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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
//
// realm.cpp
// Project: Postal
//
// This module impliments the CRealm class.
//
// History:
// 12/31/96 MJR Started.
//
// 01/20/97 MJR Changed Update loop to save a temporary iterator so
// objects that delete themselves during the update
// loop will still have a valid iterator to get the next
// item in the Things list.
//
// 01/23/97 JMI Added instantiation of static member ms_asAttribToLayer[].
//
// 01/27/97 JMI Now 4 bits are used from the attribute to determine the
// proper layer for dudes.
//
// 01/28/97 JMI Added ms_apszLayerNames[] to access the names of the
// layers.
//
// 01/29/97 JMI Reordered ms_apszLayerNames to match the new order in the
// CRealm::Layers enum (fixed to the way Steve is doing it
// (the opaque layers are now before alpha equivalents)).
//
// 02/03/97 JMI The Load(char*) will now Open a SAK with the same base name
// as the *.rlm file, if one exists. If it does not exist,
// m_resmgr's BasePath is set to the No SAK Dir. Once the
// load is complete, no more new resources are to be requested
// from m_resmgr. To enfore this, m_resmgr's base path is
// set to a condescending message. If you are not careful, it
// may taunt you a second time-a!
//
// 02/04/97 BRH Temporarily (or permanently) took out timeout check in
// Startup because it caused problems debugging startup
// code.
//
// 02/04/97 BRH Added ms_pCurrentNavNet to the realm, moving it from
// its previous position in gameedit.
//
// 02/10/97 JMI Now all loops iterate to the next iterator in the STL list
// before dooing iterative processing just in case the current
// iterator is invalidated during processing.
//
// 02/13/97 JMI Added hood pointer to CRealm.
//
// 02/17/97 JMI Added set lists to CRealm. Now there is a list for each
// set of Things. The sets are enumerated in CThing. Now
// new'ed in CRealm() and delete'ed in ~CRealm().
//
// 02/18/97 JMI Changed uses of CThing::ThingSet to CThing::Things.
//
// 02/19/97 JMI Got rid of stuff regarding old collision sets and added
// new CSmashitorium usage.
//
// 02/23/97 JMI Added m_iNext and m_bUpdating so RemoveThing() and
// AddThing() can make the necessary adjustments to the next
// iterator processed in the Update() loop.
//
// 02/23/97 MJR Added call to class-based Preload() in CRealm::Load().
//
// 02/24/97 JMI Added same protection for Render() that we implemented for
// Update() on 02/23/97.
//
// 02/25/97 JMI The way I had done the parens for *m_iNext++ for Render()
// and Update() was scaring me so I separated it out more.
//
// 03/13/97 JMI Load() now passes the file version number to the CThing
// Load()'s.
//
// 03/13/97 JMI Now, instead of the file's version number having to
// exactly match FileVersion, it must just be less than or
// equal. If a file's version is greater than the current
// version known by the code, the CThing that caused the
// version number to increase will have more, less, or
// different data to load that it cannot possibly know about.
//
// 03/25/97 JMI Load() no longer opens a SAK with the same title as the
// .rlm file (This is now opened by the CHood).
//
// 04/09/97 BRH Added RMultiGrid for the multi layer attribute maps, but
// haven't taken out the RAttributeMap yet so that the
// game will continue to work until we completely switch over.
//
// 04/16/97 BRH Added Jon's template class CListNode head and tail nodes
// to CRealm to replace the STL containers that provided the
// linked lists of CThings. Once the new methods are proven
// to work, we will get rid of the m_everthing and m_apthings
// arrays of STL lists.
//
// 04/17/97 BRH Took timeout check out of Shutdown and Startup (it was
// already commented out of Startup). The 1 second timeout
// when calling shutdown caused large levels like parade
// to abort before saving everything.
//
// 04/18/97 JMI Now Suspend() suspends the game time and Resume() resumes
// it. This should alleviate the need for the CThing derived
// objects to do their own time compensation.
//
// 04/21/97 JMI Added m_sNumSuspends and IsSuspended().
//
// 05/04/97 BRH Removed STL references since the CListNode lists seem
// to be working properly.
//
// 05/13/97 JMI Added IsPathClear() map functions to determine if a path
// is clear of terrain that cannot be surmounted.
//
// 05/16/97 JMI Changed layer bits to be 8 bits (instead of 4). This
// caused the REALM_ATTR_EFFECT_MASK to lose 4 bits and the
// REALM_ATTR_LIGHT_BIT to move up 4 bits (0x0010 to 0x0100).
// Also, the table ms_asAttribToLayer to be increased from
// 16 entries to 256 entries.
// Also, removed GetLayerFromAttrib() which was left over from
// the pre RMultiGrid days.
//
// 05/17/97 JMI In EditUpdate() no argument list was supplied in the line:
// pCur->m_powner->EditUpdate;
// Added a set of parens.
//
// 05/26/97 JMI Added DrawStatus() function.
//
// 05/27/97 JMI Changed format of DrawStatus() output string.
//
// 05/29/97 JMI Changed occurences of m_pHeightMap to m_pTerrainMap.
// Changed occurences of m_pAttrMap to m_pLayerMap.
// Also, removed occurences of m_pAttribMap.
// Also, added CreateLayerMap() that creates the attribute
// to layer map now that it is so huge.
//
// 06/04/97 BRH Turned off drawing lines in IsPathClear function.
//
// 06/09/97 JMI Changed wording of realm status.
// Also, Suspend() and Resume() pause and resume the sound.
//
// 06/10/97 JMI Now Resume() does not let you 'over'-resume.
//
// 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.
//
// 06/20/97 JRD Replaced code needed to manage allocation and deallocation
// for the new CSmashatorium
//
// 06/26/97 JMI Moved Map2DTo3D from reality.h to here.
// When converting to 2D, Y is now scaled based on the view
// angle. This was not applied to Z. It could be a bug, but
// it just looked better this way. I suspect it is a
// bug/feature of the way most of the code was written
// (probably a product of being more aware of the noticable
// difference Y coord has when mapped to 2D when comparing 45
// to 90 degree type levels while originally designing/coding
// CThings, the editor, and CScene).
//
// 06/28/97 JMI Moved attribute access functions from realm.h to realm.cpp
// while we're getting all the conversion from 3D to the X/Z
// plane stuff right. Compiling the entire project for any
// tweak just doesn't sound very fun. Hopefully, though,
// there'll won't be many tweaks.
// Also, added ScaleZ() functions to scale just Z (useful
// for attribute map access).
// Changed references to GetWorldRotX() to GetRealmRotX().
//
// 06/29/97 JMI Added version of ScaleZ() that takes shorts.
// Changed both versions of ScaleZ() to MapZ3DtoY2D()
// and added two versions of MapY2DtoZ3D().
//
// 06/30/97 JMI Now uses CRealm's new GetRealmWidth() and *Height()
// for dimensions of realm's X/Z plane.
//
// 06/30/97 JMI Added bCheckExtents parm to IsPathClear(). See proto for
// details.
//
// 07/01/97 JMI Added MapY2DtoY3D() and MapY3DtoY2D().
// Also, GetHeight() now scales the height into realm
// coordinates.
//
// 07/01/97 JMI IsPathClear() had 'step-up' logic (TM) for land based
// things (like doofuses) that did not work for hovering
// things (like missiles). Fixed.
//
// 07/01/97 JMI Changed the file version for the Hood so it can load and
// save whether to use the attribute map heights with or
// without scaling based on the view angle.
// Also, added function to scale heights that checks the
// hood value.
//
// 07/07/97 BRH Added EditModify function to process the realm properties
// dialog box where you can select the scoring mode and
// play mode for the realm.
//
// 07/08/97 BRH Added loading and saving of properties as of version 27.
//
// 07/09/97 JMI Added function to get the full path for a 2D resource
// based on the current hood setting for 'Use top-view 2Ds'.
//
// 07/09/97 JMI Moved m_s2dResPathIndex from CHood to CRealm b/c of order
// issues when loading.
//
// 07/10/97 BRH Added cases to IsEndOfLevelGoalMet for the different
// scoring modes.
//
// 07/11/97 JMI Minor change in IsEndOfLevelGoalMet() to make it so, if
// there are zero births, the goal is considered met. A
// special case for example levels that have no enemies.
//
// 07/11/97 BRH Added time calculations here for expiration date. Checked
// in again to update source safe with correct date.
//
// 07/12/97 JMI Added m_bMultiplayer, which signifies whether this is
// a multi or single player game.
// Also, added Init(). See proto for details.
// Moved things that were being initialized both in CRealm()
// and in Clear() to Init() which is called by these two
// functions.
// Also, moved the initialization of the population statistics
// into Init() even though they were only being done on a
// Clear(). This might be bad but it did not seem like it
// could hurt.
//
// 07/12/97 BRH Made minor change to the EditModify dialog so that the
// seconds always appears as two digits.
//
// 07/14/97 JMI Moved initialization of Pylon stuff into Init() and also
// no m_ucNextPylonId is 1 instead of 0.
//
// 07/14/97 BRH Fixed a bug that caused the score timer to always count up.
// Fixed problems with the goal stopping conditions and added
// m_sFlagbaseCaptured to keep track of flags that were
// successfully returned to their base.
