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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
//
// pylon.cpp
// Project: Nostril (aka Postal)
//
// This module implements the bouy marker for use with the network navagation
// system that will help the enemy guys get around the world.
//
// History:
//
// 05/01/97 BRH Started this object from the Bouy. It will take over the
// responsibility of logic suggestions and locations for the
// enemy AI and the bouys will go back to dealing only with
// navigation.
//
// 05/02/97 BRH Added message processing and changed the Popout and
// ShootCycle messages to be similar in their parameters.
// Stores the information about the other pylon and the
// dude when they become available.
//
// 05/05/97 BRH Fixed problems in the EditModify and the EditNew. Now
// properly sets the image for the sprite.
//
// 05/06/97 JMI GetThingByID() was being passed a pylon pointer instead of
// a pointer to a pylon pointer.
//
// 05/17/97 BRH Moved the clearing of the triggered flag to the top of
// Update so that it will stay alive an entire interation.
//
// 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
// exists.
//
// 06/17/97 MJR Moved some vars that were CPylon statics into the realm
// so they could be instantiated on a realm-by-realm basis.
//
// 06/30/97 JMI Moved EditRect() and EditHotSpot() from pylon.h to
// pylon.cpp.
// Also, converted EditRect(), EditRender(), and/or Render()
// to use Map3Dto2D().
//
// 06/30/97 JMI Now maps the Z to 3D when loading fileversions previous to
// 24.
//
// 07/09/97 JMI Now uses m_pRealm->Make2dResPath() to get the fullpath
// for 2D image components.
//
// 07/14/97 JMI Fixed two spots that did not check the return value from
// GetThingById() before using the passed thing pointer.
// Now EditModify() sets m_msg.msg_Popout.ucIDNext to 0, if
// the user's specified pylon ID did not exist.
// A dilemna existed for GetPylon(), if the user entered an
// invalid pylon ID in the editor OR, more likely, the user
// entered a valid pylon ID and then deleted the pylon, what
// did GetPylon() return as the end pylon? It currently
// returns itself since that pylon is guaranteed to exist.
// /shrug.
//
// 08/05/97 JMI Changed priority to use Z position rather than 2D
// projected Y position.
//
////////////////////////////////////////////////////////////////////////////////
#define PYLON_CPP
#include "RSPiX.h"
#include <math.h>
#include "pylon.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define IMAGE_FILE "pylon.bmp"
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
// Let this auto-init to 0
int16_t CPylon::ms_sFileCount;
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CPylon::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.
{
// Call the base load to get the u16InstanceID
int16_t sResult = CThing::Load(pFile, bEditMode, sFileCount, ulFileVersion);
if (sResult == 0)
{
// 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:
break;
}
}
// Load object data
pFile->Read(&m_dX);
pFile->Read(&m_dY);
pFile->Read(&m_dZ);
// Switch on the parts that have changed
switch (ulFileVersion)
{
default:
case 6:
pFile->Read(&m_ucID);
m_msg.Load(pFile);
break;
case 5:
case 4:
case 3:
case 2:
case 1:
case 0:
break;
}
// If the file version is earlier than the change to real 3D coords . . .
if (ulFileVersion < 24)
{
// Convert to 3D.
m_pRealm->MapY2DtoZ3D(
m_dZ,
&m_dZ);
}
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// ONLY IN EDIT MODE . . .
if (bEditMode == true)
{
// Get resources
// sResult = GetResources();
}
}
else
{
sResult = -1;
TRACE("CPylon::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CPylon::Load(): CThing::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CPylon::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)
{
// Call the base class save to save the u16InstanceID
CThing::Save(pFile, sFileCount);
// Save common data just once per file (not with each object)
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
// Save static data
}
// Save object data
pFile->Write(&m_dX);
pFile->Write(&m_dY);
pFile->Write(&m_dZ);
pFile->Write(&m_ucID);
m_msg.Save(pFile);
if (pFile->Error())
return FAILURE;
else
return SUCCESS;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CPylon::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
// At this point we can assume the CHood was loaded, so we init our height
m_dY = m_pRealm->GetHeight((int16_t) m_dX, (int16_t) m_dZ);
// Init other stuff
sResult = GetResources();
// 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_sprite.m_pImage->m_sWidth;
m_smash.m_bits = CSmash::Pylon;
m_smash.m_pThing = this;
// Update the smash.
m_pRealm->m_smashatorium.Update(&m_smash);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CPylon::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CPylon::Suspend(void)
{
m_sSuspend++;
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CPylon::Resume(void)
{
m_sSuspend--;
// If we're actually going to start updating again, we need to reset
// the time so as to ignore any time that passed while we were suspended.
