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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
//
// heatseeker.cpp
// Project: Postal
//
// This module implements the CHeatseeker weapon class which is a heat seeking
// guided missile which will hit people or fire.
//
// History:
// 05/13/97 BRH Started this weapon object from the CHeatseeker code
//
// 05/14/97 BRH Added the IsPathClear() check to help avoid walls.
//
// 05/15/97 BRH Changed the graphic for the missile. Added different
// masks for seek and collide. Changed the offscreen
// behavior so the missile will turn around when it has gone
// off of the edge of the world.
//
// 05/15/97 BRH Changed seeking to QuickCheckClosest so that it picks
// the closest target rather than the first one in the
// list of collisions.
//
// 05/15/97 JMI In ProcessMessages(), on a delete message, the CHeatseeker
// was deleting itself. Then, after ProcessMessages()
// returned, it was checking m_eState, and, if set to
// State_Delete, was returning to avoid possible problems
// referencing a deleted this. The problem is that you cannot
// reference m_eState after the object is deleted b/c that
// would require utilizing the this. Also, on Alpha (and
// Intel (SHMALLOC) too) the memory is altered to a certain
// value to try to catch such problems. This caused m_eState
// to NOT be State_Delete, which resulted in writes to
// freed memory as well.
// To fix this problem, I changed ProcessMessages() to merely
// set the state to State_Delete and utilized the switch in
// Update() to delete this and return.
//
// 05/26/97 BRH Changed check for obstacles to only check for height. It
// had been checking for NOT_WALKABLE which caused it to
// blow up in the wrong places.
//
// 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
// exists.
//
// 06/10/97 BRH Increased the rocket arming time from 200ms to 500ms to
// avoid killing yourself when you are moving & shooting.
//
// 06/11/97 BRH Added shooter ID passing to the explosion that is created.
//
// 06/12/97 BRH Added shooter ID to the call to Setup for the explosion.
//
// 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.
//
// 06/29/97 BRH Added an IsPathClear check during flight to make sure it
// doesn't go through thin fences.
//
// 06/30/97 BRH Added CacheSample for the sound effects to the Preload.
//
// 06/30/97 JMI Now uses CRealm's new GetRealmWidth() and *Height()
// for dimensions of realm's X/Z plane.
//
// 06/30/97 JMI Have to check in now, now.
//
// 06/30/97 JMI Now uses IsPathClear()'s bCheckExtents = false to avoid
// having the edge of the realm count as a path obstacle.
//
// 07/01/97 BRH Added smoke trails to the heatseeker.
//
// 07/01/97 JMI In Update(), when the weapon explodes, it didn't set dNewX
// and dNewZ but still created smoke at this unitialized
// position. Fixed.
//
// 07/04/97 BRH Cut down the trail time to live to make the trails shorter.
//
// 07/08/97 BRH Adjusted the position of the smoke trail.
//
// 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.
//
// 07/16/97 BRH Retuned, or untuned the hotspot for the smoke trails.
// Now that the hotspot for the smoke is correct, the
// smoke does not need to be adjusted here.
//
// 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.
//
// 08/08/97 BRH Changed the arming so that the missle won't arm until
// it stops colliding with the shooter's smash. Also, added
// a special case so that missiles shot by Sentry guns won't
// blow up other Sentry guns.
//
// 08/12/97 BRH Changed collision bits to exclude any object that is
// ducking (which should only be the main dude when he
// is ducking down).
//
// 08/14/97 BRH Added SetCollideBits function so that the the collision
// bits can be set differently for the Dude and Doofus.
// The bits for the collision will bet set to the
// default values for the missile, but then can be changed
// by calling the SetCollideBits function.
//
// 08/15/97 BRH Made the smash radius larger.
//
// 08/17/97 BRH Added looping thrust sound like the rocket.
//
// 08/17/97 JMI Changed m_pthingParent to m_idParent.
//
// 08/23/97 JMI Changed ms_u32SeekExcludeBits to include CSmash::AlmostDead
// so the heatseeker wouldn't seek writhers.
//
// 08/24/97 BRH Added seek bits that can be changed by the shooter so that
// hostiles can set heatseekers that don't seek other enemies
// Also set heatseeker back to previous position before
// exploding so that it doesn't always hit the target from
// behind and blow him forward.
