1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911
|
////////////////////////////////////////////////////////////////////////////////
//
// 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
//
// fire.cpp
// Project: Postal
//
// This module implements the CFire weapon class which is a burning flame
// for several different effects and weapons.
//
//
// 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.
//
// 02/09/97 BRH Started the Fire from Explode file since they are
// similar.
//
// 02/10/97 JMI rspReleaseResource() now takes a ptr to a ptr.
//
// 02/11/97 BRH Changed the fire to start on a random frame number
// so if you have many fires, they don't pulsate or all
// burn in sync with each other.
//
// 02/14/97 BRH Changed from using the RAnimSprite to channel data.
//
// 02/17/97 BRH Now uses the resource manager to get the assets and starts
// at a random time interval so the fire will be random again.
//
// 02/17/97 BRH Changed the lifetime to be time based rather than frame
// based which was causing the fire to live on forever
// since being switched from RAnimSprite to RChannel1.
//
// 02/18/97 BRH Now the fire changes to different Alpha channels as it
// burns out during its time to live.
//
// 02/19/97 BRH Checks for collisions and sends messages.
//
// 02/19/97 BRH Added the ability to run both small and large fire
// animations. Change the duration on the alpha layers
// so that the initial alpha channel gets played for 80%
// of the burning time. Also added bThick parameter to startup
// which will start using the 0th Alpha channel which is
// more opaque. If you want more Alpha, set to false which
// will start on the next Alpha level down.
//
// 02/23/97 BRH Added static Preload() funciton which will be called
// before play begins to cache a resource for this object.
//
// 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.
//
// 02/24/97 BRH Set the default state in ProcessMessages
//
// 02/24/97 BRH Added a timer for checkin collisions so it doesn't have
// to check each time, but it was checking only when changing
// alpha levels which was too long.
//
// 03/05/97 JMI Render()'s mapping from 3D to 2D had a typo (was adding m_dY
// instead of subtracting). Now uses Map3Dto2D().
//
// 03/13/97 JMI Load now takes a version number.
//
// 04/10/97 BRH Updated this to work with the new multi layer attribute
// maps.
//
// 04/14/97 BRH Added CSmash::Item to the collide bits so that the fire
// will send messages to barrels and other items.
//
// 04/21/97 BRH Added Smoke animation to the fire and the ability of the
// fire to change to smoke.
//
// 02/22/97 BRH Adjusted the timer for the smoke effect to eliminate some
// of the final frames so that the smoke wouldn't pulsate
// like it did.
//
// 04/23/97 JMI Changed this item's m_smash bits from CSmash::Item to
// CSmash::Fire.
// Now affects Characters, Miscs, Mines, and Barrels.
//
// 04/24/97 BRH Added static wind direction variable that will get
// adjusted slightly by each new creation of smoke which
// calls WindDirectionUpdate() to randomly vary the wind
// direction.
//
// 04/25/97 BRH Fixed problem with smoke that was created as smoke,
// setting people on fire. Also fixed wall detection
// and added an individual direction variable to each
// instance of smoke that initially copies the wind
// direction and uses it until it hits a wall, then it
// rotates in one direction or the other until it is
// free to move again.
//
// 05/09/97 JMI Update() now moves the smashatorium object when the CFire
// is not Smoke.
//
// 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
// exists.
//
// 06/11/97 BRH Pass along the m_u16ShooterID value in the Burn message.
//
// 06/15/97 BRH Fixed Smoke going past animation by 1 frame.
//
// 06/16/97 BRH Fixed smoke init of static wind direction. Now it
// inits the wind direction on class load so that it doesn't
// cause problems for the demo mode.
//
// 06/17/97 MJR Same as previous one for wind velocity.
//
// MJR Moved resetting of statics to Preload(), since in most
// cases, fire or smoke are not Load()'ed.
//
// 06/18/97 BRH Changed over to using GetRandom()
//
// 06/26/97 BRH Added CSmash::AlmostDead to the include bits for fire so
// that writhing guys can be killed by fire.
//
// 07/01/97 BRH Added small smoke animation.
//
// 07/04/97 BRH Added an auto alpha blend on the small smoke for the
// rocket trails so they can blend into alpha based on
// their time to live. May need to disable the
// alpha channel for it to work correctly.
//
// 07/08/97 JMI Fixed Render() to distribute the homogeneous alpha level
// better. Still needs tuning.
