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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
//
// napalm.cpp
// Project: Postal
//
// This module implements the CNapalm weapon class which is a canister of
// napalm gel that breaks apart when it hits the ground lays down a smear
// of fire. The canister may be an alternate ordinate for the rocket launcher.
//
//
// History:
// 01/17/97 BRH Started this weapon object.
//
// 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
// loading of DIBs).
//
// 02/09/97 BRH Started the CNapalm from the CGrenade object since their
// initial movement logic is similar.
//
// 02/10/97 JMI rspReleaseResource() now takes a ptr to a ptr.
//
// 02/18/97 BRH Added a time setting to the Fire with some randomness
// to make it look better.
//
// 02/19/97 BRH Added message processing to check for ObjectDeleted
// message.
//
// 02/19/97 BRH Changed this from 2D to 3D animation.
//
// 02/23/97 BRH Updated the transform with the angle so that the canister
// faces the direction it is traveling. Also changed the
// coordinate system to x,-z
//
// 02/23/97 BRH Added Preload() function to cache resources for this object
// before play begins.
//
// 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 Changed fire to thin fire for more alpha effect since it
// lays down many layers of fire. Also hides the napalm
// canister by skipping the render when in the hidden state.
//
// 02/24/97 BRH Added sound effects for canister shooting, hitting things,
// and when it breaks open. Used reality.h motion templates
// and changed the algorithm for detecting ground and
// walls.
//
// 03/03/97 BRH Derived this from the CWeapon base class.
//
// 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.
//
// 03/06/97 JMI Upgraded to current rspMod360 usage.
//
// 03/13/97 JMI Load now takes a version number.
//
// 03/19/97 BRH Changed ProcessMessages to return a void so that it matches
// the new virtual function in the CWeapon base class.
//
// 03/21/97 BRH Now ignores the ATTRIBUTE_NOT_WALKABLE so that the napalm
// canisters don't bounce off of the edge of the world.
//
// 04/10/97 BRH Converted to using the new multi layer attribute maps and
// the helper functions that go with them.
//
// 05/04/97 BRH Took out an old unused reference to an STL iterator.
//
// 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
// exists.
//
// 06/11/97 BRH Added shooter ID passing to the fire that is created.
//
// 06/12/97 JMI Now handles State_Hide by setting m_sprite's InHidden flag.
//
// 06/16/97 BRH Fixed starting condition in not walkable area.
//
// 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 Preload function.
//
// 07/01/97 JMI Replaced GetFloorMapValue() with GetHeight() call.
//
// 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 napalm 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.
// Also, m_dFireX and m_dFireZ were uninitialized causing
// floating point exceptions (due to bad values) on the Alpha.
//
// 08/05/97 JMI Changed priority to use Z position rather than 2D
// projected Y position.
//
// 08/17/97 JMI Changed m_pthingParent to m_idParent.
//
// 08/27/97 BRH Added large fire sound which had not been used until now.
//
// 08/28/97 BRH Added cache of large fire sound.
//
////////////////////////////////////////////////////////////////////////////////
#define NAPALM_CPP
#include "RSPiX.h"
#include <math.h>
#include "napalm.h"
#include "dude.h"
#include "fire.h"
#include "SampleMaster.h"
#include "game.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 CNapalm::ms_dAccDrag = 300.0; // Acceleration due to drag
double CNapalm::ms_dThrowVertVel = 30.0; // Throw up at this velocity
double CNapalm::ms_dThrowHorizVel = 300; // Throw out at this velocity
double CNapalm::ms_dMinFireInterval = 5*5;
int32_t CNapalm::ms_lGrenadeFuseTime = 1500; // Time from throw to blow
// Let this auto-init to 0
int16_t CNapalm::ms_sFileCount;
/// Napalm Canister Animation Files
// An array of pointers to res names (one for each animation component)
static char* ms_apszResNames[] =
{
"3d/napalmcan.sop",
"3d/napalmcan.mesh",
"3d/napalmcan.tex",
"3d/napalmcan.hot",
"3d/napalmcan.bounds",
"3d/napalmcan.floor",
NULL,
NULL
};
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CNapalm::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_dAccDrag);
pFile->Read(&ms_dThrowVertVel);
pFile->Read(&ms_dThrowHorizVel);
pFile->Read(&ms_dMinFireInterval);
pFile->Read(&ms_lGrenadeFuseTime);
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("CNapalm::Load(): Error reading from file!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CNapalm::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)
{
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_dAccDrag);
pFile->Write(&ms_dThrowVertVel);
pFile->Write(&ms_dThrowHorizVel);
pFile->Write(&ms_dMinFireInterval);
pFile->Write(&ms_lGrenadeFuseTime);
}
// Save object data
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CNapalm::Update(void)
{
int16_t sHeight;
double dNewX;
double dNewY;
double dNewZ;
double dX;
double dZ;
double dDistance;
if (!m_sSuspend)
{
// Get new time
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
// If elapsed time is too short, skip this update.
