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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
//
// goaltimer.cpp
// Project: Postal
//
// This module is a CThing that can be put in a level to keep track of a kill
// goal or time limit goal. It can be set to keep the amount of time it takes
// to kill a set number of people, or it can be set to count down to zero and
// end the realm when the timer expires.
//
//
// History:
//
// 06/30/97 BRH Started this file as part of the challenge levels.
//
// 07/09/97 JMI Now uses m_pRealm->Make2dResPath() to get the fullpath
// for 2D image components.
//
// 08/05/97 JMI Changed priority to use Z position rather than 2D
// projected Y position.
//
////////////////////////////////////////////////////////////////////////////////
#define GOALTIMER_CPP
#include "RSPiX.h"
#include "goaltimer.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define IMAGE_FILE "clock.bmp"
#define TIMER_VALUE_GUI_ID 10
#define KILL_VALUE_GUI_ID 11
#define UPDOWN_GUI_ID 12
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
// Let this auto-init to 0
int16_t CGoalTimer::ms_sFileCount;
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CGoalTimer::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.
{
// Call the base class load to get the instance ID
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 object data
switch (ulFileVersion)
{
default:
case 1:
pFile->Read(&m_dX);
pFile->Read(&m_dY);
pFile->Read(&m_dZ);
pFile->Read(&m_lTimerMS);
pFile->Read(&m_sKillGoal);
pFile->Read(&m_sUpDown);
break;
}
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// Get resources
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CGoalTimer::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CGoalTimer::Load(): CThing::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CGoalTimer::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)
{
// Call the base class save to save the instance ID
CThing::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
pFile->Write(&m_dX);
pFile->Write(&m_dY);
pFile->Write(&m_dZ);
pFile->Write(&m_lTimerMS);
pFile->Write(&m_sKillGoal);
pFile->Write(&m_sUpDown);
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CGoalTimer::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sReturn = 0;
// At this point we can assume the CHood was loaded, so we init our height
m_dY = m_pRealm->GetHeight((int16_t) m_dX, (int16_t) m_dZ);
return sReturn;
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CGoalTimer::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CGoalTimer::Suspend(void)
{
m_sSuspend++;
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CGoalTimer::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.
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CGoalTimer::Update(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CGoalTimer::Render(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CGoalTimer::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;
// Load resources
sResult = GetResources();
if (sResult == SUCCESS)
{
/*
CListNode<CThing>* pEditorList = m_pRealm->m_aclassHeads[CThing::CGameEditThingID].m_pnNext;
CGameEditThing* peditor = (CGameEditThing*) pEditorList->m_powner;
RListBox* plb = peditor->m_plbNavNetList;
if (plb != NULL)
{
RGuiItem* pgui = plb->AddString((char*) m_rstrNetName);
pgui->m_lId = GetInstanceID();
pgui->m_bcUser = NavNetListPressedCall;
pgui->m_ulUserInstance = (unsigned long) this;
plb->AdjustContents();
plb->SetSel(pgui);
}
*/
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Helper inline to get a GUI, set its text to the value, and recompose it.
////////////////////////////////////////////////////////////////////////////////
inline
void SetText( // Returns nothing.
RGuiItem* pguiRoot, // In: Root GUI.
int32_t lId, // In: ID of GUI to set text.
int32_t lVal) // In: Value to set text to.
{
RGuiItem* pgui = pguiRoot->GetItemFromId(lId);
if (pgui != NULL)
{
pgui->SetText("%ld", lVal);
pgui->Compose();
}
}
////////////////////////////////////////////////////////////////////////////////
// Helper inline to get a RMultiBtn GUI, and set its state.
////////////////////////////////////////////////////////////////////////////////
inline
void CheckMultiBtn( // Returns nothing.
RGuiItem* pguiRoot, // In: Root GUI.
int32_t lId, // In: ID of GUI to set text.
int16_t sChecked) // In: 1 to check, 0 to uncheck.
