1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929
|
////////////////////////////////////////////////////////////////////////////////
//
// 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
//
// mine.cpp
// Project: Nostril (aka Postal)
//
// This module implements the CMine weapon class which is a hand
// thrown grenade weapon.
//
//
// History:
// 03/19/97 BRH Started this weapon object.
//
// 03/19/97 BRH Added 4 types of mines to this file. Still need to
// create a dialog in the gui editor to select which type
// of mine to place in the editor. Also need to add motion
// functions to the base class and use them for the
// Bouncing Betty in Update.
//
// 03/20/97 BRH Added dialog box for selecting mine type. Still need to
// do the bouncing betty mine.
//
// 03/21/97 BRH Added the Bouncing Betty functionality.
//
// 04/10/97 BRH Updated this to work with the new multi layer attribute
// maps.
//
// 04/15/97 BRH Added fuse timer dialog item to edit modify to allow
// the timed mine fuse to be set. Also added an overloaded
// Setup() function to set the time for the fuse. Changed
// Load and Save to deal with this new fuse value.
//
// 04/23/97 JMI Now sets its m_smash's bits to Mine instead of Item.
//
// 04/25/97 JMI Added angle Z (vertical angle adjustment) of 0 to the
// CBulletFest::Fire(...) call.
//
// 04/29/97 JMI Changed State_Fire to merely jump to State_Idle. The
// reason is that CCharacter uses State_Fire to notify things
// that they should arm. Perhaps this state should be changed
// to 'arm', but, technically, some things don't really even
// arm until after that. Perhaps it should be State_Go or
// something.
// Anyways, in order to use State_Fire as the 'arm' trigger
// from the placer, I had to change State_Go to do what State_Fire
// used to for the bouncing betty; namely, wait for the time
// to expire.
// Also, Render() now subtracts half the width and half the
// height from the 2D render location in an attempt to better
// center the image. This should help especially when this
// object is the child of another to make it appear in the
// right spot.
//
// 04/30/97 JMI Changed the Setup() override of the CWeapon's Setup() to
// pass the current mine type to the Setup() with eType.
// Changed Construct() to take an ID as a parameter and added
// ConstructProximity(), ConstructTimed(),
// ConstructBouncingBetty(), and ConstructRemoteControl() to
// allocate that type of mine.
// Removed m_eMineType (now uses Class ID instead).
// Removed Setup() that took an eType.
// Filled in PreLoad() (but it still needs to convert each
// RImage to whatever type is most efficient).
// Also, GetResources() was new'ing m_pImage and then calling
// rspGetResource() (which gives you an entirely new instance
// of an image); so it was basically wasting an RImage worth
// of memory.
//
// 05/28/97 BRH Increased arming time for Betty and Proximity mines to make
// them easier to place and get away.
//
// 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
// exists.
//
// 06/11/97 BRH Added shooter ID's to the shot messages and passed it
// along to the explosion.
//
// 06/12/97 BRH Added shooter ID to the call to Setup for the explosion.
//
// 06/13/97 JMI Now obeys State_Hide.
//
// 06/30/97 BRH Added cache sound effects to 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.
//
// 07/21/97 JMI Now handles delete messages.
//
// 08/05/97 JMI Changed priority to use Z position rather than 2D
// projected Y position.
//
// 08/16/97 BRH Added an arming beep sound and a click sound when the
// mine is armed.
//
// 08/17/97 JMI Now, instead of aborting the sample, when the mine arms,
// it stops the sample's loopage.
// Now sets the volume every iteration b/c, although the mine
// stays still, the distance to the local dude varies as the
// local dude moves.
// Also, changed m_pthingParent to m_idParent.
//
// 08/28/97 BRH Added preload function to cache the sounds and images.
