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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
//
// fireball.cpp
// Project: Nostril (aka Postal)
//
// This module implements the CFireball weapon class which is a burning flame
// for several different effects and weapons.
//
//
// History:
// 01/17/97 BRH Started this fireball ammo for use in making a flamethrower
//
// 04/25/97 JMI PreLoad() was not properly assigning into sResult.
//
// 04/29/97 JMI Changed name of ProcessMessages() to
// ProcessFireballMessages() to avoid conflicts with
// CWeapon's ProcessMessages().
// Also, Update() was not moving the m_smash (it was merely
// set the one time in Init()) which was causing it to not
// collide with anything (I guess it might've collided with
// things hovering around the upper, left corner of the realm).
//
// 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
// exists.
//
// 06/11/97 BRH Passed on shooter ID to the message it sends when it burns
// someone.
//
// 06/17/97 JMI Converted all occurrences of rand() to GetRand() and
// srand() to SeedRand().
//
// 07/02/97 BRH Added CFirestream object that creates several CFireball
// objects.
//
// 07/04/97 BRH Added auto alpha based on the time to live.
//
// 07/07/97 BRH Fixed casing on MIN to compile on both PC and Mac.
//
// 07/08/97 JMI Put in code in Render() to avoid an unlikely divide by zero.
// Still have a divide by zero release mode problem though.
// Also, there was initialization typo in CFireball::Setup().
//
// 07/08/97 JMI Fixed Render() to distribute the homogeneous alpha level
// better. Still needs tuning.
//
// JMI Made heavier again.
//
// 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.
//
// 07/12/97 BRH Added IsPathClear check to path of fireball since its
// velocity is so high that it can pass through walls
// otherwise.
//
// 07/13/97 BRH Added a check to the Firestream creation of the
// fireballs to make sure that the iniial position is
// not in a wall. If it is, then the other two fireballs
// with a further offset should not be created, otherwise
// it will shoot through walls.
//
// Also changed the alpha to use 1 mask and tuned the levels
// so that you can see it at the gun end.
//
// 07/14/97 JMI Now will detach itself from its parent via
// m_sprite.m_psprParent->RemoveChild() in the rare event
// that it is still parented going into the Render().
// Also, threw in some random to the m_dRot before they are
// separated from the CFirestream.
//
// 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 Changed several deletes that occurred just before reading
// instantiable member variables. Now both
// ProcessFireballMessage() functions (there are two (one for
// CFireballs and one for CFireStreams) ) do NOT delete this
// when they receive a delete message. They instead set the
// state to delete and allow the calling function to do the
// delete. The problem here was that the calling function,
// Update(), needed to look at one more member var, m_eState,
// before returning, but, at that point (that is, after the
// delete) this was invalid. This works find though when
// using SmartHeap I think b/c of SmartHeap's bounds checking
// areas to detect overwrites. The Alpha does not have these
// areas (no SmartHeap) and, so, crashes easily in these cases.
// There was also a problem in Update() where it deleted this
// but did not return right away and one more member var access
// was done after that point (probably added later). Fixed.
//
// 07/30/97 JMI Now uses m_dHorizVel for its velocity which is initially
// set to ms_dFireVelocity but can be overridden after the
// Setup() call.
//
// 08/08/97 JMI Now CFirestream::ProcessFireballMessages() passes on
// delete messages to any fireballs it owns.
//
// 08/08/97 JMI Changed m_pFireball1, 2, & 3 to m_idFireball1, 2, & 3.
//
////////////////////////////////////////////////////////////////////////////////
#define FIREBALL_CPP
#include "RSPiX.h"
#include <math.h>
#include "fireball.h"
#include "game.h"
#include "reality.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define SMALL_FILE "tinyfire.aan"
#define MIN_ALPHA 30
#define MAX_ALPHA 200
// Note the sum of these two values should not exceed 255
// Gets a random between -range / 2 and range / 2.
