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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
//
// thing.cpp
// Project: Nostril (aka Postal)
//
// This module impliments the CThing class.
//
// History:
// 12/09/96 MJR Started.
//
// 01/17/97 JMI Started DoGui(). Checked in so can work at home. Compiles.
//
// 01/19/97 JMI Finished DoGui().
//
// 01/22/97 JMI Added initialization of bEditorCreatable member of
// ms_aClassInfo[] elements.
//
// 01/23/97 JMI DoGui() now calls functions in GUIs and hots via the this
// instead of the namespace.
// Also, now first item in list of children is given the focus
// instead of OK item.
// Also, also, RDirtyRect is given a clip rect so we don't
// have to hear Blue complain about it.
//
// 01/29/97 CMI Added m_u16InstanceId, an identifier unique to each instance
// of CThing within its Realm. Also, added the initialization
// of this ID in the constructor, the release of the ID in the
// destructor, and the saving and loading of the ID in Save()
// and Load(). Note that this value is either created by the
// editor, loaded from the .rlm file, or assigned by the
// server (dynamically created CThings (one's not loaded from
// the .rlm file) will get their IDs assigned somehow at run-
// time).
//
// 01/30/97 JMI Forgot to reserve the instance ID on load. Now calls
// pRealm->m_idbank.Take(this, m_u16InstanceId).
// Also, added SetInstanceID().
//
// 02/07/97 JMI Added support for new CGameEditThing.
//
// 02/10/97 BRH Added CNapalm and CFire as things to construct
//
// 02/16/97 BRH Added message.h and the message queue along with the
// SendThingMessage function to allow CThings to communicate.
// Also set the thing base class version of Update to
// empty the queue each time. If you aren't dealing with
// messages, call the base class Update after yours to
// get rid of unused messages. There should be a better way
// to have the base class automatically clear the queue
// so that CThings that aren't aware of message queues at all
// won't have message queues fill up.
//
// 02/17/97 JMI CThing() now puts an allocated CThing into the proper set
// list based on it's ID. If you want a CThing to be in a
// particular set list, you must change or add the case in
// the switch statements in both CThing() (to Add) and
// ~CThing() (to Remove).
//
// 02/17/97 BRH Changed the message queue to take the new message structure
// which contains a union of the other message types.
//
// 02/18/97 JMI SendThingMessage() now passes a ptr to a GameMessage to
// EnQ() instead of a ptr to a ptr to a GameMessage.
//
// 02/19/97 JMI Added CAnimThingID entry to ms_aClassInfo.
// Also, removed monstrous switch states in con/destructor
// having to do with old collision detection sets.
//
// 02/20/97 JMI Now initializes m_sCallStartup and m_sCallShutdown in the
// CThing constructor.
//
// 02/23/97 MJR Added Preload members to classinfo struct for those classes
// that have one, and 0 for those that don't.
//
// 02/24/97 MJR Added CSoundThing stuff.
//
// 02/25/97 JMI Added CGunner stuff.
//
// 03/04/97 BRH Added CBand stuff.
//
// 03/05/97 JMI Added ConstructWidthID() to construct an object and assign
// it an ID, if it does not already have one.
//
// 03/06/97 BRH Fixed SendThingMessage (id) to make sure the thing
// exists before sending the message.
//
// 03/06/97 JMI Added CItem3d stuff.
//
// 03/13/97 JMI Load now takes a version number.
//
// 03/17/97 BRH Added CBarrel.
//
// 03/19/97 BRH Added CMine.
//
// 03/19/97 JMI Added CDispenser stuff.
//
// 03/20/97 JMI SetInstanceID() no longer whines about already having an
// ID before releasing it.
//
// 04/04/97 JMI Load() now checks to make sure no one else has claimed the
// loaded ID before taking it.
//
// 04/16/97 BRH Added Jon's template CListNode that replaces the old STL
// lists in CRealm. The CListNode contains next and previous
// pointers rather than having the CThing being put into an
// STL container in CRealm.
