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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
- //
- // fireball.cpp
- // Project: Nostril (aka Postal)
- //
- // This module implements the CFireball weapon class which is a burning flame
- // for several different effects and weapons.
- //
- //
- // History:
- // 01/17/97 BRH Started this fireball ammo for use in making a flamethrower
- //
- // 04/25/97 JMI PreLoad() was not properly assigning into sResult.
- //
- // 04/29/97 JMI Changed name of ProcessMessages() to
- // ProcessFireballMessages() to avoid conflicts with
- // CWeapon's ProcessMessages().
- // Also, Update() was not moving the m_smash (it was merely
- // set the one time in Init()) which was causing it to not
- // collide with anything (I guess it might've collided with
- // things hovering around the upper, left corner of the realm).
- //
- // 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
- // exists.
- //
- // 06/11/97 BRH Passed on shooter ID to the message it sends when it burns
- // someone.
- //
- // 06/17/97 JMI Converted all occurrences of rand() to GetRand() and
- // srand() to SeedRand().
- //
- // 07/02/97 BRH Added CFirestream object that creates several CFireball
- // objects.
- //
- // 07/04/97 BRH Added auto alpha based on the time to live.
- //
- // 07/07/97 BRH Fixed casing on MIN to compile on both PC and Mac.
- //
- // 07/08/97 JMI Put in code in Render() to avoid an unlikely divide by zero.
- // Still have a divide by zero release mode problem though.
- // Also, there was initialization typo in CFireball::Setup().
- //
- // 07/08/97 JMI Fixed Render() to distribute the homogeneous alpha level
- // better. Still needs tuning.
- //
- // JMI Made heavier again.
- //
- // 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.
- //
- // 07/10/97 JMI Now uses alpha mask and level for animation.
- //
- // 07/12/97 BRH Added IsPathClear check to path of fireball since its
- // velocity is so high that it can pass through walls
- // otherwise.
- //
- // 07/13/97 BRH Added a check to the Firestream creation of the
- // fireballs to make sure that the iniial position is
- // not in a wall. If it is, then the other two fireballs
- // with a further offset should not be created, otherwise
- // it will shoot through walls.
- //
- // Also changed the alpha to use 1 mask and tuned the levels
- // so that you can see it at the gun end.
- //
- // 07/14/97 JMI Now will detach itself from its parent via
- // m_sprite.m_psprParent->RemoveChild() in the rare event
- // that it is still parented going into the Render().
- // Also, threw in some random to the m_dRot before they are
- // separated from the CFirestream.
- //
- // 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 Changed several deletes that occurred just before reading
- // instantiable member variables. Now both
- // ProcessFireballMessage() functions (there are two (one for
- // CFireballs and one for CFireStreams) ) do NOT delete this
- // when they receive a delete message. They instead set the
- // state to delete and allow the calling function to do the
- // delete. The problem here was that the calling function,
- // Update(), needed to look at one more member var, m_eState,
- // before returning, but, at that point (that is, after the
- // delete) this was invalid. This works find though when
- // using SmartHeap I think b/c of SmartHeap's bounds checking
- // areas to detect overwrites. The Alpha does not have these
- // areas (no SmartHeap) and, so, crashes easily in these cases.
- // There was also a problem in Update() where it deleted this
- // but did not return right away and one more member var access
- // was done after that point (probably added later). Fixed.
- //
- // 07/30/97 JMI Now uses m_dHorizVel for its velocity which is initially
- // set to ms_dFireVelocity but can be overridden after the
- // Setup() call.
- //
- // 08/08/97 JMI Now CFirestream::ProcessFireballMessages() passes on
- // delete messages to any fireballs it owns.
- //
- // 08/08/97 JMI Changed m_pFireball1, 2, & 3 to m_idFireball1, 2, & 3.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #define FIREBALL_CPP
- #include "RSPiX.h"
- #include <math.h>
- #include "fireball.h"
- #include "game.h"
- #include "reality.h"
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- #define SMALL_FILE "tinyfire.aan"
- #define MIN_ALPHA 30
- #define MAX_ALPHA 200
- // Note the sum of these two values should not exceed 255
- // Gets a random between -range / 2 and range / 2.
