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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
//
// weapon.cpp
// Project: Nostril (aka Postal)
//
// This module implements the CWeapon class which is base class for the weapons
//
// History:
// 02/27/97 BRH Started this file from CDoofus and modified it
// to be a base class for the weapons.
//
// 03/13/97 JMI Load now takes a version number.
//
// 03/19/97 BRH Added virtual functions for processing messages and
// virtual OnMessage handler functions so that it follows
// the model of the CThing3d base class object.
//
// 06/25/97 BRH Added rendering of 2D shadow sprite to the Render
// function. Also added PrepareShadow function to
// load the default shadow resource if no resource is
// loaded for the shadow and then make the shadow visible.
//
// 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.
//
// 07/21/97 JMI Now checks upper bound on m_sAlphaLevel of shadow sprite.
//
// 07/30/97 JMI Now hides shadow if mainsprite is hidden.
//
////////////////////////////////////////////////////////////////////////////////
#define WEAPON_CPP
#include "RSPiX.h"
#include "weapon.h"
#include "reality.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define SHADOW_FILE "shadow.img"
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// Let this auto-init to 0
int16_t CWeapon::ms_sFileCount;
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CWeapon::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 = 0;
// Call the CThing base class load to get the instance ID
sResult = CThing::Load(pFile, bEditMode, sFileCount, ulFileVersion);
if (sResult == 0)
{
// Load common data just once per file (not with each object)
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
// Load static data.
switch (ulFileVersion)
{
default:
case 1:
break;
}
}
switch (ulFileVersion)
{
default:
case 1:
// Load object data
pFile->Read(&m_dX);
pFile->Read(&m_dY);
pFile->Read(&m_dZ);
pFile->Read(&m_dRot);
pFile->Read(&m_dVertVel);
pFile->Read(&m_dHorizVel);
pFile->Read(&m_eState);
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)
{
// Get resources
// sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CWeapon::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CWeapon::Load(): CThing::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CWeapon::Save( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to save to
int16_t sFileCount) // In: File count (unique per file, never 0)
{
// Call the base class save to save the u16InstanceID
CThing::Save(pFile, sFileCount);
// Save common data just once per file (not with each object)
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
// Save static data
}
// Save object data
pFile->Write(&m_dX);
pFile->Write(&m_dY);
pFile->Write(&m_dZ);
pFile->Write(&m_dRot);
pFile->Write(&m_dVertVel);
pFile->Write(&m_dHorizVel);
pFile->Write(&m_eState);
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CWeapon::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
// Init other stuff
m_lPrevTime = m_pRealm->m_time.GetGameTime();
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Setup object
////////////////////////////////////////////////////////////////////////////////
int16_t CWeapon::Setup(int16_t sX, int16_t sY, int16_t sZ)
{
m_dX = sX;
m_dY = sY;
m_dZ = sZ;
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CWeapon::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CWeapon::Suspend(void)
{
m_sSuspend++;
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CWeapon::Resume(void)
{
m_sSuspend--;
// If we're actually going to start updating again, we need to reset
// the time so as to ignore any time that passed while we were suspended.
// This method is far from precise, but I'm hoping it's good enough.
if (m_sSuspend == 0)
m_lPrevTime = m_pRealm->m_time.GetGameTime();
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CWeapon::Update(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CWeapon::Render(void)
{
CSprite* pSprite = GetSprite();
// If the shadow is enabled and the main sprite is visible . . .
if (m_spriteShadow.m_pImage && (pSprite->m_sInFlags & CSprite::InHidden) == 0)
{
// Get the height of the terrain from the attribute map
int16_t sY = m_pRealm->GetHeight((int16_t) m_dX, (int16_t) m_dZ);
// Map from 3d to 2d coords
Map3Dto2D(m_dX, (double) sY, m_dZ, &(m_spriteShadow.m_sX2), &(m_spriteShadow.m_sY2) );
// Offset hotspot to center of image.
m_spriteShadow.m_sX2 -= m_spriteShadow.m_pImage->m_sWidth / 2;
m_spriteShadow.m_sY2 -= m_spriteShadow.m_pImage->m_sHeight / 2;
// Priority is based on bottom edge of sprite on X/Z plane!
m_spriteShadow.m_sPriority = MAX(pSprite->m_sPriority - 1, 0);//m_dZ;
// Layer should be based on info we get from attribute map.
m_spriteShadow.m_sLayer = pSprite->m_sLayer;
// Set the alpha level based on the height difference
m_spriteShadow.m_sAlphaLevel = 200 - ((int16_t) m_dY - sY);
// Check bounds . . .