//
// 07/15/97 BRH Added the end of level key flag as a parameter to
// the end of level goal check.
//
// 07/16/97 BRH Fixed a problem with standard scoring mode on levels
// that didn't have any enemies, they would end right
// away using the new method of checking the end of
// the level.
//
// 07/17/97 BRH Added the time adjustment to the mac version.
//
// 07/27/97 BRH Added m_lScoreInitialTime and set it to the same
// initial value as m_lScoreDisplayTimer. This was required
// in order to calculate the time elapsed for the high
// scores.
//
// 07/30/97 BRH Added a string to hold the path of the realm which will
// be used by the high score function to identify the
// current realm file.
//
// 08/05/97 JMI Now pauses only active sounds so that new sounds can
// continue to play while the realm is suspended.
//
// 08/05/97 JMI Added CRealm::Flags struct and an instance in CRealm,
// m_flags.
//
// 08/08/97 JMI Now displays a useful message about the thing that failed
// to load should one do so.
//
// 08/09/97 JMI Added progress callback and components. There is now a
// callback member that is called (when non-zero) that passes
// the number of items processed so far and the total number of
// items to process. The return value of the callback dictates
// whether to proceed with the operation. Although, this is
// meant to be generic so we can use it for any type of
// process, it is currently only used by Load() and Save().
//
// 08/11/97 BRH Changed both Capture the flag goals to flagbases captured
// rather than flags captured.
//
// 08/19/97 BRH Fixed end of level goal for the checkpoint scoring so
// if a specific number of flags is not set in the realm
// file, it will just continue until the time runs out.
//
// 08/20/97 JMI Made ms_apsz2dResPaths[] a static class member (was just
// defined at realm.cpp file scope) and added enum macro for
// number of elements.
//
// 08/28/97 BRH Changed level goals for challenge scoring modes to use
// the population numbers rather than just the hostile numbers
// so that the victims count also.
//
// 08/30/97 JMI IsEndOfLevelGoalMet() now allows a player to go on in
// Timed and Checkpoint, if they hit the 'next level' key.
//
// 08/30/97 JMI Now initializes hostile deaths and population deaths in
// Startup().
//
// 09/02/97 JMI Now resets all population statistics in Startup().
//
// 09/04/97 BRH Realm::Load now attempts several paths. It first tries
// the path passed in for the case where the user
// specified a full path using the open dialog. Then it
// tries the HD path and then the CD path if those fail.
// This would allow us to send updated realm files
// that could be loaded instead of the ones on the CD
// just by putting them in the mirror path on the HD.
//
// 09/07/97 BRH Changed end of level goal to never end the MPFrag if
// the kills goal is set to zero. That will mean no
// frag limit.
//
// 09/09/97 JMI Now checks number of flags against the actual number of
// flags when using CheckPoint.
//
// 09/11/97 MJR Added DoesFileExist(), which uses the same logic as Load()
// to determine if a realm file exists. Also added Open()
// as a common function for DoesFileExist() and Load() to use.
//
// 09/12/97 JMI Now, if ENABLE_PLAY_SPECIFIC_REALMS_ONLY is defined, we
// try to load the .RLM out of memory using
// GetMemFileResource().
//
// 09/12/97 MJR Now Open() will detect an empty filename as an error,
// which avoids the ASSERT() that the Microsoft Runtime
// library does when you pass open() and empty string.
//
// 11/21/97 JMI Added bCoopMode flag indicating whether we're in cooperative
// or deathmatch mode when in multiplayer.
//
////////////////////////////////////////////////////////////////////////////////
#define REALM_CPP
#include "RSPiX.h"
#include "realm.h"
#include "game.h"
#include "reality.h"
#include "score.h"
#include <time.h>
#include "MemFileFest.h"
//#define RSP_PROFILE_ON
#include "ORANGE/Debug/profile.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
// Sets the specified value into the data pointed, if the ptr is not NULL.
#define SET(ptr, val) ( (ptr != NULL) ? *ptr = val : val)
// Time, in ms, between status updates.
#define STATUS_UPDATE_INTERVAL 1000
#define STATUS_PRINT_X 0
#define STATUS_PRINT_Y 0
#define STATUS_FONT_SIZE 19
#define STATUS_FONT_FORE_INDEX 2
#define STATUS_FONT_BACK_INDEX 0
#define STATUS_FONT_SHADOW_INDEX 0
// Determines the number of elements in the passed array at compile time.
#define NUM_ELEMENTS(a) (sizeof(a) / sizeof(a[0]) )
#define MAX_SMASH_DIAMETER 20
#define REALM_DIALOG_FILE "res/editor/realm.gui"
#define TIMER_MIN_EDIT_ID 201
#define TIMER_SEC_EDIT_ID 202
#define KILLS_NUM_EDIT_ID 203
#define KILLS_PCT_EDIT_ID 204
#define FLAGS_NUM_EDIT_ID 205
#define SCORE_MODE_LB_ID 99
#define SCORE_MODE_LIST_BASE 100
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// File counter
int16_t CRealm::ms_sFileCount;
// Maps the layer portion of an attribute to the appropriate
// layer.
// Now that this table is 32K, we generate it table at run time to avoid adding
// an extra 32K of uncompressable space to the exe.
int16_t CRealm::ms_asAttribToLayer[CRealm::LayerAttribMask + 1];
// Names of layers. Use Layer enum values to index.
char* CRealm::ms_apszLayerNames[TotalLayers] =
{
"Background",
"Sprite1",
"Opaque1",
"Sprite2",
"Alpha1",
"Sprite3",
"Opaque2",
"Sprite4",
"Alpha2",
"Sprite5",
"Opaque3",
"Sprite6",
"Alpha3",
"Sprite7",
"Opaque4",
"Sprite8",
"Alpha4",
"Sprite9",
"Opaque5",
"Sprite10",
"Alpha5",
"Sprite11",
"Opaque6",
"Sprite12",
"Alpha6",
"Sprite13",
"Opaque7",
"Sprite14",
"Alpha7",
"Sprite15",
"Opaque8",
"Sprite16",
};
// These are the various 2d paths that we currently support. Eventually, if
// there's more than two, this can be presented in listbox form (instead of
// checkbox form).
char* CRealm::ms_apsz2dResPaths[Num2dPaths] =
{
"2d/Top/",
"2d/Side/",
"2d/SideBright/",
};
// Used for CRealm oriented drawing tasks.
static RPrint ms_print;
////////////////////////////////////////////////////////////////////////////////
// Function prototypes
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Non-member functions.
////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Maps a 3D coordinate onto the viewing plane provided the view angle
// (~angle of projection).
///////////////////////////////////////////////////////////////////////////////
template <class TIn, class TOut>
void Map3Dto2D( // Returns nothing.
TIn tX, // In.
TIn tY, // In.
TIn tZ, // In.
TOut* ptX, // Out.
TOut* ptY, // Out.
int16_t sViewAngle) // In: View angle in degrees.
{
*ptX = tX;
*ptY = SINQ[sViewAngle] * tZ - COSQ[sViewAngle] * tY;
}
///////////////////////////////////////////////////////////////////////////////
// Scales a Z coordinate onto the viewing plane provided the
// view angle (~angle of projection).
///////////////////////////////////////////////////////////////////////////////
template <class TIn, class TOut>
void MapZ3DtoY2D( // Returns nothing.
TIn tZIn, // In.
TOut* ptYOut, // Out.
int16_t sViewAngle) // In: View angle in degrees.
{
ASSERT(sViewAngle >= 0 && sViewAngle < 360);
*ptYOut = SINQ[sViewAngle] * tZIn;
}
///////////////////////////////////////////////////////////////////////////////
// Scales a Y coordinate from the viewing plane provided the
// view angle (~angle of projection).
///////////////////////////////////////////////////////////////////////////////
template <class TIn, class TOut>
void MapY2DtoZ3D( // Returns nothing.
TIn tYIn, // In.
TOut* ptZOut, // Out.
int16_t sViewAngle) // In: View angle in degrees.
{
ASSERT(sViewAngle >= 0 && sViewAngle < 360);
REAL rSin = SINQ[sViewAngle];
if (rSin != 0.0)
{
*ptZOut = tYIn / rSin;
}
else
{
*ptZOut = 0;
}
}
///////////////////////////////////////////////////////////////////////////////
// Scales a Y coordinate onto the viewing plane provided the
// view angle (~angle of projection).
///////////////////////////////////////////////////////////////////////////////
template <class TIn, class TOut>
void MapY3DtoY2D( // Returns nothing.
TIn tYIn, // In.
TOut* ptYOut, // Out.
int16_t sViewAngle) // In: View angle in degrees.
{
ASSERT(sViewAngle >= 0 && sViewAngle < 360);
*ptYOut = COSQ[sViewAngle] * tYIn;
}
///////////////////////////////////////////////////////////////////////////////
// Scales a Y coordinate from the viewing plane provided the
// view angle (~angle of projection).
///////////////////////////////////////////////////////////////////////////////
template <class TIn, class TOut>
void MapY2DtoY3D( // Returns nothing.
TIn tYIn, // In.
TOut* ptYOut, // Out.
int16_t sViewAngle) // In: View angle in degrees.