- #define RAND_SWAY(sway) ((GetRand() % sway) - sway / 2)
- #define FIREBALL_SWAY 15
- ////////////////////////////////////////////////////////////////////////////////
- // Variables/data
- ////////////////////////////////////////////////////////////////////////////////
- // Let this auto-init to 0
- short CFirestream::ms_sFileCount;
- short CFirestream::ms_sOffset1 = 12; // pixels from 1st to 2nd fireball
- short CFirestream::ms_sOffset2 = 24; // pixels from 1st to 3rd fireball
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CFirestream::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)
- {
- }
- else
- {
- sResult = -1;
- TRACE("CFirestream::Load(): Error reading from file!\n");
- }
- }
- else
- {
- TRACE("CFirestream::Load(): CThing::Load() failed.\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CFirestream::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("CFirestream::Save(): CThing::Save() failed.\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Startup object
- ////////////////////////////////////////////////////////////////////////////////
- short CFirestream::Startup(void) // Returns 0 if successfull, non-zero otherwise
- {
- return Init();
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Shutdown object
- ////////////////////////////////////////////////////////////////////////////////
- short CFirestream::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Suspend object
- ////////////////////////////////////////////////////////////////////////////////
- void CFirestream::Suspend(void)
- {
- m_sSuspend++;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Resume object
- ////////////////////////////////////////////////////////////////////////////////
- void CFirestream::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 CFirestream::Update(void)
- {
- long lThisTime;
- if (!m_sSuspend)
- {
- lThisTime = m_pRealm->m_time.GetGameTime();
- // See if we killed ourselves
- if (ProcessFireballMessages() == State_Deleted)
- {
- delete this;
- return;
- }
- CFireball* pfireball1 = NULL;
- CFireball* pfireball2 = NULL;
- CFireball* pfireball3 = NULL;
- // Update the other fireballs
- if (m_pRealm->m_idbank.GetThingByID((CThing**)&pfireball1, m_idFireball1) == 0)
- {
- pfireball1->m_dX = m_dX;
- pfireball1->m_dY = m_dY;
- pfireball1->m_dZ = m_dZ;
- pfireball1->m_dRot = rspMod360(m_dRot + RAND_SWAY(FIREBALL_SWAY) );
- }
- else
- {
- m_idFireball1 = CIdBank::IdNil;
- }
- if (m_pRealm->m_idbank.GetThingByID((CThing**)&pfireball2, m_idFireball2) == 0)
- {
- pfireball2->m_dX = m_dX + COSQ[(short) m_dRot] * ms_sOffset1;
- pfireball2->m_dY = m_dY;
- pfireball2->m_dZ = m_dZ - SINQ[(short) m_dRot] * ms_sOffset1;
- pfireball2->m_dRot = rspMod360(m_dRot + RAND_SWAY(FIREBALL_SWAY) );
- }
- else
- {
- m_idFireball2 = CIdBank::IdNil;
- }
- if (m_pRealm->m_idbank.GetThingByID((CThing**)&pfireball3, m_idFireball3) == 0)
- {
- pfireball3->m_dX = m_dX + COSQ[(short) m_dRot] * ms_sOffset2;
- pfireball3->m_dY = m_dY;
- pfireball3->m_dZ = m_dZ - SINQ[(short) m_dRot] * ms_sOffset2;
- pfireball3->m_dRot = rspMod360(m_dRot + RAND_SWAY(FIREBALL_SWAY) );
- }
- else
- {
- m_idFireball3 = CIdBank::IdNil;
- }
- if (m_eState == CWeapon::State_Fire)
- {
- if (pfireball1)
- pfireball1->m_eState = CWeapon::State_Fire;
- if (pfireball2)
- pfireball2->m_eState = CWeapon::State_Fire;
- if (pfireball3)
- pfireball3->m_eState = CWeapon::State_Fire;
- delete this;
- return;
- }
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CFirestream::Render(void)
- {
- // If we have a parent . . .
- if (m_sprite.m_psprParent)
- {
- // Get outta there!
