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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
//
// Ladder.cpp
// Project: Nostril (aka Postal)
//
// History:
// 06/02/97 JMI Started.
//
// 06/02/97 JMI Was not previously setting the position of the smashes'
// spheres. Fixed.
//
// 07/09/97 JMI Now uses m_pRealm->Make2dResPath() to get the fullpath
// for 2D image components.
//
//////////////////////////////////////////////////////////////////////////////
//
// This CThing-derived class will represent ladders that the CDudes, and
// perhaps other characters, can use to climb to heights they cannot step up
// to.
//
//////////////////////////////////////////////////////////////////////////////
#define LADDER_CPP
#include "RSPiX.h"
#include <math.h>
#include "Ladder.h"
#include "game.h"
#include "reality.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define GUI_FILE_NAME "res/editor/Ladder.gui"
// This is for edit mode only.
#define LADDER_IMAGE_FILENAME "ladder.bmp"
#define GUI_ID_LEN 3
#define GUI_ID_HEIGHT 4
#define GUI_ID_ROT 5
#define GUI_ID_TYPE_BASE 10
#define LADDER_ENDS_RADIUS 10
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CLadder::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)
{
switch (ulFileVersion)
{
default:
case 15:
case 14:
case 13:
case 12:
case 11:
case 10:
case 9:
case 8:
case 7:
case 6:
case 5:
case 4:
case 3:
case 2:
case 1:
pFile->Read(&m_dX);
pFile->Read(&m_dY);
pFile->Read(&m_dZ);
pFile->Read(&m_sLen);
pFile->Read(&m_sHeight);
pFile->Read(&m_sRotY);
break;
}
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// Get resources and initialize.
sResult = Init();
}
else
{
sResult = -1;
TRACE("CLadder::Load(): Error reading from file!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CLadder::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)
{
pFile->Write(&m_dX);
pFile->Write(&m_dY);
pFile->Write(&m_dZ);
pFile->Write(&m_sLen);
pFile->Write(&m_sHeight);
pFile->Write(&m_sRotY);
// Make sure there were no file errors
sResult = pFile->Error();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CLadder::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CLadder::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CLadder::Suspend(void)
{
m_sSuspend++;
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CLadder::Resume(void)
{
m_sSuspend--;
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CLadder::Update(void)
{
// Do schtuff.
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CLadder::Render(void)
{
// Doesn't normally draw anything (see EditRender() for render during
// edit mode).
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CLadder::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;
sResult = Init();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to modify object
////////////////////////////////////////////////////////////////////////////////
int16_t CLadder::EditModify(void)
{
int16_t sResult = 0;
RGuiItem* pgui = RGuiItem::LoadInstantiate(FullPathVD(GUI_FILE_NAME));
if (pgui != NULL)
{
RGuiItem* pguiLen = pgui->GetItemFromId(GUI_ID_LEN);
RGuiItem* pguiHeight = pgui->GetItemFromId(GUI_ID_HEIGHT);
RGuiItem* pguiRot = pgui->GetItemFromId(GUI_ID_ROT);
if (pguiLen != NULL && pguiHeight != NULL && pguiRot != NULL)
{
// Set text.
pguiLen->SetText("%hd", m_sLen);
// Realize text.
pguiLen->Compose();
// Set text.
pguiHeight->SetText("%hd", m_sHeight);
// Realize text.
pguiHeight->Compose();
// Set text.
pguiRot->SetText("%hd", m_sRotY);
// Realize text.
pguiRot->Compose();
if (DoGui(pgui) == 1)
{
// Get new values.
m_sLen = pguiLen->GetVal();
m_sHeight = pguiHeight->GetVal();
m_sRotY = rspMod360(pguiRot->GetVal() );
}
else
{
sResult = 1;
}
}
else
{
sResult = -2;
}
// Done with GUI.
delete pgui;
}
else
{
sResult = -1;
}
// If successful so far . . .
if (sResult == 0)
{
// Load resources and initialize.
sResult = Init();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to move object to specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CLadder::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 get the clickable pos/area of an object in 2D.
// (virtual (Overridden here)).
////////////////////////////////////////////////////////////////////////////////
void CLadder::EditRect( // Returns nothiing.
RRect* prc) // Out: Clickable pos/area of object.
