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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
//
// firebomb.cpp
// Project: Postal
//
// This module implements the CFirebomb weapon class which is a hand
// thrown grenade weapon that explodes into a ring of fire..
//
//
// History:
// 01/17/97 BRH Started this weapon object.
//
// 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
// loading of DIBs).
//
// 02/11/97 BRH Started the firebomb object from the grenade file
//
// 02/14/97 BRH Now uses resource manager to get the image.
//
// 02/19/97 BRH Changed the main part of the weapon to 3D and left
// the fire fragments as 2D. Also added some randomness
// to the pattern and increased the burn times.
//
// 02/19/97 BRH Added ProcessMessages function to check for
// ObjectDeleted messages.
//
// 02/21/97 BRH Changed fragments to be invisible controllers of the
// small fire animation rather than an 2d sprite. This
// sort of hides the bounce effect which is bad so we may
// want to put it back. Also uses the small fire for
// the fire fragments.
//
// 02/23/97 BRH Changed the coordinate system to x,-z
//
// 02/23/97 BRH Added a static Preload() function which will be called
// before play begins to cache the resources needed 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 Changed to using reality.h motion templates. Using new
// algorithm for detecting ground and walls. Made the
// center fire more than 1 sprite and changed to thin
// fire. Added sound effect for initial impact.
//
// 02/28/97 BRH Derived this from the CWeapon base class.
//
// 03/03/97 JMI Changed reference to CGrenade::State_Deleted to
// CWeapon::State_Deleted.
//
// 03/06/97 BRH Changed to using ID's for keeping track of the file
// and gettting the pointer from the ID each time.
//
// 03/13/97 JMI Load()s now take a version number.
//
// 03/21/97 BRH Changed this to ignore ATTRIBUTE_NOT_WALKABLE so that
// the cocktails won't bounce off of the edge of the world.
//
// 04/10/97 BRH Updated this to work with the new multi layer attribute
// maps.
//
// 05/04/97 BRH Took out an old unused reference to an STL iterator.
//
// 05/13/97 JMI CFireBomb was using a formula to compute the direction of
// 8 firefrags such that one appeared in a random position
// in all of 8 octants. The problem was the formula subtract-
// ed 25 which, in the case of the first octant, if the random
// position 24 or less were chosen, would result in a negative
// value. But, to simply remove this could cause values 360
// or over since the random portion was based on 50.0 and not
// the size of an octant. So I removed the -25 and changed the
// 50.0 to (360/8) which, as far as I can tell, makes the
// inclusive extents of the formula [0..359].
//
// 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
// exists.
//
// 06/03/97 BRH Changed the cocktails so they don't bounce off of
// walls, they just fall to the ground and break.
//
// 06/11/97 BRH Added shooter ID passing to the fires that it creates.
//
// 06/12/97 JMI Now handles State_Hide by setting m_sprite's InHidden flag.
//
// 06/12/97 BRH Fixed order of passing the shooter ID.
//
// 06/16/97 BRH Fixed starting condition in not walkable area.
//
// 06/18/97 BRH Changed over to using GetRandom()
//
// 06/25/97 BRH Added use of base class 2D shadow on the ground, but loaded
// a smaller shadow resource.
//
// 06/30/97 BRH Added cache of sound effects in Preload function.
//
// 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.
//
// 07/18/97 JMI Got rid of bogus immitation PlaySample functions.
// Now there is one PlaySample() function. Also, you now
// MUST specify a category and you don't have to specify a
// SoundInstance ptr to specify a volume.
//
// 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 Same old delete error showed up on Alpha.
// ProcessMessages() was deleting the firebomb on a delete msg
// but, once returned to Update(), it was checking the
// m_eState member to see if it should return. Unfortunately,
// since 'this' had already been deallocated, it was too late
// to do such a thing.
//
// 08/17/97 JMI Changed m_pthingParent to m_idParent.
//
// 08/20/97 BRH Moved firebomb sound to Destruction volume control.
