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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
- //
- // heatseeker.cpp
- // Project: Postal
- //
- // This module implements the CHeatseeker weapon class which is a heat seeking
- // guided missile which will hit people or fire.
- //
- // History:
- // 05/13/97 BRH Started this weapon object from the CHeatseeker code
- //
- // 05/14/97 BRH Added the IsPathClear() check to help avoid walls.
- //
- // 05/15/97 BRH Changed the graphic for the missile. Added different
- // masks for seek and collide. Changed the offscreen
- // behavior so the missile will turn around when it has gone
- // off of the edge of the world.
- //
- // 05/15/97 BRH Changed seeking to QuickCheckClosest so that it picks
- // the closest target rather than the first one in the
- // list of collisions.
- //
- // 05/15/97 JMI In ProcessMessages(), on a delete message, the CHeatseeker
- // was deleting itself. Then, after ProcessMessages()
- // returned, it was checking m_eState, and, if set to
- // State_Delete, was returning to avoid possible problems
- // referencing a deleted this. The problem is that you cannot
- // reference m_eState after the object is deleted b/c that
- // would require utilizing the this. Also, on Alpha (and
- // Intel (SHMALLOC) too) the memory is altered to a certain
- // value to try to catch such problems. This caused m_eState
- // to NOT be State_Delete, which resulted in writes to
- // freed memory as well.
- // To fix this problem, I changed ProcessMessages() to merely
- // set the state to State_Delete and utilized the switch in
- // Update() to delete this and return.
- //
- // 05/26/97 BRH Changed check for obstacles to only check for height. It
- // had been checking for NOT_WALKABLE which caused it to
- // blow up in the wrong places.
- //
- // 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
- // exists.
- //
- // 06/10/97 BRH Increased the rocket arming time from 200ms to 500ms to
- // avoid killing yourself when you are moving & shooting.
- //
- // 06/11/97 BRH Added shooter ID passing to the explosion that is created.
- //
- // 06/12/97 BRH Added shooter ID to the call to Setup for the explosion.
- //
- // 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.
- //
- // 06/29/97 BRH Added an IsPathClear check during flight to make sure it
- // doesn't go through thin fences.
- //
- // 06/30/97 BRH Added CacheSample for the sound effects to the Preload.
- //
- // 06/30/97 JMI Now uses CRealm's new GetRealmWidth() and *Height()
- // for dimensions of realm's X/Z plane.
- //
- // 06/30/97 JMI Have to check in now, now.
- //
- // 06/30/97 JMI Now uses IsPathClear()'s bCheckExtents = false to avoid
- // having the edge of the realm count as a path obstacle.
- //
- // 07/01/97 BRH Added smoke trails to the heatseeker.
- //
- // 07/01/97 JMI In Update(), when the weapon explodes, it didn't set dNewX
- // and dNewZ but still created smoke at this unitialized
- // position. Fixed.
- //
- // 07/04/97 BRH Cut down the trail time to live to make the trails shorter.
- //
- // 07/08/97 BRH Adjusted the position of the smoke trail.
- //
- // 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.
- //
- // 07/16/97 BRH Retuned, or untuned the hotspot for the smoke trails.
- // Now that the hotspot for the smoke is correct, the
- // smoke does not need to be adjusted here.
- //
- // 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.
- //
- // 08/08/97 BRH Changed the arming so that the missle won't arm until
- // it stops colliding with the shooter's smash. Also, added
- // a special case so that missiles shot by Sentry guns won't
- // blow up other Sentry guns.
- //
- // 08/12/97 BRH Changed collision bits to exclude any object that is
- // ducking (which should only be the main dude when he
- // is ducking down).
- //
- // 08/14/97 BRH Added SetCollideBits function so that the the collision
- // bits can be set differently for the Dude and Doofus.
- // The bits for the collision will bet set to the
- // default values for the missile, but then can be changed
- // by calling the SetCollideBits function.
- //
- // 08/15/97 BRH Made the smash radius larger.
- //
- // 08/17/97 BRH Added looping thrust sound like the rocket.
