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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
- //
- // firebomb.cpp
- // Project: Postal
- //
- // This module implements the CFirebomb weapon class which is a hand
- // thrown grenade weapon that explodes into a ring of fire..
- //
- //
- // History:
- // 01/17/97 BRH Started this weapon object.
- //
- // 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
- // loading of DIBs).
- //
- // 02/11/97 BRH Started the firebomb object from the grenade file
- //
- // 02/14/97 BRH Now uses resource manager to get the image.
- //
- // 02/19/97 BRH Changed the main part of the weapon to 3D and left
- // the fire fragments as 2D. Also added some randomness
- // to the pattern and increased the burn times.
- //
- // 02/19/97 BRH Added ProcessMessages function to check for
- // ObjectDeleted messages.
- //
- // 02/21/97 BRH Changed fragments to be invisible controllers of the
- // small fire animation rather than an 2d sprite. This
- // sort of hides the bounce effect which is bad so we may
- // want to put it back. Also uses the small fire for
- // the fire fragments.
- //
- // 02/23/97 BRH Changed the coordinate system to x,-z
- //
- // 02/23/97 BRH Added a static Preload() function which will be called
- // before play begins to cache the resources needed for this
- // object.
- //
- // 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.
- //
- // 02/24/97 BRH Changed to using reality.h motion templates. Using new
- // algorithm for detecting ground and walls. Made the
- // center fire more than 1 sprite and changed to thin
- // fire. Added sound effect for initial impact.
- //
- // 02/28/97 BRH Derived this from the CWeapon base class.
- //
- // 03/03/97 JMI Changed reference to CGrenade::State_Deleted to
- // CWeapon::State_Deleted.
- //
- // 03/06/97 BRH Changed to using ID's for keeping track of the file
- // and gettting the pointer from the ID each time.
- //
- // 03/13/97 JMI Load()s now take a version number.
- //
- // 03/21/97 BRH Changed this to ignore ATTRIBUTE_NOT_WALKABLE so that
- // the cocktails won't bounce off of the edge of the world.
- //
- // 04/10/97 BRH Updated this to work with the new multi layer attribute
- // maps.
- //
- // 05/04/97 BRH Took out an old unused reference to an STL iterator.
- //
- // 05/13/97 JMI CFireBomb was using a formula to compute the direction of
- // 8 firefrags such that one appeared in a random position
- // in all of 8 octants. The problem was the formula subtract-
- // ed 25 which, in the case of the first octant, if the random
- // position 24 or less were chosen, would result in a negative
- // value. But, to simply remove this could cause values 360
- // or over since the random portion was based on 50.0 and not
- // the size of an octant. So I removed the -25 and changed the
- // 50.0 to (360/8) which, as far as I can tell, makes the
- // inclusive extents of the formula [0..359].
- //
- // 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
- // exists.
- //
- // 06/03/97 BRH Changed the cocktails so they don't bounce off of
- // walls, they just fall to the ground and break.
- //
- // 06/11/97 BRH Added shooter ID passing to the fires that it creates.
- //
- // 06/12/97 JMI Now handles State_Hide by setting m_sprite's InHidden flag.
- //
- // 06/12/97 BRH Fixed order of passing the shooter ID.
- //
- // 06/16/97 BRH Fixed starting condition in not walkable area.
- //
- // 06/18/97 BRH Changed over to using GetRandom()
- //
- // 06/25/97 BRH Added use of base class 2D shadow on the ground, but loaded
- // a smaller shadow resource.
- //
- // 06/30/97 BRH Added cache of sound effects in Preload function.
- //
- // 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.
- //
- // 07/18/97 JMI Got rid of bogus immitation PlaySample functions.
- // Now there is one PlaySample() function. Also, you now
- // MUST specify a category and you don't have to specify a
- // SoundInstance ptr to specify a volume.
- //
- // 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 Same old delete error showed up on Alpha.