{
int16_t sRes = 0; // Assume nothing;
RMultiBtn* pmb = (RMultiBtn*)pguiRoot->GetItemFromId(lId);
if (pmb != NULL)
{
ASSERT(pmb->m_type == RGuiItem::MultiBtn);
pmb->m_sState = sChecked + 1;
pmb->Compose();
}
}
////////////////////////////////////////////////////////////////////////////////
// Helper inline to get a RMultiBtn GUI, and return its state.
////////////////////////////////////////////////////////////////////////////////
inline
int16_t IsMultiBtnChecked( // Returns multibtn's state.
RGuiItem* pguiRoot, // In: Root GUI.
int32_t lId) // In: ID of GUI to set text.
{
int16_t sRes = 0; // Assume nothing;
RMultiBtn* pmb = (RMultiBtn*)pguiRoot->GetItemFromId(lId);
if (pmb != NULL)
{
ASSERT(pmb->m_type == RGuiItem::MultiBtn);
sRes = (pmb->m_sState == 1) ? 0 : 1;
}
return sRes;
}
////////////////////////////////////////////////////////////////////////////////
// Edit Modify
////////////////////////////////////////////////////////////////////////////////
int16_t CGoalTimer::EditModify(void)
{
int16_t sResult = 0;
RGuiItem* pgui = RGuiItem::LoadInstantiate(FullPathVD("res/editor/clock.gui"));
if (pgui)
{
SetText(pgui, TIMER_VALUE_GUI_ID, m_lTimerMS);
SetText(pgui, KILL_VALUE_GUI_ID, m_sKillGoal);
CheckMultiBtn(pgui, UPDOWN_GUI_ID, m_sUpDown);
sResult = DoGui(pgui);
if (sResult == 1)
{
m_lTimerMS = pgui->GetVal(TIMER_VALUE_GUI_ID);
m_sKillGoal = pgui->GetVal(KILL_VALUE_GUI_ID);
m_sUpDown = IsMultiBtnChecked(pgui, UPDOWN_GUI_ID);
}
delete pgui;
}
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to move object to specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CGoalTimer::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 CGoalTimer::EditUpdate(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CGoalTimer::EditRender(void)
{
// No special flags
m_sprite.m_sInFlags = 0;
// 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 bottom edge of sprite
m_sprite.m_sPriority = m_dZ;
// Center on image.
m_sprite.m_sX2 -= m_pImage->m_sWidth / 2;
m_sprite.m_sY2 -= m_pImage->m_sHeight;
// 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));
// 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);
}
////////////////////////////////////////////////////////////////////////////////
// Give Edit a rectangle around this object
////////////////////////////////////////////////////////////////////////////////
void CGoalTimer::EditRect(RRect* pRect)
{
Map3Dto2D(
m_dX,
m_dY,
m_dZ,
&(pRect->sX),
&(pRect->sY) );
pRect->sW = 10; // Safety.
pRect->sH = 10; // Safety.
if (m_pImage != NULL)
{
pRect->sW = m_pImage->m_sWidth;
pRect->sH = m_pImage->m_sHeight;
}
pRect->sX -= pRect->sW / 2;
pRect->sY -= pRect->sH;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to get the hotspot of an object in 2D.
////////////////////////////////////////////////////////////////////////////////
void CGoalTimer::EditHotSpot( // Returns nothiing.
int16_t* psX, // Out: X coord of 2D hotspot relative to
// EditRect() pos.
int16_t* psY) // Out: Y coord of 2D hotspot relative to
// EditRect() pos.
{
// Base of navnet is hotspot.
*psX = (m_pImage->m_sWidth / 2);
*psY = m_pImage->m_sHeight;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CGoalTimer::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
if (m_pImage == 0)
{
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(IMAGE_FILE), &m_pImage);
if (sResult == 0)
{
// This is a questionable action on a resource managed item, but it's
// okay if EVERYONE wants it to be an FSPR8.
if (m_pImage->Convert(RImage::FSPR8) != RImage::FSPR8)
{
sResult = -1;
TRACE("CGoalTimer::GetResource(): Couldn't convert to FSPR8!\n");
}
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CGoalTimer::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
if (m_pImage != 0)
{
rspReleaseResource(&g_resmgrGame, &m_pImage);
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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