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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
//
// Warp.cpp
// Project: Postal
//
// History:
// 06/02/97 JMI Started.
//
// 06/06/97 JMI Priority was being set incorrectly (was adding the height
// of this object to our Z, but since our hotspot is at our
// bottom, our priority is simply our Z).
//
// 06/07/97 JMI Added WarpIn() and WarpInAnywhere() function bodies.
// Also, added CreateWarpFromDude().
//
// 06/15/97 JMI Moved initialization of ms_stockpile into warp.cpp since
// the stockpile is non aggregatable.
//
// 06/16/97 JMI Moved initialization of dude's original hitpoints such
// that both warp types (ones where he is preallocated and
// ones where he is allocated by the WarpIn called) set it.
//
// 06/17/97 JMI Converted all occurrences of rand() to GetRand() and
// srand() to SeedRand().
//
// 06/29/97 JMI Converted EditRect(), EditRender(), and/or Render() to
// use Map3Dto2D().
//
// 06/30/97 JMI Now maps the Z to 3D when loading fileversions previous to
// 24.
//
// 07/09/97 JMI Now uses m_pRealm->Make2dResPath() to get the fullpath
// for 2D image components.
//
// 07/19/97 JMI Added m_sRotY, the dude's initial rotation around the Y
// axis. Also, now passes a GUI to CStockPile::UserEdit()
// with some settings for us.
//
// 08/03/97 BRH Increased the starting hit points for the Dude if the
// game difficulty is set to 11.
//
// 08/05/97 JMI Changed priority to use Z position rather than 2D
// projected Y position.
//
// 08/08/97 JMI Upped GUI_ID_ROT_Y from 101 to 1001 so it wouldn't
// conflict with the stockpile dialog.
//
// 08/10/97 JMI Now the warp places the dude via a call to
// CDude::SetPosition().
//
// 08/14/97 JMI Switched references to g_GameSettings.m_sDifficulty to
// m_pRealm->m_flags.sDifficulty.
//
// 09/30/97 JMI Filled in empty fields in ms_stockpile. Although it is
// not necessary b/c of the implicit filescope zero init,
// it just seems like a good idea. But they are still zero
// (just using enums instead of 0s) so there should be no
// synch problems with old versions.
//
// 12/01/97 BRH For multiplayer deathmatch, the warp sets the hit
// points to WARP_DEATHMATCH_DEFAULT_HP which will be
// set to an amount we determine to be more fun. Right
// now, most levels are set to 500 hit points, but for
// deathmatch, its too hard to kill each other.
//
//////////////////////////////////////////////////////////////////////////////
//
// This CThing-derived class will represent places and settings for dudes to
// 'warp' in at/with.
//
//////////////////////////////////////////////////////////////////////////////
#define WARP_CPP
#include "RSPiX.h"
#include "warp.h"
#include "game.h"
#include "reality.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
// This is for edit mode only.
#define WARP_IMAGE_FILENAME "warp.bmp"
#define GUI_FILENAME "res/editor/warp.gui"
#define GUI_ID_ROT_Y 1001
#define WARP_DEATHMATCH_DEFAULT_HP 100
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// The stockpile of ammo and health used by all CWarps.
CStockPile CWarp::ms_stockpile =
{
// Use CDude defaults for stockpile.
CDude::DefHitPoints,
CDude::DefNumGrenades,
CDude::DefNumFireBombs,
CDude::DefNumMissiles,
CDude::DefNumNapalms,
CDude::DefNumBullets,
CDude::DefNumShells,
CDude::DefNumFuel,
CDude::DefNumMines,
CDude::DefNumHeatseekers,
CDude::DefHasMachineGun,
CDude::DefHasLauncher,
CDude::DefHasShotgun,
CDude::DefHasSprayCannon,
CDude::DefHasFlamer,
CDude::DefHasNapalmLauncher,
CDude::DefHasDeathWadLauncher,
CDude::DefHasDoubleBarrel,
CDude::DefKevlarLayers,
CDude::DefHasBackpack,
};
// Tracks file counter so we know when to load/save "common" data
int16_t CWarp::ms_sFileCount = 0;
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::Load( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to load from
bool bEditMode, // In: True for edit mode, false otherwise
int16_t sFileCount, // In: File count (unique per file, never 0)
uint32_t ulFileVersion) // In: Version of file format to load.