//
// 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.
//
// 07/10/97 JMI Now uses alpha mask and level for animation.
//
// 07/13/97 BRH Changed the animations to use only 1 alpha mask and change
// the alpha level based on time.
//
// 07/20/97 JMI Added some ASSERTs.
//
// 07/23/97 BRH Changed small fires to create small smokes rather than
// large which slows down the game quite a bit.
//
// 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.
//
// 08/11/97 BRH If alpha blending is turned off, as a performance option,
// then don't even blit the smoke since without the alpha
// effect, you can't see through it at all.
//
// 08/20/97 JMI Now does a range check on m_sCurrentAlphaLevel after
// decrementing.
//
// 09/02/97 JMI Added m_u16FireStarterID. This is used for a special case
// when the starter of the fire is not the thing using the
// fire as a weapon (e.g., when a guy catches fire he can
// use the fire on other people by running into them causing
// them to catch on fire; however, if his own fire kills him
// it is to the creator of the fire's credit that he dies).
//
////////////////////////////////////////////////////////////////////////////////
#define FIRE_CPP
#include "RSPiX.h"
#include <math.h>
#include "fire.h"
#include "dude.h"
#include "game.h"
#include "reality.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define AA_FILE "fire.aan"
#define LARGE_FILE "fire.aan"
#define SMALL_FILE "smallfire.aan"
#define SMOKE_FILE "smoke.aan"
#define SMALL_SMOKE_FILE "tinysmoke.aan"
#define INIT_WIND_DIR 30
#define INIT_WIND_VEL 30
#define MAX_ALPHA 200 // Used for smoke trails
#define THICK_ALPHA 255 // Start alpha level for thick fire
#define THIN_ALPHA 200 // Start alpha level for thin fire
#define DIEDOWN_ALPHA 100 // Point at which it looks like its dying down
#define SMOLDER_ALPHA 30 // Point at which it is too weak to burn anyone
#define BRIGHT_PERCENT 0.80 // Amount of the time it should be more opaque
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// Let this auto-init to 0
int16_t CFire::ms_sFileCount;
int16_t CFire::ms_sLargeRadius = 20;
int16_t CFire::ms_sSmallRadius = 8;
int16_t CFire::ms_sWindDirection = INIT_WIND_DIR; // Start wind in this direction
int32_t CFire::ms_lCollisionTime = 250; // Check for collisions this often
int32_t CFire::ms_lSmokeTime = 10000; // Time to let smoke run
double CFire::ms_dWindVelocity = INIT_WIND_VEL; // Pixels per second drift due to wind
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CFire::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;
// Init the static wind direction and velocity when the class loads.
ms_sWindDirection = INIT_WIND_DIR;
ms_dWindVelocity = INIT_WIND_VEL;
// Load static data.
switch (ulFileVersion)
{
default:
case 1:
break;
}
}
// Load instance data.
switch (ulFileVersion)
{
default:
case 1:
pFile->Read(&m_eFireAnim);
break;
}
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// Get resources
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CFire::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CFire::Load(): CThing::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CFire::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
}
pFile->Write(&m_eFireAnim);
}
else
{
TRACE("CFire::Save(): CThing::Save() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CFire::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
return Init();
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CFire::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CFire::Suspend(void)
{
m_sSuspend++;
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CFire::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 CFire::Update(void)
{
int32_t lThisTime;
double dSeconds;
double dDistance;
double dNewX;
double dNewZ;
if (!m_sSuspend)
{
// See if we killed ourselves
if (ProcessMessages() == State_Deleted)
return;
if (m_lTimer < m_lBurnUntil)
{
lThisTime = m_pRealm->m_time.GetGameTime();
m_lTimer += lThisTime - m_lPrevTime;
// See if its time to change to the next alpha channel
if (m_lTimer > m_lCurrentAlphaTimeout)
{
m_sCurrentAlphaLevel--;
// Range check.
if (m_sCurrentAlphaLevel < 0)
m_sCurrentAlphaLevel = 0;
else if (m_sCurrentAlphaLevel > 255)
m_sCurrentAlphaLevel = 255;
if (m_lTimer < m_lAlphaBreakPoint)
m_lCurrentAlphaTimeout += m_lBrightAlphaInterval;
else
m_lCurrentAlphaTimeout += m_lDimAlphaInterval;
}
if (lThisTime > m_lCollisionTimer)
{
// If the fire is not smoldering out, then it has the ability
// to set other things on fire and should check collisions
// to see which things it should tell to burn.