- m_sprite.m_psprParent->RemoveChild(&m_sprite);
- }
- // This should never ever be rendered.
- ASSERT(m_sprite.m_psprParent == NULL);
- ASSERT( (m_sprite.m_sInFlags & CSprite::PrivInserted) == 0);
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Setup
- ////////////////////////////////////////////////////////////////////////////////
- short CFirestream::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
- short sDir, // In: Direction of travel
- long lTimeToLive, // In: Number of milliseconds to burn, default 1sec
- U16 u16ShooterID) // In: Shooter's ID so you don't hit him
- {
- short sResult = 0;
- double dX;
- double dZ;
-
- // Use specified position
- m_dX = (double)sX;
- m_dY = (double)sY;
- m_dZ = (double)sZ;
- m_dRot = sDir;
- m_lPrevTime = m_pRealm->m_time.GetGameTime();
- m_u16ShooterID = u16ShooterID;
- // Make sure that the starting positions are valid before creating
- // fireballs here, otherwise they will shoot through walls.
- dX = m_dX + COSQ[(short) m_dRot] * ms_sOffset2; // Second interval
- dZ = m_dZ - SINQ[(short) m_dRot] * ms_sOffset2;
- if (m_pRealm->IsPathClear( // Returns true, if the entire path is clear.
- // Returns false, if only a portion of the path is clear.
- // (see *psX, *psY, *psZ).
- (short) m_dX, // In: Starting X.
- (short) m_dY, // In: Starting Y.
- (short) m_dZ, // In: Starting Z.
- 3.0, // In: Rate at which to scan ('crawl') path in pixels per
- // iteration.
- // NOTE: Values less than 1.0 are inefficient.
- // NOTE: We scan terrain using GetHeight()
- // at only one pixel.
- // NOTE: We could change this to a speed in pixels per second
- // where we'd assume a certain frame rate.
- (short) dX, // In: Destination X.
- (short) dZ, // In: Destination Z.
- 0, // In: Max traverser can step up.
- NULL, // Out: If not NULL, last clear point on path.
- NULL, // Out: If not NULL, last clear point on path.
- NULL, // Out: If not NULL, last clear point on path.
- false) ) // In: If true, will consider the edge of the realm a path
- // inhibitor. If false, reaching the edge of the realm
- // indicates a clear path.
- {
- m_lTimeToLive = m_pRealm->m_time.GetGameTime() + lTimeToLive;
- CFireball* pfireball;
- if (CThing::ConstructWithID(CThing::CFireballID, m_pRealm, (CThing**) &pfireball) == 0)
- {
- pfireball->Setup(m_dX, m_dY, m_dZ, sDir, lTimeToLive, u16ShooterID);
- m_idFireball1 = pfireball->GetInstanceID();
- }
- dX = m_dX + COSQ[(short) m_dRot] * ms_sOffset1; // First interval
- dZ = m_dZ - SINQ[(short) m_dRot] * ms_sOffset1;
- if (CThing::ConstructWithID(CThing::CFireballID, m_pRealm, (CThing**) &pfireball) == 0)
- {
- pfireball->Setup(dX, m_dY, dZ, sDir, lTimeToLive, u16ShooterID);
- m_idFireball2 = pfireball->GetInstanceID();
- }
- dX = m_dX + COSQ[(short) m_dRot] * ms_sOffset2; // Second interval
- dZ = m_dZ - SINQ[(short) m_dRot] * ms_sOffset2;
- if (CThing::ConstructWithID(CThing::CFireballID, m_pRealm, (CThing**) &pfireball) == 0)
- {
- pfireball->Setup(dX, m_dY, dZ, sDir, lTimeToLive, u16ShooterID);
- m_idFireball3 = pfireball->GetInstanceID();
- }
- if (sResult == SUCCESS)
- sResult = Init();
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Init
- ////////////////////////////////////////////////////////////////////////////////
- short CFirestream::Init(void)
- {
- short sResult = SUCCESS;
-
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to init new object at specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CFirestream::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 = GetRand(); //m_pRealm->m_time.GetGameTime() + 1000;
- m_lPrevTime = m_pRealm->m_time.GetGameTime();
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to modify object
- ////////////////////////////////////////////////////////////////////////////////
- short CFirestream::EditModify(void)
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to move object to specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CFirestream::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 CFirestream::EditUpdate(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to render object
- ////////////////////////////////////////////////////////////////////////////////
- void CFirestream::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();
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Preload - basically trick the resource manager into caching resources for fire
- // animations before play begins so that when a fire is set for
- // the first time, there won't be a delay while it loads.