//
// 08/26/97 BRH Fixed problem with brackets that always set the missile
// back a position.
//
// 08/27/97 JMI No longer sets the smash radius to m_sCurRadius during
// Render().
//
////////////////////////////////////////////////////////////////////////////////
#define HEATSEEKER_CPP
#include "RSPiX.h"
#include <math.h>
#include "heatseeker.h"
#include "dude.h"
#include "explode.h"
#include "fire.h"
#include "SampleMaster.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define SMALL_SHADOW_FILE "smallshadow.img"
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
double CHeatseeker::ms_dAccUser = 250.0; // Acceleration due to user
double CHeatseeker::ms_dMaxVelFore = 250.0; // Maximum forward velocity
double CHeatseeker::ms_dMaxVelBack = -250.0; // Maximum backward velocity
double CHeatseeker::ms_dCloseDistance = 30.0; // Close enough to hit CDude
double CHeatseeker::ms_dLineCheckRate = 15.0; // Pixel distance for line checking
int32_t CHeatseeker::ms_lArmingTime = 500; // Time before weapon arms.
int32_t CHeatseeker::ms_lSeekRadius = 150; // Radius of heatseeking circle
int16_t CHeatseeker::ms_sOffScreenDist = 200; // Go off screen this far before blowing up
int16_t CHeatseeker::ms_sAngularVelocity = 120; // Degrees per second
// Set the collision bits
U32 CHeatseeker::ms_u32SeekIncludeBits = CSmash::Character | CSmash::Fire;
U32 CHeatseeker::ms_u32SeekDontcareBits = CSmash::Good | CSmash::Bad;
U32 CHeatseeker::ms_u32SeekExcludeBits = CSmash::Ducking | CSmash::AlmostDead;
U32 CHeatseeker::ms_u32CollideIncludeBits = CSmash::Character | CSmash::Misc | CSmash::Barrel | CSmash::Fire;
U32 CHeatseeker::ms_u32CollideDontcareBits = CSmash::Good | CSmash::Bad;
U32 CHeatseeker::ms_u32CollideExcludeBits = CSmash::Ducking; // Miss if they are ducking
int32_t CHeatseeker::ms_lSmokeTrailInterval = 10; // MS between smoke releases
int32_t CHeatseeker::ms_lSmokeTimeToLive = 1000; // MS for smoke to stay around.
// Let this auto-init to 0
int16_t CHeatseeker::ms_sFileCount;
/// Rocket Animation Files
static char* ms_apszResNames[] =
{
"3d/Gmissile.sop",
"3d/Gmissile.mesh",
"3d/Gmissile.tex",
"3d/Gmissile.hot",
"3d/Gmissile.bounds",
"3d/Gmissile.floor",
NULL,
NULL
};
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CHeatseeker::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 = 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_dMaxVelFore);
pFile->Read(&ms_dMaxVelBack);
pFile->Read(&ms_dCloseDistance);
break;
}
}
// Load object data
switch (ulFileVersion)
{
default:
case 1:
break;
}
// Make sure there were no file errors
if (!pFile->Error())
{
// Get resources
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CHeatseeker::Load(): Error reading from file!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CHeatseeker::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()!
