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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
- //
- // Chunk.cpp
- // Project: Nostril (aka Postal)
- //
- // History:
- // 05/13/97 JMI Started.
- //
- // 05/15/97 JMI Added alpha'ing of blood on the ground.
- //
- // 05/22/97 JMI Changed blood alpha level to 60 (was 70).
- //
- // 05/22/97 JMI Can support several types of 'chunks'.
- //
- // 05/26/97 JMI Changed bullet casing color to 7 (gray) was 3
- // (dark yellow).
- //
- // 06/17/97 JMI Converted all occurrences of rand() to GetRand() and
- // srand() to SeedRand().
- //
- // 08/18/97 JMI Now uses its own internal GetRand() and has randomization
- // arguments to Setup() so the caller can still control the
- // the randomization.
- //
- // 08/25/97 JMI Setup() was mod'ing m_dRot before adding in the random
- // sway value causing it to sometimes exceed 359. Fixed.
- //
- // 09/08/97 JMI Added Kevlar type for pieces of kevlar vest that
- // splatter off of dudes with vest.
- //
- // 09/08/97 JMI Took out CHUNK_* macros to verify/make-sure they're not
- // used.
- //
- //////////////////////////////////////////////////////////////////////////////
- //
- // This CThing-derived class will represent pieces of bloody yee (or chunks)
- // that fly off a recently damaged, complex organism or something.
- //
- //////////////////////////////////////////////////////////////////////////////
- #define CHUNK_CPP
- #include "RSPiX.h"
- #include "chunk.h"
- #include "reality.h"
- // This class defines its own GetRand()
- #undef GetRand
- #undef GetRandom
- #define GetRand CChunk::GetChunkRand
- #define GetRandom CChunk::GetChunkRand
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- // Gets a random between -range / 2 and range / 2.
- #define RAND_SWAY(sway) ((CChunk::GetChunkRand() % sway) - sway / 2)
- // Level at which to alpha blood on the ground.
- #define ALPHA_LEVEL 60
- ////////////////////////////////////////////////////////////////////////////////
- // Variables/data
- ////////////////////////////////////////////////////////////////////////////////
- // Note that this is never reseeded b/c this is just an 'effect'
- // that does not and SHOULD not affect game play as it can be
- // turned off.
- long CChunk::ms_lGetRandomSeed = 0; // Seed for GetRand[om]().
- // Chunk info for each type.
- CChunk::TypeInfo CChunk::ms_atiChunks[CChunk::NumTypes] =
- { // u8ColorIndex, sLen
- { 1, 4, }, // Blood.
- { 7, 3, }, // BulletCasing.
- { 2, 4, }, // Shell.
- { 7, 4, }, // Kevlar.
- };
- ////////////////////////////////////////////////////////////////////////////////
- // Suspend object
- ////////////////////////////////////////////////////////////////////////////////
- void CChunk::Suspend(void)
- {
- m_sSuspend++;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Resume object
- ////////////////////////////////////////////////////////////////////////////////
- void CChunk::Resume(void)
- {
- m_sSuspend--;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Update object
- ////////////////////////////////////////////////////////////////////////////////
- void CChunk::Update(void)
- {
- long lCurTime = m_pRealm->m_time.GetGameTime();
- double dSeconds = (lCurTime - m_lPrevTime) / 1000.0;
- m_lPrevTime = lCurTime;
- double dDist = m_dVel * dSeconds;
- m_dX += COSQ[(short)m_dRot] * dDist;
- m_dZ -= SINQ[(short)m_dRot] * dDist;
- double dVertDeltaVel = g_dAccelerationDueToGravity * dSeconds;
- m_dVertVel += dVertDeltaVel;
- m_dY += (m_dVertVel - dVertDeltaVel / 2) * dSeconds;
- // If we have hit terrain . . .
- if (m_pRealm->GetHeight(m_dX, m_dZ) >= m_dY)
- {
- short sX2d, sY2d;
- // Map from 3d to 2d coords.
