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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
- //
- // explode.cpp
- // Project: Postal
- //
- // This module implements the CExplode weapon class which is an unguided
- // rocket missile.
- //
- //
- // History:
- // 01/17/97 BRH Started this weapon object.
- //
- // 01/23/97 BRH Updated the time to GetGameTime rather than using
- // real time.
- //
- // 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
- // loading of DIBs).
- //
- // 02/06/97 BRH Added RAnimSprite animation of the explosion for now.
- // We are going to do an Alpha effect on the explosion, so
- // there are two animations, one of the image and one of
- // the Alpha information stored as a BMP8 animation. When
- // the Alpha effect is ready, we will pass a frame from
- // each animation to a function to draw it.
- //
- // 02/06/97 BRH Fixed problem with timer. Since all Explosion objects
- // are using the same resource managed animation, they cannot
- // use the animation timer, they have to do the timing
- // themselves.
- //
- // 02/07/97 BRH Changed the sprite from CSprite2 to CSpriteAlpha2 for
- // the Alpha Blit effect.
- //
- // 02/10/97 JMI rspReleaseResource() now takes a ptr to a ptr.
- //
- // 02/18/97 BRH Changed the explosion to use the Channel Animations
- // rather than the RAnimSprite animations.
- //
- // 02/19/97 BRH Empties the message queue in update so it doesn't fill up.
- // Also checks for collisions with other Characters and sends
- // them an explosion message.
- //
- // 02/23/97 BRH Explosion now checks for all things that it blew up, not
- // just the first thing in the list.
- //
- // 02/23/97 BRH Added Preload() function so that explosions are cached
- // by the resource manager before play begins.
- //
- // 02/24/97 BRH Added Map3Dto2D so that the explosions were mapping the Y
- // coordinate also, before they were assuming they were on the
- // ground so explosions in the air weren't working correctly.
- //
- // 02/24/97 JMI No longer sets the m_type member of the m_sprite b/c it
- // is set by m_sprite's constructor.
- //
- // 03/05/97 BRH Added center of and velocity of explosion to the explosion
- // message.
- //
- // 03/13/97 JMI Load now takes a version number.
- //
- // 03/17/97 JMI Now includes CSmash::Item in the things that can be
- // exploded.
- //
- // 04/10/97 BRH Updated this to work with the new multi layer attribute
- // maps.
- //
- // 04/20/97 BRH Added an additional parameter to Setup to allow the
- // explosion to use different animations. In this case we
- // want the standard explosion for rockets and barrels, and
- // a special one for the grenades. This will allow you to
- // pass a number to incicate which animation to use.
- //
- // 04/21/97 BRH Added second animation file and changed filename of second
- // asset to match.
- //
- // 04/23/97 JMI CExplode no longer puts it's m_smash in the smashatorium.
- // Now sends messages to Characters, Miscs, Barrels, and
- // Mines.
- //
- // 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
- // exists.
- //
- // 06/07/97 BRH Added smoke to the end of all explosions.
- //
- // 06/11/97 BRH Pass the shooter ID on through the explosion message.
- //
- // 06/18/97 BRH Changed over to using GetRandom()
- //
- // 06/26/97 BRH Added CSmash::AlmostDead bits to the explosion check
- // so that writhing guys can be blown up.
- //
- // 07/09/97 JMI Now uses m_pRealm->Make2dResPath() to get the fullpath
- // for 2D image components.
- //
- // 07/09/97 JMI Changed Preload() to take a pointer to the calling realm
- // as a parameter.
- //
- // 07/27/97 JMI Changed to use Z position (i.e., X/Z plane) instead of
- // Y2 position (i.e., viewing plane) position for draw
- // priority.
- //
- // 07/30/97 JMI Added m_u16ExceptID (an ID to except when sending
- // explosion messages).
- //
- // 08/15/97 BRH Fixed problem with stationary smoke which had been
- // started under ground.
- //
- // 08/28/97 BRH Now caches the grenade explosion animation as well in
- // its Preload function.
- //
- // 09/02/97 JMI Now targets CSmash::Sentry too.