{
int16_t sResult = CThing::Load(pFile, bEditMode, sFileCount, ulFileVersion);
if (sResult == 0)
{
// If statics have not yet been loaded . . .
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
ms_stockpile.Load(pFile, ulFileVersion);
}
switch (ulFileVersion)
{
default:
case 32:
pFile->Read(&m_sRotY);
case 31:
case 30:
case 29:
case 28:
case 27:
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:
pFile->Read(&m_dX);
pFile->Read(&m_dY);
pFile->Read(&m_dZ);
break;
}
// If the file version is earlier than the change to real 3D coords . . .
if (ulFileVersion < 24)
{
// Convert to 3D.
m_pRealm->MapY2DtoZ3D(
m_dZ,
&m_dZ);
}
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// If in edit mode . . .
if (bEditMode == true)
{
// Get resources and initialize.
sResult = Init();
}
}
else
{
sResult = -1;
TRACE("CWarp::Load(): Error reading from file!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::Save( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to save to
int16_t sFileCount) // In: File count (unique per file, never 0)
{
int16_t sResult = CThing::Save(pFile, sFileCount);
if (sResult == 0)
{
// Save common data just once per file (not with each object)
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
ms_stockpile.Save(pFile);
}
pFile->Write(&m_sRotY);
pFile->Write(&m_dX);
pFile->Write(&m_dY);
pFile->Write(&m_dZ);
// Make sure there were no file errors
sResult = pFile->Error();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CWarp::Suspend(void)
{
m_sSuspend++;
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CWarp::Resume(void)
{
m_sSuspend--;
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CWarp::Update(void)
{
// Do schtuff.
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CWarp::Render(void)
{
// Doesn't normally draw anything (see EditRender() for render during
// edit mode).
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::EditNew( // Returns 0 if successfull, non-zero otherwise
int16_t sX, // In: New x coord
int16_t sY, // In: New y coord
int16_t sZ) // In: New z coord
{
int16_t sResult = 0;
// Use specified position
m_dX = (double)sX;
m_dY = (double)sY;
m_dZ = (double)sZ;
sResult = Init();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to modify object
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::EditModify(void)
{
int16_t sResult = 0;
// Load our GUI.
RGuiItem* pgui = RGuiItem::LoadInstantiate(FullPathVD(GUI_FILENAME));
if (pgui)
{
// Set current Y axis rotation.
RGuiItem* pguiRotY = pgui->GetItemFromId(GUI_ID_ROT_Y);
if (pguiRotY)
{
pguiRotY->SetText("%d", m_sRotY);
pguiRotY->Compose();
}
// Display stockpile's GUI with ours at the bottom.
sResult = ms_stockpile.UserEdit(pgui);
// If not cancelled . . .
if (sResult == 0)
{
if (pguiRotY)
{
m_sRotY = pguiRotY->GetVal();
}
}
// Destroy our GUI.
delete pgui;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to move object to specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::EditMove( // Returns 0 if successfull, non-zero otherwise
int16_t sX, // In: New x coord
int16_t sY, // In: New y coord
int16_t sZ) // In: New z coord
{
m_dX = (double)sX;
m_dY = (double)sY;
m_dZ = (double)sZ;
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to get the clickable pos/area of an object in 2D.
// (virtual (Overridden here)).
////////////////////////////////////////////////////////////////////////////////
void CWarp::EditRect( // Returns nothiing.
RRect* prc) // Out: Clickable pos/area of object.
{
Map3Dto2D(
m_dX,
m_dY,
m_dZ,
&(prc->sX),
&(prc->sY) );
prc->sW = 10; // Safety.
prc->sH = 10; // Safety.
if (m_sprite.m_pImage != NULL)
{
prc->sW = m_sprite.m_pImage->m_sWidth;
prc->sH = m_sprite.m_pImage->m_sHeight;
}
prc->sX -= prc->sW / 2;
prc->sY -= prc->sH;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to get the hotspot of an object in 2D.