// This method is far from precise, but I'm hoping it's good enough.
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CPylon::Update(void)
{
// Clear the target dude.
m_u16TargetDudeID = 0;
// Check for Dude trigger messages and set the flag
ProcessMessages();
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CPylon::Render(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CPylon::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;
// Get Pylon ID
m_ucID = GetFreePylonID();
// Load resources
sResult = GetResources();
// 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_sprite.m_pImage->m_sWidth;
m_smash.m_bits = CSmash::Pylon;
m_smash.m_pThing = this;
// Update the smash.
m_pRealm->m_smashatorium.Update(&m_smash);
return sResult;
}
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();
}
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to modify object
////////////////////////////////////////////////////////////////////////////////
int16_t CPylon::EditModify(void)
{
int16_t sResult = 0;
RGuiItem* pGui = RGuiItem::LoadInstantiate(FullPathVD("res/editor/bouy.gui"));
RGuiItem* pSecondaryGui = NULL;
if (pGui)
{
RListBox* pList = (RListBox*) pGui->GetItemFromId(3);
if (pList)
{
switch(m_msg.msg_Generic.eType)
{
case typePopout:
pList->SetSel(pGui->GetItemFromId(21));
break;
case typeShootCycle:
pList->SetSel(pGui->GetItemFromId(23));
break;
case typeSafeSpot:
pList->SetSel(pGui->GetItemFromId(22));
break;
default:
pList->SetSel(pGui->GetItemFromId(20));
break;
}
sResult = DoGui(pGui);
if (sResult == 1)
{
{
RGuiItem* pSelection = pList->GetSel();
if (pSelection)
{
switch (pSelection->m_lId)
{
/*
// Start Popout dialog
case 21:
pSecondaryGui = RGuiItem::LoadInstantiate(FullPathVD("res/editor/bouy_pop.gui"));
if (pSecondaryGui)
{
SetText(pSecondaryGui, 3, m_msg.msg_Popout.sAngle);
SetText(pSecondaryGui, 4, m_msg.msg_Popout.sDistance);
sResult = DoGui(pSecondaryGui);
if (sResult == 1)
{
// Get results back and store in message
m_msg.msg_Popout.sAngle = pSecondaryGui->GetVal(3);
m_msg.msg_Popout.sDistance = pSecondaryGui->GetVal(4);
}
}
break;
*/
// SafeSpot
case 20:
m_msg.msg_SafeSpot.eType = typeSafeSpot;
break;
// Popout dialog (same as run and shoot)
case 21:
pSecondaryGui = RGuiItem::LoadInstantiate(FullPathVD("res/editor/bouy_rs.gui"));
if (pSecondaryGui)
{
SetText(pSecondaryGui, 3, m_msg.msg_Popout.ucIDNext);
sResult = DoGui(pSecondaryGui);
if (sResult == 1)
{
// Get results back and store in message
m_msg.msg_Popout.eType = typePopout;
m_msg.msg_Popout.ucIDNext = pSecondaryGui->GetVal(3);
m_msg.msg_Popout.u16UniquePylonID = GetPylonUniqueID(m_msg.msg_Popout.ucIDNext);
CPylon* pPylon;
if (m_pRealm->m_idbank.GetThingByID((CThing**) &pPylon, m_msg.msg_Popout.u16UniquePylonID) == 0)
{
m_msg.msg_Popout.sNextPylonX = pPylon->GetX();
m_msg.msg_Popout.sNextPylonZ = pPylon->GetZ();
}
else
{
m_msg.msg_Popout.ucIDNext = 0;
}
}
}
break;
// Run & Shoot Cycle dialog box
case 23:
pSecondaryGui = RGuiItem::LoadInstantiate(FullPathVD("res/editor/bouy_rs.gui"));
if (pSecondaryGui)
{
SetText(pSecondaryGui, 3, m_msg.msg_ShootCycle.ucIDNext);
sResult = DoGui(pSecondaryGui);
if (sResult == 1)
{
// Get results back and store in message
m_msg.msg_ShootCycle.eType = typeShootCycle;
m_msg.msg_ShootCycle.ucIDNext = pSecondaryGui->GetVal(3);
m_msg.msg_ShootCycle.u16UniquePylonID = GetPylonUniqueID(m_msg.msg_ShootCycle.ucIDNext);
CPylon* pPylon;
if (m_pRealm->m_idbank.GetThingByID((CThing**) &pPylon, m_msg.msg_ShootCycle.u16UniquePylonID) == 0)
{
m_msg.msg_ShootCycle.sNextPylonX = pPylon->GetX();
m_msg.msg_ShootCycle.sNextPylonZ = pPylon->GetZ();
}
else
{
m_msg.msg_Popout.ucIDNext = 0;
}
}
}
break;
}
}
}
}
}
}
delete pGui;
delete pSecondaryGui;
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to move object to specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CPylon::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;
// 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_sprite.m_pImage->m_sWidth;
m_smash.m_bits = CSmash::Pylon;
m_smash.m_pThing = this;
// Update the smash.