if (m_bSendMessages && m_sCurrentAlphaLevel > SMOLDER_ALPHA && m_eFireAnim != Smoke && m_eFireAnim != SmallSmoke)
{
CSmash* pSmashed = NULL;
GameMessage msg;
msg.msg_Burn.eType = typeBurn;
msg.msg_Burn.sPriority = 0;
msg.msg_Burn.sDamage = 10;
msg.msg_Burn.u16ShooterID = m_u16ShooterID;
m_pRealm->m_smashatorium.QuickCheckReset(&m_smash, m_u32CollideIncludeBits,
m_u32CollideDontcareBits,
m_u32CollideExcludeBits);
while (m_pRealm->m_smashatorium.QuickCheckNext(&pSmashed))
{
// Default to the standard case where credit is given to the
// shooter.
msg.msg_Burn.u16ShooterID = m_u16ShooterID;
if ((m_bIsBurningDude) && (pSmashed->m_pThing->GetClassID() != CDudeID))
UnlockAchievement(ACHIEVEMENT_TOUCH_SOMEONE_WHILE_BURNING);
// If the fire starter ID is set . . .
if (m_u16FireStarterID != CIdBank::IdNil)
{
// If this is the shooter . . .
if (pSmashed->m_pThing->GetInstanceID() == m_u16ShooterID)
{
// The shooter is damaged by his own fire with credit
// given to the fire starter.
msg.msg_Burn.u16ShooterID = m_u16FireStarterID;
}
}
// Burn.
SendThingMessage(&msg, pSmashed->m_pThing);
}
}
// Reset collision timer for next time
m_lCollisionTimer = lThisTime + ms_lCollisionTime;
}
// If this is smoke, make it drift in the wind direction
if (m_eFireAnim == Smoke || m_eFireAnim == SmallSmoke)
{
// Update position using wind direction and velocity
dSeconds = ((double) lThisTime - (double) m_lPrevTime) / 1000.0;
// Apply internal velocity.
dDistance = ms_dWindVelocity * dSeconds;
dNewX = m_dX + COSQ[(int16_t) m_sRot] * dDistance;
dNewZ = m_dZ - SINQ[(int16_t) m_sRot] * dDistance;
// Check attribute map for walls, and if you hit a wall,
// set the timer so you will die off next time around.
int16_t sHeight = m_pRealm->GetHeight((int16_t) dNewX, (int16_t) dNewZ);
// If it hits a wall taller than itself, then it will rotate in the
// predetermined direction until it is free to move.
if ((int16_t) m_dY < sHeight)
{
if (m_bTurnRight)
m_sRot = rspMod360(m_sRot - 20);
else
m_sRot = rspMod360(m_sRot + 20);
}
else
// else it is ok, so update its new position
{
m_dX = dNewX;
m_dZ = dNewZ;
}
}
else
{
// Update our smashatorium location.
m_smash.m_sphere.sphere.X = m_dX;
m_smash.m_sphere.sphere.Y = m_dY;
m_smash.m_sphere.sphere.Z = m_dZ;
// Update the smash.
m_pRealm->m_smashatorium.Update(&m_smash);
}
m_lPrevTime = lThisTime;
}
else
{
// If its done smoking, then delete it
if (m_eFireAnim == Smoke || m_eFireAnim == SmallSmoke)
{
delete this;
}
// Else change the fire to smoke
else
{
if (Smokeout() != SUCCESS)
delete this;
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CFire::Render(void)
{
CAlphaAnim* pAnim;
if (m_eFireAnim == Smoke || m_eFireAnim == SmallSmoke)
{
pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(m_lTimer);
// For a performance gain, don't blit the smoke at all if alpha
// blending is turned off - its impossible to see through when
// alpha blending is off anyway.
if (g_GameSettings.m_sAlphaBlend)
m_sprite.m_sInFlags = 0;
else
m_sprite.m_sInFlags = CSprite::InHidden;
}
else
{
pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(m_lTimer % m_pAnimChannel->TotalTime());
}
if (pAnim)
{
// Map from 3d to 2d coords
Map3Dto2D(m_dX, m_dY, m_dZ, &(m_sprite.m_sX2), &(m_sprite.m_sY2) );
// Offset by animations 2D offsets.