- Map3Dto2D(m_dX, m_dY, m_dZ, &sX2d, &sY2d);
- switch (m_type)
- {
- case Blood:
- {
- RImage* pim = m_pRealm->m_phood->m_pimBackground;
- if ( sX2d >= 0 && sY2d >= 0
- && sX2d < pim->m_sWidth
- && sY2d < pim->m_sHeight)
- {
- // Pixel. 8bpp only!
- U8* pu8Dst = pim->m_pData + sX2d + sY2d * pim->m_lPitch;
-
- *pu8Dst = rspBlendColor( // Alpha color/index.
- ALPHA_LEVEL, // Alpha level.
- m_pRealm->m_phood->m_pmaTransparency, // Multialpha.
- m_sprite.m_u8Color, // Src color/index to blend.
- *pu8Dst); // Dst color/index to blend.
- }
-
- break;
- }
-
- case BulletCasing:
- case Shell:
- #if 0 // Looks bad.
- rspPlot(
- (U8)251,
- m_pRealm->m_phood->m_pimBackground,
- sX2d,
- sY2d);
- rspLine(
- m_sprite.m_u8Color,
- m_pRealm->m_phood->m_pimBackground,
- sX2d,
- sY2d,
- sX2d + RAND_SWAY(BLOOD_SWAY),
- sY2d + RAND_SWAY(BLOOD_SWAY),
- NULL);
- #endif
- break;
- }
- // We're done.
- delete this;
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CChunk::Render(void)
- {
- // Map from 3d to 2d coords
- Map3Dto2D(m_dX, m_dY, m_dZ, &m_sprite.m_sX2, &m_sprite.m_sY2);
-
- m_sprite.m_sX2End = m_sprite.m_sX2 + RAND_SWAY(m_sLen);
- m_sprite.m_sY2End = m_sprite.m_sY2 + RAND_SWAY(m_sLen);
- // Priority is based on bottom edge of sprite on X/Z plane.
- m_sprite.m_sPriority = m_dZ;
-
- // Layer should be based on info we get from attribute map.
- m_sprite.m_sLayer = CRealm::GetLayerViaAttrib(m_pRealm->GetLayer((short) m_dX, (short) m_dZ));
- // Update sprite in scene
- m_pRealm->m_scene.UpdateSprite(&m_sprite);
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Setup object.
- ////////////////////////////////////////////////////////////////////////////////
- short CChunk::Setup( // Returns 0 if successfull, non-zero otherwise
- short sX, // In: New x coord
- short sY, // In: New y coord
- short sZ, // In: New z coord
- double dRot, // In: Initial direction.
- short sRandRotSway, // In: Random sway on rotation or zero.
- double dVel, // In: Initial velocity.
- short sRandVelSway, // In: Random sway on velocity or zero.
- double dVertVel, // In: Initial vertical velocity.
- short sRandVertVelSway, // In: Random sway on velocity or zero.
- Type type) // In: Type of chunk.
- {
- short sResult = 0;
-
- // Use specified position
- m_dX = (double)sX;
- m_dY = (double)sY;
- m_dZ = (double)sZ;
- m_dVel = dVel;
- m_dVertVel = dVertVel;
- // Apply randomizations.
- if (sRandRotSway)
- {
- m_dRot = rspMod360(dRot + RAND_SWAY(sRandRotSway) );
- }
- else
- {
- m_dRot = rspMod360(dRot);
- }
- if (sRandVelSway)
- {
- m_dVel += RAND_SWAY(sRandVelSway);
- }
- if (sRandVertVelSway)
- {
- m_dVertVel += RAND_SWAY(sRandVertVelSway);
- }
- m_lPrevTime = m_pRealm->m_time.GetGameTime();
- m_type = type;
- ASSERT(type < NumTypes);
- m_sprite.m_u8Color = ms_atiChunks[type].u8ColorIndex;
- m_sLen = ms_atiChunks[type].sLen;
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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