// 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_dMaxVelFore);
pFile->Write(&ms_dMaxVelBack);
pFile->Write(&ms_dCloseDistance);
}
// Save object data
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CHeatseeker::Update(void)
{
uint16_t usAttrib;
int16_t sHeight;
double dNewX;
double dNewZ;
double dPrevX;
double dPrevZ;
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();
// Check the current state
switch (m_eState)
{
case CWeapon::State_Hide:
case CWeapon::State_Idle:
break;
case CWeapon::State_Fire:
PlaySample(
g_smidRocketFire, // In: Sample to play
SampleMaster::Weapon, // In: User volume adjustment category
DistanceToVolume(m_dX, m_dY, m_dZ, LaunchSndHalfLife), // In: distance to dude
&m_siThrust, // Out: Handle for adjusting sound volume
NULL, // Out: Sample duration
2841, // In: Where to loop back to in ms
3090, // In: Where to loop fro in ms
false ); // In: Initial Sound Volume (0 - 255)
m_lTimer = lThisTime + ms_lArmingTime;
m_eState = State_Chase;
break;
//-----------------------------------------------------------------------
// Chase
//-----------------------------------------------------------------------
case CWeapon::State_Chase:
{
// Accelerate toward the target and check for proximity
// and obstacles
// Accelerate doofus up to max velocity
m_dHorizVel += ms_dAccUser * dSeconds;
// Limit to maximum velocity
if (m_dHorizVel > ms_dMaxVelFore)
m_dHorizVel = ms_dMaxVelFore;
else if (m_dHorizVel < ms_dMaxVelBack)
m_dHorizVel = ms_dMaxVelBack;
// Adjust position based on velocity
dNewX = m_dX + rspCos(m_dRot) * (m_dHorizVel * dSeconds);
dNewZ = m_dZ - rspSin(m_dRot) * (m_dHorizVel * dSeconds);
// Check for obstacles
sHeight = m_pRealm->GetHeight((int16_t) dNewX, (int16_t) dNewZ);
usAttrib = m_pRealm->GetFloorAttribute((int16_t) dNewX, (int16_t) dNewZ);
int16_t sRealmH = m_pRealm->GetRealmHeight();
int16_t sRealmW = m_pRealm->GetRealmWidth();
// Once a bit off screen, it should start turning back towards
// the center of the hood.
if (m_dZ > ms_sOffScreenDist + sRealmH ||
m_dZ < -ms_sOffScreenDist ||
m_dX > ms_sOffScreenDist + sRealmW ||
m_dX < -ms_sOffScreenDist)
{
int16_t sTargetAngle = FindAngleTo(sRealmW / 2,
sRealmH / 2);
int16_t sAngleCCL = rspMod360(sTargetAngle - m_dRot);
int16_t sAngleCL = rspMod360((360 - sTargetAngle) + m_dRot);
int16_t sAngleDistance = MIN(sAngleCCL, sAngleCL);
double dAngleChange = MIN((double) sAngleDistance, ms_sAngularVelocity * dSeconds);
if (sAngleCCL < sAngleCL)
m_dRot = rspMod360(m_dRot + dAngleChange);
else
m_dRot = rspMod360(m_dRot - dAngleChange);
}
if (sHeight > m_dY ||
!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.
{
// Blow Up
m_eState = CWeapon::State_Explode;
// Note that these need to be set even if we explode; otherwise, they
// never get initialized and totally hosened values are sent to
// pSmoke-Setup() which makes Alpha unhappy.
dPrevX = m_dX;
dPrevZ = m_dZ;
}
else
{
dPrevX = m_dX;
dPrevZ = m_dZ;
m_dX = dNewX;
m_dZ = dNewZ;
}
// Check for collisions with other characters if
// the weapon is armed, else see if it is time to arm
// the weapon yet.
if (m_bArmed)
{
CSmash* pSmashed = NULL;
// Change this to quick check closest
if (m_pRealm->m_smashatorium.QuickCheckClosest(&m_smashSeeker,
m_u32SeekBitsInclude,
m_u32SeekBitsDontCare,
m_u32SeekBitsExclude, &pSmashed))
// Find the angle to the closest thing
{
if (m_pRealm->IsPathClear((int16_t) m_dX, (int16_t) m_dY, (int16_t) m_dZ, ms_dLineCheckRate,
(int16_t) pSmashed->m_sphere.sphere.X, (int16_t) pSmashed->m_sphere.sphere.Z) )
{
int16_t sTargetAngle = FindAngleTo(pSmashed->m_sphere.sphere.X, pSmashed->m_sphere.sphere.Z);
int16_t sAngleCCL = rspMod360(sTargetAngle - m_dRot);
int16_t sAngleCL = rspMod360((360 - sTargetAngle) + m_dRot);
int16_t sAngleDistance = MIN(sAngleCCL, sAngleCL);
double dAngleChange = MIN((double) sAngleDistance, ms_sAngularVelocity * dSeconds);
if (sAngleCCL < sAngleCL)
m_dRot = rspMod360(m_dRot + dAngleChange);
else
m_dRot = rspMod360(m_dRot - dAngleChange);
}
}
m_pRealm->m_smashatorium.QuickCheckReset(
&m_smash,
m_u32CollideBitsInclude,
m_u32CollideBitsDontCare,
m_u32CollideBitsExclude & ~CSmash::Ducking);
while (m_pRealm->m_smashatorium.QuickCheckNext(&pSmashed))
{
ASSERT(pSmashed->m_pThing);
const bool bIsPlayer = (pSmashed->m_pThing->GetClassID() == CDudeID);
// we need to check ducking collisions unconditionally so we can unlock an achievement, but then we carry on if it should have missed.