- //
- // 08/17/97 JMI Changed m_pthingParent to m_idParent.
- //
- // 08/23/97 JMI Changed ms_u32SeekExcludeBits to include CSmash::AlmostDead
- // so the heatseeker wouldn't seek writhers.
- //
- // 08/24/97 BRH Added seek bits that can be changed by the shooter so that
- // hostiles can set heatseekers that don't seek other enemies
- // Also set heatseeker back to previous position before
- // exploding so that it doesn't always hit the target from
- // behind and blow him forward.
- //
- // 08/26/97 BRH Fixed problem with brackets that always set the missile
- // back a position.
- //
- // 08/27/97 JMI No longer sets the smash radius to m_sCurRadius during
- // Render().
- //
- ////////////////////////////////////////////////////////////////////////////////
- #define HEATSEEKER_CPP
- #include "RSPiX.h"
- #include <math.h>
- #include "heatseeker.h"
- #include "dude.h"
- #include "explode.h"
- #include "fire.h"
- #include "SampleMaster.h"
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- #define SMALL_SHADOW_FILE "smallshadow.img"
- ////////////////////////////////////////////////////////////////////////////////
- // Variables/data
- ////////////////////////////////////////////////////////////////////////////////
- // These are default values -- actually values are set using the editor!
- double CHeatseeker::ms_dAccUser = 250.0; // Acceleration due to user
- double CHeatseeker::ms_dMaxVelFore = 250.0; // Maximum forward velocity
- double CHeatseeker::ms_dMaxVelBack = -250.0; // Maximum backward velocity
- double CHeatseeker::ms_dCloseDistance = 30.0; // Close enough to hit CDude
- double CHeatseeker::ms_dLineCheckRate = 15.0; // Pixel distance for line checking
- long CHeatseeker::ms_lArmingTime = 500; // Time before weapon arms.
- long CHeatseeker::ms_lSeekRadius = 150; // Radius of heatseeking circle
- short CHeatseeker::ms_sOffScreenDist = 200; // Go off screen this far before blowing up
- short CHeatseeker::ms_sAngularVelocity = 120; // Degrees per second
- // Set the collision bits
- U32 CHeatseeker::ms_u32SeekIncludeBits = CSmash::Character | CSmash::Fire;
- U32 CHeatseeker::ms_u32SeekDontcareBits = CSmash::Good | CSmash::Bad;
- U32 CHeatseeker::ms_u32SeekExcludeBits = CSmash::Ducking | CSmash::AlmostDead;
- U32 CHeatseeker::ms_u32CollideIncludeBits = CSmash::Character | CSmash::Misc | CSmash::Barrel | CSmash::Fire;
- U32 CHeatseeker::ms_u32CollideDontcareBits = CSmash::Good | CSmash::Bad;
- U32 CHeatseeker::ms_u32CollideExcludeBits = CSmash::Ducking; // Miss if they are ducking
- long CHeatseeker::ms_lSmokeTrailInterval = 10; // MS between smoke releases
- long CHeatseeker::ms_lSmokeTimeToLive = 1000; // MS for smoke to stay around.
- // Let this auto-init to 0
- short CHeatseeker::ms_sFileCount;
- /// Rocket Animation Files
- static char* ms_apszResNames[] =
- {
- "3d/Gmissile.sop",
- "3d/Gmissile.mesh",
- "3d/Gmissile.tex",
- "3d/Gmissile.hot",
- "3d/Gmissile.bounds",
- "3d/Gmissile.floor",
- NULL,
- NULL
- };
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CHeatseeker::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 = 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_dMaxVelFore);
- pFile->Read(&ms_dMaxVelBack);
- pFile->Read(&ms_dCloseDistance);
- break;
- }
- }
- // Load object data
- switch (ulFileVersion)
- {
- default:
- case 1:
- break;
- }
-
- // Make sure there were no file errors
- if (!pFile->Error())
- {
- // Get resources
- sResult = GetResources();
- }
- else
- {
- sResult = -1;
- TRACE("CHeatseeker::Load(): Error reading from file!\n");
- }
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CHeatseeker::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)
- {
- // In most cases, the base class Save() should be called. In this case it
- // isn't because the base class doesn't have a Save()!