//
// 04/25/97 BRH Added CFireball.
// Added CCop.
//
// 04/28/97 BRH Added fake classes CPistol, CMachineGun, CShotGun so that
// the PrepareWeapon() and ShootWeapon() functions could
// be made more generic by using the class ID's to identify
// weapons.
//
// 04/28/97 BRH Added CPerson.
//
// 04/30/97 JMI Changed CMine::Construct to CMine::ConstructProximityMine
// and added CMine::ConstructTimed,
// CMine::ConstructBouncingBetty, and
// CMine::ConstructRemoteControl.
//
// 05/01/97 BRH Added CPylon::Construct
//
// 05/04/97 BRH Took Tkachuk out of the project.
//
// 05/05/97 BRH Had to put Tkachuk placeholder back in to avoid screwing
// up all of the realm files.
//
// 05/08/97 JMI Added schtuff for CPowerUp.
//
// 05/09/97 BRH Added COstrich
//
// 05/12/97 JRD Added CTrigger
//
// 05/13/97 BRH Added CHeatseeker.
//
// 05/08/97 JMI Added schtuff for CChunk.
//
// 05/26/97 BRH Changed the editor placement flag for several enemies so
// CPerson will be used instead.
//
// 05/26/97 JMI Finally broke down and added an RHot* so the editor can
// quickly from CThing* to RHot*.
//
// 05/26/97 BRH Added CAssault which is the Shot Gun fired rapidly.
// This is just another dummy ID like the rest of the guns.
//
// 06/02/97 JMI Added schtuff for CLadder.
//
// 06/02/97 BRH Added CSentry and CSentryGun
//
// 06/02/97 JMI Removed CLadder stuff.
//
// 06/03/97 JMI Made DoGui() static.
// Also, added CWarpID.
//
// 06/03/97 JMI Removed references to CGrenader, CRocketMan, CCop, CGunner,
// CImbecile.
//
// 06/05/97 JMI Added m_lDoGuiPressedId and GuiPressed() statics.
// Also, made sure DoGui() cleans up the display before
// exitting.
//
// 06/09/97 BRH Added CDemon.
//
// 06/11/97 JMI Added CCharacter stuff.
//
// 06/15/97 MJR Now calls Update() instead of rspDoSystem().
//
// 06/24/97 JMI Now SendThingMessage() ASSERTs that the message priority
// has been initialized by ASSERTing it's not 0xebeb.
//
// 06/26/97 JMI Added inline aliases to CRealm's Map3DTo2D()s.
//
// 06/30/97 MJR Replaced SAFE_GUI_REF with new GuiItem.h-defined macro.
//
// 06/30/97 BRH Added CGoalTimer, CFlag, and CFlagbase
//
// 07/02/97 BRH Added CFirestream as a better fire for the flamethrower.
//
// 07/03/97 JMI Removed GuiPressed() and added an RProcessGui which is a
// simple way to process a GUI. It is nearly the same as the
// RMsgBox interface but is for Load()ed or otherwise
// preprepared GUIs where RMsgBox is a more dynamic method
// of using a dialog box. Also, the RProcessGui works for
// any GUI (not just RDlg).
//
// 07/03/97 JMI Added callback for RProcessGui so we can use ::Update()
// instead of its internal update stuff.
//
// 07/14/97 JMI Moved Construct() definition into thing.cpp.
// Now checks to make sure id is bounds.
//
// 07/14/97 BRH Removed CGoalTimer from the project since the realm
// is handling this duty.
//
// 07/19/97 JMI Removed all the 'C's preceding the thing names.
//
// 07/30/97 JMI Added CDeathWad entry in ms_aClassInfo[].
//
// 08/06/97 JMI Added CDoubleBarrel entry in ms_aClassInfo[].