//
////////////////////////////////////////////////////////////////////////////////
#define MINE_CPP
#include "RSPiX.h"
#include <math.h>
#include "mine.h"
#include "explode.h"
#include "SampleMaster.h"
#include "reality.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define TIMEDMINE_FILE "TimeMine.img"
#define PROXIMITYMINE_FILE "ProxMine.img"
#define BOUNCINGBETTYMINE_FILE "BettyMine.img"
#define REMOTEMINE_FILE "RemoteMine.img"
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
int16_t CMine::ms_sProximityRadius = 10;
int16_t CMine::ms_sBettyRadius = 60;
int16_t CMine::ms_sBettyRange = 1000;
int32_t CMine::ms_lFuseTime = 6000;
int32_t CMine::ms_lArmingTime = 5000;
int32_t CMine::ms_lExplosionDelay = 150;
double CMine::ms_dInitialBounceVelocity = 80.0;
// Let this auto-init to 0
int16_t CMine::ms_sFileCount;
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::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_sProximityRadius);
pFile->Read(&ms_sBettyRadius);
pFile->Read(&ms_sBettyRange);
pFile->Read(&ms_lFuseTime);
pFile->Read(&ms_lArmingTime);
pFile->Read(&ms_lExplosionDelay);
pFile->Read(&ms_dInitialBounceVelocity);
break;
}
}
// Load object data
MineType type;
switch (ulFileVersion)
{
case 1:
case 2:
case 3:
case 4:
pFile->Read(&type);
break;
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
pFile->Read(&type);
case 11:
default:
pFile->Read(&m_lFuseTime);
break;
}
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// Get resources
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CMine::Load(): Error reading from file!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::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_sProximityRadius);
pFile->Write(&ms_sBettyRadius);
pFile->Write(&ms_sBettyRange);
pFile->Write(&ms_lFuseTime);
pFile->Write(&ms_lArmingTime);
pFile->Write(&ms_lExplosionDelay);
pFile->Write(&ms_dInitialBounceVelocity);
}
// Save object data
pFile->Write(&m_lFuseTime);
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Startup
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::Startup(void)
{
return Init();
}
////////////////////////////////////////////////////////////////////////////////
// Init
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::Init(void)
{
int16_t sResult = SUCCESS;
m_eState = State_Idle;
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
if (m_lFuseTime == 0)
m_lFuseTime = ms_lFuseTime;
switch (m_id)
{
case CTimedMineID:
m_lTimer = m_lFuseTime + lThisTime;
//This is needed to fix the crash when dropping timed mine
//Bug is something to do with collision detection later on in smash.cpp
m_sCurRadius = ms_sProximityRadius;
break;
case CProximityMineID:
m_lTimer = ms_lArmingTime + lThisTime;
m_sCurRadius = ms_sProximityRadius;
break;
case CBouncingBettyMineID:
m_lTimer = ms_lArmingTime + lThisTime;
m_sCurRadius = ms_sBettyRadius;
break;
case CRemoteControlMineID:
m_lTimer = lThisTime;
break;
}
// Set up collision object
m_smash.m_bits = CSmash::Mine;
m_smash.m_pThing = this;
// Load resources
sResult = GetResources();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// This inline updates a specified velocity with a specified drag over a
// specified time.
////////////////////////////////////////////////////////////////////////////////
inline
bool UpdateVelocity( // Returns true if velocity reaches zero because of the
// supplied accelration, false otherwise.
double* pdVel, // In: Initial velocity.
// Out: New velocity.
double* pdDeltaVel, // Out: Delta velocity.
double dAcc, // In: Acceleration.
double dSeconds) // In: Elapsed time in seconds.
{
bool bAcceleratedToZero = false;
double dVelPrev = *pdVel;
*pdDeltaVel = dAcc * dSeconds;
*pdVel += *pdDeltaVel;
// I think this can be consdensed into a subtraction and one or two comparisons,
// but I'm not sure that's really faster than the max 3 comparisons here.
// If previously traveling forward . . .
if (dVelPrev > 0.0)
{
// Passing 0 is considered at rest . . .
if (*pdVel < 0.0)
{
// Update delta.
*pdDeltaVel -= *pdVel;
// Zero velocity.