m_sprite.m_sX2 += pAnim->m_sX;
m_sprite.m_sY2 += pAnim->m_sY;
// 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);
// If its the tiny smoke (for trails)
// Do the alpha based on the time to live.
if (m_eFireAnim == SmallSmoke)
{
// Set the alpha level so it gets more translucent over time.
m_sprite.m_sAlphaLevel = MAX_ALPHA - (MAX_ALPHA * (m_lTimer - m_lStartTime) ) / m_lTimeToLive ;
// Do a range check.
if (m_sprite.m_sAlphaLevel < 0)
m_sprite.m_sAlphaLevel = 0;
else if (m_sprite.m_sAlphaLevel > MAX_ALPHA)
m_sprite.m_sAlphaLevel = MAX_ALPHA;
}
else
{
m_sprite.m_sAlphaLevel = m_sCurrentAlphaLevel;
}
// Now there is only one alpha mask
m_sprite.m_pimAlpha = &(pAnim->m_pimAlphaArray[0]);
ASSERT(m_sprite.m_sAlphaLevel <= 255);
ASSERT(m_sprite.m_sAlphaLevel >= 0);
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
}
}
////////////////////////////////////////////////////////////////////////////////
// Setup
////////////////////////////////////////////////////////////////////////////////
int16_t CFire::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
int32_t lTimeToLive, // In: Number of milliseconds to burn, default 1sec
bool bThick, // In: Use thick fire (more opaque) default = true
FireAnim eAnimType) // In: Animation type to use default = LargeFire
{
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_lCollisionTimer = m_lPrevTime + ms_lCollisionTime;
m_eFireAnim = eAnimType;
m_lTimeToLive = lTimeToLive;
if (bThick)
m_sCurrentAlphaLevel = THICK_ALPHA;
else
m_sCurrentAlphaLevel = THIN_ALPHA;
// Load resources
sResult = GetResources();
if (sResult == SUCCESS)
sResult = Init();
m_sRot = ms_sWindDirection;
m_bTurnRight = (GetRandom() & 0x01);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Init
////////////////////////////////////////////////////////////////////////////////
int16_t CFire::Init(void)
{
int16_t sResult = SUCCESS;
CAlphaAnim* pAnim = NULL;
if (m_pAnimChannel != NULL)
{
m_lTimer = GetRandom() % m_pAnimChannel->TotalTime();
m_lStartTime = m_lTimer;
m_lBurnUntil = m_lTimer + m_lTimeToLive;
m_lAlphaBreakPoint = m_lTimer + (m_lTimeToLive * BRIGHT_PERCENT);
pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(0);
ASSERT(pAnim != NULL);
m_lBrightAlphaInterval = (m_lTimeToLive * BRIGHT_PERCENT) / MAX(1, m_sCurrentAlphaLevel - DIEDOWN_ALPHA);
m_lDimAlphaInterval = (m_lTimeToLive * (100.0 - BRIGHT_PERCENT)) / MAX(1, DIEDOWN_ALPHA);
m_lCurrentAlphaTimeout = m_lTimer + m_lBrightAlphaInterval;
m_sTotalAlphaChannels = 1;
}
switch (m_eFireAnim)
{
case LargeFire:
// 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_sLargeRadius;
m_smash.m_bits = CSmash::Fire;
m_smash.m_pThing = this;
// Update the smash
m_pRealm->m_smashatorium.Update(&m_smash);
break;
case SmallFire:
// 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_sSmallRadius;
m_smash.m_bits = CSmash::Fire;
m_smash.m_pThing = this;
// Update the smash
m_pRealm->m_smashatorium.Update(&m_smash);
break;
case Smoke:
m_smash.m_pThing = NULL;
m_bSendMessages = false;
break;
case SmallSmoke:
m_smash.m_pThing = NULL;
m_bSendMessages = false;
m_lStartTime = m_lTimer = GetRandom() % m_pAnimChannel->TotalTime() / 3;
m_lBurnUntil = m_lTimer + m_lTimeToLive;
break;
}
// Set the collision bits
m_u32CollideIncludeBits = CSmash::Character | CSmash::Barrel | CSmash::Mine | CSmash::Misc | CSmash::AlmostDead;
m_u32CollideDontcareBits = CSmash::Good | CSmash::Bad;
m_u32CollideExcludeBits = 0;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Smokeout - Change from fire to smoke
////////////////////////////////////////////////////////////////////////////////
int16_t CFire::Smokeout(void)
{
int16_t sResult = SUCCESS;
// Modify the wind direction slightly
WindDirectionUpdate();
// Remove smash from the smashatorium if it was being used
if (m_smash.m_pThing)
m_pRealm->m_smashatorium.Remove(&m_smash);
m_bSendMessages = false;
// Release the fire animation and get the smoke animation
FreeResources();