//
// 08/08/97 JMI Added more weapons for doofuses:
// CUziID, CAutoRifleID, CSmallPistolID, CDynamiteID.
//
// 08/10/97 JMI Added entries for CSndRelay in ms_aClassInfo.
//
// 08/17/97 JMI Now sets the Update() call for the GUI processor.
//
// 08/21/97 JMI Changed call to Update() to UpdateSystem().
//
// 08/25/97 JMI Now the editor cannot create CDudes or CBalls.
//
// 08/28/97 BRH Added Preload for PowerUps and Mines to the table of
// preload functions to call.
//
// 09/03/97 BRH Fixed spelling of Bouy in editor, according to Webster,
// it really is buoy.
//
////////////////////////////////////////////////////////////////////////////////
#define THING_CPP
#include "RSPiX.h"
#include "thing.h"
#include "realm.h"
#include "IdBank.h"
// Need these to initialize array of class info (until better method is developed)
#include "ball.h"
#include "hood.h"
#include "dude.h"
#include "doofus.h"
#include "rocket.h"
#include "grenade.h"
#include "explode.h"
#include "bouy.h"
#include "navnet.h"
#include "gameedit.h"
#include "napalm.h"
#include "fire.h"
#include "firebomb.h"
#include "AnimThing.h"
#include "SoundThing.h"
#include "band.h"
#include "item3d.h"
#include "barrel.h"
#include "mine.h"
#include "dispenser.h"
#include "fireball.h"
#include "person.h"
#include "pylon.h"
#include "PowerUp.h"
#include "ostrich.h"
#include "trigger.h"
#include "heatseeker.h"
#include "chunk.h"
#include "sentry.h"
#include "warp.h"
#include "demon.h"
#include "update.h"
#include "flag.h"
#include "flagbase.h"
#include "deathWad.h"
#include "SndRelay.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// Init this flag to a non-zero value so we can detect whether a CThing is
// created before these static member variables are initialized.
int16_t CThing::ms_sDetectStaticInits = 1;
// This is used by DoGui() to perform GUI processing.
RProcessGui CThing::ms_pgDoGui;
// Array of class info
// This sucks right now. I need to add the info for each class into this
// array, but I don't like this method because it means this file has to
// include the headers for each class. Sounds like an RImage-style solution
// might work, but I'm not sure exactly how.
CThing::ClassInfo CThing::ms_aClassInfo[CThing::TotalIDs] =
{ // Object Allocator Preload function Object Name User can create in Editor
// ===================== ===================== ================
{ CHood::Construct, 0, "Hood", false },
{ CDude::Construct, 0, "Dude", false },
{ CDoofus::Construct, 0, "Doofus", false },
{ NULL, /* Tkachuk */ 0, "Tkachuk", false },
{ NULL, /* CRocketMan */ 0, "RocketMan", false },
{ NULL, /* CGrenader */ 0, "Grenader", false },
{ CRocket::Construct, CRocket::Preload, "Rocket", false },
{ CGrenade::Construct, CGrenade::Preload, "Grenade", false },
{ CBall::Construct, 0, "Ball", false },
{ CExplode::Construct, CExplode::Preload, "Explode", false },
{ CBouy::Construct, 0, "Buoy", true },
{ CNavigationNet::Construct, 0, "NavNet", true },
{ CGameEditThing::Construct, 0, "GameEditThing", false },
{ CNapalm::Construct, CNapalm::Preload, "Napalm", false },
{ CFire::Construct, CFire::Preload, "Fire", false },
{ NULL, /* CImbecile */ 0, "Imbecile", false },
{ CFirebomb::Construct, CFirebomb::Preload, "Firebomb", false },
{ CFirefrag::Construct, 0, "Firefrag", false },