{
ASSERT(sViewAngle >= 0 && sViewAngle < 360);
REAL rCos = COSQ[sViewAngle];
if (rCos != 0.0)
{
*ptYOut = tYIn / rCos;
}
else
{
*ptYOut = 0;
}
}
////////////////////////////////////////////////////////////////////////////////
// Default (and only) constructor
////////////////////////////////////////////////////////////////////////////////
CRealm::CRealm()
{
time_t lTime;
time(&lTime);
#ifndef WIN32
// Mac version time adjusment back to UTC time.
lTime -= ((365 * 70UL) + 17) * 24 * 60 * 60; // time_fudge 1900->1970
#endif
g_lRegValue = lTime - g_lRegTime;
g_lExpValue = g_lExpTime - lTime;
CreateLayerMap();
// Setup render object (it's constructor was automatically called)
m_scene.SetLayers(TotalLayers);
// Set attribute map to a safe (but invalid) value
m_pTerrainMap = 0;
m_pLayerMap = 0;
m_pTriggerMap = 0;
m_pTriggerMapHolder = 0;
// Set Hood ptr to a safe (but invalid) value.
m_phood = NULL;
/*
// Create a container of things for each element in the array
short s;
for (s = 0; s < CThing::TotalIDs; s++)
m_apthings[s] = new CThing::Things;
*/
// Initialize current Navigation Net pointer
m_pCurrentNavNet = NULL;
// Not currently updating.
m_bUpdating = false;
// Initialize dummy nodes for linked lists of CThings
m_everythingHead.m_pnNext = &m_everythingTail;
m_everythingHead.m_pnPrev = NULL;
m_everythingHead.m_powner = NULL;
m_everythingTail.m_pnNext = NULL;
m_everythingTail.m_pnPrev = &m_everythingHead;
m_everythingTail.m_powner = NULL;
int16_t i;
for (i = 0; i < CThing::TotalIDs; i++)
{
m_aclassHeads[i].m_pnNext = &(m_aclassTails[i]);
m_aclassHeads[i].m_pnPrev = NULL;
m_aclassHeads[i].m_powner = NULL;
m_aclassTails[i].m_pnNext = NULL;
m_aclassTails[i].m_pnPrev = &(m_aclassHeads[i]);
m_aclassTails[i].m_powner = NULL;
m_asClassNumThings[i] = 0;
}
m_sNumThings = 0;
m_sNumSuspends = 0;
// Setup print.
ms_print.SetFont(STATUS_FONT_SIZE, &g_fontBig);
ms_print.SetColor(
STATUS_FONT_FORE_INDEX,
STATUS_FONT_BACK_INDEX,
STATUS_FONT_SHADOW_INDEX);
// Initialize flags to defaults for safety.
// This might be a bad idea if we want to guarantee they get set in which
// case we should maybe set them to absurd values.
m_flags.bMultiplayer = false;
m_flags.bCoopMode = false;
m_flags.bEditing = false;
m_flags.bEditPlay = false;
m_flags.sDifficulty = 5;
m_fnProgress = NULL;
m_bPressedEndLevelKey = false;
// Initialize.
Init();
}
////////////////////////////////////////////////////////////////////////////////
// Destructor
////////////////////////////////////////////////////////////////////////////////
CRealm::~CRealm()
{
// Clear the realm (in case this hasn't been done yet)
Clear();
// Double-check to be sure there's nothing left
if (m_everythingHead.m_pnNext != &m_everythingTail)
TRACE("CRealm::~CRealm(): There are still %d CThing's in this realm!\n", m_sNumThings);
}
////////////////////////////////////////////////////////////////////////////////
// This will set all values that are to be set on construction and during
// a Clear(). This is called by CRealm() and Clear(). This gives us one
// spot to implement these, rather than having to do it twice.
////////////////////////////////////////////////////////////////////////////////
void CRealm::Init(void) // Returns nothing. Cannot fail.
{
m_dKillsPercentGoal = 80.0;
m_sKillsGoal = 0;
m_sFlagsGoal = 0;
m_lScoreTimeDisplay = 0;
m_lScoreInitialTime = 0;
m_ScoringMode = Standard;
m_sFlagsCaptured = 0;
m_sFlagbaseCaptured = 0;
// Reset the Population statistics
m_sPopulationBirths = 0;
m_sPopulation = 0;
m_sPopulationDeaths = 0;
m_sHostiles = 0;
m_sHostileBirths = 0;
m_sHostileKills = 0;
// Initial index for 2D resoruce paths array.
m_s2dResPathIndex = 1;
// Reset timer.
m_lLastStatusDrawTime = -STATUS_UPDATE_INTERVAL;
// Pylon stuff
int16_t i;
for (i=0;i < 256;i++)
m_asPylonUIDs[i] = 0; // clear the Pylon UIDs!
m_sNumPylons = 0;
m_ucNextPylonID = 1;
}
////////////////////////////////////////////////////////////////////////////////
// Clear the realm
////////////////////////////////////////////////////////////////////////////////
void CRealm::Clear()
{
// Shutdown the realm (in case this hasn't been done yet)
Shutdown();
// Destroy all the objects. We use a copy of the iterator to avoid being
// stuck with an invalid iterator once the object is gone.
CListNode<CThing>* pCur;
CListNode<CThing>* pNext = m_everythingHead.m_pnNext;
while (pNext->m_powner != NULL)
{
pCur = pNext;
pNext = pNext->m_pnNext;
delete (pCur->m_powner);
}
// Clear out any sprites that didn't already remove themselves
m_scene.RemoveAllSprites();
// Clear out any residue IDs. Shouldn't need to, but . . .
m_idbank.Reset();
// Reset smashatorium.
#ifdef NEW_SMASH // need to become final at some point...
m_smashatorium.Destroy();
#else
m_smashatorium.Reset();
#endif
// Re-Initialize.
Init();
}
////////////////////////////////////////////////////////////////////////////////
// Determine if specified file exists according to same rules used by Load()
////////////////////////////////////////////////////////////////////////////////
// static
bool CRealm::DoesFileExist( // Returns true if file exists, false otherwise
const char* pszFileName) // In: Name of file
{
bool bResult = false;
RFile file;
if (Open(pszFileName, &file) == 0)
{
file.Close();
bResult = true;
}
return bResult;
}
////////////////////////////////////////////////////////////////////////////////
// Open the specified realm file
////////////////////////////////////////////////////////////////////////////////
// static
int16_t CRealm::Open( // Returns 0 if successfull, non-zero otherwise
const char* pszFileName, // In: Name of file to load from
RFile* pfile) // I/O: RFile to be used
{
int16_t sResult = 0;
if (strlen(pszFileName) > 0)
{
#if !defined(ENABLE_PLAY_SPECIFIC_REALMS_ONLY)
// Try the given path first since it may already have a full path in the
// case of loading a level, then try the path with the HD path prepended,
// then try the CD path.
sResult = pfile->Open(rspPathToSystem((char*)pszFileName), "rb", RFile::LittleEndian);
if (sResult != 0)
{
char pszFullPath[RSP_MAX_PATH];
strcpy(pszFullPath, FullPathHD((char*) pszFileName));
sResult = pfile->Open((char*)pszFullPath, "rb", RFile::LittleEndian);
if (sResult != 0)
{
strcpy(pszFullPath, FullPathCD((char*) pszFileName));
sResult = pfile->Open((char*)pszFullPath, "rb", RFile::LittleEndian);
}
}
#else
// There's only one place it can possibly be and, if it's not there,
// no realm for you!
sResult = GetMemFileResource(pszFileName, RFile::LittleEndian, pfile);
#endif // ENABLE_PLAY_SPECIFIC_REALMS_ONLY
}
else
{
sResult = -1;
TRACE("CRealm::Open(): Empty file name!\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Load the realm
////////////////////////////////////////////////////////////////////////////////
int16_t CRealm::Load( // Returns 0 if successfull, non-zero otherwise
const char* pszFileName, // In: Name of file to load from
bool bEditMode) // In: Use true for edit mode, false otherwise
{
int16_t sResult = 0;
// Copy the name to use later for high score purposes
m_rsRealmString = pszFileName;
// Open file
RFile file;
sResult = Open(pszFileName, &file);
if (sResult == 0)
{
// Use alternate load to do most of the work
sResult = Load(&file, bEditMode);
file.Close();
}
else
{
sResult = -1;
TRACE("CRealm::Load(): Couldn't open file: %s !\n", pszFileName);
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Load realm
////////////////////////////////////////////////////////////////////////////////
int16_t CRealm::Load( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to load from
bool bEditMode) // In: Use true for edit mode, false otherwise
{
int16_t sResult = 0;
// Clear the realm before loading this new stuff
Clear();
// Increment file count
ms_sFileCount++;
// Read & validate file ID
uint32_t ulFileID;
if (pFile->Read(&ulFileID) == 1)
{
if (ulFileID == CRealm::FileID)
{
// Read & validate file version
uint32_t ulFileVersion;
if (pFile->Read(&ulFileVersion) == 1)
{
// If a known version . . .
