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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
//
// grenade.cpp
// Project: Nostril (aka Postal)
//
// This module implements the CGrenade weapon class which is a hand
// thrown grenade weapon.
//
//
// 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 JMI Stripped 2D. Added 3D and a concept of having a parent.
//
// 02/13/97 JMI Changing RForm3d to RSop.
//
// 02/15/97 JMI Now sets m_sprite.m_psphere Render().
//
// 02/15/97 JMI Made rotation to match CDude's in Update().
//
// 02/17/97 JMI Removed m_sCurRadius from 3D to 2D mapping in Render().
// Also, changed all querries on the height map to multiply
// by 4.
//
// 02/18/97 BRH Fixed Explosion. Was calling the wrong setup function.
//
// 02/19/97 BRH Added processing of message queue to check for
// ObjectDelted messages.
//
// 02/23/97 BRH Added Preload() function to cache resources for this
// object before game play begins.
//
// 02/24/97 JMI Now uses AdjustPosVel() for accel due to gravity and
// AdjustVel() for ground drag.
// Also, plays sound when it hits terrain wall while in air.
//
// 02/24/97 BRH Made roll state check for ground to see if it is falling,
// and if so it goes back to airborne State_Go.
//
// 02/24/97 BRH Changed ground and wall finding algorithm and made the
// grenade delete itself it is fired in an invalid position
// i.e. stuck in a wall.
//
// 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 Tuned the distance it travels on the ground by increasing
// the requirements for bounce. Also made it possible to
// blow up in states other than the final state so that the
// fuse time is consistant.
//
// 03/03/97 JMI Commented out dHorizVelocity and dVertVelocity parameters
// to Setup() so that this version would be a virtual over-
// ride of CWeapon's.
//
// 03/13/97 JMI Load now takes a version number.
//
// 03/19/97 BRH Changed ProcessMessages to return void so that it
// matches the new virtual function in the CWeapon
// base class.
//
// 03/21/97 BRH Changed attribute checking to ignore the NOT_WALKABLE
// attribute so that grenades won't bounce off the edge
// of the world anymore.
//
// 04/10/97 BRH Updated this to work with the new multi layer attribute
// maps.
//
// 04/21/97 BRH Changed call to explosion Setup function to include a
// parameter to select the special grenade explosion rather
// than the default explosion animation.
//
// 04/24/97 BRH Added a puff of smoke in addition to the explosion.
//
// 05/04/97 BRH Took out an unused reference to an STL iterator.
// Increased the drag for the grenade when it hits the grounds.
//
// 05/20/97 BRH Bumped up the ground drag to make the SetRange more
// accurate.
//
// 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
// exists.
//
// 06/03/97 BRH Capped the ground velocity and decreased the drag back
// to a more normal level. Also added a bit of variance in
// the angle when it hits the ground.
//
// 06/11/97 BRH Passes on shooter ID to the explosion that it creates.
//
// 06/12/97 BRH Added shooter ID to the call to Setup for the explosion.
// Also added the State_Hide to hide the grenade.
//
// 06/13/97 JMI Grenade was not unhiding until it had no parent b/c the
// part that unhides was inside the 'if I don't have a parent'
// condition.
//
// 06/16/97 BRH Fixed starting condition over not walkable attribute.
//
// 06/17/97 BRH Changed the velocity of the grenade to 33% of its
// original value when it hits a wall.
//
// 06/17/97 JMI Converted all occurrences of rand() to GetRand() and
// srand() to SeedRand().
//
// 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 sound effect cache to the 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.
//
// 07/30/97 JMI Same old delete error showed up on Alpha.
// ProcessMessages() was deleting the grenade 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.
//
// 08/05/97 JMI Changed priority to use Z position rather than 2D
// projected Y position.
//
// 08/08/97 JMI Added Style so this can be visually represented in multiple
// ways.
//
// 08/08/97 JMI Added variables for rotating the weapon and smoke when
// dynamite.
//
// 08/17/97 JMI Changed m_pthingParent to m_idParent.