{ CAnimThing::Construct, 0, "AnimThing", true },
{ CSoundThing::Construct, 0, "SoundThing", true },
{ NULL, /* CGunner */ 0, "Gunner", false },
{ CBand::Construct, 0, "Band", true },
{ CItem3d::Construct, 0, "Item3d", true },
{ CBarrel::Construct, 0, "Barrel", true },
{ CMine::ConstructProximity, 0, "ProximityMine", true },
{ CDispenser::Construct, 0, "Dispenser", true },
{ CFireball::Construct, CFireball::Preload, "Fireball", false },
{ NULL, /* CCop */ 0, "Cop", false },
{ NULL, /* CPistol */ 0, "Pistol", false },
{ NULL, /* CMachineGun */ 0, "MachineGun", false },
{ NULL, /* CShotGun */ 0, "ShotGun", false },
{ CPerson::Construct, 0, "Person", true },
{ CMine::ConstructTimed, CMine::Preload, "TimedMine", true },
{ CMine::ConstructBouncingBetty, 0,/*CMine::Preload*/ "BouncingBettyMine", true },
{ CMine::ConstructRemoteControl, 0,/*CMine::Preload*/ "RemoteControlMine", false },
{ CPylon::Construct, 0, "Pylon", true },
{ CPowerUp::Construct, CPowerUp::Preload, "PowerUp", true },
{ COstrich::Construct, 0, "Ostrich", true },
{ CTrigger::Construct, 0, "Trigger", false },
{ CHeatseeker::Construct, CHeatseeker::Preload, "Heatseeker", false },
{ CChunk::Construct, 0, "Chunk", false },
{ NULL, /* CAssault */ 0, "AssaultWeapon", false },
{ CSentry::Construct, 0, "Sentry", true },
{ NULL, /* CSentryGun */ 0, "CentryGun", false },
{ CWarp::Construct, 0, "Warp", true },
{ CDemon::Construct, CDemon::Preload, "Demon", true },
{ NULL, /* CCharacter */ CCharacter::Preload, "Character", false },
{ NULL, /*CGoalTimer */ 0, "GoalTimer", false },
{ CFlag::Construct, 0, "Flag", true },
{ CFlagbase::Construct, 0, "Flagbase", true },
{ CFirestream::Construct, 0, "Firestream", false },
{ CDeathWad::Construct, CDeathWad::Preload, "DeathWad", false },
{ NULL, /*CDoubleBarrel */ 0, "DoubleBarrel", false },
{ NULL, /*CUziID */ 0, "Uzi", false },
{ NULL, /*CAutoRifleID */ 0, "AutoRifle", false },
{ NULL, /*CSmallPistolID */ 0, "SmallPistol", false },
{ CGrenade::ConstructDynamite, 0, "Dynamite", false },
{ CSndRelay::Construct, 0, "SndRelay", true },
};
////////////////////////////////////////////////////////////////////////////////
// Function prototypes
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Default (and only) constructor
////////////////////////////////////////////////////////////////////////////////
CThing::CThing(
CRealm* pRealm, // In: Pointer to realm
ClassIDType id) // In: Class ID
{
// Make sure CThing static's have been initialized by C++ runtime
if (ms_sDetectStaticInits != 1)
TRACE("CThing::CThing(): Can't create global/static objects based on CThing!\n");
// Save class id so we have it quickly avaiable in destructor
m_id = id;
// Default to calling startup and shutdown. What could be the harm?!
m_sCallStartup = TRUE;
m_sCallShutdown = TRUE;
// Save realm
m_pRealm = pRealm;
m_everything.m_powner = this;
m_everything.m_pnNext = NULL;
m_everything.m_pnPrev = NULL;
m_nodeClass.m_powner = this;
m_nodeClass.m_pnNext = NULL;
m_nodeClass.m_pnPrev = NULL;
// Add this object to realm and save its assigned position in realm's container
// pRealm->AddThing(this, id, &m_iterEvery, &m_iterClass);
pRealm->AddThing(this, id);
// Start out with no ID.
m_u16InstanceId = CIdBank::IdNil;
// Clear editor's RHot*.