//
// 08/27/97 BRH Added large fire sound which had not been used until now.
//
// 08/28/97 JMI Added a explode counter so we can cap the number of
// explosions a firefrag can make.
//
// 08/28/97 BRH Added cache of large fire sound.
//
////////////////////////////////////////////////////////////////////////////////
#define FIREBOMB_CPP
#include "RSPiX.h"
#include <math.h>
#include "firebomb.h"
#include "dude.h"
#include "fire.h"
#include "SampleMaster.h"
#include "game.h"
#include "reality.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define PRIMARY_BURN_TIME 10000
#define SECONDARY_BURN_TIME 7000
#define SMALL_SHADOW_FILE "smallshadow.img"
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
double CFirebomb::ms_dCloseDistance = 30.0; // Close enough to hit CDude
double CFirebomb::ms_dThrowVertVel = 40.0; // Throw up at this velocity
double CFirebomb::ms_dThrowHorizVel = 250; // Throw out at this velocity
// Let this auto-init to 0
int16_t CFirebomb::ms_sFileCount;
/// Grenade Animation Files
// An array of pointers to res names (one for each animatino component)
static char* ms_apszResNames[] =
{
"3d/grenade.sop",
"3d/grenade.mesh",
"3d/grenade.tex",
"3d/grenade.hot",
"3d/grenade.bounds",
"3d/grenade.floor",
NULL,
NULL
};
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CFirebomb::Load( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to load from
bool bEditMode, // In: True for edit mode, false otherwise
int16_t sFileCount, // In: File count (unique per file, never 0)
uint32_t ulFileVersion) // In: Version of file format to load.
{
int16_t sResult = 0;
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 or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// Get resources
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CFirebomb::Load(): Error reading from file!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CFirebomb::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)
{
CWeapon::Save(pFile, sFileCount);
// 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 CFirebomb::Update(void)
{
uint16_t usAttrib;
int16_t sHeight = m_sPrevHeight;
double dNewX;
double dNewY;
double dNewZ;
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 (m_eState == State_Deleted)
{
delete this;
return;
}
// Check the current state
switch (m_eState)
{
case CFirebomb::State_Idle:
break;
case CFirebomb::State_Fire:
// Make sure we start in a valid position. If we are staring
// inside a wall, just delete this object now.
usAttrib = m_pRealm->GetFloorAttribute((int16_t) m_dX, (int16_t) m_dZ);
sHeight = m_pRealm->GetHeight((int16_t) m_dX, (int16_t) m_dZ);
if (m_dY < sHeight)
{
delete this;
return;
}
m_eState = State_Go;
// m_lTimer = lThisTime + ms_lGrenadeFuseTime;
break;
//-----------------------------------------------------------------------
// Go - fly through the air until hit the ground, change directions on
// obstacle collision.
//-----------------------------------------------------------------------
case CFirebomb::State_Go:
// Do horizontal velocity
dNewX = m_dX + COSQ[(int16_t)m_dRot] * (m_dHorizVel * dSeconds);
dNewZ = m_dZ - SINQ[(int16_t)m_dRot] * (m_dHorizVel * dSeconds);
// Do vertical velocity
dNewY = m_dY;
AdjustPosVel(&dNewY, &m_dVertVel, dSeconds);
// Check the height to see if it hit the ground
sHeight = m_pRealm->GetHeight((int16_t) dNewX, (int16_t) dNewZ);
// If its lower than the last and current height, assume it
// hit the ground.
if (dNewY < sHeight && m_dY >= sHeight)
{
m_dY = sHeight;
m_eState = CFirebomb::State_Explode;
}
else
{
// If it is above the last known ground and is now lower
// than the height at its new position, assume it hit
// a wall and should fall (this is where it used to bounce)
if (dNewY < sHeight && m_dY < sHeight)
{
dNewX = m_dX; // Restore last x position
dNewZ = m_dZ; // Restore last z position
m_dRot = BounceAngle(m_dRot); // Change directions
m_dHorizVel = 0.5;
}
else
m_dY = dNewY;
}
m_dX = dNewX;
m_dZ = dNewZ;
break;
//-----------------------------------------------------------------------
// Explode - Once it hits the ground, break into fire fragments that
// bounce out from this point.