- // ProcessMessages() was deleting the firebomb on a delete msg
- // but, once returned to Update(), it was checking the
- // m_eState member to see if it should return. Unfortunately,
- // since 'this' had already been deallocated, it was too late
- // to do such a thing.
- //
- // 08/17/97 JMI Changed m_pthingParent to m_idParent.
- //
- // 08/20/97 BRH Moved firebomb sound to Destruction volume control.
- //
- // 08/27/97 BRH Added large fire sound which had not been used until now.
- //
- // 08/28/97 JMI Added a explode counter so we can cap the number of
- // explosions a firefrag can make.
- //
- // 08/28/97 BRH Added cache of large fire sound.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #define FIREBOMB_CPP
- #include "RSPiX.h"
- #include <math.h>
- #include "firebomb.h"
- #include "dude.h"
- #include "fire.h"
- #include "SampleMaster.h"
- #include "game.h"
- #include "reality.h"
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- #define PRIMARY_BURN_TIME 10000
- #define SECONDARY_BURN_TIME 7000
- #define SMALL_SHADOW_FILE "smallshadow.img"
- ////////////////////////////////////////////////////////////////////////////////
- // Variables/data
- ////////////////////////////////////////////////////////////////////////////////
- // These are default values -- actually values are set using the editor!
- double CFirebomb::ms_dCloseDistance = 30.0; // Close enough to hit CDude
- double CFirebomb::ms_dThrowVertVel = 40.0; // Throw up at this velocity
- double CFirebomb::ms_dThrowHorizVel = 250; // Throw out at this velocity
- // Let this auto-init to 0
- short CFirebomb::ms_sFileCount;
- /// Grenade Animation Files
- // An array of pointers to res names (one for each animatino component)
- static char* ms_apszResNames[] =
- {
- "3d/grenade.sop",
- "3d/grenade.mesh",
- "3d/grenade.tex",
- "3d/grenade.hot",
- "3d/grenade.bounds",
- "3d/grenade.floor",
- NULL,
- NULL
- };
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CFirebomb::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 = 0;
- sResult = CWeapon::Load(pFile, bEditMode, sFileCount, ulFileVersion);
- if (sResult == SUCCESS)
- {
- // 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 object 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("CFirebomb::Load(): Error reading from file!\n");
- }
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CFirebomb::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)
- {
- CWeapon::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
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Update object
- ////////////////////////////////////////////////////////////////////////////////
- void CFirebomb::Update(void)
- {
- USHORT usAttrib;
- short sHeight = m_sPrevHeight;
- double dNewX;
- double dNewY;
- double dNewZ;
- if (!m_sSuspend)
- {
- // Get new time
- long lThisTime = m_pRealm->m_time.GetGameTime();
- // Calculate elapsed time in seconds
- double dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0;
- ProcessMessages();
- if (m_eState == State_Deleted)
- {
- delete this;
- return;
- }
- // Check the current state
- switch (m_eState)
- {
- case CFirebomb::State_Idle:
- break;
- case CFirebomb::State_Fire:
- // Make sure we start in a valid position. If we are staring
- // inside a wall, just delete this object now.
- usAttrib = m_pRealm->GetFloorAttribute((short) m_dX, (short) m_dZ);
- sHeight = m_pRealm->GetHeight((short) m_dX, (short) m_dZ);
- if (m_dY < sHeight)
- {
- delete this;
- return;
- }
- m_eState = State_Go;
- // m_lTimer = lThisTime + ms_lGrenadeFuseTime;
- break;
- //-----------------------------------------------------------------------
- // Go - fly through the air until hit the ground, change directions on
- // obstacle collision.