if (m_spriteShadow.m_sAlphaLevel < 0)
{
m_spriteShadow.m_sAlphaLevel = 0;
}
else if (m_spriteShadow.m_sAlphaLevel > 255)
{
m_spriteShadow.m_sAlphaLevel = 255;
}
// If the main sprite is on the ground, then hide the shadow.
if ((int16_t) m_dY - sY == 0)
m_spriteShadow.m_sInFlags |= CSprite::InHidden;
else
m_spriteShadow.m_sInFlags &= ~CSprite::InHidden;
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_spriteShadow);
}
else
{
m_spriteShadow.m_sInFlags |= CSprite::InHidden;
}
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CWeapon::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;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to modify object
////////////////////////////////////////////////////////////////////////////////
int16_t CWeapon::EditModify(void)
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to move object to specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CWeapon::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 update object
////////////////////////////////////////////////////////////////////////////////
void CWeapon::EditUpdate(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CWeapon::EditRender(void)
{
// In some cases, object's might need to do a special-case render in edit
// mode because Startup() isn't called. In this case it doesn't matter, so
// we can call the normal Render().
Render();
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CWeapon::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CWeapon::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// BounceAngle
////////////////////////////////////////////////////////////////////////////////
double CWeapon::BounceAngle(double dRot)
{
int16_t sRot = (int16_t) dRot;
int16_t sBounceAngle = (((((sRot / 90) + 1) * 180) - sRot) % 360);
return (double) sBounceAngle;
}
////////////////////////////////////////////////////////////////////////////////
// Process all messages currently in the message queue through
// ProcessMessage().
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CWeapon::ProcessMessages(void)
{
// Check queue of messages.
GameMessage msg;
while (m_MessageQueue.DeQ(&msg) == true)
{
ProcessMessage(&msg);
}
}
////////////////////////////////////////////////////////////////////////////////
// Process the specified message. For most messages, this function
// will call the equivalent On* function.
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CWeapon::ProcessMessage( // Returns nothing.
GameMessage* pmsg) // Message to process.
{
switch (pmsg->msg_Generic.eType)
{
case typeShot:
OnShotMsg(&(pmsg->msg_Shot) );
break;
case typeExplosion:
OnExplosionMsg(&(pmsg->msg_Explosion) );
break;
case typeBurn:
OnBurnMsg(&(pmsg->msg_Burn) );
break;
case typeObjectDelete:
OnDeleteMsg(&(pmsg->msg_ObjectDelete) );
break;
case typeTrigger:
OnTriggerMsg(&(pmsg->msg_Trigger) );
break;
default:
// Should this complain when it doesn't know a message type?
break;
}
}
////////////////////////////////////////////////////////////////////////////////
// Handles a msg_Shot.
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CWeapon::OnShotMsg( // Returns nothing.
Shot_Message* pshotmsg) // In: Message to handle.
{
}
////////////////////////////////////////////////////////////////////////////////
// Handles an Explosion_Message.
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CWeapon::OnExplosionMsg( // Returns nothing.
Explosion_Message* pexplosionmsg) // In: Message to handle.
{
}
////////////////////////////////////////////////////////////////////////////////
// Handles a Burn_Message.
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CWeapon::OnBurnMsg( // Returns nothing.
Burn_Message* pburnmsg) // In: Message to handle.
{
}
////////////////////////////////////////////////////////////////////////////////
// Handles an ObjectDelete_Message.
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CWeapon::OnDeleteMsg( // Returns nothing.
ObjectDelete_Message* pdeletemsg) // In: Message to handle.
{
}
////////////////////////////////////////////////////////////////////////////////
// Handles a Trigger_Message
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CWeapon::OnTriggerMsg( // Returns nothing
Trigger_Message* ptriggermsg) // In: Message to handle
{
}
////////////////////////////////////////////////////////////////////////////////
// PrepareShadow
////////////////////////////////////////////////////////////////////////////////
int16_t CWeapon::PrepareShadow(void)
{
int16_t sResult = SUCCESS;
// If the shadow doesn't have resource loaded yet, load the default
if (m_spriteShadow.m_pImage == NULL)
{
sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(SHADOW_FILE), &(m_spriteShadow.m_pImage), RFile::LittleEndian);
}
// If a resource is available, set the shadow to visible.
if (sResult == SUCCESS)
m_spriteShadow.m_sInFlags &= ~CSprite::InHidden;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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