// (virtual (Overridden here)).
////////////////////////////////////////////////////////////////////////////////
void CWarp::EditHotSpot( // Returns nothiing.
int16_t* psX, // Out: X coord of 2D hotspot relative to
// EditRect() pos.
int16_t* psY) // Out: Y coord of 2D hotspot relative to
// EditRect() pos.
{
*psX = 0; // Safety.
*psY = 0; // Safety.
if (m_sprite.m_pImage != NULL)
{
*psX = m_sprite.m_pImage->m_sWidth / 2;
*psY = m_sprite.m_pImage->m_sHeight;
}
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to update object
////////////////////////////////////////////////////////////////////////////////
void CWarp::EditUpdate(void)
{
// The editor schtuff.
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CWarp::EditRender(void)
{
// Map from 3d to 2d coords
Map3Dto2D(
(int16_t) m_dX,
(int16_t) m_dY,
(int16_t) m_dZ,
&m_sprite.m_sX2,
&m_sprite.m_sY2);
// Priority is based on bottom edge of sprite on viewing plane.
m_sprite.m_sPriority = m_dZ;
// Center on image.
m_sprite.m_sX2 -= m_sprite.m_pImage->m_sWidth / 2;
m_sprite.m_sY2 -= m_sprite.m_pImage->m_sHeight;
// Layer should be based on info we get from attribute map.
m_sprite.m_sLayer = CRealm::GetLayerViaAttrib(m_pRealm->GetLayer((int16_t) m_dX, (int16_t) m_dZ));
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
}
////////////////////////////////////////////////////////////////////////////////
// Initialize object.
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::Init(void) // Returns 0 on success.
{
int16_t sRes = GetResources();
return sRes;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
// Safe to call even if no resource.
FreeResources();
sResult = rspGetResource(
&g_resmgrGame,
m_pRealm->Make2dResPath(WARP_IMAGE_FILENAME),
&m_sprite.m_pImage);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
if (m_sprite.m_pImage != NULL)
{
rspReleaseResource(&g_resmgrGame, &m_sprite.m_pImage);
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Stocks, rejuvenates, and places a CDude. The dude can be passed to this
// function or allocated by this function.
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::WarpIn( // Returns 0 on success.
CDude** ppdude, // In: CDude to 'warp in', *ppdude = NULL to create one.
// Out: Newly created CDude, if no CDude passed in.
int16_t sOptions) // In: Options for 'warp in'.
{
int16_t sRes = 0; // Assume success.
// If we are on difficulty 11, multiply the dude's hit points by 10 so that
// the player can have some chance of playing.
if (m_pRealm->m_flags.sDifficulty == 11)
{
ms_stockpile.m_sHitPoints *= 10;
if (ms_stockpile.m_sHitPoints < 0)
ms_stockpile.m_sHitPoints = 30000;
}
// If we are playing multiplayer deathmatch, then set the hitpoints to the
// default deathmatch amount so that it is easier to kill each other
// and thus more fun.
if (m_pRealm->m_flags.bMultiplayer == true && m_pRealm->m_flags.bCoopMode == false)
{
ms_stockpile.m_sHitPoints = WARP_DEATHMATCH_DEFAULT_HP;
}
// If no dude passed . . .
if (*ppdude == NULL)
{
sRes = ConstructWithID(CDudeID, m_pRealm, (CThing**)ppdude);
if (sRes == 0)
{
// Copy stockpile to new CDude.
(*ppdude)->m_stockpile.Copy(&ms_stockpile);
// Initialize.
sRes = (*ppdude)->Init();
if (sRes == 0)
{
// Start up.
sRes = (*ppdude)->Startup();
if (sRes == 0)
{
// Successfully created and setup CDude.
}
else
{
TRACE("WarpIn(): (*ppdude)->Startup() failed.\n");
}
}
else
{
TRACE("WarpIn(): (*ppdude)->Init() failed.\n");
}
}
else
{
TRACE("WarpIn(): Construct() failed for CDude.\n");
}
}
else
{
switch (sOptions & StockPileMask)
{
case CopyStockPile:
// Copy stockpile to CDude.