- //-----------------------------------------------------------------------
- case CFirebomb::State_Go:
- // Do horizontal velocity
- dNewX = m_dX + COSQ[(short)m_dRot] * (m_dHorizVel * dSeconds);
- dNewZ = m_dZ - SINQ[(short)m_dRot] * (m_dHorizVel * dSeconds);
- // Do vertical velocity
- dNewY = m_dY;
- AdjustPosVel(&dNewY, &m_dVertVel, dSeconds);
- // Check the height to see if it hit the ground
- sHeight = m_pRealm->GetHeight((short) dNewX, (short) dNewZ);
- // If its lower than the last and current height, assume it
- // hit the ground.
- if (dNewY < sHeight && m_dY >= sHeight)
- {
- m_dY = sHeight;
- m_eState = CFirebomb::State_Explode;
- }
- else
- {
- // If it is above the last known ground and is now lower
- // than the height at its new position, assume it hit
- // a wall and should fall (this is where it used to bounce)
- if (dNewY < sHeight && m_dY < sHeight)
- {
- dNewX = m_dX; // Restore last x position
- dNewZ = m_dZ; // Restore last z position
- m_dRot = BounceAngle(m_dRot); // Change directions
- m_dHorizVel = 0.5;
- }
- else
- m_dY = dNewY;
- }
- m_dX = dNewX;
- m_dZ = dNewZ;
- break;
- //-----------------------------------------------------------------------
- // Explode - Once it hits the ground, break into fire fragments that
- // bounce out from this point.
- //-----------------------------------------------------------------------
- case CFirebomb::State_Explode:
- CFire* pFire;
- if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pFire) == 0)
- {
- pFire->Setup(m_dX, m_dY, m_dZ, PRIMARY_BURN_TIME, true, CFire::LargeFire);
- pFire->m_u16ShooterID = m_u16ShooterID;
- PlaySample(
- g_smidFirebomb,
- SampleMaster::Destruction,
- DistanceToVolume(m_dX, m_dY, m_dZ, FireBombSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
- PlaySample(
- g_smidFireLarge,
- SampleMaster::Destruction,
- DistanceToVolume(m_dX, m_dY, m_dZ, FireBombSndHalfLife) );
- }
- // Loop to create 8 fragments in a circular pattern
- short i;
- CFirefrag* pFrag;
- for (i = 0; i < 8; i++)
- {
- if (CThing::Construct(CThing::CFirefragID, m_pRealm, (CThing**) &pFrag) == 0)
- {
- pFrag->m_u16ShooterID = m_u16ShooterID;
- pFrag->Setup(m_dX, m_dY, m_dZ);
- pFrag->m_dVertVel = m_dVertVel * -0.5;
- pFrag->m_dHorizVel = 60.0;
- // pFrag->m_dRot = (i * (360/8)) - 25 + (GetRandom() % 50);
- pFrag->m_dRot = (i * (360/8)) + (GetRandom() % (360 / 8));
- pFrag->m_eState = CWeapon::State_Go;
- }
- }
- delete this;
- return;
- break;
- }
- // Save height for next time
- m_sPrevHeight = sHeight;
- // Save time for next time
- m_lPrevTime = lThisTime;
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CFirebomb::Render(void)
- {
- // Animate
- long lThisTime = m_pRealm->m_time.GetGameTime();
- m_sprite.m_pmesh = (RMesh*) m_anim.m_pmeshes->GetAtTime(lThisTime);
- m_sprite.m_psop = (RSop*) m_anim.m_psops->GetAtTime(lThisTime);
- m_sprite.m_ptex = (RTexture*) m_anim.m_ptextures->GetAtTime(lThisTime);
- m_sprite.m_psphere = (RP3d*) m_anim.m_pbounds->GetAtTime(lThisTime);
- // Eventually this should be channel driven also
- m_sprite.m_sRadius = m_sCurRadius;
- if (m_eState == State_Hide)
- {
- // Hide.
- m_sprite.m_sInFlags = CSprite::InHidden;
- }
- else
- {
- // No special flags
- m_sprite.m_sInFlags = 0;
- }
- // If we're not a child of someone else...