if (m_eFireAnim == SmallFire)
m_eFireAnim = SmallSmoke;
else
m_eFireAnim = Smoke;
sResult = GetResources();
// Reset timers
CAlphaAnim* pAnim = NULL;
if (m_pAnimChannel != NULL)
{
// Reset alpha level
m_sCurrentAlphaLevel = THICK_ALPHA;
pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(0);
ASSERT(pAnim != NULL);
// m_lTimeToLive = m_pAnimChannel->TotalTime();
// use same time to live as the original
m_lStartTime = m_lTimer = 0;
m_lBurnUntil = m_lTimer + m_lTimeToLive;
m_lAlphaBreakPoint = m_lTimer + (m_lTimeToLive * BRIGHT_PERCENT);
m_lBrightAlphaInterval = (m_lTimeToLive * BRIGHT_PERCENT) / MAX(1, m_sCurrentAlphaLevel - DIEDOWN_ALPHA);
m_lDimAlphaInterval = (m_lTimeToLive * (1.0 - BRIGHT_PERCENT)) / MAX(1, DIEDOWN_ALPHA);
m_lCurrentAlphaTimeout = m_lTimer + m_lBrightAlphaInterval;
m_sTotalAlphaChannels = 1;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CFire::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 = GetRandom(); //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 CFire::EditModify(void)
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to move object to specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CFire::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 CFire::EditUpdate(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CFire::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 CFire::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = SUCCESS;
switch (m_eFireAnim)
{
case LargeFire:
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(LARGE_FILE), &m_pAnimChannel, RFile::LittleEndian);
break;
case SmallFire:
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(SMALL_FILE), &m_pAnimChannel, RFile::LittleEndian);
break;
case Smoke:
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(SMOKE_FILE), &m_pAnimChannel, RFile::LittleEndian);
break;
case SmallSmoke:
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(SMALL_SMOKE_FILE), &m_pAnimChannel, RFile::LittleEndian);
break;
}
if (sResult != 0)
TRACE("CFire::GetResources - Error getting fire animation resource\n");
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CFire::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
rspReleaseResource(&g_resmgrGame, &m_pAnimChannel);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Preload - basically trick the resource manager into caching resources for fire
// animations before play begins so that when a fire is set for
// the first time, there won't be a delay while it loads.
////////////////////////////////////////////////////////////////////////////////
int16_t CFire::Preload(
CRealm* prealm) // In: Calling realm.
{
// Init the static wind direction and velocity when the class loads.
ms_sWindDirection = INIT_WIND_DIR;
ms_dWindVelocity = INIT_WIND_VEL;
ChannelAA* pRes;
int16_t sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(LARGE_FILE), &pRes, RFile::LittleEndian);
rspReleaseResource(&g_resmgrGame, &pRes);
sResult |= rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_FILE), &pRes, RFile::LittleEndian);
rspReleaseResource(&g_resmgrGame, &pRes);
sResult |= rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMOKE_FILE), &pRes, RFile::LittleEndian);
rspReleaseResource(&g_resmgrGame, &pRes);
sResult |= rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_SMOKE_FILE), &pRes, RFile::LittleEndian);
rspReleaseResource(&g_resmgrGame, &pRes);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// ProcessMessages
////////////////////////////////////////////////////////////////////////////////
CFire::CFireState CFire::ProcessMessages(void)
{
CFireState eNewState = State_Idle;
GameMessage msg;
if (m_MessageQueue.DeQ(&msg) == true)
{
switch(msg.msg_Generic.eType)
{
case typeObjectDelete:
m_MessageQueue.Empty();
delete this;
return CFire::State_Deleted;
break;
}
}
// Dump the rest of the messages
m_MessageQueue.Empty();
return eNewState;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
|