#define RAND_SWAY(sway) ((GetRand() % sway) - sway / 2)
#define FIREBALL_SWAY 15
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// Let this auto-init to 0
int16_t CFirestream::ms_sFileCount;
int16_t CFirestream::ms_sOffset1 = 12; // pixels from 1st to 2nd fireball
int16_t CFirestream::ms_sOffset2 = 24; // pixels from 1st to 3rd fireball
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CFirestream::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)
{
}
else
{
sResult = -1;
TRACE("CFirestream::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CFirestream::Load(): CThing::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CFirestream::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("CFirestream::Save(): CThing::Save() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CFirestream::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
return Init();
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CFirestream::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CFirestream::Suspend(void)
{
m_sSuspend++;
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CFirestream::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 CFirestream::Update(void)
{
int32_t lThisTime;
if (!m_sSuspend)
{
lThisTime = m_pRealm->m_time.GetGameTime();
// See if we killed ourselves
if (ProcessFireballMessages() == State_Deleted)
{
delete this;
return;
}
CFireball* pfireball1 = NULL;
CFireball* pfireball2 = NULL;
CFireball* pfireball3 = NULL;
// Update the other fireballs
if (m_pRealm->m_idbank.GetThingByID((CThing**)&pfireball1, m_idFireball1) == 0)
{
pfireball1->m_dX = m_dX;
pfireball1->m_dY = m_dY;
pfireball1->m_dZ = m_dZ;
pfireball1->m_dRot = rspMod360(m_dRot + RAND_SWAY(FIREBALL_SWAY) );
}
else
{
m_idFireball1 = CIdBank::IdNil;
}
if (m_pRealm->m_idbank.GetThingByID((CThing**)&pfireball2, m_idFireball2) == 0)
{
pfireball2->m_dX = m_dX + COSQ[(int16_t) m_dRot] * ms_sOffset1;
pfireball2->m_dY = m_dY;
pfireball2->m_dZ = m_dZ - SINQ[(int16_t) m_dRot] * ms_sOffset1;
pfireball2->m_dRot = rspMod360(m_dRot + RAND_SWAY(FIREBALL_SWAY) );
}
else
{
m_idFireball2 = CIdBank::IdNil;
}
if (m_pRealm->m_idbank.GetThingByID((CThing**)&pfireball3, m_idFireball3) == 0)
{
pfireball3->m_dX = m_dX + COSQ[(int16_t) m_dRot] * ms_sOffset2;
pfireball3->m_dY = m_dY;
pfireball3->m_dZ = m_dZ - SINQ[(int16_t) m_dRot] * ms_sOffset2;
pfireball3->m_dRot = rspMod360(m_dRot + RAND_SWAY(FIREBALL_SWAY) );
}
else
{
m_idFireball3 = CIdBank::IdNil;
}
if (m_eState == CWeapon::State_Fire)
{
if (pfireball1)
pfireball1->m_eState = CWeapon::State_Fire;
if (pfireball2)
pfireball2->m_eState = CWeapon::State_Fire;
if (pfireball3)
pfireball3->m_eState = CWeapon::State_Fire;
delete this;
return;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CFirestream::Render(void)
{
// If we have a parent . . .
if (m_sprite.m_psprParent)
{
// Get outta there!
m_sprite.m_psprParent->RemoveChild(&m_sprite);
}
// This should never ever be rendered.
ASSERT(m_sprite.m_psprParent == NULL);
ASSERT( (m_sprite.m_sInFlags & CSprite::PrivInserted) == 0);
}
////////////////////////////////////////////////////////////////////////////////
// Setup
////////////////////////////////////////////////////////////////////////////////
int16_t CFirestream::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 sDir, // In: Direction of travel
int32_t lTimeToLive, // In: Number of milliseconds to burn, default 1sec
U16 u16ShooterID) // In: Shooter's ID so you don't hit him
{
int16_t sResult = 0;
double dX;
double dZ;
// Use specified position
m_dX = (double)sX;
m_dY = (double)sY;
m_dZ = (double)sZ;
m_dRot = sDir;
m_lPrevTime = m_pRealm->m_time.GetGameTime();
m_u16ShooterID = u16ShooterID;
// Make sure that the starting positions are valid before creating
// fireballs here, otherwise they will shoot through walls.
dX = m_dX + COSQ[(int16_t) m_dRot] * ms_sOffset2; // Second interval
dZ = m_dZ - SINQ[(int16_t) m_dRot] * ms_sOffset2;
if (m_pRealm->IsPathClear( // Returns true, if the entire path is clear.