- //
- // 09/03/97 JMI Now marks Civilian as a dont care bit.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #define EXPLODE_CPP
- #include "RSPiX.h"
- #include <math.h>
- #include "explode.h"
- #include "dude.h"
- #include "game.h"
- #include "reality.h"
- #include "fire.h"
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- //#define IMAGE_FILE "res\\explode.bmp"
- //#define ANIM_FILE "2d/explode.anm"
- //#define ALPHA_FILE "2d/explode_a.anm"
- // Minimum elapsed time (in milliseconds)
- //#define MIN_ELAPSED_TIME 10
- #define AA_FILE "explo.aan"
- #define GE_FILE "GExplo.aan"
- ////////////////////////////////////////////////////////////////////////////////
- // Variables/data
- ////////////////////////////////////////////////////////////////////////////////
- // These are default values -- actually values are set using the editor!
- // Let this auto-init to 0
- short CExplode::ms_sFileCount;
- short CExplode::ms_sBlastRadius = 30;
- short CExplode::ms_sProjectVelocity = 180;
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CExplode::Load( // Returns 0 if successfull, non-zero otherwise
- RFile* pFile, // In: File to load from
- bool bEditMode, // In: True for edit mode, false otherwise
- short sFileCount, // In: File count (unique per file, never 0)
- ULONG ulFileVersion) // In: Version of file format to load.
- {
- short 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;
- }
- }
- // Load instance data.
- switch (ulFileVersion)
- {
- default:
- case 1:
- break;
- }
- // Make sure there were no file errors or format errors . . .
- if (!pFile->Error() && sResult == 0)
- {
- // Get resources
- sResult = GetResources();
- }
- else
- {
- sResult = -1;
- TRACE("CExplode::Load(): Error reading from file!\n");
- }
- }
- else
- {
- TRACE("CExplode::Load(): CThing::Load() failed.\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CExplode::Save( // Returns 0 if successfull, non-zero otherwise
- RFile* pFile, // In: File to save to
- short sFileCount) // In: File count (unique per file, never 0)
- {
- short 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;
- // Save static data
- }
- }
- else
- {
- TRACE("CExplode::Save(): CThing::Save() failed.\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Startup object
- ////////////////////////////////////////////////////////////////////////////////
- short CExplode::Startup(void) // Returns 0 if successfull, non-zero otherwise
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Shutdown object
- ////////////////////////////////////////////////////////////////////////////////
- short CExplode::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Suspend object
- ////////////////////////////////////////////////////////////////////////////////
- void CExplode::Suspend(void)
- {
- m_sSuspend++;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Resume object
- ////////////////////////////////////////////////////////////////////////////////
- void CExplode::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 CExplode::Update(void)
- {
- if (!m_sSuspend)
- {
- // Since we don't process any messages, empty the queue
- m_MessageQueue.Empty();
- // Get new time
- long lThisTime = m_pRealm->m_time.GetGameTime();
-
- if (m_lTimer < m_pAnimChannel->TotalTime())
- {
- m_lTimer += lThisTime - m_lPrevTime;
- m_lPrevTime = lThisTime;
- }
- else
- {
- short a;
- CFire* pSmoke;
- for (a = 0; a < 8; a++)
- {
- if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pSmoke) == 0)
- pSmoke->Setup(m_dX - 4 + GetRandom() % 9, MAX(m_dY-20, 0.0), m_dZ - 4 + GetRandom() % 9, 4000, true, CFire::Smoke);
- }
- delete this;
- return;
- }
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CExplode::Render(void)
- {
- CAlphaAnim* pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(m_lTimer);
- if (pAnim)
- {
- // No special flags
- m_sprite.m_sInFlags = 0; //CSprite::InXrayable;
- // Map from 3d to 2d coords
- // m_sprite.m_sX2 = m_dX + pAnim->m_sX;
- // m_sprite.m_sY2 = m_dZ + pAnim->m_sY;
- Map3Dto2D((short) (m_dX + pAnim->m_sX), (short) m_dY, (short) (m_dZ + pAnim->m_sY), &m_sprite.m_sX2, &m_sprite.m_sY2);
- // Priority is based on our Z position.
- 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));
- // Copy the color info and the alpha channel to the Alpha Sprite
- m_sprite.m_pImage = &(pAnim->m_imColor);
- m_sprite.m_pimAlpha = &(pAnim->m_pimAlphaArray[0]);
- // temp
- short sTemp = pAnim->m_sNumAlphas;
- // Update sprite in scene
- m_pRealm->m_scene.UpdateSprite(&m_sprite);
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Setup - Called by the object that is creating this explosion to set its
- // position and initial settings
- ////////////////////////////////////////////////////////////////////////////////
- short CExplode::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
- U16 u16ShooterID, // In: Who is responsible for this explosion
- short sAnim) // In: Which animation to use
- {
- short sResult = 0;
-
- // Use specified position
- m_dX = (double)sX;
- m_dY = (double)sY;
- m_dZ = (double)sZ;
- m_lPrevTime = m_pRealm->m_time.GetGameTime();
- m_lTimer = 0;
- m_u16ShooterID = u16ShooterID;
- // Load resources
- sResult = GetResources(sAnim);
- // Update sphere.