{
prc->sX = m_dX;
prc->sY = m_dZ - m_dY;
prc->sW = 10; // Safety.
prc->sH = 10; // Safety.
if (m_sprite.m_pImage != NULL)
{
prc->sW = m_sprite.m_pImage->m_sWidth;
prc->sH = m_sprite.m_pImage->m_sHeight;
}
prc->sX -= prc->sW / 2;
prc->sY -= prc->sH / 2;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to get the hotspot of an object in 2D.
// (virtual (Overridden here)).
////////////////////////////////////////////////////////////////////////////////
void CLadder::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.
{
*psX = 0; // Safety.
*psY = 0; // Safety.
if (m_sprite.m_pImage != NULL)
{
*psX = m_sprite.m_pImage->m_sWidth / 2;
*psY = m_sprite.m_pImage->m_sHeight / 2;
}
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to update object
////////////////////////////////////////////////////////////////////////////////
void CLadder::EditUpdate(void)
{
// The editor schtuff.
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CLadder::EditRender(void)
{
// 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);
// Center on image.
m_sprite.m_sX2 -= m_sprite.m_pImage->m_sWidth / 2;
m_sprite.m_sY2 -= m_sprite.m_pImage->m_sHeight / 2;
// Priority is based on bottom edge of sprite on X/Z plane.
m_sprite.m_sPriority = m_dZ + m_sprite.m_pImage->m_sHeight / 2;
// 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));
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
}
////////////////////////////////////////////////////////////////////////////////
// Initialize object.
////////////////////////////////////////////////////////////////////////////////
int16_t CLadder::Init(void) // Returns 0 on success.
{
int16_t sRes = GetResources();
// Set up collision object.
m_smashTop.m_bits = CSmash::Ladder;
m_smashTop.m_sphere.sphere.lRadius = LADDER_ENDS_RADIUS;
m_smashTop.m_sphere.sphere.X = m_dX + COSQ[m_sRotY] * m_sLen;
m_smashTop.m_sphere.sphere.Y = m_dY + m_sHeight;
m_smashTop.m_sphere.sphere.Z = m_dZ - SINQ[m_sRotY] * m_sLen;
m_smashBottom.m_bits = CSmash::Ladder;
m_smashBottom.m_sphere.sphere.lRadius = LADDER_ENDS_RADIUS;
m_smashBottom.m_sphere.sphere.X = m_dX;
m_smashBottom.m_sphere.sphere.Y = m_dY;
m_smashBottom.m_sphere.sphere.Z = m_dZ;
// Update the smash.
m_pRealm->m_smashatorium.Update(&m_smashTop);
m_pRealm->m_smashatorium.Update(&m_smashBottom);
return sRes;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CLadder::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
// Safe to call even if no resource.
FreeResources();
sResult = rspGetResource(
&g_resmgrGame,
m_pRealm->Make2dResPath(LADDER_IMAGE_FILENAME),
&m_sprite.m_pImage);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CLadder::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
if (m_sprite.m_pImage != NULL)
{
rspReleaseResource(&g_resmgrGame, &m_sprite.m_pImage);
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Call to to try to get on the ladder.
// This function will return false if there is already someone on the
// ladder.
////////////////////////////////////////////////////////////////////////////////
bool CLadder::GetOn( // Returns true, if able to get on,
// false otherwise.
CCharacter* pchar) // In: Character attempting to get onto ladder.
{
bool bGotOn = true; // Assume success.
if (m_pcharLadderBoy == NULL)
{
m_pcharLadderBoy = pchar;
}
else
{
bGotOn = false;
}
return bGotOn;
}
////////////////////////////////////////////////////////////////////////////////
// Call when you get off the ladder.
// Only call this function, if you have made a successful call to GetOn()
// and have not, since, made a call to this function.
////////////////////////////////////////////////////////////////////////////////
void CLadder::GetOff(void) // Returns nothing.
{
m_pcharLadderBoy = NULL;
}
////////////////////////////////////////////////////////////////////////////////
// Get the next position on the ladder.
////////////////////////////////////////////////////////////////////////////////
void CLadder::GetNextPos( // Returns nothing.
double* pdX, // In: Current x position.
// Out: New x position.
double* pdY, // In: Current y position.
// Out: New y position.
double* pdZ, // In: Current z position.
// Out: New z position.
double dDistance) // In: Distance to travel. Positive is up.
{
TRACE("GetNextPos(): NYI!!\n");
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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