if ((m_u32CollideBitsExclude & CSmash::Ducking) && (pSmashed->m_bits & CSmash::Ducking))
{
if (bIsPlayer)
UnlockAchievement(ACHIEVEMENT_DUCK_UNDER_ROCKET);
continue; // keep going.
}
if (bIsPlayer)
UnlockAchievement(ACHIEVEMENT_ROCKET_TO_THE_FACE);
CThing* pShooter;
m_pRealm->m_idbank.GetThingByID(&pShooter, m_u16ShooterID);
if (pShooter)
{
// If a Sentry gun shot this weapon, and it hit another Sentry gun, then
// ignore the collision.
if (!(pSmashed->m_pThing->GetClassID() == CSentryID && pShooter->GetClassID() == CSentryID))
{
m_eState = CWeapon::State_Explode;
// Go back to previous spot where explosion should be created
m_dX = dPrevX;
m_dZ = dPrevZ;
}
}
// Can't determine the shooter,but we did collide, so blow up.
else
{
m_eState = CWeapon::State_Explode;
// Go back to last position before exploding so it doesn't hit behind
// the target.
m_dX = dPrevX;
m_dZ = dPrevZ;
}
}
}
else
{
// Check for collision with self and if no collision, then arm
CThing* pShooter = NULL;
m_pRealm->m_idbank.GetThingByID(&pShooter, m_u16ShooterID);
// If the shooter is valid, then arm when it clears the shooter
if (pShooter)
{
CSmash* pSmashed = pShooter->GetSmash();
if (pSmashed)
{
pSmashed = (CSmash*) &(((CThing3d*) pShooter)->m_smash);
if (!(m_pRealm->m_smashatorium.QuickCheck(&m_smash, pSmashed)))
m_bArmed = true;
}
else
{
if (lThisTime > m_lTimer)
m_bArmed = true;
}
}
// else do it the old fashioned way, so at least it will arm
else
{
if (lThisTime > m_lTimer)
m_bArmed = true;
}
}
// See if its time to create a new puff of smoke
if (lThisTime > m_lSmokeTimer)
{
m_lSmokeTimer = lThisTime + ms_lSmokeTrailInterval;
CFire* pSmoke = NULL;
if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pSmoke) == 0)
{
// This needs to be fixed by calculating the position of the back end of
// the rocket in 3D based on the rotation.
pSmoke->Setup(dPrevX, m_dY, dPrevZ, ms_lSmokeTimeToLive, true, CFire::SmallSmoke);
pSmoke->m_u16ShooterID = m_u16ShooterID;
}
}
// Update sound position
SetInstanceVolume(m_siThrust, DistanceToVolume(m_dX, m_dY, m_dZ, LaunchSndHalfLife) );
break;
}
//-----------------------------------------------------------------------
// Explode
//-----------------------------------------------------------------------
case CWeapon::State_Explode:
// 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, MAX(m_dY-30, 0.0), m_dZ, m_u16ShooterID);
PlaySample(
g_smidRocketExplode,
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 < 8; a++)
{
if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pSmoke) == 0)
{
pSmoke->Setup(m_dX - 4 + GetRandom() % 9, m_dY-20, m_dZ - 4 + GetRandom() % 9, 4000, true, CFire::Smoke);
pSmoke->m_u16ShooterID = m_u16ShooterID;
}
}
delete this;
return;
break;
case CWeapon::State_Deleted:
delete this;
return;
break;
}
// 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 = 2 * m_sprite.m_sRadius;
m_smashSeeker.m_sphere.sphere.X = m_dX + (rspCos(m_dRot) * ms_lSeekRadius);
m_smashSeeker.m_sphere.sphere.Y = m_dY;
m_smashSeeker.m_sphere.sphere.Z = m_dZ - (rspSin(m_dRot) * ms_lSeekRadius);
m_smashSeeker.m_sphere.sphere.lRadius = ms_lSeekRadius;
// Update the smash.