- // 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_dMaxVelFore);
- pFile->Write(&ms_dMaxVelBack);
- pFile->Write(&ms_dCloseDistance);
- }
- // Save object data
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Update object
- ////////////////////////////////////////////////////////////////////////////////
- void CHeatseeker::Update(void)
- {
- USHORT usAttrib;
- short sHeight;
- double dNewX;
- double dNewZ;
- double dPrevX;
- double dPrevZ;
- 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();
- // Check the current state
- switch (m_eState)
- {
- case CWeapon::State_Hide:
- case CWeapon::State_Idle:
- break;
- case CWeapon::State_Fire:
- PlaySample(
- g_smidRocketFire, // In: Sample to play
- SampleMaster::Weapon, // In: User volume adjustment category
- DistanceToVolume(m_dX, m_dY, m_dZ, LaunchSndHalfLife), // In: distance to dude
- &m_siThrust, // Out: Handle for adjusting sound volume
- NULL, // Out: Sample duration
- 2841, // In: Where to loop back to in ms
- 3090, // In: Where to loop fro in ms
- false ); // In: Initial Sound Volume (0 - 255)
- m_lTimer = lThisTime + ms_lArmingTime;
- m_eState = State_Chase;
- break;
- //-----------------------------------------------------------------------
- // Chase
- //-----------------------------------------------------------------------
- case CWeapon::State_Chase:
- {
- // Accelerate toward the target and check for proximity
- // and obstacles
- // Accelerate doofus up to max velocity
- m_dHorizVel += ms_dAccUser * dSeconds;
- // Limit to maximum velocity
- if (m_dHorizVel > ms_dMaxVelFore)
- m_dHorizVel = ms_dMaxVelFore;
- else if (m_dHorizVel < ms_dMaxVelBack)
- m_dHorizVel = ms_dMaxVelBack;
- // Adjust position based on velocity
- dNewX = m_dX + rspCos(m_dRot) * (m_dHorizVel * dSeconds);
- dNewZ = m_dZ - rspSin(m_dRot) * (m_dHorizVel * dSeconds);
- // Check for obstacles
- sHeight = m_pRealm->GetHeight((short) dNewX, (short) dNewZ);
- usAttrib = m_pRealm->GetFloorAttribute((short) dNewX, (short) dNewZ);
- short sRealmH = m_pRealm->GetRealmHeight();
- short sRealmW = m_pRealm->GetRealmWidth();
- // Once a bit off screen, it should start turning back towards
- // the center of the hood.
- if (m_dZ > ms_sOffScreenDist + sRealmH ||
- m_dZ < -ms_sOffScreenDist ||
- m_dX > ms_sOffScreenDist + sRealmW ||
- m_dX < -ms_sOffScreenDist)
- {
- short sTargetAngle = FindAngleTo(sRealmW / 2,
- sRealmH / 2);
- short sAngleCCL = rspMod360(sTargetAngle - m_dRot);
- short sAngleCL = rspMod360((360 - sTargetAngle) + m_dRot);
- short sAngleDistance = MIN(sAngleCCL, sAngleCL);
- double dAngleChange = MIN((double) sAngleDistance, ms_sAngularVelocity * dSeconds);
- if (sAngleCCL < sAngleCL)
- m_dRot = rspMod360(m_dRot + dAngleChange);
- else
- m_dRot = rspMod360(m_dRot - dAngleChange);
- }
- if (sHeight > m_dY ||
- !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.
- {
- // Blow Up
- m_eState = CWeapon::State_Explode;
- // Note that these need to be set even if we explode; otherwise, they
- // never get initialized and totally hosened values are sent to
- // pSmoke-Setup() which makes Alpha unhappy.
- dPrevX = m_dX;
- dPrevZ = m_dZ;
- }
- else
- {
- dPrevX = m_dX;
- dPrevZ = m_dZ;
- m_dX = dNewX;
- m_dZ = dNewZ;
- }
- // Check for collisions with other characters if
- // the weapon is armed, else see if it is time to arm
- // the weapon yet.