if (ulFileVersion <= CRealm::FileVersion)
{
// Read properties for the realm
switch (ulFileVersion)
{
default:
case 30:
pFile->Read(&m_s2dResPathIndex);
case 29:
pFile->Read(&m_ScoringMode);
case 28:
case 27:
{
int16_t sUp;
pFile->Read(&m_lScoreTimeDisplay);
m_lScoreInitialTime = m_lScoreTimeDisplay;
pFile->Read(&sUp);
if (sUp == 1)
m_bScoreTimerCountsUp = true;
else
m_bScoreTimerCountsUp = false;
pFile->Read(&m_sKillsGoal);
pFile->Read(&m_sFlagsGoal);
pFile->Read(&m_dKillsPercentGoal);
break;
}
case 26:
case 25:
case 24:
case 23:
case 22:
case 21:
case 20:
case 19:
case 18:
case 17:
case 16:
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:
case 0:
break;
}
// Scan through class info structs and for each non-0 preload func,
// call it to give that class a chance to preload stuff. The intention
// is to give classes whose objects don't exist at the start of a level
// a chance to preload resources now rather than during gameplay.
for (int16_t sPre = 0; sPre < CThing::TotalIDs; sPre++)
{
CThing::FuncPreload func = CThing::ms_aClassInfo[sPre].funcPreload;
if (func != 0)
{
sResult = (*func)(this);
if (sResult != 0)
{
TRACE("CRealm::Load(): Error reported by Preload() for CThing class ID = %hd\n", (int16_t)sPre);
break;
}
}
}
if (sResult == 0)
{
// Read number of things that were written to file (could be 0!)
int16_t sCount;
if (pFile->Read(&sCount) == 1)
{
CThing::ClassIDType idLastThingLoaded = CThing::TotalIDs;
// If there's a callback . . .
if (m_fnProgress)
{
// Call it . . .
if (m_fnProgress(0, sCount) == true)
{
// Callback is happy to continue.
}
else
{
// Callback has decided to end this operation.
sResult = 1;
}
}
// Load each object that was written to the file (could be 0!)
for (int16_t s = 0; (s < sCount) && !sResult; s++)
{
// Read class ID of next object in file
CThing::ClassIDType id;
if (pFile->Read(&id) == 1)
{
// Create object based on class ID
CThing* pThing;
sResult = CThing::Construct(id, this, &pThing);
if (!sResult)
{
// Load object assocated with this class ID
sResult = pThing->Load(pFile, bEditMode, ms_sFileCount, ulFileVersion);
// If successful . . .
if (sResult == 0)
{
// Store last thing to successfully load.
idLastThingLoaded = id;
// If there's a callback . . .
if (m_fnProgress)
{
// Call it . . .
if (m_fnProgress(s + 1, sCount) == true)
{
// Callback is happy to continue.
}
else
{
// Callback has decided to end this operation.
sResult = 1;
}
}
}
else
{
TRACE("CRealm::Load(): Load() failed for thing of type %s; ",
CThing::ms_aClassInfo[id].pszClassName);
if (idLastThingLoaded != CThing::TotalIDs)
{
STRACE("The last thing to successfully loaded was a %s.\n",
CThing::ms_aClassInfo[idLastThingLoaded].pszClassName);
}
else
{
STRACE("This was the first thing to load.\n");
}
}
}
}
else
{
sResult = -1;
TRACE("CRealm::Load(): Error reading class ID!\n");
}
}
// Check for I/O errors (only matters if no errors were reported so far)
if (!sResult && pFile->Error())
{
sResult = -1;
TRACE("CRealm::Load(): Error reading file!\n");
}
// If any errors occurred . . .
if (sResult)
{
// Better clean up stuff that did load.
Clear();
}
}
else
{
sResult = -1;
TRACE("CRealm::Load(): Error reading count of objects in file!\n");
}
}
}
else
{
sResult = -1;
TRACE("CRealm::Load(): Incorrect file version (should be 0x%lx or less, was 0x%lx)!\n", CRealm::FileVersion, ulFileVersion);
}
}
else
{
sResult = -1;
TRACE("CRealm::Load(): Error reading file version!\n");
}
}
else
{
sResult = -1;
TRACE("CRealm::Load(): Incorrect file ID (should be 0x%lx, was 0x%lx)!\n", CRealm::FileID, ulFileID);
}
}
else
{
sResult = -1;
TRACE("CRealm::Load(): Error reading file ID!\n");
}
#ifdef NEW_SMASH
if (sResult == 0) // a success....
{
/* For now, let's see if this is necessary...
// Allocate the Smashatorium:
// Kill old...*
short sOldW = m_smashatorium.m_sWorldW;
short sOldH = m_smashatorium.m_sWorldH;
short sOldTileW = m_smashatorium.m_sTileW;
short sOldTileH = m_smashatorium.m_sTileH;
if (m_smashatorium.m_pGrid) m_smashatorium.Destroy();
if (m_smashatorium.Alloc(sOldW,sOldH,sOldTileW,sOldTileH) != SUCCESS)
{
TRACE("CRealm::Load(): Error reallocating the smashatorium!\n");
sResult = -1;
}
*/
}
#endif
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save the realm
////////////////////////////////////////////////////////////////////////////////
int16_t CRealm::Save( // Returns 0 if successfull, non-zero otherwise
const char* pszFile) // In: Name of file to save to
{
int16_t sResult = 0;
// Open file
RFile file;
sResult = file.Open((char*)pszFile, "wb", RFile::LittleEndian);
if (sResult == 0)
{
// Use alternate save to do most of the work
sResult = Save(&file);
file.Close();
// Would this be an appropriate time to build the SAK file???
}
else
{
sResult = -1;
TRACE("CRealm::Save(): Couldn't open file: %s !\n", pszFile);
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save the realm
////////////////////////////////////////////////////////////////////////////////
int16_t CRealm::Save( // Returns 0 if successfull, non-zero otherwise
RFile* pFile) // In: File to save to
{
int16_t sResult = 0;
// Increment file count
ms_sFileCount++;
// Write out file ID and version
pFile->Write((uint32_t)CRealm::FileID);
pFile->Write((uint32_t)CRealm::FileVersion);
// Save properties for the realm
pFile->Write(m_s2dResPathIndex);
pFile->Write(&m_ScoringMode);
pFile->Write(&m_lScoreTimeDisplay);
int16_t sUp = 0;
if (m_bScoreTimerCountsUp)
sUp = 1;
pFile->Write(&sUp);
pFile->Write(&m_sKillsGoal);
pFile->Write(&m_sFlagsGoal);
pFile->Write(&m_dKillsPercentGoal);
// Write out number of objects
pFile->Write(m_sNumThings);
// If there's a callback . . .
if (m_fnProgress)
{
// Call it . . .
if (m_fnProgress(0, m_sNumThings) == true)
{
// Callback is happy to continue.
}
else
{
// Callback has decided to end this operation.
sResult = 1;
}
}
// Do this for all of the objects
CListNode<CThing>* pCur;
CListNode<CThing>* pNext = m_everythingHead.m_pnNext;
int16_t sCurItemNum = 0;
while (pNext->m_powner != NULL && !sResult)
{
pCur = pNext;
pNext = pNext->m_pnNext;
// Write out object's class ID (so we know waht kind it is when we load it)
pFile->Write(pCur->m_powner->GetClassID());
// Let object save itself
sResult = pCur->m_powner->Save(pFile, ms_sFileCount);
if (sResult)
break;
else
{
sCurItemNum++;
// If there's a callback . . .
if (m_fnProgress)
{
// Call it . . .
if (m_fnProgress(sCurItemNum, m_sNumThings) == true)
{
// Callback is happy to continue.
}
else
{
// Callback has decided to end this operation.
sResult = 1;
}
}
}
}
// Check for I/O errors (only matters if no errors were reported so far)
if (!sResult && pFile->Error())
{
sResult = -1;
TRACE("CRealm::Save(): Error writing file!\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup the realm
////////////////////////////////////////////////////////////////////////////////
int16_t CRealm::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
// Initialize Population statistics b/c anyone killed already was not done so
// by the player.
m_sPopulationBirths = 0;
m_sPopulation = 0;
m_sPopulationDeaths = 0;
m_sHostiles = 0;
m_sHostileBirths = 0;
m_sHostileKills = 0;
// The idea is to only call Startup() for those objects that were Load()'ed,
// and NOT for any other objects in the realm. The m_sCallStartup flags are
// set during the CRealm::Load() process to ensure that only those objects
// are called here. I'm no longer sure I like this idea, so perhaps we
// should do what Shutdown() does, which is to call Startup() for every
// object. The original reasoning was that once the game gets going, any
// newly created objects will NOT have their Startup() called, so Startup()
// was seen as a special service for Load()'ed objects so they could interact
// with other objects once all the objects are Load()'ed. Actually, that
// sounds pretty good! I guess I'll keep it this way pending suggestions.
// This loop is specifically designed so that it will not end until all of
// the objects have been scanned in a single pass and none have their flags
// set. Keep in mind that since objects may be interacting with one another,
// calling one object may result in indirectly changing another's flag!
int16_t sDone;
int32_t lPassNum = 0;
do {
// Always assume this will be the last pass. If it isn't, this flag will
// be reset to 0, and we'll do the whole thing again.
sDone = 1;
// Do this for all the objects. We use a copy of the iterator to avoid being
// stuck with an invalid iterator once the object is gone.
