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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
- //
- // goaltimer.cpp
- // Project: Postal
- //
- // This module is a CThing that can be put in a level to keep track of a kill
- // goal or time limit goal. It can be set to keep the amount of time it takes
- // to kill a set number of people, or it can be set to count down to zero and
- // end the realm when the timer expires.
- //
- //
- // History:
- //
- // 06/30/97 BRH Started this file as part of the challenge levels.
- //
- // 07/09/97 JMI Now uses m_pRealm->Make2dResPath() to get the fullpath
- // for 2D image components.
- //
- // 08/05/97 JMI Changed priority to use Z position rather than 2D
- // projected Y position.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #define GOALTIMER_CPP
- #include "RSPiX.h"
- #include "goaltimer.h"
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- #define IMAGE_FILE "clock.bmp"
- #define TIMER_VALUE_GUI_ID 10
- #define KILL_VALUE_GUI_ID 11
- #define UPDOWN_GUI_ID 12
- ////////////////////////////////////////////////////////////////////////////////
- // Variables/data
- ////////////////////////////////////////////////////////////////////////////////
- // These are default values -- actually values are set using the editor!
- // Let this auto-init to 0
- short CGoalTimer::ms_sFileCount;
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CGoalTimer::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.
- {
- // Call the base class load to get the instance ID
- 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 object data
- switch (ulFileVersion)
- {
- default:
- case 1:
- pFile->Read(&m_dX);
- pFile->Read(&m_dY);
- pFile->Read(&m_dZ);
- pFile->Read(&m_lTimerMS);
- pFile->Read(&m_sKillGoal);
- pFile->Read(&m_sUpDown);
- break;
- }
- // Make sure there were no file errors or format errors . . .
- if (!pFile->Error() && sResult == 0)
- {
- // Get resources
- sResult = GetResources();
- }
- else
- {
- sResult = -1;
- TRACE("CGoalTimer::Load(): Error reading from file!\n");
- }
- }
- else
- {
- TRACE("CGoalTimer::Load(): CThing::Load() failed.\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CGoalTimer::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)
- {
- // Call the base class save to save the instance ID
- 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_lTimerMS);
- pFile->Write(&m_sKillGoal);
- pFile->Write(&m_sUpDown);
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Startup object
- ////////////////////////////////////////////////////////////////////////////////
- short CGoalTimer::Startup(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sReturn = 0;
- // At this point we can assume the CHood was loaded, so we init our height
- m_dY = m_pRealm->GetHeight((short) m_dX, (short) m_dZ);
- return sReturn;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Shutdown object
- ////////////////////////////////////////////////////////////////////////////////
- short CGoalTimer::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Suspend object
- ////////////////////////////////////////////////////////////////////////////////
- void CGoalTimer::Suspend(void)
- {
- m_sSuspend++;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Resume object
- ////////////////////////////////////////////////////////////////////////////////
- void CGoalTimer::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.
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Update object
- ////////////////////////////////////////////////////////////////////////////////
- void CGoalTimer::Update(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CGoalTimer::Render(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to init new object at specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CGoalTimer::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;
- // Load resources
- sResult = GetResources();
- if (sResult == SUCCESS)
- {
- /*
- CListNode<CThing>* pEditorList = m_pRealm->m_aclassHeads[CThing::CGameEditThingID].m_pnNext;
- CGameEditThing* peditor = (CGameEditThing*) pEditorList->m_powner;
- RListBox* plb = peditor->m_plbNavNetList;
- if (plb != NULL)
- {
- RGuiItem* pgui = plb->AddString((char*) m_rstrNetName);
- pgui->m_lId = GetInstanceID();
- pgui->m_bcUser = NavNetListPressedCall;
- pgui->m_ulUserInstance = (unsigned long) this;
- plb->AdjustContents();
- plb->SetSel(pgui);
- }
- */
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Helper inline to get a GUI, set its text to the value, and recompose it.
- ////////////////////////////////////////////////////////////////////////////////
- inline
- void SetText( // Returns nothing.
- RGuiItem* pguiRoot, // In: Root GUI.
- long lId, // In: ID of GUI to set text.
- long lVal) // In: Value to set text to.
- {
- RGuiItem* pgui = pguiRoot->GetItemFromId(lId);
- if (pgui != NULL)
- {
- pgui->SetText("%ld", lVal);
- pgui->Compose();
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Helper inline to get a RMultiBtn GUI, and set its state.
- ////////////////////////////////////////////////////////////////////////////////
- inline
- void CheckMultiBtn( // Returns nothing.
- RGuiItem* pguiRoot, // In: Root GUI.
