "dude.h"
#include "game.h"
#include "reality.h"
#include "fire.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
//#define IMAGE_FILE "res\\explode.bmp"
//#define ANIM_FILE "2d/explode.anm"
//#define ALPHA_FILE "2d/explode_a.anm"
// Minimum elapsed time (in milliseconds)
//#define MIN_ELAPSED_TIME 10
#define AA_FILE "explo.aan"
#define GE_FILE "GExplo.aan"
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
// Let this auto-init to 0
int16_t CExplode::ms_sFileCount;
int16_t CExplode::ms_sBlastRadius = 30;
int16_t CExplode::ms_sProjectVelocity = 180;
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CExplode::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 = 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:
break;
}
}
// Load instance data.
switch (ulFileVersion)
{
default:
case 1:
break;
}
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// Get resources
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CExplode::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CExplode::Load(): CThing::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CExplode::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 = 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
}
}
else
{
TRACE("CExplode::Save(): CThing::Save() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CExplode::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CExplode::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CExplode::Suspend(void)
{
m_sSuspend++;
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CExplode::Resume(void)
{
m_sSuspend--;
// If we're actually going to start updating again, we need to reset
// the time so as to ignore any time that passed while we were suspended.
// This method is far from precise, but I'm hoping it's good enough.
if (m_sSuspend == 0)
m_lPrevTime = m_pRealm->m_time.GetGameTime();
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CExplode::Update(void)
{
if (!m_sSuspend)
{
// Since we don't process any messages, empty the queue
m_MessageQueue.Empty();
// Get new time
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
if (m_lTimer < m_pAnimChannel->TotalTime())
{
m_lTimer += lThisTime - m_lPrevTime;
m_lPrevTime = lThisTime;
}
else
{
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, MAX(m_dY-20, 0.0), m_dZ - 4 + GetRandom() % 9, 4000, true, CFire::Smoke);
}
delete this;
return;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CExplode::Render(void)
{
CAlphaAnim* pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(m_lTimer);
if (pAnim)
{
// No special flags
m_sprite.m_sInFlags = 0; //CSprite::InXrayable;
// Map from 3d to 2d coords
// m_sprite.m_sX2 = m_dX + pAnim->m_sX;
// m_sprite.m_sY2 = m_dZ + pAnim->m_sY;
Map3Dto2D((int16_t) (m_dX + pAnim->m_sX), (int16_t) m_dY, (int16_t) (m_dZ + pAnim->m_sY), &m_sprite.m_sX2, &m_sprite.m_sY2);
// Priority is based on our Z position.
m_sprite.m_sPriority = m_dZ;
// Layer should be based on info we get from attribute map.
m_sprite.m_sLayer = CRealm::GetLayerViaAttrib(m_pRealm->GetLayer((int16_t) m_dX, (int16_t) m_dZ));
// Copy the color info and the alpha channel to the Alpha Sprite
m_sprite.m_pImage = &(pAnim->m_imColor);
m_sprite.m_pimAlpha = &(pAnim->m_pimAlphaArray[0]);
// temp
int16_t sTemp = pAnim->m_sNumAlphas;
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
}
}
////////////////////////////////////////////////////////////////////////////////
// Setup - Called by the object that is creating this explosion to set its
// position and initial settings
////////////////////////////////////////////////////////////////////////////////
int16_t CExplode::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
U16 u16ShooterID, // In: Who is responsible for this explosion
int16_t sAnim) // In: Which animation to use
{
int16_t sResult = 0;
// Use specified position
m_dX = (double)sX;
m_dY = (double)sY;
m_dZ = (double)sZ;
m_lPrevTime = m_pRealm->m_time.GetGameTime();
m_lTimer = 0;
m_u16ShooterID = u16ShooterID;
// Load resources
sResult = GetResources(sAnim);
// 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 = ms_sBlastRadius;
// Update the smash.
ASSERT (m_pRealm != NULL);
// m_pRealm->m_smashatorium.Update(&m_smash);
m_smash.m_bits = 0;
m_smash.m_pThing = this;
// See who we blew up and send them a message
CSmash* pSmashed = NULL;
GameMessage msg;
msg.msg_Explosion.eType = typeExplosion;
msg.msg_Explosion.sPriority = 0;
msg.msg_Explosion.sDamage = 100;
msg.msg_Explosion.sX = (int16_t) m_dX;
msg.msg_Explosion.sY = (int16_t) m_dY;
msg.msg_Explosion.sZ = (int16_t) m_dZ;
msg.msg_Explosion.sVelocity = ms_sProjectVelocity;
msg.msg_Explosion.u16ShooterID = m_u16ShooterID;
m_pRealm->m_smashatorium.QuickCheckReset(
&m_smash,
CSmash::Character | CSmash::Misc | CSmash::Barrel | CSmash::Mine | CSmash::AlmostDead | CSmash::Sentry,
CSmash::Good | CSmash::Bad | CSmash::Civilian,
0);
while (m_pRealm->m_smashatorium.QuickCheckNext(&pSmashed))
{
ASSERT(pSmashed->m_pThing);
// If not the excepted thing . . .
if (pSmashed->m_pThing->GetInstanceID() != m_u16ExceptID)
{
SendThingMessage(&msg, pSmashed->m_pThing);
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CExplode::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 = (double)sX;
m_dY = (double)sY;
m_dZ = (double)sZ;
m_lTimer = m_pRealm->m_time.GetGameTime() + 1000;
m_lPrevTime = m_pRealm->m_time.GetGameTime();
// Load resources
sResult = GetResources();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to modify object
////////////////////////////////////////////////////////////////////////////////
int16_t CExplode::EditModify(void)
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to move object to specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CExplode::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 = (double)sX;
m_dY = (double)sY;
m_dZ = (double)sZ;
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to update object
////////////////////////////////////////////////////////////////////////////////
void CExplode::EditUpdate(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CExplode::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();
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CExplode::GetResources(int16_t sAnim) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
if (sAnim == 0)
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(AA_FILE), &m_pAnimChannel, RFile::LittleEndian);
else
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(GE_FILE), &m_pAnimChannel, RFile::LittleEndian);
if (sResult != 0)
TRACE("CExplosion::GetResources - Error getting explosion animation\n");
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CExplode::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
rspReleaseResource(&g_resmgrGame, &m_pAnimChannel);
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Preload - basically trick the resource manager into caching a CExplode
// animation before play begins so that when an explosion occurs for
// the first time, there won't be a delay.
////////////////////////////////////////////////////////////////////////////////
int16_t CExplode::Preload(
CRealm* prealm) // In: Calling realm.
{
ChannelAA* pRes;
int16_t sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(AA_FILE), &pRes, RFile::LittleEndian);
rspReleaseResource(&g_resmgrGame, &pRes);
sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(GE_FILE), &pRes, RFile::LittleEndian);
rspReleaseResource(&g_resmgrGame, &pRes);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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