CListNode<CThing>* pCur;
CListNode<CThing>* pNext = m_everythingHead.m_pnNext;
// Go through all objects, calling Startup() for those that have the flag set
while (pNext->m_powner != NULL && !sResult)
{
pCur = pNext;
pNext = pNext->m_pnNext;
if (pCur->m_powner->m_sCallStartup)
{
sDone = 0;
pCur->m_powner->m_sCallStartup = 0;
sResult = pCur->m_powner->Startup();
}
}
// Increment pass number for testing/debugging
lPassNum++;
// Setup the previous time for the start of the game.
m_lPrevTime = m_time.GetGameTime();
} while (!sDone && !sResult);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown the realm
////////////////////////////////////////////////////////////////////////////////
int16_t CRealm::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
// This loop is specifically designed so that it will not end until all of
// the objects have been scanned in a single pass and none have their flags
// set. Keep in mind that since objects may be interacting with one another,
// calling one object may result in indirectly changing another's flag!
int16_t sDone;
int16_t sFirstTime = 1;
int32_t lPassNum = 0;
do {
// Always assume this will be the last pass. If it isn't, this flag will
// be reset to 0, and we'll do the whole thing again.
sDone = 1;
// Do this for all the objects. We use a copy of the iterator to avoid being
// stuck with an invalid iterator once the object is gone.
CListNode<CThing>* pCur;
CListNode<CThing>* pNext = m_everythingHead.m_pnNext;
while (pNext->m_powner != NULL && !sResult)
{
pCur = pNext;
pNext = pNext->m_pnNext;
if (pCur->m_powner->m_sCallShutdown || sFirstTime)
{
sDone = 0;
pCur->m_powner->m_sCallShutdown = 0;
sResult = pCur->m_powner->Shutdown();
}
}
// Clear first-time flag
sFirstTime = 0;
// Increment pass number for testing/debugging
lPassNum++;
} while (!sDone && !sResult);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend the realm
////////////////////////////////////////////////////////////////////////////////
void CRealm::Suspend(void)
{
m_sNumSuspends++;
// Do this for all the objects. We use a copy of the iterator to avoid being
// stuck with an invalid iterator once the object is gone.
CListNode<CThing>* pCur;
CListNode<CThing>* pNext = m_everythingHead.m_pnNext;
while (pNext->m_powner != NULL)
{
pCur = pNext;
pNext = pNext->m_pnNext;
pCur->m_powner->Suspend();
}
// Suspend the game time. I don't think it matters whether this is done
// before or after the CThing->Suspend() calls since game time never actually
// advances unless CTime->Update() is called (when not suspended, of course).
m_time.Suspend();
// Suspend active sounds.
PauseAllSamples();
}
////////////////////////////////////////////////////////////////////////////////
// Resume the realm
////////////////////////////////////////////////////////////////////////////////
void CRealm::Resume(void)
{
if (m_sNumSuspends > 0)
{
// Do this for all the objects. We use a copy of the iterator to avoid being
// stuck with an invalid iterator once the object is gone.
CListNode<CThing>* pCur;
CListNode<CThing>* pNext = m_everythingHead.m_pnNext;
while (pNext->m_powner != NULL)
{
pCur = pNext;
pNext = pNext->m_pnNext;
pCur->m_powner->Resume();
}
// Resume the game time. I don't think it matters whether this is done
// before or after the CThing->Resume() calls since game time never actually
// advances unless CTime->Update() is called (when not suspended, of course).
m_time.Resume();
m_sNumSuspends--;
ASSERT(m_sNumSuspends >= 0);
// Resume active sounds.
ResumeAllSamples();
}
}
////////////////////////////////////////////////////////////////////////////////
// Update the realm
////////////////////////////////////////////////////////////////////////////////
void CRealm::Update(void)
{
// We want to do this for every CThing in the realm. We use iNext to get
// the next iterator before calling the current item to avoid
// a problem that could otherwise occur where iCur becomes invalidated during
// the (*iCur)->Update() (like when a CThing deletes itself).
// This causes an additional problem which is relatively easy to fix. Since
// we always insert at the end, if iCur is the last thing (meaning iNext is the
// .end()), and that call adds a new thing at the end, that thing will never
// get called b/c iNext already points to .end(). We effectively skip the
// newly added item.
// To avoid this, we simply, at the end, check to make sure iNext-- produces
// iCur. If not, we process iNext--.
// Further, if the last item added two things, we need to go back two.
rspStartProfile("Realm Update");
// Entering update loop.
m_bUpdating = true;
// Do this for everything.
CThing* pthing;
m_pNext = m_everythingHead.m_pnNext;
while (m_pNext->m_powner != NULL)
{
pthing = m_pNext->m_powner;
m_pNext = m_pNext->m_pnNext;
pthing->Update();
}
// Update the display timer
m_lThisTime = m_time.GetGameTime();
m_lElapsedTime = m_lThisTime - m_lPrevTime;
if (m_bScoreTimerCountsUp)
m_lScoreTimeDisplay += m_lElapsedTime;
else
m_lScoreTimeDisplay -= m_lElapsedTime;
m_lPrevTime = m_lThisTime;
// Leaving update loop.
m_bUpdating = false;
rspEndProfile("Realm Update");
}
////////////////////////////////////////////////////////////////////////////////
// Render the realm
////////////////////////////////////////////////////////////////////////////////
void CRealm::Render(void)
{
// Entering update loop.
m_bUpdating = true;
// Do this for everything.
CThing* pthing;
m_pNext = m_everythingHead.m_pnNext;
while (m_pNext->m_powner != NULL)
{
pthing = m_pNext->m_powner;
m_pNext = m_pNext->m_pnNext;
pthing->Render();
}
// Leaving update loop.
m_bUpdating = false;
}
// This old way probably doesn't make sense any more since we're going to allow
// for multiple views of a realm. I don't think we'd want to tell each object
// to render itself for each different view -- not unless the enter concept of
// what each item does to "render" itself changes. Right now, objects merely
// update their representations in the scene, which really doesn't take too
// long, and needs to get done no matter what view we're talking about.
/*
void CRealm::Render(
short sViewX, // In: X coord of view
short sViewY, // In: Y coord of view
short sViewW, // In: Width of view
short sViewH, // In: Height of view
RImage* pimDst, // In: Image to render to
short sDstX, // In: X coord to draw to
short sDstY) // In: Y coord to draw to
{
// It may turn out that some objects want to do their own clipping to see if
// they need to add themselves to the scene. I would guess this would be
// the exception rather than the rule, so when (or if) such a requirement
// comes up, we shouldn't pass the view info to each object, but instead
// should create a function that objects can call to get the view info, the
// idea being that this would be faster overall than passing all that data
// to each object only to have it ignored most of the time.
// Do this for everything
for (CThing::Things::iterator i = m_everything.begin(); i != m_everything.end(); i++)
(*i)->Render();
// Render specified view to specified position in specified image
m_scene.Render(
sViewX,
sViewY,
sViewW,
sViewH,
pimDst,
sDstX,
sDstY);
}
*/
////////////////////////////////////////////////////////////////////////////////
// Edit mode: Update the realm
////////////////////////////////////////////////////////////////////////////////
void CRealm::EditUpdate(void)
{
// Do this for all the objects. We use a copy of the iterator to avoid being
// stuck with an invalid iterator once the object is gone.
CListNode<CThing>* pCur;
CListNode<CThing>* pNext = m_everythingHead.m_pnNext;
while (pNext->m_powner != NULL)
{
pCur = pNext;
pNext = pNext->m_pnNext;
pCur->m_powner->EditUpdate();
}
}
////////////////////////////////////////////////////////////////////////////////
// Edit mode: Render the realm
////////////////////////////////////////////////////////////////////////////////
void CRealm::EditRender(void)
{
// Do this for all the objects. We use a copy of the iterator to avoid being
// stuck with an invalid iterator once the object is gone.
CListNode<CThing>* pCur;
CListNode<CThing>* pNext = m_everythingHead.m_pnNext;
while (pNext->m_powner != NULL)
{
pCur = pNext;
pNext = pNext->m_pnNext;
pCur->m_powner->EditRender();
}
}
// This old way probably doesn't make sense any more since we're going to allow
// for multiple views of a realm. I don't think we'd want to tell each object
// to render itself for each different view -- not unless the enter concept of
// what each item does to "render" itself changes. Right now, objects merely
// update their representations in the scene, which really doesn't take too
// long, and needs to get done no matter what view we're talking about.
/*
void CRealm::EditRender(
short sViewX, // In: X coord of view
short sViewY, // In: Y coord of view
short sViewW, // In: Width of view
short sViewH, // In: Height of view
RImage* pimDst, // In: Image to render to
short sDstX, // In: X coord to draw to
short sDstY) // In: Y coord to draw to
{
// It may turn out that some objects want to do their own clipping to see if
// they need to add themselves to the render. I would guess this would be
// the exception rather than the rule, so when (or if) such a requirement
// comes up, we shouldn't pass the view info to each object, but instead
// should create a function that objects can call to get the view info, the
// idea being that this would be faster overall than passing all that data
// to each object only to have it ignored most of the time.