- if (m_idParent == CIdBank::IdNil)
- {
- // Map from 3d to 2d coords
- Map3Dto2D((short) m_dX, (short) m_dY, (short) m_dZ, &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));
- m_sprite.m_ptrans = &m_trans;
- // Update sprite in scene
- m_pRealm->m_scene.UpdateSprite(&m_sprite);
- // Draw the 2D shadow
- CWeapon::Render();
- }
- else
- {
- // m_idParent is setting out transform relative to its position
- // and we are drawn by the scene with the parent.
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Setup new object - called by object that created this object
- ////////////////////////////////////////////////////////////////////////////////
- short CFirebomb::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 sResult = 0;
-
- // Use specified position
- m_dX = (double)sX;
- m_dY = (double)sY;
- m_dZ = (double)sZ;
- m_dHorizVel = ms_dThrowHorizVel;
- m_dVertVel = ms_dThrowVertVel;
- // HARD-WIRED CODE ALERT!
- // Eventually, this should be set via the bounding sphere radius.
- m_sCurRadius = 22; // FOR NOW, always half of scene.cpp:SCREEN_DIAMETER_FOR_3D.
- // Load resources
- sResult = GetResources();
- PrepareShadow();
-
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Get all required resources
- ////////////////////////////////////////////////////////////////////////////////
- short CFirebomb::GetResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- sResult = m_anim.Get(ms_apszResNames);
- if (sResult == 0)
- {
- sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(SMALL_SHADOW_FILE), &(m_spriteShadow.m_pImage), RFile::LittleEndian);
- if (sResult == 0)
- {
- // add more gets
- }
- else
- {
- TRACE("CGrenade::GetResources - Failed to open 2D shadow image\n");
- }
- }
- else
- {
- TRACE("CFirebomb::GetResources - Failed to open 3D animation for firebomb\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Free all resources
- ////////////////////////////////////////////////////////////////////////////////
- short CFirebomb::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- m_anim.Release();
- return SUCCESS;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Preload - basically trick the resource manager into caching resources
- // for this object so there won't be a delay the first time it is
- // created.
- ////////////////////////////////////////////////////////////////////////////////
- short CFirebomb::Preload(
- CRealm* prealm) // In: Calling realm.
- {
- CAnim3D anim;
- RImage* pimage;
- short sResult = anim.Get(ms_apszResNames);
- anim.Release();
- rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_SHADOW_FILE), &pimage, RFile::LittleEndian);
- rspReleaseResource(&g_resmgrGame, &pimage);
- CacheSample(g_smidFirebomb);
- CacheSample(g_smidFireLarge);
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // ProcessMessages
- ////////////////////////////////////////////////////////////////////////////////
- void CFirebomb::ProcessMessages(void)
- {
- GameMessage msg;
- if (m_MessageQueue.DeQ(&msg) == true)
- {
- switch(msg.msg_Generic.eType)
- {
- case typeObjectDelete:
- m_MessageQueue.Empty();
- m_eState = State_Deleted;
- return;
- break;
- }
- }
- // Dump the rest of the messages
- m_MessageQueue.Empty();
- return;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Firefrag
- ////////////////////////////////////////////////////////////////////////////////
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- #define FRAG_IMAGE_FILE "res\\grenade.bmp"
- // Minimum elapsed time (in milliseconds)
- ////////////////////////////////////////////////////////////////////////////////
- // Variables/data
- ////////////////////////////////////////////////////////////////////////////////
- // These are default values -- actually values are set using the editor!
- double CFirefrag::ms_dAccUser = 250.0; // Acceleration due to user
- double CFirefrag::ms_dAccDrag = 300.0; // Acceleration due to drag
- double CFirefrag::ms_dGravity = -9.5; // acceleration due to gravity
- double CFirefrag::ms_dThrowVertVel = 10.0; // Throw up at this velocity
- double CFirefrag::ms_dThrowHorizVel = 60; // Throw out at this velocity
- double CFirefrag::ms_dMinBounceVel = 30.0; // Min amount needed to bounce up
- double CFirefrag::ms_dVelTransferFract = -0.4; // Amount of velocity to bounce back up
- short CFirefrag::ms_sMaxExplosions = 4; // Maximum explosions before death.