m_pRealm->m_smashatorium.Update(&m_smash);
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to update object
////////////////////////////////////////////////////////////////////////////////
void CPylon::EditUpdate(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CPylon::EditRender(void)
{
// 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);
// Priority is based on bottom edge of sprite
m_sprite.m_sPriority = m_dZ;
// Center on image.
m_sprite.m_sX2 -= m_pImage->m_sWidth / 2;
m_sprite.m_sY2 -= m_pImage->m_sHeight;
// 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));
// Image would normally animate, but doesn't for now
m_sprite.m_pImage = m_pImage;
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
}
////////////////////////////////////////////////////////////////////////////////
// Give Edit a rectangle around this object
////////////////////////////////////////////////////////////////////////////////
void CPylon::EditRect(RRect* pRect)
{
Map3Dto2D(
m_dX,
m_dY,
m_dZ,
&(pRect->sX),
&(pRect->sY) );
pRect->sW = 10; // Safety.
pRect->sH = 10; // Safety.
if (m_pImage != NULL)
{
pRect->sW = m_pImage->m_sWidth;
pRect->sH = m_pImage->m_sHeight;
}
pRect->sX -= pRect->sW / 2;
pRect->sY -= pRect->sH;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to get the hotspot of an object in 2D.
////////////////////////////////////////////////////////////////////////////////
void CPylon::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.
{
// Base of pylon is hotspot.
*psX = (m_pImage->m_sWidth / 2);
*psY = m_pImage->m_sHeight;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CPylon::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
if (m_pImage == 0)
{
RImage* pimBouyRes;
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(IMAGE_FILE), &pimBouyRes);
if (sResult == 0)
{
// Allocate image . . .
m_pImage = new RImage;
if (m_pImage != NULL)
{
// Allocate image data . . .
if (m_pImage->CreateImage(
pimBouyRes->m_sWidth,
pimBouyRes->m_sHeight,
RImage::BMP8) == 0)
{
// Blt bouy res.
rspBlit(
pimBouyRes, // Src.
m_pImage, // Dst.
0, // Dst.
0, // Dst.
NULL); // Dst clip.
// Put in ID.
RPrint print;
print.SetFont(19, &g_fontBig);
print.SetColor(1);
print.SetJustifyCenter();
print.print(
m_pImage, // Dst.
0, // Dst.
18, // Dst.
"%d", // Format.
(int16_t)m_ucID); // Src.