*pdVel = 0.0;
}
}
else
{
// If previously traveling backward . . .
if (dVelPrev < 0.0)
{
// Passing 0 is considered at rest . . .
if (*pdVel > 0.0)
{
// Update delta.
*pdDeltaVel -= *pdVel;
// Zero velocity.
*pdVel = 0.0;
}
}
}
// If velocity is now zero . . .
if (*pdVel == 0.0)
{
// If drag opposed the previous velocity . . .
if ((dVelPrev > 0.0 && dAcc < 0.0) || (dVelPrev < 0.0 && dAcc > 0.0))
{
// Drag has achieved its goal.
bAcceleratedToZero = true;
}
}
return bAcceleratedToZero;
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CMine::Update(void)
{
CSmash* pSmashed = NULL;
double dDistance;
int16_t sShootAngle;
int16_t sShotX;
int16_t sShotY;
int16_t sShotZ;
CThing* pShotThing = NULL;
GameMessage msg;
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)
{
//-----------------------------------------------------------------------
// Idle - waiting to arm
//-----------------------------------------------------------------------
case CWeapon::State_Idle:
if (lThisTime > m_lTimer)
{
// End the looping arming sound
if (m_siMineBeep != 0)
{
StopLoopingSample(m_siMineBeep);
m_siMineBeep = 0;
}
switch (m_id)
{
case CTimedMineID:
m_eState = State_Explode;
break;
case CProximityMineID:
case CBouncingBettyMineID:
m_eState = State_Armed;
PlaySample(
g_smidMineSet, // Sample to play
SampleMaster::Weapon, // Category for user sound adjustment
DistanceToVolume(m_dX, m_dY, m_dZ, MineSndHalfLife) ); //Pos
break;
case CRemoteControlMineID:
default:
break;
}
}
else
{
int16_t sX = m_dX;
int16_t sY = m_dY;
int16_t sZ = m_dZ;
// If we have a parent . . .
CThing* pthing = NULL; // Initialized for safety.
if (m_pRealm->m_idbank.GetThingByID(&pthing, m_idParent) == 0)
{
// Add in its position.
sX += pthing->GetX();
sY += pthing->GetY();
sZ += pthing->GetZ();
}
// Update sound position.
SetInstanceVolume(m_siMineBeep, DistanceToVolume(sX, sY, sZ, MineSndHalfLife) );
}
break;
//-----------------------------------------------------------------------
// Armed - State for Proximity mine & bouncing betty where they check
// for collisions with other characters and react.
//-----------------------------------------------------------------------
case CWeapon::State_Armed:
if (m_pRealm->m_smashatorium.QuickCheck(&m_smash,
CSmash::Character,
CSmash::Good | CSmash::Bad,
0, &pSmashed))
{
switch (m_id)
{
case CBouncingBettyMineID:
m_eState = State_Go;
m_dVertVel = ms_dInitialBounceVelocity;
// Make it go off right away
m_lTimer = lThisTime;
break;
case CProximityMineID:
m_eState = State_Explode;
// Make it go off right away
m_lTimer = lThisTime;
break;
}
}
break;
//-----------------------------------------------------------------------
// Fire - Initial triggering notification from character (if placed by
// character).
//-----------------------------------------------------------------------
case CWeapon::State_Fire:
// Go back to waiting to arm.
m_eState = State_Idle;
break;
//-----------------------------------------------------------------------
// Go - used for bouncing betty when it is bouncing up
//-----------------------------------------------------------------------
case CWeapon::State_Go:
if (lThisTime > m_lTimer)
{
PlaySample(
g_smidBounceLaunch,
SampleMaster::Weapon,
DistanceToVolume(m_dX, m_dY, m_dZ, LaunchSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
// Do motion
///////////////////////// Vertical Velocity /////////////////////////////////
UpdateVelocity(&m_dVertVel, &m_dVertDeltaVel, g_dAccelerationDueToGravity, dSeconds);
// Apply external vertical velocity.