- ////////////////////////////////////////////////////////////////////////////////
- short CFirestream::Preload(
- CRealm* /*prealm*/) // In: Calling realm.
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // ProcessFireballMessages
- ////////////////////////////////////////////////////////////////////////////////
- CFirestream::CFirestreamState CFirestream::ProcessFireballMessages(void)
- {
- CFirestreamState eNewState = State_Idle;
- GameMessage msg;
- if (m_MessageQueue.DeQ(&msg) == true)
- {
- switch(msg.msg_Generic.eType)
- {
- case typeObjectDelete:
- {
- // Pass the message on . . .
- SendThingMessage(&msg, m_idFireball1);
- SendThingMessage(&msg, m_idFireball2);
- SendThingMessage(&msg, m_idFireball3);
- m_MessageQueue.Empty();
- return State_Deleted;
- break;
- }
- }
- }
- // Dump the rest of the messages
- m_MessageQueue.Empty();
- return eNewState;
- }
- ////////////////////////////////// Fireball ////////////////////////////////////
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- #define SMALL_FILE "tinyfire.aan"
- ////////////////////////////////////////////////////////////////////////////////
- // Variables/data
- ////////////////////////////////////////////////////////////////////////////////
- // Let this auto-init to 0
- short CFireball::ms_sFileCount;
- short CFireball::ms_sSmallRadius = 8;
- long CFireball::ms_lCollisionTime = 250; // Check for collisions this often
- double CFireball::ms_dFireVelocity = 300;
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CFireball::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("CFireball::Load(): Error reading from file!\n");
- }
- }
- else
- {
- TRACE("CFireball::Load(): CThing::Load() failed.\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CFireball::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("CFireball::Save(): CThing::Save() failed.\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Startup object
- ////////////////////////////////////////////////////////////////////////////////
- short CFireball::Startup(void) // Returns 0 if successfull, non-zero otherwise
- {
- return Init();
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Shutdown object
- ////////////////////////////////////////////////////////////////////////////////
- short CFireball::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Suspend object
- ////////////////////////////////////////////////////////////////////////////////
- void CFireball::Suspend(void)
- {
- m_sSuspend++;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Resume object
- ////////////////////////////////////////////////////////////////////////////////
- void CFireball::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 CFireball::Update(void)
- {
- long lThisTime;
- double dSeconds;
- double dDistance;
- double dNewX;
- double dNewZ;
- if (!m_sSuspend)
- {
- lThisTime = m_pRealm->m_time.GetGameTime();
- m_lAnimTime += lThisTime - m_lPrevTime;
- // See if we killed ourselves
- if (ProcessFireballMessages() == State_Deleted)
- {
- delete this;
- return;
- }
- switch (m_eState)
- {
- case State_Fire:
- if (lThisTime < m_lTimeToLive)
- {
- if (m_bMoving)
- {
- // Update position using wind direction and velocity
- dSeconds = ((double) lThisTime - (double) m_lPrevTime) / 1000.0;
- // Apply internal velocity.
- dDistance = m_dHorizVel * dSeconds;
- dNewX = m_dX + COSQ[(short) m_dRot] * dDistance;
- dNewZ = m_dZ - SINQ[(short) m_dRot] * dDistance;
- // Check attribute map for walls, and if you hit a wall,
- // set the timer so you will die off next time around.
- short sHeight = m_pRealm->GetHeight((short) dNewX, (short) dNewZ);
- // If it hits a wall taller than itself, then it will rotate in the
- // predetermined direction until it is free to move.