// Do this for everything
for (CThing::Things::iterator i = m_everything.begin(); i != m_everything.end(); i++)
(*i)->EditRender();
// Render specified view to specified position in specified image
m_scene.Render(
sViewX,
sViewY,
sViewW,
sViewH,
pimDst,
sDstX,
sDstY);
}
*/
////////////////////////////////////////////////////////////////////////////////
// EditModify - Run dialog for realm scoring and play options
////////////////////////////////////////////////////////////////////////////////
void CRealm::EditModify(void)
{
RGuiItem* pguiRoot = RGuiItem::LoadInstantiate(FullPathVD(REALM_DIALOG_FILE));
RProcessGui guiDialog;
if (pguiRoot != NULL)
{
RGuiItem* pguiOk = pguiRoot->GetItemFromId(1);
RGuiItem* pguiCancel = pguiRoot->GetItemFromId(2);
REdit* peditMinutes = (REdit*) pguiRoot->GetItemFromId(TIMER_MIN_EDIT_ID);
REdit* peditSeconds = (REdit*) pguiRoot->GetItemFromId(TIMER_SEC_EDIT_ID);
REdit* peditKillsNum = (REdit*) pguiRoot->GetItemFromId(KILLS_NUM_EDIT_ID);
REdit* peditKillsPct = (REdit*) pguiRoot->GetItemFromId(KILLS_PCT_EDIT_ID);
REdit* peditFlagsNum = (REdit*) pguiRoot->GetItemFromId(FLAGS_NUM_EDIT_ID);
RListBox* plbScoreModes = (RListBox*) pguiRoot->GetItemFromId(SCORE_MODE_LB_ID);
RGuiItem* pguiItem = NULL;
int32_t lMinutes;
int32_t lSeconds;
if (peditMinutes != NULL && peditSeconds != NULL && peditKillsNum != NULL &&
peditKillsPct != NULL && peditFlagsNum != NULL && plbScoreModes != NULL)
{
ASSERT(peditMinutes->m_type == RGuiItem::Edit);
ASSERT(peditSeconds->m_type == RGuiItem::Edit);
ASSERT(peditKillsNum->m_type == RGuiItem::Edit);
ASSERT(peditKillsPct->m_type == RGuiItem::Edit);
ASSERT(peditFlagsNum->m_type == RGuiItem::Edit);
ASSERT(plbScoreModes->m_type == RGuiItem::ListBox);
lMinutes = m_lScoreTimeDisplay / 60000;
lSeconds = (m_lScoreTimeDisplay / 1000) % 60;
peditMinutes->SetText("%ld", lMinutes);
peditSeconds->SetText("%2.2ld", lSeconds);
peditKillsNum->SetText("%d", m_sKillsGoal);
peditKillsPct->SetText("%3.1f", m_dKillsPercentGoal);
peditFlagsNum->SetText("%d", m_sFlagsGoal);
peditMinutes->Compose();
peditSeconds->Compose();
peditKillsNum->Compose();
peditKillsPct->Compose();
peditFlagsNum->Compose();
pguiItem = plbScoreModes->GetItemFromId(SCORE_MODE_LIST_BASE + m_ScoringMode);
if (pguiItem != NULL)
{
plbScoreModes->SetSel(pguiItem);
plbScoreModes->AdjustContents();
plbScoreModes->EnsureVisible(pguiItem);
}
if (guiDialog.DoModal(pguiRoot, pguiOk, pguiCancel) == 1)
{
lMinutes = peditMinutes->GetVal();
lSeconds = peditSeconds->GetVal() % 60;
m_lScoreInitialTime = m_lScoreTimeDisplay = (lMinutes * 60000) + (lSeconds * 1000);
if (m_lScoreTimeDisplay == 0)
m_bScoreTimerCountsUp = true;
else
m_bScoreTimerCountsUp = false;
m_sKillsGoal = (int16_t) peditKillsNum->GetVal();
m_sFlagsGoal = (int16_t) peditFlagsNum->GetVal();
m_dKillsPercentGoal = (double) peditKillsPct->GetVal();
pguiItem = plbScoreModes->GetSel();
if (pguiItem != NULL)
m_ScoringMode = pguiItem->m_lId - SCORE_MODE_LIST_BASE;
}
}
}
}
#ifdef MOBILE
extern "C"
{
#include "android/android.h"
}
#endif
////////////////////////////////////////////////////////////////////////////////
// IsEndOfLevelGoalMet - check to see if level is complete based on the
// scoring and game play mode.
////////////////////////////////////////////////////////////////////////////////
bool CRealm::IsEndOfLevelGoalMet(bool bEndLevelKey)
{
#ifdef MOBILE
bool showAndroidKey = true;
switch (m_ScoringMode)
{
case Standard:
if (m_sHostileBirths != 0)
if (((m_sHostileKills * 100) / m_sHostileBirths < m_dKillsPercentGoal))
showAndroidKey = false;
break;
default: //Hide the next key for anything else for the moment
showAndroidKey = false;
}
AndroidSetShowEndLevelKey(showAndroidKey);
#endif
bool bEnd = true;
if (m_bPressedEndLevelKey)
{
m_bPressedEndLevelKey = false;
// Hack: don't let the level end immediately if the player is using the debug level skip
if (m_time.GetGameTime() > 1000)
bEndLevelKey = true;
}
switch (m_ScoringMode)
{
// In a standard level, the user is done when the percentage of hostiles killed
// is greater than the minimum set in the level and the user presses the
// 'next level' key.
case Standard:
if (m_sHostileBirths != 0)
{
if (((m_sHostileKills * 100) / m_sHostileBirths < m_dKillsPercentGoal) || !bEndLevelKey)
bEnd = false;
}
else
{
if (!bEndLevelKey)
bEnd = false;
}
break;
// In a timed level, the user is done when the time runs out, the population
// runs out, or the user presses the 'next level' key.
case Timed:
if (m_lScoreTimeDisplay > 0 && m_sPopulation > 0 && !bEndLevelKey)
bEnd = false;
break;
// In a timed goal level, the user must meet the goal within the specified
// time.
case TimedGoal:
if (m_lScoreTimeDisplay > 0 && m_sPopulationDeaths < m_sKillsGoal)
bEnd = false;
break;
// In a timed flag level, the user must get the flag to a base before
// the goal is considered met.
case TimedFlag:
case MPTimedFlag:
// if (m_lScoreTimeDisplay > 0 && m_sFlagsCaptured < m_sFlagsGoal)
if (m_lScoreTimeDisplay > 0 && m_sFlagbaseCaptured < m_sFlagsGoal)
bEnd = false;
break;
// In a capture the flag level, a user must capture a flag and return it
// to a base to complete the level.
case CaptureFlag:
case MPCaptureFlag:
if (m_sFlagbaseCaptured < m_sFlagsGoal)
bEnd = false;
break;
// In a goal level, the user can only be done when they meet the goal.
case Goal:
if (m_sPopulationDeaths < m_sKillsGoal)
bEnd = false;
break;
// In a checkpoint level, the user collects as many flags as possible and
// can choose to end the level whenever they want (they'll just get a lower
// score, if they have not gotten all the flags).
case Checkpoint:
if (m_sFlagsGoal == 0)
{
if (m_lScoreTimeDisplay > 0 && m_sFlagsCaptured < m_asClassNumThings[CThing::CFlagID])
bEnd = false;
}
else
{
if (m_lScoreTimeDisplay > 0 && m_sFlagsCaptured < m_sFlagsGoal && !bEndLevelKey)
bEnd = false;
}
break;
case MPFrag:
// Get highest number of kills from score module and
if ((m_sKillsGoal < 1) || (ScoreHighestKills(this) < m_sKillsGoal))
bEnd = false;
break;
case MPTimedFrag:
if (m_lScoreTimeDisplay > 0 && ScoreHighestKills(this) < m_sKillsGoal)
bEnd = false;
break;
case MPLastMan:
// if (ScorePlayersRemaining() > 1)
bEnd = false;
break;
case MPTimed:
if (m_lScoreTimeDisplay > 0)
bEnd = false;
break;
}
#if defined(DEBUG_LEVEL_CHEAT)
//You can actually win a challenge without using this cheat.
if (!bEnd)
{
return bEndLevelKey;
}
#endif
return bEnd;
}
////////////////////////////////////////////////////////////////////////////////
// Determine if a path is clear of terrain.
////////////////////////////////////////////////////////////////////////////////
bool CRealm::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 sX, // In: Starting X.
int16_t sY, // In: Starting Y.
int16_t sZ, // In: Starting Z.
int16_t sRotY, // In: Rotation around y axis (direction on X/Z plane).
double dCrawlRate, // 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 sDistanceXZ, // In: Distance on X/Z plane.
int16_t sVerticalTolerance /*= 0*/, // In: Max traverser can step up.
int16_t* psX /*= NULL*/, // Out: If not NULL, last clear point on path.
int16_t* psY /*= NULL*/, // Out: If not NULL, last clear point on path.
int16_t* psZ /*= NULL*/, // Out: If not NULL, last clear point on path.
bool bCheckExtents /*= true*/) // 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.