- m_smash.m_sphere.sphere.X = m_dX;
- m_smash.m_sphere.sphere.Y = m_dY;
- m_smash.m_sphere.sphere.Z = m_dZ;
- m_smash.m_sphere.sphere.lRadius = ms_sBlastRadius;
- // Update the smash.
- ASSERT (m_pRealm != NULL);
- // m_pRealm->m_smashatorium.Update(&m_smash);
- m_smash.m_bits = 0;
- m_smash.m_pThing = this;
- // See who we blew up and send them a message
- CSmash* pSmashed = NULL;
- GameMessage msg;
- msg.msg_Explosion.eType = typeExplosion;
- msg.msg_Explosion.sPriority = 0;
- msg.msg_Explosion.sDamage = 100;
- msg.msg_Explosion.sX = (short) m_dX;
- msg.msg_Explosion.sY = (short) m_dY;
- msg.msg_Explosion.sZ = (short) m_dZ;
- msg.msg_Explosion.sVelocity = ms_sProjectVelocity;
- msg.msg_Explosion.u16ShooterID = m_u16ShooterID;
- m_pRealm->m_smashatorium.QuickCheckReset(
- &m_smash,
- CSmash::Character | CSmash::Misc | CSmash::Barrel | CSmash::Mine | CSmash::AlmostDead | CSmash::Sentry,
- CSmash::Good | CSmash::Bad | CSmash::Civilian,
- 0);
- while (m_pRealm->m_smashatorium.QuickCheckNext(&pSmashed))
- {
- ASSERT(pSmashed->m_pThing);
- // If not the excepted thing . . .
- if (pSmashed->m_pThing->GetInstanceID() != m_u16ExceptID)
- {
- SendThingMessage(&msg, pSmashed->m_pThing);
- }
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to init new object at specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CExplode::EditNew( // 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
- {
- short sResult = 0;
-
- // Use specified position
- m_dX = (double)sX;
- m_dY = (double)sY;
- m_dZ = (double)sZ;
- m_lTimer = m_pRealm->m_time.GetGameTime() + 1000;
- m_lPrevTime = m_pRealm->m_time.GetGameTime();
- // Load resources
- sResult = GetResources();
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to modify object
- ////////////////////////////////////////////////////////////////////////////////
- short CExplode::EditModify(void)
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to move object to specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CExplode::EditMove( // 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
- {
- m_dX = (double)sX;
- m_dY = (double)sY;
- m_dZ = (double)sZ;
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to update object
- ////////////////////////////////////////////////////////////////////////////////
- void CExplode::EditUpdate(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to render object
- ////////////////////////////////////////////////////////////////////////////////
- void CExplode::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
- ////////////////////////////////////////////////////////////////////////////////
- short CExplode::GetResources(short sAnim) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- if (sAnim == 0)
- sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(AA_FILE), &m_pAnimChannel, RFile::LittleEndian);
- else
- sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(GE_FILE), &m_pAnimChannel, RFile::LittleEndian);
- if (sResult != 0)
- TRACE("CExplosion::GetResources - Error getting explosion animation\n");
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Free all resources
- ////////////////////////////////////////////////////////////////////////////////
- short CExplode::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- rspReleaseResource(&g_resmgrGame, &m_pAnimChannel);
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Preload - basically trick the resource manager into caching a CExplode
- // animation before play begins so that when an explosion occurs for
- // the first time, there won't be a delay.
- ////////////////////////////////////////////////////////////////////////////////
- short CExplode::Preload(
- CRealm* prealm) // In: Calling realm.
- {
- ChannelAA* pRes;
- short sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(AA_FILE), &pRes, RFile::LittleEndian);
- rspReleaseResource(&g_resmgrGame, &pRes);
- sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(GE_FILE), &pRes, RFile::LittleEndian);
- rspReleaseResource(&g_resmgrGame, &pRes);
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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