- // Let this auto-init to 0
- short CFirefrag::ms_sFileCount;
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CFirefrag::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 = 0;
- sResult = CWeapon::Load(pFile, bEditMode, sFileCount, ulFileVersion);
- if (sResult == SUCCESS)
- {
- // 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:
- pFile->Read(&ms_dAccUser);
- pFile->Read(&ms_dAccDrag);
- break;
- }
- }
- // Load object 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("CFirefrag::Load(): Error reading from file!\n");
- }
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CFirefrag::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)
- {
- CWeapon::Save(pFile, sFileCount);
- // Save common data just once per file (not with each object)
- if (ms_sFileCount != sFileCount)
- {
- ms_sFileCount = sFileCount;
- // Save static data
- pFile->Write(&ms_dAccUser);
- pFile->Write(&ms_dAccDrag);
- }
- // Save object data
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Update object
- ////////////////////////////////////////////////////////////////////////////////
- void CFirefrag::Update(void)
- {
- short sHeight = m_sPrevHeight;
- double dPrevVertVel;
- double dNewX;
- double dNewY;
- double dNewZ;
- if (!m_sSuspend)
- {
- // Get new time
- long lThisTime = m_pRealm->m_time.GetGameTime();
- // Calculate elapsed time in seconds
- double dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0;
- // Check the current state
- switch (m_eState)
- {
- case CWeapon::State_Idle:
- break;
- case CWeapon::State_Fire:
- m_eState = State_Go;
- break;
- //-----------------------------------------------------------------------
- // Go - fly through the air until hit the ground, change directions on
- // obstacle collision.
- //-----------------------------------------------------------------------
- case CWeapon::State_Go:
- // Do horizontal velocity
- dNewX = m_dX + COSQ[(short)m_dRot] * (m_dHorizVel * dSeconds);
- dNewZ = m_dZ - SINQ[(short)m_dRot] * (m_dHorizVel * dSeconds);
- // Do vertical velocity
- // m_dVertVel += ms_dGravity;
- // m_dY += m_dVertVel * dSeconds;
- dPrevVertVel = m_dVertVel;
- dNewY = m_dY;
- AdjustPosVel(&dNewY, &m_dVertVel, dSeconds);
- // Check the height to see if it hit the ground
- sHeight = m_pRealm->GetHeight((short) dNewX, (short) dNewZ);
- // If its lower than the last and current height, assume it
- // hit the ground.
- // if (m_dY <= m_sPrevHeight && m_dY <= sHeight)
- if (dNewY < sHeight && m_dY >= sHeight)
- {
- m_dY = sHeight;
- m_eState = CWeapon::State_Explode;
- m_dVertVel = dPrevVertVel;
- }
- else
- {
- // If it is above the last known ground and is now lower
- // than the height at its new position, assume it hit
- // a wall and should bounce.
- if (dNewY < sHeight && m_dY < sHeight)
- {
- dNewX = m_dX; // Restore last x position
- dNewZ = m_dZ; // Restore last z position
- m_dRot = BounceAngle(m_dRot); // Change directions
- ASSERT(m_dRot >= 0.0 && m_dRot < 360.0);
- }
- else
- m_dY = dNewY;
- }
- m_dX = dNewX;
- m_dZ = dNewZ;
- break;
- //-----------------------------------------------------------------------
- // Explode - Once it hits the ground, break into fire fragments that
- // bounce out from this point.