m_phot = NULL;
}
////////////////////////////////////////////////////////////////////////////////
// Destructor
////////////////////////////////////////////////////////////////////////////////
CThing::~CThing()
{
// Remove this object from realm
// m_pRealm->RemoveThing(m_id, m_iterEvery, m_iterClass);
m_pRealm->RemoveThing(this);
// Release this fellow's ID.
m_pRealm->m_idbank.Release(m_u16InstanceId);
}
////////////////////////////////////////////////////////////////////////////////
//
// Call this for any GUIs besides the standard OK (ID 1) and Cancel (ID 2)
// to set the callback (for on 'pressed') for any GUI you want to end
// a DoGui().
// (static).
//
////////////////////////////////////////////////////////////////////////////////
// static
void CThing::SetGuiToNotify( // Returns nothing.
RGuiItem* pguiNotifier) // In: The pressed GUI.
{
ms_pgDoGui.SetGuiToNotify(pguiNotifier);
}
////////////////////////////////////////////////////////////////////////////////
//
// Callback from ms_pgDoGui for system update.
//
////////////////////////////////////////////////////////////////////////////////
// static // Static for use as a callback.
int32_t CThing::SysUpdate( // Returns a non-zero ID to abort or zero
// to continue.
RInputEvent* pie) // Out: Next input event to process.
{
UpdateSystem();
rspGetNextInputEvent(pie);
return 0;
}
////////////////////////////////////////////////////////////////////////////////
//
// Helper for processing your GUIs.
// Will be made visible by calling pguiRoot->SetVisible(TRUE).
// GUI will be run with focus-awareness until a GUI with ID 1 or 2 is
// clicked. Typically, 1 should be an 'OK' equivalent and 2 'Cancel'.
// Return value indicates which item was clicked (1, 2, or by the ID
// of a GUI that was previously passed to SetGuiToNotify() ).
// Processing involves using queued RSPiX user input via
// rspGetNextInputEvent().
// (static).
//
////////////////////////////////////////////////////////////////////////////////
int32_t CThing::DoGui( // Returns ID of item that terminated looping.
// Returns 0 if rspGetQuitStatus() is nonzero.
// Returns negative on error.
RGuiItem* pguiRoot) // Root of GUI items to process through user.
{
// Get two controls that can end the processing.
RGuiItem* pguiOk = pguiRoot->GetItemFromId(1);
RGuiItem* pguiCancel = pguiRoot->GetItemFromId(2);
// Use the update function.
ms_pgDoGui.m_fnUpdate = SysUpdate;
return ms_pgDoGui.DoModal(pguiRoot, pguiOk, pguiCancel);
}
////////////////////////////////////////////////////////////////////////////////
//
// Load object (should call base class version!)
// (virtual).
//
////////////////////////////////////////////////////////////////////////////////
int16_t CThing::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: File version being loaded.
{
// Switch on the file version.
switch (ulFileVersion)
{
default: // Newer versions where this format has not changed.
case 1:
// Load this thing's ID. The ID is unique to this 'thing' within its realm
// (i.e., no other CThing or derived class has this same ID within this realm).
// This is assigned by the editor via a call to the realm's m_idbank.Get().
pFile->Read(&m_u16InstanceId);
break;
}
// If this ID is not yet claimed . . .
CThing* pthing;
if (m_pRealm->m_idbank.GetThingByID(&pthing, m_u16InstanceId) != 0)
{
// Reserve ID.
m_pRealm->m_idbank.Take(this, m_u16InstanceId);
}
else
{
// No ID for you! Currently the only way I know this happens is via the
// dispenser. In that case, this is fine b/c the dispenser never uses the
// id from the file.
m_u16InstanceId = CIdBank::IdNil;
}
return pFile->Error();
}
////////////////////////////////////////////////////////////////////////////////
//
// Set object instance's unique ID.