// Returns false, if only a portion of the path is clear.
// (see *psX, *psY, *psZ).
(int16_t) m_dX, // In: Starting X.
(int16_t) m_dY, // In: Starting Y.
(int16_t) m_dZ, // In: Starting Z.
3.0, // In: Rate at which to scan ('crawl') path in pixels per
// iteration.
// NOTE: Values less than 1.0 are inefficient.
// NOTE: We scan terrain using GetHeight()
// at only one pixel.
// NOTE: We could change this to a speed in pixels per second
// where we'd assume a certain frame rate.
(int16_t) dX, // In: Destination X.
(int16_t) dZ, // In: Destination Z.
0, // In: Max traverser can step up.
NULL, // Out: If not NULL, last clear point on path.
NULL, // Out: If not NULL, last clear point on path.
NULL, // Out: If not NULL, last clear point on path.
false) ) // In: If true, will consider the edge of the realm a path
// inhibitor. If false, reaching the edge of the realm
// indicates a clear path.
{
m_lTimeToLive = m_pRealm->m_time.GetGameTime() + lTimeToLive;
CFireball* pfireball;
if (CThing::ConstructWithID(CThing::CFireballID, m_pRealm, (CThing**) &pfireball) == 0)
{
pfireball->Setup(m_dX, m_dY, m_dZ, sDir, lTimeToLive, u16ShooterID);
m_idFireball1 = pfireball->GetInstanceID();
}
dX = m_dX + COSQ[(int16_t) m_dRot] * ms_sOffset1; // First interval
dZ = m_dZ - SINQ[(int16_t) m_dRot] * ms_sOffset1;
if (CThing::ConstructWithID(CThing::CFireballID, m_pRealm, (CThing**) &pfireball) == 0)
{
pfireball->Setup(dX, m_dY, dZ, sDir, lTimeToLive, u16ShooterID);
m_idFireball2 = pfireball->GetInstanceID();
}
dX = m_dX + COSQ[(int16_t) m_dRot] * ms_sOffset2; // Second interval
dZ = m_dZ - SINQ[(int16_t) m_dRot] * ms_sOffset2;
if (CThing::ConstructWithID(CThing::CFireballID, m_pRealm, (CThing**) &pfireball) == 0)
{
pfireball->Setup(dX, m_dY, dZ, sDir, lTimeToLive, u16ShooterID);
m_idFireball3 = pfireball->GetInstanceID();
}
if (sResult == SUCCESS)
sResult = Init();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Init
////////////////////////////////////////////////////////////////////////////////
int16_t CFirestream::Init(void)
{
int16_t sResult = SUCCESS;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CFirestream::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 = GetRand(); //m_pRealm->m_time.GetGameTime() + 1000;
m_lPrevTime = m_pRealm->m_time.GetGameTime();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to modify object
////////////////////////////////////////////////////////////////////////////////
int16_t CFirestream::EditModify(void)
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to move object to specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CFirestream::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 CFirestream::EditUpdate(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CFirestream::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();
}
////////////////////////////////////////////////////////////////////////////////
// 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 CFirestream::Preload(
CRealm* /*prealm*/) // In: Calling realm.
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// ProcessFireballMessages
////////////////////////////////////////////////////////////////////////////////
CFirestream::CFirestreamState CFirestream::ProcessFireballMessages(void)
{
CFirestreamState eNewState = State_Idle;
GameMessage msg;
if (m_MessageQueue.DeQ(&msg) == true)
{
switch(msg.msg_Generic.eType)
{
case typeObjectDelete:
{
// Pass the message on . . .