//
////////////////////////////////////////////////////////////////////////////////
#define GRENADE_CPP
#include "RSPiX.h"
#include <math.h>
#include "grenade.h"
#include "dude.h"
#include "explode.h"
#include "fire.h"
#include "SampleMaster.h"
#include "reality.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define SMALL_SHADOW_FILE "smallshadow.img"
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
double CGrenade::ms_dAccUser = 250.0; // Acceleration due to user
double CGrenade::ms_dAccDrag = 300.0; // Acceleration due to drag
double CGrenade::ms_dMaxVelFore = 150.0; // Maximum forward velocity
double CGrenade::ms_dMaxVelBack = -150.0; // Maximum backward velocity
double CGrenade::ms_dDegPerSec = 150.0; // Degrees of rotation per second
double CGrenade::ms_dCloseDistance = 30.0; // Close enough to hit CDude
double CGrenade::ms_dGravity = -9.5; // acceleration due to gravity
double CGrenade::ms_dThrowVertVel = 30; // Throw up at this velocity
double CGrenade::ms_dThrowHorizVel = 200; // Throw out at this velocity
double CGrenade::ms_dMinBounceVel = 40.0; // Will bounce up if more than this
double CGrenade::ms_dBounceTransferFract = -0.2; // Amount of bounce velocity transferred.
int32_t CGrenade::ms_lRandomAvoidTime = 200; // Time to wander before looking again
int32_t CGrenade::ms_lReseekTime = 1000; // Do a 'find' again
int32_t CGrenade::ms_lGrenadeFuseTime = 1500; // Time from throw to blow
int32_t CGrenade::ms_lSmokeInterval = 100; // Time between smokes.
char* CGrenade::ms_apszResNames[CGrenade::NumStyles] = // Res names indexed Style.
{
"3d/grenade", // Grenade.
"3d/dynamite", // Dynamite.
};
// Dimishes velocities once it hits the ground.
double CGrenade::ms_adGroundDimisher[NumStyles] =
{
0.66, // Grenade.
0.66, // Dynamite.
};
// Dimishes velocities when bouncing.
double CGrenade::ms_adBounceDimisher[NumStyles] =
{
0.33, // Grenade.
0.66, // Dynamite.
};
// Let this auto-init to 0
int16_t CGrenade::ms_sFileCount;
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CGrenade::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);
pFile->Read(&ms_dMaxVelFore);
pFile->Read(&ms_dMaxVelBack);
pFile->Read(&ms_dDegPerSec);
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("CGrenade::Load(): Error reading from file!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CGrenade::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)
{
// In most cases, the base class Save() should be called. In this case it
// isn't because the base class doesn't have a Save()!
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);
pFile->Write(&ms_dMaxVelFore);
pFile->Write(&ms_dMaxVelBack);
pFile->Write(&ms_dDegPerSec);
}
// Save object data
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CGrenade::Update(void)
{
uint16_t usAttrib;
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();
ProcessMessages();
if (m_eState == State_Deleted)
{
delete this;
return;
}
// Calculate elapsed time in seconds
double dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0;
// Check the current state
switch (m_eState)
{
case CWeapon::State_Hide:
case CWeapon::State_Idle:
Smoke();
break;
case CWeapon::State_Fire:
sHeight = m_pRealm->GetHeight((int16_t) m_dX, (int16_t) m_dZ);
usAttrib = m_pRealm->GetFloorAttribute((int16_t) m_dX, (int16_t) m_dZ);
// If it starts at an invalid position like inside a wall, kill it
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 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
dNewY = m_dY;
dPrevVertVel = m_dVertVel;
AdjustPosVel(&dNewY, &m_dVertVel, dSeconds/*, dAccelerationDueToGravity*/);
// Check the height to see if it hit the ground
sHeight = m_pRealm->GetHeight((int16_t) dNewX, (int16_t) dNewZ);
// Adjust apparent rotation.
m_dAnimRotY = rspMod360(m_dAnimRotY + m_dAnimRotVelY * dSeconds);
m_dAnimRotZ = rspMod360(m_dAnimRotZ + m_dAnimRotVelZ * dSeconds);
// If its lower than the last and current height, assume it
// hit the ground.