//
////////////////////////////////////////////////////////////////////////////////
void CThing::SetInstanceID( // Returns nothing.
U16 u16Id) // New id for this instance.
{
// Safety.
if (m_u16InstanceId != CIdBank::IdNil)
{
// TRACE("SetInstanceID(): This thing already had an ID!\n");
// Release existing ID.
m_pRealm->m_idbank.Release(m_u16InstanceId);
}
m_u16InstanceId = u16Id;
}
////////////////////////////////////////////////////////////////////////////////
//
// Put a message in another CThing's message queue
//
////////////////////////////////////////////////////////////////////////////////
int16_t CThing::SendThingMessage(pGameMessage pMessage, int16_t sPriority, U16 u16ID)
{
int16_t sResult = SUCCESS;
CThing* pThing = NULL;
m_pRealm->m_idbank.GetThingByID(&pThing, u16ID);
if (pThing)
return SendThingMessage(pMessage, sPriority, pThing);
else
return -1;
}
int16_t CThing::SendThingMessage(pGameMessage pMessage, int16_t sPriority, CThing* pThing)
{
int16_t sResult = SUCCESS;
// Make sure this has been initialized.
// If you were using 0xebeb as your priority, stop that.
ASSERT(sPriority != 0xebeb);
if (pThing != NULL)
pThing->m_MessageQueue.EnQ(pMessage, &sPriority);
else
sResult = -1;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Maps a 3D coordinate onto the viewing plane.
////////////////////////////////////////////////////////////////////////////////
void CThing::Map3Dto2D( // Returns nothing.
int16_t sX, // In.
int16_t sY, // In.
int16_t sZ, // In.
int16_t* psX, // Out.
int16_t* psY) // Out.
{
m_pRealm->Map3Dto2D(sX, sY, sZ, psX, psY);
}
////////////////////////////////////////////////////////////////////////////////
// Maps a 3D coordinate onto the viewing plane.
////////////////////////////////////////////////////////////////////////////////
void CThing::Map3Dto2D( // Returns nothing.
double dX, // In.
double dY, // In.
double dZ, // In.
double* pdX, // Out.
double* pdY) // Out.
{
m_pRealm->Map3Dto2D(dX, dY, dZ, pdX, pdY);
}
////////////////////////////////////////////////////////////////////////////////
// Construct object
// (static).
////////////////////////////////////////////////////////////////////////////////
int16_t CThing::Construct( // Returns 0 if successfull, non-zero otherwise
ClassIDType id, // In: Class ID
CRealm* pRealm, // In: Pointer to realm this object belongs to
CThing** ppNew) // Out: Pointer to new object
{
// If in bounds (note ClassIDType is unsigned) . . .
if (id < TotalIDs)
{
// If there is a Construct func . . .
if (ms_aClassInfo[id].funcConstruct)
return (*(ms_aClassInfo[id].funcConstruct))(pRealm, ppNew);
else
return -1;
}
else
{
TRACE("Construct(): id %d is out of bounds.\n", id);
return -2;
}
}
////////////////////////////////////////////////////////////////////////////////
// Construct object and assign it an ID from the Realm's ID bank,
// if it does not already have one.
// (static).
////////////////////////////////////////////////////////////////////////////////
int16_t CThing::ConstructWithID( // Returns 0 if successfull, non-zero otherwise
ClassIDType id, // In: Class ID
CRealm* pRealm, // In: Pointer to realm this object belongs to
CThing** ppNew) // Out: Pointer to new object
{
int16_t sResult = Construct(id, pRealm, ppNew);
if (sResult == 0)
{
// If new thing has no ID . . .
if ((*ppNew)->m_u16InstanceId == CIdBank::IdNil)
{
sResult = pRealm->m_idbank.Get(*ppNew, &((*ppNew)->m_u16InstanceId) );
if (sResult != 0)
{
delete *ppNew;
*ppNew = NULL;
}
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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