//-----------------------------------------------------------------------
case CFirebomb::State_Explode:
CFire* pFire;
if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pFire) == 0)
{
pFire->Setup(m_dX, m_dY, m_dZ, PRIMARY_BURN_TIME, true, CFire::LargeFire);
pFire->m_u16ShooterID = m_u16ShooterID;
PlaySample(
g_smidFirebomb,
SampleMaster::Destruction,
DistanceToVolume(m_dX, m_dY, m_dZ, FireBombSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
PlaySample(
g_smidFireLarge,
SampleMaster::Destruction,
DistanceToVolume(m_dX, m_dY, m_dZ, FireBombSndHalfLife) );
}
// Loop to create 8 fragments in a circular pattern
int16_t i;
CFirefrag* pFrag;
for (i = 0; i < 8; i++)
{
if (CThing::Construct(CThing::CFirefragID, m_pRealm, (CThing**) &pFrag) == 0)
{
pFrag->m_u16ShooterID = m_u16ShooterID;
pFrag->Setup(m_dX, m_dY, m_dZ);
pFrag->m_dVertVel = m_dVertVel * -0.5;
pFrag->m_dHorizVel = 60.0;
// pFrag->m_dRot = (i * (360/8)) - 25 + (GetRandom() % 50);
pFrag->m_dRot = (i * (360/8)) + (GetRandom() % (360 / 8));
pFrag->m_eState = CWeapon::State_Go;
}
}
delete this;
return;
break;
}
// Save height for next time
m_sPrevHeight = sHeight;
// Save time for next time
m_lPrevTime = lThisTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CFirebomb::Render(void)
{
// Animate
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);
// Eventually this should be channel driven also
m_sprite.m_sRadius = m_sCurRadius;
if (m_eState == State_Hide)
{
// Hide.
m_sprite.m_sInFlags = CSprite::InHidden;
}
else
{
// No special flags
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 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_ptrans = &m_trans;
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
// Draw the 2D shadow
CWeapon::Render();
}
else
{
// m_idParent is setting out transform relative to its position
// and we are drawn by the scene with the parent.
}
}
////////////////////////////////////////////////////////////////////////////////
// Setup new object - called by object that created this object
////////////////////////////////////////////////////////////////////////////////
int16_t CFirebomb::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 = ms_dThrowHorizVel;
m_dVertVel = ms_dThrowVertVel;
// HARD-WIRED CODE ALERT!
// Eventually, this should be set via the bounding sphere radius.
m_sCurRadius = 22; // FOR NOW, always half of scene.cpp:SCREEN_DIAMETER_FOR_3D.
// Load resources
sResult = GetResources();
PrepareShadow();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CFirebomb::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
sResult = m_anim.Get(ms_apszResNames);
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("CFirebomb::GetResources - Failed to open 3D animation for firebomb\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CFirebomb::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
m_anim.Release();
return SUCCESS;
}
////////////////////////////////////////////////////////////////////////////////
// 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 CFirebomb::Preload(
CRealm* prealm) // In: Calling realm.