if (dNewY < sHeight && m_dY >= sHeight)
{
m_dY = sHeight;
m_dVertVel = dPrevVertVel;
// If its vertical velocity is high enough, it will bounce, else
// it will just start rolling
if (-m_dVertVel > ms_dMinBounceVel)
{
m_dVertVel = m_dVertVel * ms_dBounceTransferFract;
if (m_dHorizVel > 0)
{
AdjustVel(&m_dHorizVel, dSeconds, -ms_dAccDrag);
if (m_dHorizVel < 0)
m_dHorizVel = 0;
}
else if (m_dHorizVel < 0)
{
AdjustVel(&m_dHorizVel, dSeconds, ms_dAccDrag);
m_dHorizVel = 0;
}
}
else
{
m_eState = CWeapon::State_Roll;
// Pop a cap on that horizontal velocity
if (m_dHorizVel > 0)
m_dHorizVel = MIN(m_dHorizVel, ms_adBounceDimisher[m_style] * ms_dMaxVelFore);
else
m_dHorizVel = MAX(m_dHorizVel, ms_adBounceDimisher[m_style] * ms_dMaxVelBack);
m_dRot = rspMod360(m_dRot - 100 + (GetRand() % 201));
}
}
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
// Cut down its horizontal velocity
m_dHorizVel *= ms_adBounceDimisher[m_style];
// Cut down rotations.
m_dAnimRotY *= ms_adBounceDimisher[m_style];
m_dAnimRotZ *= ms_adBounceDimisher[m_style];
PlaySample(
g_smidGrenadeBounce,
SampleMaster::Weapon,
DistanceToVolume(m_dX, m_dY, m_dZ, SideEffectSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
}
else
m_dY = dNewY;
}
m_dX = dNewX;
m_dZ = dNewZ;
Smoke();
// See if its fuse is up
if (lThisTime > m_lTimer)
m_eState = CWeapon::State_Explode;
break;
//-----------------------------------------------------------------------
// Roll - Once it hits the ground, roll until it stops.
//-----------------------------------------------------------------------
case CWeapon::State_Roll:
// Ground causes drag
// Decelerate to zero. When you reach zero, go
// to find state.
#if 0
if (m_dVel > 0)
{
m_dVel -= ms_dAccDrag * dSeconds;
if (m_dVel < 0)
m_dVel = 0;
}
else if (m_dVel < 0)
{
m_dVel += ms_dAccDrag * dSeconds;
if (m_dVel > 0)
m_dVel = 0;
}
#else
if (m_dHorizVel > 0)
{
AdjustVel(&m_dHorizVel, dSeconds, -ms_dAccDrag);
if (m_dHorizVel < 0)
m_dHorizVel = 0;
}
else if (m_dHorizVel < 0)
{
AdjustVel(&m_dHorizVel, dSeconds, ms_dAccDrag);
// if (m_dVel > 0)
m_dHorizVel = 0;
}
#endif
// If it has stopped, then change to find state
if (m_dHorizVel == 0)
m_eState = CWeapon::State_Explode;
dNewX = m_dX + COSQ[(int16_t)m_dRot] * (m_dHorizVel * dSeconds);
dNewZ = m_dZ - SINQ[(int16_t)m_dRot] * (m_dHorizVel * dSeconds);
// Check for obstacles
usAttrib = m_pRealm->GetFloorAttribute((int16_t) dNewX, (int16_t) dNewZ);
sHeight = m_pRealm->GetHeight((int16_t) dNewX, (int16_t) dNewZ);
// If it hit any obstacles, make it bounce off
if (usAttrib & REALM_ATTR_NOT_WALKABLE || sHeight > m_dY)
{
// Restore previous position
dNewX = m_dX;
dNewZ = m_dZ;
// Change directions
m_dRot = BounceAngle(m_dRot);
}
// See if it fell off of something, make it go back to the
// airborne state.
if (sHeight < (int16_t) m_dY)
{
m_dVertVel = 0;
m_eState = State_Go;
}
m_dX = dNewX;
m_dZ = dNewZ;
Smoke();
// See if its fuse is up
if (lThisTime > m_lTimer)
m_eState = CWeapon::State_Explode;
break;
//-----------------------------------------------------------------------
// Explode
//-----------------------------------------------------------------------
case CWeapon::State_Explode:
if (lThisTime > m_lTimer)
{
// Start an explosion object and then kill rocket
// object
CExplode* pExplosion;
if (CThing::Construct(CThing::CExplodeID, m_pRealm, (CThing**) &pExplosion) == 0)
{
pExplosion->Setup(m_dX, m_dY, m_dZ, m_u16ShooterID, 1);
PlaySample(g_smidGrenadeExplode,
SampleMaster::Destruction,
DistanceToVolume(m_dX, m_dY, m_dZ, ExplosionSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
}
int16_t a;
CFire* pSmoke;
for (a = 0; a < 4; a++)
{
if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pSmoke) == 0)
{
pSmoke->Setup(m_dX + GetRand() % 8, m_dY, m_dZ + GetRand() % 8, 2000, true, CFire::Smoke);
pSmoke->m_u16ShooterID = m_u16ShooterID;
}
}
delete this;
return;
}
break;
}
// Save height for next time
m_sPrevHeight = sHeight;
// Save time for next time
m_lPrevTime = lThisTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CGrenade::Render(void)
{
// Animate.