// Convert to efficient transparent blit format . . .
if (m_pImage->Convert(RImage::FSPR8) != RImage::FSPR8)
{
sResult = -3;
TRACE("CPylon::GetResource() - Couldn't convert to FSPR8\n");
}
else
{
m_sprite.m_pImage = m_pImage;
}
}
else
{
sResult = -2;
TRACE("CPylon::GetResource() - m_pImage->CreateImage() failed.\n");
}
// If an error occurred after allocation . . .
if (sResult != 0)
{
delete m_pImage;
m_pImage = NULL;
}
}
else
{
sResult = -1;
TRACE("CPylon::GetResource(): Failed to allocate RImage.\n");
}
rspReleaseResource(&g_resmgrGame, &pimBouyRes);
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CPylon::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
if (m_pImage != NULL)
{
delete m_pImage;
m_pImage = NULL;
}
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// MessageRequest - Other Things can ask for the hint message from this bouy
////////////////////////////////////////////////////////////////////////////////
void CPylon::MessageRequest(CThing* pRequestingThing)
{
if (pRequestingThing)
{
SendThingMessage(&m_msg, pRequestingThing);
}
}
////////////////////////////////////////////////////////////////////////////////
// GetFreePylonID - Scan the list of CPylons and make sure that the ID is
// not used before it is given out.
////////////////////////////////////////////////////////////////////////////////
uint8_t CPylon::GetFreePylonID(void)
{
uint8_t id = m_pRealm->m_ucNextPylonID;
if (m_pRealm->m_sNumPylons >= PYLON_MAX_PYLONS)
return 0;
CListNode<CThing>* pNext = NULL;
bool bIdInUse = false;
do
{
bIdInUse = false;
// Loop through list of CPylons and see if they already have this ID
pNext = m_pRealm->m_aclassHeads[CThing::CPylonID].m_pnNext;
while (pNext && pNext->m_powner && !bIdInUse)
{
if (((CPylon*) pNext->m_powner)->m_ucID == id)
bIdInUse = true;
else
pNext = pNext->m_pnNext;
}
if (bIdInUse)
{
if (id == 255)
id = 1;
else
id++;
}
} while (bIdInUse);
// Will wrap when it goes past 255. Even though number of pylons is
// limited to PYLON_MAX_PYLONS, this var just keeps counting up, so if
// you delete a bunch and then create a bunch more, this could wrap past
// PYLON_MAX_PYLONS. The point is that it's safe.
m_pRealm->m_ucNextPylonID = id + 1;
return id;
}
////////////////////////////////////////////////////////////////////////////////
// GetPylon
////////////////////////////////////////////////////////////////////////////////
CPylon* CPylon::GetPylon(uint8_t ucPylonID)
{
CPylon* pPylon = NULL;;
if (m_pRealm->m_idbank.GetThingByID((CThing**) &pPylon, GetPylonUniqueID(ucPylonID)) != SUCCESS)
pPylon = this;
return pPylon;
}
////////////////////////////////////////////////////////////////////////////////
// GetPylonUniqueID - loop through list of pylons to get Unique ID
////////////////////////////////////////////////////////////////////////////////
U16 CPylon::GetPylonUniqueID(uint8_t ucPylonID)
{
U16 u16UniqueID = CIdBank::IdNil;
CListNode<CThing>* pNext = m_pRealm->m_aclassHeads[CThing::CPylonID].m_pnNext;
bool bSearching = true;
while (pNext && pNext->m_powner && bSearching)
{
if (((CPylon*) pNext->m_powner)->m_ucID == ucPylonID)
{
u16UniqueID = ((CThing*) pNext->m_powner)->GetInstanceID();
bSearching = false;
}
else
pNext = pNext->m_pnNext;
}
return u16UniqueID;
}
////////////////////////////////////////////////////////////////////////////////
// ProcessMessages - Similar to the base class version but handles a few more
////////////////////////////////////////////////////////////////////////////////
void CPylon::ProcessMessages(void)
{
double dMinSqDistance = 1.0e200;
double dTempSqDistance = 0;
// Check queue of messages.
GameMessage msg;
while (m_MessageQueue.DeQ(&msg) == true)
{
switch(msg.msg_Generic.eType)
{
case typeDudeTrigger:
dTempSqDistance = (m_dX-msg.msg_DudeTrigger.dX) * (m_dX-msg.msg_DudeTrigger.dX) +
(m_dZ-msg.msg_DudeTrigger.dZ) * (m_dZ-msg.msg_DudeTrigger.dZ);
if (dTempSqDistance < dMinSqDistance)
{
m_msg.msg_Popout.u16UniqueDudeID = m_u16TargetDudeID = msg.msg_DudeTrigger.u16DudeUniqueID;
dMinSqDistance = dTempSqDistance;
}
break;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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