{
CAnim3D anim;
RImage* pimage;
int16_t sResult = anim.Get(ms_apszResNames);
anim.Release();
rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_SHADOW_FILE), &pimage, RFile::LittleEndian);
rspReleaseResource(&g_resmgrGame, &pimage);
CacheSample(g_smidFirebomb);
CacheSample(g_smidFireLarge);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// ProcessMessages
////////////////////////////////////////////////////////////////////////////////
void CFirebomb::ProcessMessages(void)
{
GameMessage msg;
if (m_MessageQueue.DeQ(&msg) == true)
{
switch(msg.msg_Generic.eType)
{
case typeObjectDelete:
m_MessageQueue.Empty();
m_eState = State_Deleted;
return;
break;
}
}
// Dump the rest of the messages
m_MessageQueue.Empty();
return;
}
////////////////////////////////////////////////////////////////////////////////
// Firefrag
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define FRAG_IMAGE_FILE "res\\grenade.bmp"
// Minimum elapsed time (in milliseconds)
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
double CFirefrag::ms_dAccUser = 250.0; // Acceleration due to user
double CFirefrag::ms_dAccDrag = 300.0; // Acceleration due to drag
double CFirefrag::ms_dGravity = -9.5; // acceleration due to gravity
double CFirefrag::ms_dThrowVertVel = 10.0; // Throw up at this velocity
double CFirefrag::ms_dThrowHorizVel = 60; // Throw out at this velocity
double CFirefrag::ms_dMinBounceVel = 30.0; // Min amount needed to bounce up
double CFirefrag::ms_dVelTransferFract = -0.4; // Amount of velocity to bounce back up
int16_t CFirefrag::ms_sMaxExplosions = 4; // Maximum explosions before death.
// Let this auto-init to 0
int16_t CFirefrag::ms_sFileCount;
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CFirefrag::Load( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to load from
bool bEditMode, // In: True for edit mode, false otherwise
int16_t sFileCount, // In: File count (unique per file, never 0)
uint32_t ulFileVersion) // In: Version of file format to load.
{
int16_t sResult = 0;
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:
pFile->Read(&ms_dAccUser);
pFile->Read(&ms_dAccDrag);
break;
}
}
// Load object 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("CFirefrag::Load(): Error reading from file!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CFirefrag::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)
{
CWeapon::Save(pFile, sFileCount);
// Save common data just once per file (not with each object)
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
// Save static data
pFile->Write(&ms_dAccUser);
pFile->Write(&ms_dAccDrag);
}
// Save object data
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CFirefrag::Update(void)
{
int16_t sHeight = m_sPrevHeight;
double dPrevVertVel;
double dNewX;
double dNewY;
double dNewZ;
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;
// Check the current state
switch (m_eState)
{
case CWeapon::State_Idle:
break;
case CWeapon::State_Fire:
m_eState = State_Go;
break;
//-----------------------------------------------------------------------
// Go - fly through the air until hit the ground, change directions on
// obstacle collision.
//-----------------------------------------------------------------------
case CWeapon::State_Go:
// Do horizontal velocity
dNewX = m_dX + COSQ[(int16_t)m_dRot] * (m_dHorizVel * dSeconds);
dNewZ = m_dZ - SINQ[(int16_t)m_dRot] * (m_dHorizVel * dSeconds);
// Do vertical velocity
// m_dVertVel += ms_dGravity;
// m_dY += m_dVertVel * dSeconds;
dPrevVertVel = m_dVertVel;
dNewY = m_dY;
AdjustPosVel(&dNewY, &m_dVertVel, dSeconds);
// Check the height to see if it hit the ground
sHeight = m_pRealm->GetHeight((int16_t) dNewX, (int16_t) dNewZ);
// If its lower than the last and current height, assume it
// hit the ground.
// if (m_dY <= m_sPrevHeight && m_dY <= sHeight)
if (dNewY < sHeight && m_dY >= sHeight)
{
m_dY = sHeight;
m_eState = CWeapon::State_Explode;
m_dVertVel = dPrevVertVel;
}
else
{
// If it is above the last known ground and is now lower
// than the height at its new position, assume it hit
// a wall and should bounce.
if (dNewY < sHeight && m_dY < sHeight)
{
dNewX = m_dX; // Restore last x position
dNewZ = m_dZ; // Restore last z position
m_dRot = BounceAngle(m_dRot); // Change directions
ASSERT(m_dRot >= 0.0 && m_dRot < 360.0);
}
else
m_dY = dNewY;
}
m_dX = dNewX;
m_dZ = dNewZ;
break;
//-----------------------------------------------------------------------
// Explode - Once it hits the ground, break into fire fragments that
// bounce out from this point.