// Calculate elapsed time in seconds
double dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0;
ProcessMessages();
if (m_eState == State_Deleted)
{
delete this;
// Must return now, now to avoid accessing through deallocated
// 'this'.
return;
}
// Check the current state
switch (m_eState)
{
case CWeapon::State_Idle:
break;
case CWeapon::State_Fire:
// Make sure it starts in a valid location. If it is inside
// a wall, delete it now.
sHeight = m_pRealm->GetHeight((int16_t) m_dX, (int16_t) m_dZ);
if (m_dY < sHeight)
{
delete this;
return;
}
m_eState = State_Go;
m_lTimer = lThisTime + ms_lGrenadeFuseTime;
PlaySample(
g_smidNapalmShot,
SampleMaster::Weapon,
DistanceToVolume(m_dX, m_dY, m_dZ, LaunchSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
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;
AdjustPosVel(&dNewY, &m_dVertVel, dSeconds);
// Check the height to see if it hit the ground
sHeight = m_pRealm->GetHeight((int16_t) dNewX, (int16_t) dNewZ);
// If its lower than the last and current height, assume it
// hit the ground.
if (dNewY < sHeight && m_dY >= sHeight)
{
m_dY = sHeight;
m_eState = CWeapon::State_Slide;
PlaySample(
g_smidNapalmFire,
SampleMaster::Destruction,
DistanceToVolume(m_dX, m_dY, m_dZ, NapalmSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
PlaySample(
g_smidFireLarge,
SampleMaster::Destruction,
DistanceToVolume(m_dX, m_dY, m_dZ, NapalmSndHalfLife) );
}
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
PlaySample(
g_smidNapalmHit,
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;
break;
//-----------------------------------------------------------------------
// Slide - Once it hits the ground, slide until it stops.
//-----------------------------------------------------------------------
case CWeapon::State_Slide:
// As the Napalm canister slides on the ground, it lays
// down fire at intervals. Check the interval to see
// it its time to creat a new fire yet.
dX = m_dX - m_dFireX;
dZ = m_dZ - m_dFireZ;
dDistance = (dX*dX) + (dZ*dZ);
if (dDistance > ms_dMinFireInterval)
{
m_dFireX = m_dX;
m_dFireZ = m_dZ;
// Start a fire here
CFire* pFire;
if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pFire) == 0)
{
if (pFire->Setup(m_dX - 20 + (GetRand() % 40), m_dY, m_dZ - 20 + (GetRand() % 40),
4000 + (GetRand() % 9000), false, CFire::LargeFire) != SUCCESS)
delete pFire;
else
pFire->m_u16ShooterID = m_u16ShooterID;
}
}
// Ground causes drag
// Decelerate to zero. When you reach zero, go
// to find state.
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;
}
// 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
sHeight = m_pRealm->GetHeight((int16_t) dNewX, (int16_t) dNewZ);
// If it hit any obstacles, make it bounce off
if (sHeight > m_dY)
{
// Restore previous position
dNewX = m_dX;
dNewZ = m_dZ;
// Change directions
m_dRot = BounceAngle(m_dRot);
PlaySample(
g_smidNapalmHit,
SampleMaster::Weapon,
DistanceToVolume(m_dX, m_dY, m_dZ, SideEffectSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
}
// See if it fell off of something. If so 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;
break;
//-----------------------------------------------------------------------
// Explode
//-----------------------------------------------------------------------
case CWeapon::State_Explode:
delete this;
return;
break;
}
// Save time for next time
m_lPrevTime = lThisTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CNapalm::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);
// Eventually this should be channel driven also
m_sprite.m_sRadius = m_sCurRadius;
// Reset rotation so it is not cumulative
m_trans.Make1();
// Set its pointing direction
m_trans.Ry(rspMod360(m_dRot));
if (m_eState == State_Hide)
{
// Hide.
m_sprite.m_sInFlags = CSprite::InHidden;
}
else
{
// No special flags
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));
m_sprite.m_ptrans = &m_trans;
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
// Render the 2D shadow sprite
CWeapon::Render();
}
else
{
// m_idParent is setting our transform relative to its position
// and we are drawn by the scene with the parent.
}
}
////////////////////////////////////////////////////////////////////////////////
// Setup new object - called by object that created this object
////////////////////////////////////////////////////////////////////////////////
int16_t CNapalm::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 dHorizVel, // In: Starting Horizontal Velocity (has default)
double dVertVel*/) // In: Starting Vertical Velocity (has 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;
// Default these to the start position so that, when we first enter
// the slide state, we'll create some fire right away.
m_dFireX = m_dX;
m_dFireZ = m_dZ;
// Load resources
sResult = GetResources();
// Enable the 2D shadow
PrepareShadow();
m_sCurRadius = 10;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CNapalm::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("CNapalm::GetResources - Failed to open 3D animation for napalm\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CNapalm::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 CNapalm::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_smidNapalmShot);
CacheSample(g_smidNapalmHit);
CacheSample(g_smidNapalmFire);
CacheSample(g_smidFireLarge);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// ProcessMessages
////////////////////////////////////////////////////////////////////////////////
void CNapalm::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;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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