SendThingMessage(&msg, m_idFireball1);
SendThingMessage(&msg, m_idFireball2);
SendThingMessage(&msg, m_idFireball3);
m_MessageQueue.Empty();
return State_Deleted;
break;
}
}
}
// Dump the rest of the messages
m_MessageQueue.Empty();
return eNewState;
}
////////////////////////////////// Fireball ////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define SMALL_FILE "tinyfire.aan"
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// Let this auto-init to 0
int16_t CFireball::ms_sFileCount;
int16_t CFireball::ms_sSmallRadius = 8;
int32_t CFireball::ms_lCollisionTime = 250; // Check for collisions this often
double CFireball::ms_dFireVelocity = 300;
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CFireball::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("CFireball::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CFireball::Load(): CThing::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CFireball::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("CFireball::Save(): CThing::Save() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CFireball::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
return Init();
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CFireball::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CFireball::Suspend(void)
{
m_sSuspend++;
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CFireball::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 CFireball::Update(void)
{
int32_t lThisTime;
double dSeconds;
double dDistance;
double dNewX;
double dNewZ;
if (!m_sSuspend)
{
lThisTime = m_pRealm->m_time.GetGameTime();
m_lAnimTime += lThisTime - m_lPrevTime;
// See if we killed ourselves
if (ProcessFireballMessages() == State_Deleted)
{
delete this;
return;
}
switch (m_eState)
{
case State_Fire:
if (lThisTime < m_lTimeToLive)
{
if (m_bMoving)
{
// Update position using wind direction and velocity
dSeconds = ((double) lThisTime - (double) m_lPrevTime) / 1000.0;
// Apply internal velocity.
dDistance = m_dHorizVel * dSeconds;
dNewX = m_dX + COSQ[(int16_t) m_dRot] * dDistance;
dNewZ = m_dZ - SINQ[(int16_t) m_dRot] * 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 ||
!m_pRealm->IsPathClear( // Returns true, if the entire path is clear.
// Returns false, if only a portion of the path is clear.
// (see *psX, *psY, *psZ).
(int16_t) m_dX, // In: Starting X.
(int16_t) m_dY, // In: Starting Y.
(int16_t) m_dZ, // In: Starting Z.
3.0, // In: Rate at which to scan ('crawl') path in pixels per
// iteration.
// NOTE: Values less than 1.0 are inefficient.
// NOTE: We scan terrain using GetHeight()
// at only one pixel.
// NOTE: We could change this to a speed in pixels per second
// where we'd assume a certain frame rate.
(int16_t) dNewX, // In: Destination X.
(int16_t) dNewZ, // In: Destination Z.
0, // In: Max traverser can step up.
NULL, // Out: If not NULL, last clear point on path.
NULL, // Out: If not NULL, last clear point on path.
NULL, // Out: If not NULL, last clear point on path.
false) // In: If true, will consider the edge of the realm a path
// inhibitor. If false, reaching the edge of the realm
// indicates a clear path.
)
{
// Stop moving and fix yourself on a random spot on the wall.
m_bMoving = false;
m_dX += (-3 + GetRand() % 7);
m_dY += (-3 + GetRand() % 7);
m_dZ += (-3 + GetRand() % 7);
// 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;
}
else
{
m_dX = dNewX;
m_dZ = dNewZ;
// 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;
// Check for collisions
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))
if (pSmashed->m_pThing->GetInstanceID() != m_u16ShooterID)
SendThingMessage(&msg, pSmashed->m_pThing);
}
}
}
else
{
delete this;
return;
}
break;
default:
break;
}
m_lPrevTime = lThisTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CFireball::Render(void)
{
CAlphaAnim* pAnim;
pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(m_lAnimTime % m_pAnimChannel->TotalTime());
if (pAnim) // && m_sCurrentAlphaChannel >= 0)
{
// No special flags
m_sprite.m_sInFlags = 0;
// Map from 3d to 2d coords
Map3Dto2D(m_dX, m_dY, m_dZ, &(m_sprite.m_sX2), &(m_sprite.m_sY2) );
// 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));
// m_sprite.m_sAlphaLevel = 200;
if (m_lTotalFlameTime == 0)
{
// Safety.