int32_t lCurTime = m_pRealm->m_time.GetGameTime();
m_sprite.m_pmesh = (RMesh*) m_anim.m_pmeshes->GetAtTime( lCurTime % m_anim.m_pmeshes->TotalTime());
m_sprite.m_psop = (RSop*) m_anim.m_psops->GetAtTime( lCurTime % m_anim.m_psops->TotalTime());
m_sprite.m_ptex = (RTexture*) m_anim.m_ptextures->GetAtTime( lCurTime % m_anim.m_ptextures->TotalTime());
m_sprite.m_psphere = (RP3d*) m_anim.m_pbounds->GetAtTime( lCurTime % m_anim.m_pbounds->TotalTime());
// This should eventually be channel driven too.
m_sprite.m_sRadius = m_sCurRadius;
// See if it is hidden or not
if (m_eState == State_Hide)
m_sprite.m_sInFlags = CSprite::InHidden;
else
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 bottom edge of sprite
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));
// Adjust transformation based current rotations.
m_trans.Make1();
m_trans.Ry(m_dAnimRotY);
m_trans.Rx(m_dAnimRotZ);
m_sprite.m_ptrans = &m_trans;
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
// Let it render the shadow sprite.
CWeapon::Render();
}
else
{
// m_idParent is setting our transform relative to its.
// We are drawn when m_idBank is drawn. Don't add to scene.
}
}
////////////////////////////////////////////////////////////////////////////////
// Setup new object - called by object that created this object
////////////////////////////////////////////////////////////////////////////////
int16_t CGrenade::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
double dHorizVelocity, // In: Horiz Vel (has a default)
double dVertVelocity*/) // In: Vertical velocity (has a default)
{
int16_t sResult = 0;
// Use specified position
m_dX = (double)sX;
m_dY = (double)sY;
m_dZ = (double)sZ;
m_dHorizVel = ms_dThrowHorizVel;//dHorizVelocity;
m_dVertVel = ms_dThrowVertVel;//dVertVelocity;
m_dAnimRotVelY = GetRand() % 180;
m_dAnimRotVelZ = GetRand() % 180;
// 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();
// Enable the 2D shadow.
PrepareShadow();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CGrenade::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
sResult = m_anim.Get(ms_apszResNames[m_style], NULL, NULL, NULL, RChannel_LoopAtStart | RChannel_LoopAtEnd);
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("CGrenade::GetResources - Failed to open 3D stuff file\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CGrenade::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
// Release resources for animation.
m_anim.Release();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// 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 CGrenade::Preload(
CRealm* prealm) // In: Calling realm.
{
int16_t sResult = 0;
CAnim3D anim;
RImage* pimage;
int16_t sStyle;
for (sStyle = 0; sStyle < NumStyles; sStyle++)
{
if (anim.Get(ms_apszResNames[sStyle], NULL, NULL, NULL, RChannel_LoopAtStart | RChannel_LoopAtEnd) == 0)
{
anim.Release();
}
else
{
// Go ahead and overwrite any previous error.
sResult = 1;
}
}
rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_SHADOW_FILE), &pimage, RFile::LittleEndian);
rspReleaseResource(&g_resmgrGame, &pimage);
CacheSample(g_smidGrenadeBounce);
CacheSample(g_smidGrenadeExplode);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// ProcessMessages
////////////////////////////////////////////////////////////////////////////////
void CGrenade::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;
}
////////////////////////////////////////////////////////////////////////////////
// Smoke, if correct time.
////////////////////////////////////////////////////////////////////////////////
void CGrenade::Smoke(void)
{
if (m_style == Dynamite)
{
int32_t lCurTime = m_pRealm->m_time.GetGameTime();
// If the timer has expired . . .
if (lCurTime > m_lNextSmokeTime)
{
CFire* pSmoke;
if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pSmoke) == 0)
{
pSmoke->Setup(m_dX + GetRand() % 8, m_dY, m_dZ + GetRand() % 8, 2000, true, CFire::SmallSmoke);
pSmoke->m_u16ShooterID = m_u16ShooterID;
}
m_lNextSmokeTime = lCurTime + ms_lSmokeInterval;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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