{
bool bEntirelyClear = false; // Assume entire path is not clear.
////////////////////////// Traverse path ///////////////////////////////////
// Get most efficient increments that won't miss any attributes.
// For the rates we use trig with a hypotenuse of 1 which will give
// us a rate <= 1.0 and then multiply by the the crawl for
// a reasonable increase in the speed of this alg.
// sAngle must be between 0 and 359.
sRotY = rspMod360(sRotY);
float fRateX = COSQ[sRotY] * dCrawlRate;
float fRateZ = -SINQ[sRotY] * dCrawlRate;
float fRateY = 0.0; // If we ever want vertical movement . . .
// Set initial position to first point to check (NEVER checks original position).
float fPosX = sX + fRateX;
float fPosY = sY + fRateY;
float fPosZ = sZ + fRateZ;
// Determine amount traveled per iteration on X/Z plane just once.
float fIterDistXZ = rspSqrt(ABS2(fRateX, fRateZ) );
float fTotalDistXZ = 0.0F;
// Store extents.
int16_t sMaxX = GetRealmWidth();
int16_t sMaxZ = GetRealmHeight();
int16_t sMinX = 0;
int16_t sMinZ = 0;
int16_t sCurH;
bool bInsurmountableHeight = false;
// Scan while in realm.
while (
fPosX > sMinX
&& fPosZ > sMinZ
&& fPosX < sMaxX
&& fPosZ < sMaxZ
&& fTotalDistXZ < sDistanceXZ)
{
sCurH = GetHeight((int16_t)fPosX, (int16_t)fPosZ);
// If too big a height difference . . .
if (sCurH - fPosY > sVerticalTolerance)
{
bInsurmountableHeight = true;
break;
}
// Update position.
fPosX += fRateX;
fPosY = MAX(fPosY, (float)sCurH);
fPosZ += fRateZ;
// Update distance travelled on X/Z plane.
fTotalDistXZ += fIterDistXZ;
}
// Set end pt.
SET(psX, fPosX);
SET(psY, fPosY);
SET(psZ, fPosZ);
// If we made it the whole way . . .
if (fTotalDistXZ >= sDistanceXZ)
{
bEntirelyClear = true;
}
// Else, if we didn't hit any terrain . . .
else if (bInsurmountableHeight == false)
{
// Only clear if we are not checking extents.
bEntirelyClear = !bCheckExtents;
}
#if 0
// FEEDBACK.
// Create a line sprite.
CSpriteLine2d* psl2d = new CSpriteLine2d;
if (psl2d != NULL)
{
Map3Dto2D(
sX,
sY,
sZ,
&(psl2d->m_sX2),
&(psl2d->m_sY2) );
Map3Dto2D(
fPosX,
fPosY,
fPosZ,
&(psl2d->m_sX2End),
&(psl2d->m_sY2End) );
psl2d->m_sPriority = sZ;
psl2d->m_sLayer = GetLayerViaAttrib(GetLayer(sX, sZ));
psl2d->m_u8Color = (bEntirelyClear == false) ? 249 : 250;
// Destroy when done.
psl2d->m_sInFlags = CSprite::InDeleteOnRender;
// Put 'er there.
m_scene.UpdateSprite(psl2d);
}
#endif
return bEntirelyClear;
}
////////////////////////////////////////////////////////////////////////////////
// Determine if a path is clear of terrain.
////////////////////////////////////////////////////////////////////////////////
bool CRealm::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 sX, // In: Starting X.
int16_t sY, // In: Starting Y.
int16_t sZ, // In: Starting Z.
double dCrawlRate, // 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 sDstX, // In: Destination X.
int16_t sDstZ, // In: Destination Z.
int16_t sVerticalTolerance /*= 0*/, // In: Max traverser can step up.
int16_t* psX /*= NULL*/, // Out: If not NULL, last clear point on path.
int16_t* psY /*= NULL*/, // Out: If not NULL, last clear point on path.
int16_t* psZ /*= NULL*/, // Out: If not NULL, last clear point on path.
bool bCheckExtents /*= true*/) // 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.
{
int16_t sDistanceXZ = rspSqrt(ABS2(sDstX - sX, sZ - sDstZ) );
int16_t sRotY = rspATan(sZ - sDstZ, sDstX - sX);
return IsPathClear( // Returns true, if the entire path is clear.
// Returns false, if only a portion of the path is clear.
// (see *psX, *psY, *psZ).
sX, // In: Starting X.
sY, // In: Starting Y.
sZ, // In: Starting Z.
sRotY, // In: Rotation around y axis (direction on X/Z plane).
dCrawlRate, // 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.
sDistanceXZ, // In: Distance on X/Z plane.
sVerticalTolerance, // In: Max traverser can step up.
psX, // Out: If not NULL, last clear point on path.
psY, // Out: If not NULL, last clear point on path.
psZ, // Out: If not NULL, last clear point on path.
bCheckExtents); // 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.
}
////////////////////////////////////////////////////////////////////////////////
// Gives this realm an opportunity and drawing surface to display its
// current status.
////////////////////////////////////////////////////////////////////////////////
void CRealm::DrawStatus( // Returns nothing.
RImage* pim, // In: Image in which to draw status.
RRect* prc) // In: Rectangle in which to draw status. Clips to.
{
int32_t lCurTime = m_time.GetGameTime();
if (lCurTime > m_lLastStatusDrawTime + STATUS_UPDATE_INTERVAL)
{
// Set print/clip to area.
RRect rcDst;
rcDst.sX = prc->sX + STATUS_PRINT_X;
rcDst.sY = prc->sY + STATUS_PRINT_Y;
rcDst.sW = prc->sW - STATUS_PRINT_X;
rcDst.sH = prc->sH - STATUS_PRINT_Y;
// Clear.
rspRect(RSP_BLACK_INDEX, pim, rcDst.sX, rcDst.sY, rcDst.sW, rcDst.sH);
ms_print.SetDestination(pim, &rcDst);
ms_print.print(
pim,
rcDst.sX,
rcDst.sY,
" Population %d Body Count %d (%d%%) Goal %d%%",
m_sPopulationBirths,
m_sPopulationDeaths,
m_sPopulationDeaths * 100 / ((m_sPopulationBirths != 0) ? m_sPopulationBirths : 1),
(int16_t)m_dKillsPercentGoal
);
m_lLastStatusDrawTime = lCurTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// Maps a 3D coordinate onto the viewing plane provided the view angle
// (~angle of projection).
////////////////////////////////////////////////////////////////////////////////
void CRealm::Map3Dto2D( // Returns nothing.
int16_t sX, // In.
int16_t sY, // In.
int16_t sZ, // In.
int16_t* psX, // Out.
int16_t* psY) // Out.
{
::Map3Dto2D(sX, sY, sZ, psX, psY, m_phood->GetRealmRotX() );
}
////////////////////////////////////////////////////////////////////////////////
// Maps a 3D coordinate onto the viewing plane provided the view angle
// (~angle of projection).
////////////////////////////////////////////////////////////////////////////////
void CRealm::Map3Dto2D( // Returns nothing.
double dX, // In.
double dY, // In.
double dZ, // In.
double* pdX, // Out.
double* pdY) // Out.
{
::Map3Dto2D(dX, dY, dZ, pdX, pdY, m_phood->GetRealmRotX() );
}
////////////////////////////////////////////////////////////////////////////////
// Scales a Z coordinate onto the viewing plane using the
// view angle (~angle of projection).
////////////////////////////////////////////////////////////////////////////////
void CRealm::MapZ3DtoY2D( // Returns nothing.
double dZIn, // In.
double* pdYOut) // Out.
{
::MapZ3DtoY2D(dZIn, pdYOut, m_phood->GetRealmRotX() );
}
////////////////////////////////////////////////////////////////////////////////
// Scales a Z coordinate onto the viewing plane using the
// view angle (~angle of projection).
////////////////////////////////////////////////////////////////////////////////
void CRealm::MapZ3DtoY2D( // Returns nothing.
int16_t sZIn, // In.
int16_t* psYOut) // Out.
{
::MapZ3DtoY2D(sZIn, psYOut, m_phood->GetRealmRotX() );
}
////////////////////////////////////////////////////////////////////////////////
// Scales a Y coordinate from the viewing plane using the
// view angle (~angle of projection).
////////////////////////////////////////////////////////////////////////////////
void CRealm::MapY2DtoZ3D( // Returns nothing.
double dYIn, // In.
double* pdZOut) // Out.
{
::MapY2DtoZ3D(dYIn, pdZOut, m_phood->GetRealmRotX() );
}
////////////////////////////////////////////////////////////////////////////////
// Scales a Y coordinate from the viewing plane using the
// view angle (~angle of projection).
////////////////////////////////////////////////////////////////////////////////
void CRealm::MapY2DtoZ3D( // Returns nothing.
int16_t sYIn, // In.
int16_t* psZOut) // Out.
{
::MapY2DtoZ3D(sYIn, psZOut, m_phood->GetRealmRotX() );
}
////////////////////////////////////////////////////////////////////////////////
// Scales a Y coordinate onto the viewing plane using the
// view angle (~angle of projection).