- //-----------------------------------------------------------------------
- case CWeapon::State_Explode:
- CFire* pFire;
- if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pFire) == 0)
- {
- pFire->Setup(m_dX, m_dY, m_dZ, SECONDARY_BURN_TIME, true, CFire::SmallFire);
- pFire->m_u16ShooterID = m_u16ShooterID;
- // PlaySample(g_smidGrenadeExplode);
- }
- m_sNumExplosions++;
- // If you have enough velocity to bounce and we've not exceeded
- // the maximum number of explosions, redirect velocity
- // upward and bounce, else kill yourself off.
- if (-m_dVertVel > ms_dMinBounceVel && m_sNumExplosions <= ms_sMaxExplosions)
- {
- m_dVertVel = m_dVertVel * ms_dVelTransferFract;
- m_eState = CWeapon::State_Go;
- }
- else
- {
- m_pRealm->m_idbank.GetThingByID((CThing**) &m_pFire, m_u16FireID);
- if (m_pFire)
- {
- GameMessage msg;
- msg.msg_ObjectDelete.eType = typeObjectDelete;
- msg.msg_ObjectDelete.sPriority = 0;
- SendThingMessage(&msg, m_pFire);
- }
- delete this;
- return;
- }
- break;
- }
- m_pRealm->m_idbank.GetThingByID((CThing**) &m_pFire, m_u16FireID);
- if (m_pFire)
- {
- m_pFire->m_dX = m_dX;
- m_pFire->m_dY = m_dY;
- m_pFire->m_dZ = m_dZ;
- }
- // Save height for next time
- m_sPrevHeight = sHeight;
- // Save time for next time
- m_lPrevTime = lThisTime;
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CFirefrag::Render(void)
- {
- /*
- // This is a standard 2d sprite
- m_sprite.m_type = CSprite::Standard2d;
- // No special flags
- m_sprite.m_sInFlags = 0;
- // Map from 3d to 2d coords
- m_sprite.m_sX2 = m_dX - (m_pImage->m_sWidth / 2);
- m_sprite.m_sY2 = (m_dZ - (m_pImage->m_sHeight)) - m_dY;
- // Priority is based on bottom edge of sprite
- m_sprite.m_sPriority = m_sprite.m_sY2 + m_pImage->m_sHeight;
- // Layer should be based on info we get from attribute map, but is hardwired for now
- // m_sprite.m_sLayer = 0;
- ASSERT(m_pRealm != NULL);
- ASSERT(m_pRealm->m_pAttribMap != NULL);
- // 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));
- // Image would normally animate, but doesn't for now
- m_sprite.m_pImage = m_pImage;
- // Update sprite in scene
- m_pRealm->m_scene.UpdateSprite(&m_sprite);
- */
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Setup new object - called by object that created this object
- ////////////////////////////////////////////////////////////////////////////////
- short CFirefrag::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 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_dVertVel = ms_dThrowVertVel;
- m_dHorizVel = ms_dThrowHorizVel;
- // Load resources
- // sResult = GetResources();
- if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &m_pFire) == 0)
- {
- m_pFire->Setup(m_dX, m_dY, m_dZ, SECONDARY_BURN_TIME, true, CFire::SmallFire);
- m_pFire->m_u16ShooterID = m_u16ShooterID;
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Get all required resources
- ////////////////////////////////////////////////////////////////////////////////
- short CFirefrag::GetResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- if (m_pImage == 0)
- {
- m_pImage = new RImage;
- if (m_pImage)
- {
- sResult = m_pImage->Load(FRAG_IMAGE_FILE);
- if (sResult == 0)
- {
- if (m_pImage->Convert(RImage::FSPR8) != RImage::FSPR8)
- {
- sResult = -1;
- TRACE("CFirefrag::GetResource(): Couldn't convert to FSPR8!\n");
- }
- }
- }
- else
- {
- sResult = -1;
- TRACE("CFirefrag::GetResources(): Couldn't allocate RImage!\n");
- }
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Free all resources
- ////////////////////////////////////////////////////////////////////////////////
- short CFirefrag::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- if (m_pImage != 0)
- {
- delete m_pImage;
- m_pImage = 0;
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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