m_lTotalFlameTime = 500;
}
// m_sprite.m_sAlphaLevel = MIN((long)255, (long) (((m_lTimeToLive - m_pRealm->m_time.GetGameTime()) / m_lTotalFlameTime) * 255));
// Copy the color info and the alpha channel to the Alpha Sprite
m_sprite.m_pImage = &(pAnim->m_imColor);
// Now there is only 1 alpha mask.
m_sCurrentAlphaChannel = 0; //MIN(m_sCurrentAlphaChannel, (short) (m_sTotalAlphaChannels - 1));
m_sprite.m_pimAlpha = &(pAnim->m_pimAlphaArray[0]);
// Adjust level between 0 and max so it gets more opaque with time.
m_sprite.m_sAlphaLevel = MIN_ALPHA + MAX_ALPHA - (MAX_ALPHA * (m_lTimeToLive - m_pRealm->m_time.GetGameTime()) ) / m_lTotalFlameTime ;
// Keep in range.
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;
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
}
}
////////////////////////////////////////////////////////////////////////////////
// Setup
////////////////////////////////////////////////////////////////////////////////
int16_t CFireball::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 sDir, // In: Direction of travel
int32_t lTimeToLive, // In: Number of milliseconds to burn, default 1sec
U16 u16ShooterID) // In: Shooter's ID so you don't hit him
{
int16_t sResult = 0;
// Use specified position
m_dX = (double)sX;
m_dY = (double)sY;
m_dZ = (double)sZ;
m_dRot = sDir;
m_lPrevTime = m_pRealm->m_time.GetGameTime();
m_lCollisionTimer = m_lPrevTime + ms_lCollisionTime;
m_u16ShooterID = u16ShooterID;
m_lAnimTime = GetRandom();
m_dHorizVel = ms_dFireVelocity;
m_lTotalFlameTime = lTimeToLive;
m_lTimeToLive = m_pRealm->m_time.GetGameTime() + lTimeToLive;
m_sCurrentAlphaChannel = 0;
// Load resources
sResult = GetResources();
if (sResult == SUCCESS)
sResult = Init();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Init
////////////////////////////////////////////////////////////////////////////////
int16_t CFireball::Init(void)
{
int16_t sResult = SUCCESS;
CAlphaAnim* pAnim = NULL;
// 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);
m_eState = CWeapon::State_Idle;
// Set the collision bits
m_u32CollideIncludeBits = CSmash::Character | CSmash::Barrel | CSmash::Mine | CSmash::Misc;
m_u32CollideDontcareBits = CSmash::Good | CSmash::Bad;
m_u32CollideExcludeBits = 0;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CFireball::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 = GetRand(); //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 CFireball::EditModify(void)
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to move object to specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CFireball::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 CFireball::EditUpdate(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CFireball::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 CFireball::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = SUCCESS;
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(SMALL_FILE), &m_pAnimChannel, RFile::LittleEndian);
if (sResult != 0)
TRACE("CFireball::GetResources - Error getting fire animation resource\n");
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CFireball::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 CFireball::Preload(
CRealm* prealm) // In: Calling realm.
{
int16_t sResult;
ChannelAA* pRes;
sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_FILE), &pRes, RFile::LittleEndian);
rspReleaseResource(&g_resmgrGame, &pRes);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// ProcessFireballMessages
////////////////////////////////////////////////////////////////////////////////
CFireball::CFireballState CFireball::ProcessFireballMessages(void)
{
CFireballState eNewState = State_Idle;
GameMessage msg;
if (m_MessageQueue.DeQ(&msg) == true)
{
switch(msg.msg_Generic.eType)
{
case typeObjectDelete:
m_MessageQueue.Empty();
return State_Deleted;
break;
}
}
// Dump the rest of the messages
m_MessageQueue.Empty();
return eNewState;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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