- if ((short) m_dY < sHeight ||
- !m_pRealm->IsPathClear( // Returns true, if the entire path is clear.
- // Returns false, if only a portion of the path is clear.
- // (see *psX, *psY, *psZ).
- (short) m_dX, // In: Starting X.
- (short) m_dY, // In: Starting Y.
- (short) m_dZ, // In: Starting Z.
- 3.0, // In: Rate at which to scan ('crawl') path in pixels per
- // iteration.
- // NOTE: Values less than 1.0 are inefficient.
- // NOTE: We scan terrain using GetHeight()
- // at only one pixel.
- // NOTE: We could change this to a speed in pixels per second
- // where we'd assume a certain frame rate.
- (short) dNewX, // In: Destination X.
- (short) dNewZ, // In: Destination Z.
- 0, // In: Max traverser can step up.
- NULL, // Out: If not NULL, last clear point on path.
- NULL, // Out: If not NULL, last clear point on path.
- NULL, // Out: If not NULL, last clear point on path.
- false) // In: If true, will consider the edge of the realm a path
- // inhibitor. If false, reaching the edge of the realm
- // indicates a clear path.
- )
- {
- // Stop moving and fix yourself on a random spot on the wall.
- m_bMoving = false;
- m_dX += (-3 + GetRand() % 7);
- m_dY += (-3 + GetRand() % 7);
- m_dZ += (-3 + GetRand() % 7);
- // 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;
- }
- else
- {
- m_dX = dNewX;
- m_dZ = dNewZ;
- // 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;
- // Check for collisions
- CSmash* pSmashed = NULL;
- GameMessage msg;
- msg.msg_Burn.eType = typeBurn;
- msg.msg_Burn.sPriority = 0;
- msg.msg_Burn.sDamage = 10;
- msg.msg_Burn.u16ShooterID = m_u16ShooterID;
- m_pRealm->m_smashatorium.QuickCheckReset(&m_smash, m_u32CollideIncludeBits,
- m_u32CollideDontcareBits,
- m_u32CollideExcludeBits);
- while (m_pRealm->m_smashatorium.QuickCheckNext(&pSmashed))
- if (pSmashed->m_pThing->GetInstanceID() != m_u16ShooterID)
- SendThingMessage(&msg, pSmashed->m_pThing);
- }
- }
- }
- else
- {
- delete this;
- return;
- }
- break;
- default:
- break;
- }
- m_lPrevTime = lThisTime;
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CFireball::Render(void)
- {
-
- CAlphaAnim* pAnim;
- pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(m_lAnimTime % m_pAnimChannel->TotalTime());
- if (pAnim) // && m_sCurrentAlphaChannel >= 0)
- {
- // No special flags
- m_sprite.m_sInFlags = 0;
- // Map from 3d to 2d coords
- Map3Dto2D(m_dX, m_dY, m_dZ, &(m_sprite.m_sX2), &(m_sprite.m_sY2) );
- // Offset by animations 2D offsets.
- m_sprite.m_sX2 += pAnim->m_sX;
- m_sprite.m_sY2 += pAnim->m_sY;
- // 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));
- // m_sprite.m_sAlphaLevel = 200;
- if (m_lTotalFlameTime == 0)
- {
- // Safety.
- m_lTotalFlameTime = 500;
- }
- // m_sprite.m_sAlphaLevel = MIN((long)255, (long) (((m_lTimeToLive - m_pRealm->m_time.GetGameTime()) / m_lTotalFlameTime) * 255));
- // Copy the color info and the alpha channel to the Alpha Sprite
- m_sprite.m_pImage = &(pAnim->m_imColor);
- // Now there is only 1 alpha mask.
- m_sCurrentAlphaChannel = 0; //MIN(m_sCurrentAlphaChannel, (short) (m_sTotalAlphaChannels - 1));
- m_sprite.m_pimAlpha = &(pAnim->m_pimAlphaArray[0]);
- // Adjust level between 0 and max so it gets more opaque with time.
- m_sprite.m_sAlphaLevel = MIN_ALPHA + MAX_ALPHA - (MAX_ALPHA * (m_lTimeToLive - m_pRealm->m_time.GetGameTime()) ) / m_lTotalFlameTime ;
- // Keep in range.