- long lId, // In: ID of GUI to set text.
- short sChecked) // In: 1 to check, 0 to uncheck.
- {
- short sRes = 0; // Assume nothing;
- RMultiBtn* pmb = (RMultiBtn*)pguiRoot->GetItemFromId(lId);
- if (pmb != NULL)
- {
- ASSERT(pmb->m_type == RGuiItem::MultiBtn);
- pmb->m_sState = sChecked + 1;
- pmb->Compose();
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Helper inline to get a RMultiBtn GUI, and return its state.
- ////////////////////////////////////////////////////////////////////////////////
- inline
- short IsMultiBtnChecked( // Returns multibtn's state.
- RGuiItem* pguiRoot, // In: Root GUI.
- long lId) // In: ID of GUI to set text.
- {
- short sRes = 0; // Assume nothing;
- RMultiBtn* pmb = (RMultiBtn*)pguiRoot->GetItemFromId(lId);
- if (pmb != NULL)
- {
- ASSERT(pmb->m_type == RGuiItem::MultiBtn);
- sRes = (pmb->m_sState == 1) ? 0 : 1;
- }
- return sRes;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Edit Modify
- ////////////////////////////////////////////////////////////////////////////////
- short CGoalTimer::EditModify(void)
- {
- short sResult = 0;
- RGuiItem* pgui = RGuiItem::LoadInstantiate(FullPathVD("res/editor/clock.gui"));
- if (pgui)
- {
- SetText(pgui, TIMER_VALUE_GUI_ID, m_lTimerMS);
- SetText(pgui, KILL_VALUE_GUI_ID, m_sKillGoal);
- CheckMultiBtn(pgui, UPDOWN_GUI_ID, m_sUpDown);
- sResult = DoGui(pgui);
- if (sResult == 1)
- {
- m_lTimerMS = pgui->GetVal(TIMER_VALUE_GUI_ID);
- m_sKillGoal = pgui->GetVal(KILL_VALUE_GUI_ID);
- m_sUpDown = IsMultiBtnChecked(pgui, UPDOWN_GUI_ID);
- }
- delete pgui;
- }
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to move object to specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CGoalTimer::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 CGoalTimer::EditUpdate(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to render object
- ////////////////////////////////////////////////////////////////////////////////
- void CGoalTimer::EditRender(void)
- {
- // No special flags
- m_sprite.m_sInFlags = 0;
- // 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 bottom edge of sprite
- m_sprite.m_sPriority = m_dZ;
- // Center on image.
- m_sprite.m_sX2 -= m_pImage->m_sWidth / 2;
- m_sprite.m_sY2 -= m_pImage->m_sHeight;
- // 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);
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Give Edit a rectangle around this object
- ////////////////////////////////////////////////////////////////////////////////
- void CGoalTimer::EditRect(RRect* pRect)
- {
- Map3Dto2D(
- m_dX,
- m_dY,
- m_dZ,
- &(pRect->sX),
- &(pRect->sY) );
- pRect->sW = 10; // Safety.
- pRect->sH = 10; // Safety.
- if (m_pImage != NULL)
- {
- pRect->sW = m_pImage->m_sWidth;
- pRect->sH = m_pImage->m_sHeight;
- }
- pRect->sX -= pRect->sW / 2;
- pRect->sY -= pRect->sH;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to get the hotspot of an object in 2D.
- ////////////////////////////////////////////////////////////////////////////////
- void CGoalTimer::EditHotSpot( // Returns nothiing.
- short* psX, // Out: X coord of 2D hotspot relative to
- // EditRect() pos.
- short* psY) // Out: Y coord of 2D hotspot relative to
- // EditRect() pos.
- {
- // Base of navnet is hotspot.
- *psX = (m_pImage->m_sWidth / 2);
- *psY = m_pImage->m_sHeight;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Get all required resources
- ////////////////////////////////////////////////////////////////////////////////
- short CGoalTimer::GetResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- if (m_pImage == 0)
- {
- sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(IMAGE_FILE), &m_pImage);
- if (sResult == 0)
- {
- // This is a questionable action on a resource managed item, but it's
- // okay if EVERYONE wants it to be an FSPR8.
- if (m_pImage->Convert(RImage::FSPR8) != RImage::FSPR8)
- {
- sResult = -1;
- TRACE("CGoalTimer::GetResource(): Couldn't convert to FSPR8!\n");
- }
- }
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Free all resources
- ////////////////////////////////////////////////////////////////////////////////
- short CGoalTimer::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- if (m_pImage != 0)
- {
- rspReleaseResource(&g_resmgrGame, &m_pImage);
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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