////////////////////////////////////////////////////////////////////////////////
void CRealm::MapY3DtoY2D( // Returns nothing.
double dYIn, // In.
double* pdYOut) // Out.
{
::MapY3DtoY2D(dYIn, pdYOut, m_phood->GetRealmRotX() );
}
////////////////////////////////////////////////////////////////////////////////
// Scales a Y coordinate onto the viewing plane using the
// view angle (~angle of projection).
////////////////////////////////////////////////////////////////////////////////
void CRealm::MapY3DtoY2D( // Returns nothing.
int16_t sYIn, // In.
int16_t* psYOut) // Out.
{
::MapY3DtoY2D(sYIn, psYOut, m_phood->GetRealmRotX() );
}
////////////////////////////////////////////////////////////////////////////////
// Scales a Y coordinate from the viewing plane using the
// view angle (~angle of projection).
////////////////////////////////////////////////////////////////////////////////
void CRealm::MapY2DtoY3D( // Returns nothing.
double dYIn, // In.
double* pdYOut) // Out.
{
::MapY2DtoY3D(dYIn, pdYOut, m_phood->GetRealmRotX() );
}
////////////////////////////////////////////////////////////////////////////////
// Scales a Y coordinate from the viewing plane using the
// view angle (~angle of projection).
////////////////////////////////////////////////////////////////////////////////
void CRealm::MapY2DtoY3D( // Returns nothing.
int16_t sYIn, // In.
int16_t* psYOut) // Out.
{
::MapY2DtoY3D(sYIn, psYOut, m_phood->GetRealmRotX() );
}
////////////////////////////////////////////////////////////////////////////////
// If enabled, scales the specified height based on the view angle.
////////////////////////////////////////////////////////////////////////////////
void CRealm::MapAttribHeight( // Returns nothing.
int16_t sHIn, // In.
int16_t* psHOut) // Out.
{
// If scaling attrib map heights . . .
if (m_phood->m_sScaleAttribHeights != FALSE)
{
int16_t sRotX = m_phood->GetRealmRotX();
// Scale into realm.
::MapY2DtoY3D(sHIn, psHOut, sRotX);
}
else
{
*psHOut = sHIn;
}
}
////////////////////////////////////////////////////////////////////////////////
//// Terrrain map access functions /////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Note these had no comments describing their function so I made some very
// vague comments that I hope were accurate -- JMI 06/28/97.
// Get the terrain height at an x/z position.
// Zero, if off map.
int16_t CRealm::GetHeight(int16_t sX, int16_t sZ)
{
int16_t sRotX = m_phood->GetRealmRotX();
// Scale the Z based on the view angle.
::MapZ3DtoY2D(sZ, &sZ, sRotX);
int16_t sH = 4 * (m_pTerrainMap->GetVal(sX, sZ, 0x0000) & REALM_ATTR_HEIGHT_MASK);
// Scale into realm.
MapAttribHeight(sH, &sH);
return sH;
}
// Get the height and 'not walkable' status at the specified location.
// 'No walk', if off map.
int16_t CRealm::GetHeightAndNoWalk( // Returns height at new location.
int16_t sX, // In: X position to check on map.
int16_t sZ, // In: Z position to check on map.
bool* pbNoWalk) // Out: true, if 'no walk'.
{
int16_t sRotX = m_phood->GetRealmRotX();
// Scale the Z based on the view angle.
::MapZ3DtoY2D(sZ, &sZ, sRotX);
U16 u16Attrib = m_pTerrainMap->GetVal(sX, sZ, REALM_ATTR_NOT_WALKABLE);
int16_t sH = 4 * (u16Attrib & REALM_ATTR_HEIGHT_MASK);
// Scale into realm.
MapAttribHeight(sH, &sH);
// Get 'no walk'.
if (u16Attrib & REALM_ATTR_NOT_WALKABLE)
{
*pbNoWalk = true;
}
else
{
*pbNoWalk = false;
}
return sH;
}
// Get the terrain attributes at an x/z position.
// 'No walk', if off map.
int16_t CRealm::GetTerrainAttributes(int16_t sX, int16_t sZ)
{
// Scale the Z based on the view angle.
::MapZ3DtoY2D(sZ, &sZ, m_phood->GetRealmRotX() );
return m_pTerrainMap->GetVal(sX, sZ, REALM_ATTR_NOT_WALKABLE);
}
// Get the floor attributes at an x/z position.
// Zero, if off map.
int16_t CRealm::GetFloorAttribute(int16_t sX, int16_t sZ)
{
// Scale the Z based on the view angle.
::MapZ3DtoY2D(sZ, &sZ, m_phood->GetRealmRotX() );
return m_pTerrainMap->GetVal(sX, sZ, 0) & REALM_ATTR_FLOOR_MASK;
}
// Get the floor value at an x/z position.
// sMask, if off map.
int16_t CRealm::GetFloorMapValue(int16_t sX, int16_t sZ, int16_t sMask/* = 0x007f*/)
{
// Scale the Z based on the view angle.
::MapZ3DtoY2D(sZ, &sZ, m_phood->GetRealmRotX() );
return m_pTerrainMap->GetVal(sX, sZ, sMask);
}
// Get the all alpha and opaque layer bits at an x/z position.
// Zero, if off map.
int16_t CRealm::GetLayer(int16_t sX, int16_t sZ)
{
// Scale the Z based on the view angle.
::MapZ3DtoY2D(sZ, &sZ, m_phood->GetRealmRotX() );
return m_pLayerMap->GetVal(sX, sZ, 0) & REALM_ATTR_LAYER_MASK;
}
// Get effect attributes at an x/z position.
// Zero, if off map.
int16_t CRealm::GetEffectAttribute(int16_t sX, int16_t sZ)
{
// Scale the Z based on the view angle.
::MapZ3DtoY2D(sZ, &sZ, m_phood->GetRealmRotX() );
return m_pTerrainMap->GetVal(sX, sZ, 0) & REALM_ATTR_EFFECT_MASK;
}
// Get effect value at an x/z position.
// Zero, if off map.
int16_t CRealm::GetEffectMapValue(int16_t sX, int16_t sZ)
{
// Scale the Z based on the view angle.
::MapZ3DtoY2D(sZ, &sZ, m_phood->GetRealmRotX() );
return m_pTerrainMap->GetVal(sX, sZ, 0);
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Makes a 2D path based on the current hood setting for 'Use top-view 2Ds'.
// Note that this function returns to you a ptr to its one and only static
// string of length RSP_MAX_PATH. Do not write to this string and do not
// store this string. It is best to just use this call to pass a string to
// a function that will just use it right away (i.e., will not store it or
// modify it).
////////////////////////////////////////////////////////////////////////////////
const char* CRealm::Make2dResPath( // Returns a ptr to an internal static buffer
// containing the passed string, pszResName,
// preceded by the appropriate directory based
// on the current hood settings.
const char* pszResName) // In: Resource name to prepend path to.
{
static char szFullPath[RSP_MAX_PATH];
ASSERT(m_s2dResPathIndex < NUM_ELEMENTS(ms_apsz2dResPaths) );
// Get resource path.
char* pszPath = ms_apsz2dResPaths[m_s2dResPathIndex];
ASSERT(strlen(pszPath) + strlen(pszResName) < sizeof(szFullPath) );
strcpy(szFullPath, pszPath);
strcat(szFullPath, pszResName);
return szFullPath;
}
////////////////////////////////////////////////////////////////////////////////
// Creates the layer map, if it has not already been done.
// Now that the layer map needs to be 32K of uncompressable data, we create it
// at run time.
// (static)
////////////////////////////////////////////////////////////////////////////////
void CRealm::CreateLayerMap(void)
{
// If table needs to be built . . .
if (ms_asAttribToLayer[0] != LayerSprite16)
{
int32_t l;
for (l = 0; l < NUM_ELEMENTS(ms_asAttribToLayer); l++)
{
if (l & 0x0001)
ms_asAttribToLayer[l] = LayerSprite1;
else if (l & 0x0002)
ms_asAttribToLayer[l] = LayerSprite2;
else if (l & 0x0004)
ms_asAttribToLayer[l] = LayerSprite3;
else if (l & 0x0008)
ms_asAttribToLayer[l] = LayerSprite4;
else if (l & 0x0010)
ms_asAttribToLayer[l] = LayerSprite5;
else if (l & 0x0020)
ms_asAttribToLayer[l] = LayerSprite6;
else if (l & 0x0040)
ms_asAttribToLayer[l] = LayerSprite7;
else if (l & 0x0080)
ms_asAttribToLayer[l] = LayerSprite8;
else if (l & 0x0100)
ms_asAttribToLayer[l] = LayerSprite9;
else if (l & 0x0200)
ms_asAttribToLayer[l] = LayerSprite10;
else if (l & 0x0400)
ms_asAttribToLayer[l] = LayerSprite11;
else if (l & 0x0800)
ms_asAttribToLayer[l] = LayerSprite12;
else if (l & 0x1000)
ms_asAttribToLayer[l] = LayerSprite13;
else if (l & 0x2000)
ms_asAttribToLayer[l] = LayerSprite14;
else if (l & 0x4000)
ms_asAttribToLayer[l] = LayerSprite15;
else
ms_asAttribToLayer[l] = LayerSprite16;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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