(*ppdude)->m_stockpile.Copy(&ms_stockpile);
break;
case UnionStockPile:
// Union stockpile with CDude.
(*ppdude)->m_stockpile.Union(&ms_stockpile);
break;
case AddStockPile:
// Add stockpile to CDude.
(*ppdude)->m_stockpile.Add(&ms_stockpile);
break;
}
}
// If successful so far . . .
if (sRes == 0)
{
// Truncate to amount he can carry.
(*ppdude)->m_stockpile.Truncate();
if ((*ppdude)->m_stockpile.m_sHitPoints > 0)
{
// Base original hitpoints upon new settings.
(*ppdude)->m_sOrigHitPoints = (*ppdude)->m_stockpile.m_sHitPoints;
}
// Place.
(*ppdude)->SetPosition(m_dX, m_dY, m_dZ);
// Orient.
(*ppdude)->m_dRot = m_sRotY;
}
return sRes;
}
////////////////////////////////////////////////////////////////////////////////
// Stocks, rejuvenates, and places a CDude at a random warp. The dude can
// be passed to this function or allocated by this function.
// (static)
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::WarpInAnywhere( // Returns 0 on success.
CRealm* prealm, // In: Realm in which to choose CWarp.
CDude** ppdude, // In: CDude to 'warp in', *ppdude = NULL to create one.
// Out: Newly created CDude, if no CDude passed in.
int16_t sOptions) // In: Options for 'warp in'.
{
int16_t sRes = 0; // Assume success.
// Find a warp:
int16_t sNumWarps = prealm->m_asClassNumThings[CWarpID];
if (sNumWarps > 0)
{
// Pick a random warp number.
int16_t sWarpNum = GetRand() % sNumWarps;
// Find that warp.
int16_t i;
CListNode<CThing>* pln = prealm->m_aclassHeads[CWarpID].m_pnNext;
CListNode<CThing>* plnTail = &(prealm->m_aclassTails[CWarpID]);
for (i = 0; i < sWarpNum && pln != plnTail; i++, pln = pln->m_pnNext)
;
// If we found one . . .
if (pln != plnTail)
{
ASSERT(pln->m_powner != NULL);
// Do it.
sRes = ((CWarp*)(pln->m_powner) )->WarpIn(ppdude, sOptions);
}
else
{
TRACE("WarpInAnywhere(): Failed to find chosen CWarp.\n");
sRes = -2;
}
}
else
{
TRACE("WarpInAnywhere(): Specified realm contains no CWarps.\n");
sRes = -1;
}
return sRes;
}
////////////////////////////////////////////////////////////////////////////////
// Creates a warp based on a dude's settings.
// (static)
////////////////////////////////////////////////////////////////////////////////
int16_t CWarp::CreateWarpFromDude( // Returns 0 on success.
CRealm* prealm, // In: Realm in which to choose CWarp.
CDude* pdude, // In: Dude to create warp from.
CWarp** ppwarp, // Out: New warp on success.
bool bCopyStockPile) // In: true to copy stockpile, false otherwise.
{
int16_t sRes = 0; // Assume success.
// Create warp . . .
if (ConstructWithID(CWarpID, prealm, (CThing**)ppwarp) == 0)
{
// Copy dude's position and orientation.
(*ppwarp)->m_dX = pdude->m_dX;
(*ppwarp)->m_dY = pdude->m_dY;
(*ppwarp)->m_dZ = pdude->m_dZ;
(*ppwarp)->m_sRotY = pdude->m_dRot;
if (bCopyStockPile == true)
{
// Copy dude's stockpile.
// Note that this is static member of warp so this only needs to be for
// one, but the question is which one.
(*ppwarp)->ms_stockpile.Copy( &(pdude->m_stockpile) );
}
}
else
{
TRACE("CreateWarpFromDude(): ConstructWithID() failed.\n");
sRes = -1;
}
return sRes;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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