- if (m_sprite.m_sAlphaLevel < 0)
- m_sprite.m_sAlphaLevel = 0;
- else if (m_sprite.m_sAlphaLevel > MAX_ALPHA)
- m_sprite.m_sAlphaLevel = MAX_ALPHA;
- // Update sprite in scene
- m_pRealm->m_scene.UpdateSprite(&m_sprite);
-
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Setup
- ////////////////////////////////////////////////////////////////////////////////
- short CFireball::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
- short sDir, // In: Direction of travel
- long lTimeToLive, // In: Number of milliseconds to burn, default 1sec
- U16 u16ShooterID) // In: Shooter's ID so you don't hit him
- {
- short sResult = 0;
-
- // Use specified position
- m_dX = (double)sX;
- m_dY = (double)sY;
- m_dZ = (double)sZ;
- m_dRot = sDir;
- m_lPrevTime = m_pRealm->m_time.GetGameTime();
- m_lCollisionTimer = m_lPrevTime + ms_lCollisionTime;
- m_u16ShooterID = u16ShooterID;
- m_lAnimTime = GetRandom();
- m_dHorizVel = ms_dFireVelocity;
- m_lTotalFlameTime = lTimeToLive;
- m_lTimeToLive = m_pRealm->m_time.GetGameTime() + lTimeToLive;
- m_sCurrentAlphaChannel = 0;
-
- // Load resources
- sResult = GetResources();
- if (sResult == SUCCESS)
- sResult = Init();
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Init
- ////////////////////////////////////////////////////////////////////////////////
- short CFireball::Init(void)
- {
- short sResult = SUCCESS;
- CAlphaAnim* pAnim = NULL;
- // 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_sSmallRadius;
- m_smash.m_bits = CSmash::Fire;
- m_smash.m_pThing = this;
- // Update the smash
- m_pRealm->m_smashatorium.Update(&m_smash);
- m_eState = CWeapon::State_Idle;
- // Set the collision bits
- m_u32CollideIncludeBits = CSmash::Character | CSmash::Barrel | CSmash::Mine | CSmash::Misc;
- m_u32CollideDontcareBits = CSmash::Good | CSmash::Bad;
- m_u32CollideExcludeBits = 0;
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to init new object at specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CFireball::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 = GetRand(); //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 CFireball::EditModify(void)
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to move object to specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CFireball::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 CFireball::EditUpdate(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to render object
- ////////////////////////////////////////////////////////////////////////////////
- void CFireball::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 CFireball::GetResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = SUCCESS;
- sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(SMALL_FILE), &m_pAnimChannel, RFile::LittleEndian);
- if (sResult != 0)
- TRACE("CFireball::GetResources - Error getting fire animation resource\n");
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Free all resources
- ////////////////////////////////////////////////////////////////////////////////
- short CFireball::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- rspReleaseResource(&g_resmgrGame, &m_pAnimChannel);
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Preload - basically trick the resource manager into caching resources for fire
- // animations before play begins so that when a fire is set for
- // the first time, there won't be a delay while it loads.
- ////////////////////////////////////////////////////////////////////////////////
- short CFireball::Preload(
- CRealm* prealm) // In: Calling realm.
- {
- short sResult;
- ChannelAA* pRes;
- sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_FILE), &pRes, RFile::LittleEndian);
- rspReleaseResource(&g_resmgrGame, &pRes);
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // ProcessFireballMessages
- ////////////////////////////////////////////////////////////////////////////////
- CFireball::CFireballState CFireball::ProcessFireballMessages(void)
- {
- CFireballState eNewState = State_Idle;
- GameMessage msg;
- if (m_MessageQueue.DeQ(&msg) == true)
- {
- switch(msg.msg_Generic.eType)
- {
- case typeObjectDelete:
- m_MessageQueue.Empty();
- return State_Deleted;
- break;
- }
- }
- // Dump the rest of the messages
- m_MessageQueue.Empty();
- return eNewState;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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