dDistance = (m_dVertVel - m_dVertDeltaVel / 2) * dSeconds;
m_dY = m_dY + dDistance;
// If velocity is negative, then explode and shoot in
// several directions using deluxe shot or something.
if (m_dVertVel <= 0.0)
{
// Make a small explosion noise
PlaySample(
g_smidBounceExplode,
SampleMaster::Weapon,
DistanceToVolume(m_dX, m_dY, m_dZ, ExplosionSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
// Draw some kind of flash on the mine
m_bulletfest.Impact(0, m_dX, m_dY, m_dZ, m_pRealm);
m_bulletfest.Impact(0, m_dX + 5, m_dY, m_dZ, m_pRealm);
m_bulletfest.Impact(0, m_dX - 5, m_dY, m_dZ, m_pRealm);
m_bulletfest.Impact(0, m_dX, m_dY + 5, m_dZ, m_pRealm);
m_bulletfest.Impact(0, m_dX, m_dY - 5, m_dZ, m_pRealm);
// Shoot in all directions
for (sShootAngle = 0; sShootAngle < 360; sShootAngle += 20)
{
m_bulletfest.Fire(sShootAngle,
0,
(int16_t) m_dX,
(int16_t) m_dY,
(int16_t) m_dZ,
ms_sBettyRange,
m_pRealm,
CSmash::Character,
CSmash::Good | CSmash::Bad,
0,
&sShotX,
&sShotY,
&sShotZ,
&pShotThing);
if (pShotThing != NULL)
{
msg.msg_Shot.eType = typeShot;
msg.msg_Shot.sPriority = 0;
msg.msg_Shot.sDamage = 50;
msg.msg_Shot.sAngle = rspATan(m_dZ - sShotZ, sShotX - m_dX);
msg.msg_Shot.u16ShooterID = m_u16ShooterID;
// Tell this thing that it got shot
SendThingMessage(&msg, pShotThing);
}
}
// Get rid of the mine
delete this;
return;
}
}
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);
PlaySample(
g_smidGrenadeExplode,
SampleMaster::Destruction,
DistanceToVolume(m_dX, m_dY, m_dZ, ExplosionSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
}
delete this;
return;
}
break;
}
// Save time for next time
m_lPrevTime = lThisTime;
// 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 = m_sCurRadius;
// Update the smash.
m_pRealm->m_smashatorium.Update(&m_smash);
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CMine::Render(void)
{
if (m_pImage)
{
// Image would normally animate, but doesn't for now
m_sprite.m_pImage = m_pImage;
if (m_eState == State_Hide)
{
// Hide.
m_sprite.m_sInFlags = CSprite::InHidden;
}
else
{
// 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);
// Center on image.
m_sprite.m_sX2 -= m_pImage->m_sWidth / 2;
m_sprite.m_sY2 -= m_pImage->m_sHeight / 2;
// 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));
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
}
}
////////////////////////////////////////////////////////////////////////////////
// Setup new object - called by object that created this object
// This version is meant for the timed mine so that
// the fuse time can be set.
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::Setup( // Returns 0 if successful, non-zero otherwise
int16_t sX, // In: X coord placement
int16_t sY, // In: Y coord placement
int16_t sZ, // In: Z coord placement
int32_t lFuseTime) // In: ms before mine goes off (timed mine only)
{
m_lFuseTime = lFuseTime;
return Setup(sX, sY, sZ);
}
////////////////////////////////////////////////////////////////////////////////
// Setup new object - called by object that created this object
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::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
{
// Loop the Arming sound
PlaySample(
g_smidMineBeep, // In: sound to play
SampleMaster::Weapon, // In: user volume adjustment category
DistanceToVolume(sX, sY, sZ, MineSndHalfLife), // Position
&m_siMineBeep, // Out: Handle to sound so it can be stopped
NULL, // Out: Sample duration in ms
0, // In: Where to loop to
-1, // In: Where to loop from
// In: If less than 1, the end + lLoopEndTime is used.