//-----------------------------------------------------------------------
case CWeapon::State_Explode:
CFire* pFire;
if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pFire) == 0)
{
pFire->Setup(m_dX, m_dY, m_dZ, SECONDARY_BURN_TIME, true, CFire::SmallFire);
pFire->m_u16ShooterID = m_u16ShooterID;
// PlaySample(g_smidGrenadeExplode);
}
m_sNumExplosions++;
// If you have enough velocity to bounce and we've not exceeded
// the maximum number of explosions, redirect velocity
// upward and bounce, else kill yourself off.
if (-m_dVertVel > ms_dMinBounceVel && m_sNumExplosions <= ms_sMaxExplosions)
{
m_dVertVel = m_dVertVel * ms_dVelTransferFract;
m_eState = CWeapon::State_Go;
}
else
{
m_pRealm->m_idbank.GetThingByID((CThing**) &m_pFire, m_u16FireID);
if (m_pFire)
{
GameMessage msg;
msg.msg_ObjectDelete.eType = typeObjectDelete;
msg.msg_ObjectDelete.sPriority = 0;
SendThingMessage(&msg, m_pFire);
}
delete this;
return;
}
break;
}
m_pRealm->m_idbank.GetThingByID((CThing**) &m_pFire, m_u16FireID);
if (m_pFire)
{
m_pFire->m_dX = m_dX;
m_pFire->m_dY = m_dY;
m_pFire->m_dZ = m_dZ;
}
// Save height for next time
m_sPrevHeight = sHeight;
// Save time for next time
m_lPrevTime = lThisTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CFirefrag::Render(void)
{
/*
// This is a standard 2d sprite
m_sprite.m_type = CSprite::Standard2d;
// No special flags
m_sprite.m_sInFlags = 0;
// Map from 3d to 2d coords
m_sprite.m_sX2 = m_dX - (m_pImage->m_sWidth / 2);
m_sprite.m_sY2 = (m_dZ - (m_pImage->m_sHeight)) - m_dY;
// Priority is based on bottom edge of sprite
m_sprite.m_sPriority = m_sprite.m_sY2 + m_pImage->m_sHeight;
// Layer should be based on info we get from attribute map, but is hardwired for now
// m_sprite.m_sLayer = 0;
ASSERT(m_pRealm != NULL);
ASSERT(m_pRealm->m_pAttribMap != NULL);
// Layer should be based on info we get from attribute map.
m_sprite.m_sLayer = CRealm::GetLayerViaAttrib(m_pRealm->GetLayer((short) m_dX, (short) m_dZ));
// Image would normally animate, but doesn't for now
m_sprite.m_pImage = m_pImage;
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
*/
}
////////////////////////////////////////////////////////////////////////////////
// Setup new object - called by object that created this object
////////////////////////////////////////////////////////////////////////////////
int16_t CFirefrag::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_lPrevTime = m_pRealm->m_time.GetGameTime();
m_dVertVel = ms_dThrowVertVel;
m_dHorizVel = ms_dThrowHorizVel;
// Load resources
// sResult = GetResources();
if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &m_pFire) == 0)
{
m_pFire->Setup(m_dX, m_dY, m_dZ, SECONDARY_BURN_TIME, true, CFire::SmallFire);
m_pFire->m_u16ShooterID = m_u16ShooterID;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CFirefrag::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
if (m_pImage == 0)
{
m_pImage = new RImage;
if (m_pImage)
{
sResult = m_pImage->Load(FRAG_IMAGE_FILE);
if (sResult == 0)
{
if (m_pImage->Convert(RImage::FSPR8) != RImage::FSPR8)
{
sResult = -1;
TRACE("CFirefrag::GetResource(): Couldn't convert to FSPR8!\n");
}
}
}
else
{
sResult = -1;
TRACE("CFirefrag::GetResources(): Couldn't allocate RImage!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CFirefrag::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
if (m_pImage != 0)
{
delete m_pImage;
m_pImage = 0;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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