m_pRealm->m_smashatorium.Update(&m_smash);
// Save time for next time
m_lPrevTime = lThisTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CHeatseeker::Render(void)
{
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);
// Reset rotation so it is not cumulative
m_trans.Make1();
// Set its pointing direction
m_trans.Ry(rspMod360(m_dRot));
// Eventually this should be channel driven also
// m_sprite.m_sRadius = m_sCurRadius;
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 Z.
m_sprite.m_sPriority = m_dZ;
// Layer should be based on info we get from the 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 sprite
CWeapon::Render();
#if 0
// FEEDBACK.
// Create a line sprite.
CSpriteLine2d* psl2d = new CSpriteLine2d;
if (psl2d != NULL)
{
Map3Dto2D(
m_dX,
m_dY,
m_dZ,
&(psl2d->m_sX2),
&(psl2d->m_sY2) );
Map3Dto2D(
m_smashSeeker.m_sphere.sphere.X,
m_smashSeeker.m_sphere.sphere.Y,
m_smashSeeker.m_sphere.sphere.Z,
&(psl2d->m_sX2End),
&(psl2d->m_sY2End) );
psl2d->m_sPriority = m_smashSeeker.m_sphere.sphere.Z;
psl2d->m_sLayer = m_pRealm->GetLayerViaAttrib(m_pRealm->GetLayer(m_smashSeeker.m_sphere.sphere.X, m_smashSeeker.m_sphere.sphere.Z));
psl2d->m_u8Color = 249;
// Destroy when done.
psl2d->m_sInFlags = CSprite::InDeleteOnRender;
// Put 'er there.
m_pRealm->m_scene.UpdateSprite(psl2d);
}
#endif
}
else
{
// m_idParent is setting our transform relative to its position
// and we are drawn by the scene with the parent.
}
}
////////////////////////////////////////////////////////////////////////////////
// Setup
////////////////////////////////////////////////////////////////////////////////
int16_t CHeatseeker::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 = 0.0;
// Load resources
sResult = GetResources();
// Enable the 2D shadow sprite
PrepareShadow();
m_bArmed = false;
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_bits = CSmash::Projectile;
m_smash.m_pThing = this;
m_smashSeeker.m_sphere.sphere.X = m_dX + (rspCos(m_dRot) * ms_lSeekRadius);
m_smashSeeker.m_sphere.sphere.Y = m_dY;
m_smashSeeker.m_sphere.sphere.Z = m_dZ - (rspSin(m_dRot) * ms_lSeekRadius);
m_smashSeeker.m_bits = 0;
m_smashSeeker.m_pThing = this;
m_u32CollideBitsInclude = ms_u32CollideIncludeBits;
m_u32CollideBitsDontCare = ms_u32CollideDontcareBits;
m_u32CollideBitsExclude = ms_u32CollideExcludeBits;
m_u32SeekBitsInclude = ms_u32SeekIncludeBits;
m_u32SeekBitsDontCare = ms_u32SeekDontcareBits;
m_u32SeekBitsExclude = ms_u32SeekExcludeBits;
m_sCurRadius = 10 * m_pRealm->m_scene.m_dScale3d;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CHeatseeker::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("CHeatseeker::GetResources - Failed to open 3D animation for rocket\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CHeatseeker::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
m_anim.Release();
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// 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 CHeatseeker::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_smidRocketFire);
CacheSample(g_smidRocketExplode);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// ProcessMessages
////////////////////////////////////////////////////////////////////////////////
void CHeatseeker::ProcessMessages(void)
{
GameMessage msg;
if (m_MessageQueue.DeQ(&msg) == true)
{
switch(msg.msg_Generic.eType)
{
case typeObjectDelete:
m_MessageQueue.Empty();
m_eState = State_Deleted;
// This object is deleted later.
break;
}
}
// Dump the rest of the messages
m_MessageQueue.Empty();
return;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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