false); // In: Call ReleaseAndPurge rather than Release at end
int16_t sResult = CWeapon::Setup(sX, sY, sZ);
if (sResult == 0)
{
sResult = Init();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
if (m_pImage == 0)
{
switch (m_id)
{
case CTimedMineID:
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(TIMEDMINE_FILE), &m_pImage, RFile::LittleEndian);
break;
case CProximityMineID:
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(PROXIMITYMINE_FILE), &m_pImage, RFile::LittleEndian);
break;
case CBouncingBettyMineID:
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(BOUNCINGBETTYMINE_FILE), &m_pImage, RFile::LittleEndian);
break;
case CRemoteControlMineID:
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(REMOTEMINE_FILE), &m_pImage, RFile::LittleEndian);
break;
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
rspReleaseResource(&g_resmgrGame, &m_pImage);
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// 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();
}
}
////////////////////////////////////////////////////////////////////////////////
// Edit Modify
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::EditModify(void)
{
int16_t sResult = 0;
RGuiItem* pGui = RGuiItem::LoadInstantiate(FullPathVD("res/editor/mine.gui"));
if (pGui)
{
SetText(pGui, 7, m_lFuseTime);
sResult = DoGui(pGui);
if (sResult == 1)
{
m_lFuseTime = pGui->GetVal(7);
}
}
delete pGui;
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::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;
if (sResult == SUCCESS)
{
// Load resources
sResult = Setup(sX, sY, sZ);
}
else
{
sResult = -1;
}
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 CMine::Preload(
CRealm* prealm) // In: Calling realm.
{
int16_t sResult;
RImage* pim;
sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(TIMEDMINE_FILE), &pim, RFile::LittleEndian);
if (sResult == 0)
{
rspReleaseResource(&g_resmgrGame, &pim);
sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(PROXIMITYMINE_FILE), &pim, RFile::LittleEndian);
if (sResult == 0)
{
rspReleaseResource(&g_resmgrGame, &pim);
sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(BOUNCINGBETTYMINE_FILE), &pim, RFile::LittleEndian);
if (sResult == 0)
{
rspReleaseResource(&g_resmgrGame, &pim);
}
}
}
CacheSample(g_smidBounceLaunch);
CacheSample(g_smidBounceExplode);
CacheSample(g_smidGrenadeExplode);
CacheSample(g_smidMineBeep);
CacheSample(g_smidMineSet);
// This should convert each one of these images.
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Explosion Message handler
////////////////////////////////////////////////////////////////////////////////
void CMine::OnExplosionMsg(Explosion_Message* pMessage)
{
// If we got blown up, go off in whatever manner this type
// of mine would normally go off.
switch (m_id)
{
// If its a bouncing betty, and hasn't already been
// triggered, then trigger it to bounce up.
case CBouncingBettyMineID:
if (m_eState == State_Idle || m_eState == State_Armed)
{
m_eState = State_Go;
m_dVertVel = ms_dInitialBounceVelocity;
m_lTimer = m_pRealm->m_time.GetGameTime() + ms_lExplosionDelay;
}
break;
// If its any other type, just make it explode if it
// is not exploding already
default:
if (m_eState != State_Explode)
{
m_eState = State_Explode;
m_lTimer = m_pRealm->m_time.GetGameTime() + ms_lExplosionDelay;
}
break;
}
}
////////////////////////////////////////////////////////////////////////////////
// Trigger Message handler
////////////////////////////////////////////////////////////////////////////////
void CMine::OnTriggerMsg(Trigger_Message* pMessage)
{
// If we are a remote control mine & we got the trigger message,
// then blow up.
if (m_id == CRemoteControlMineID)
m_eState = State_Explode;
}
////////////////////////////////////////////////////////////////////////////////
// Handles an ObjectDelete_Message.
////////////////////////////////////////////////////////////////////////////////
void CMine::OnDeleteMsg( // Returns nothing.
ObjectDelete_Message* pdeletemsg) // In: Message to handle.
{
// Go to deleted state. Update() will delete us.
m_eState = State_Deleted;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
|