- if (m_bArmed)
- {
- CSmash* pSmashed = NULL;
- // Change this to quick check closest
- if (m_pRealm->m_smashatorium.QuickCheckClosest(&m_smashSeeker,
- m_u32SeekBitsInclude,
- m_u32SeekBitsDontCare,
- m_u32SeekBitsExclude, &pSmashed))
- // Find the angle to the closest thing
- {
- if (m_pRealm->IsPathClear((short) m_dX, (short) m_dY, (short) m_dZ, ms_dLineCheckRate,
- (short) pSmashed->m_sphere.sphere.X, (short) pSmashed->m_sphere.sphere.Z) )
- {
- short sTargetAngle = FindAngleTo(pSmashed->m_sphere.sphere.X, pSmashed->m_sphere.sphere.Z);
- short sAngleCCL = rspMod360(sTargetAngle - m_dRot);
- short sAngleCL = rspMod360((360 - sTargetAngle) + m_dRot);
- short sAngleDistance = MIN(sAngleCCL, sAngleCL);
- double dAngleChange = MIN((double) sAngleDistance, ms_sAngularVelocity * dSeconds);
- if (sAngleCCL < sAngleCL)
- m_dRot = rspMod360(m_dRot + dAngleChange);
- else
- m_dRot = rspMod360(m_dRot - dAngleChange);
- }
- }
- m_pRealm->m_smashatorium.QuickCheckReset(
- &m_smash,
- m_u32CollideBitsInclude,
- m_u32CollideBitsDontCare,
- m_u32CollideBitsExclude & ~CSmash::Ducking);
- while (m_pRealm->m_smashatorium.QuickCheckNext(&pSmashed))
- {
- ASSERT(pSmashed->m_pThing);
- const bool bIsPlayer = (pSmashed->m_pThing->GetClassID() == CDudeID);
- // we need to check ducking collisions unconditionally so we can unlock an achievement, but then we carry on if it should have missed.
- if ((m_u32CollideBitsExclude & CSmash::Ducking) && (pSmashed->m_bits & CSmash::Ducking))
- {
- if (bIsPlayer)
- UnlockAchievement(ACHIEVEMENT_DUCK_UNDER_ROCKET);
- continue; // keep going.
- }
- if (bIsPlayer)
- UnlockAchievement(ACHIEVEMENT_ROCKET_TO_THE_FACE);
- CThing* pShooter;
- m_pRealm->m_idbank.GetThingByID(&pShooter, m_u16ShooterID);
- if (pShooter)
- {
- // If a Sentry gun shot this weapon, and it hit another Sentry gun, then
- // ignore the collision.
- if (!(pSmashed->m_pThing->GetClassID() == CSentryID && pShooter->GetClassID() == CSentryID))
- {
- m_eState = CWeapon::State_Explode;
- // Go back to previous spot where explosion should be created
- m_dX = dPrevX;
- m_dZ = dPrevZ;
- }
- }
- // Can't determine the shooter,but we did collide, so blow up.
- else
- {
- m_eState = CWeapon::State_Explode;
- // Go back to last position before exploding so it doesn't hit behind
- // the target.
- m_dX = dPrevX;
- m_dZ = dPrevZ;
- }
- }
- }
- else
- {
- // Check for collision with self and if no collision, then arm
- CThing* pShooter = NULL;
- m_pRealm->m_idbank.GetThingByID(&pShooter, m_u16ShooterID);
- // If the shooter is valid, then arm when it clears the shooter
- if (pShooter)
- {
- CSmash* pSmashed = pShooter->GetSmash();
- if (pSmashed)
- {
- pSmashed = (CSmash*) &(((CThing3d*) pShooter)->m_smash);
- if (!(m_pRealm->m_smashatorium.QuickCheck(&m_smash, pSmashed)))
- m_bArmed = true;
- }
- else
- {
- if (lThisTime > m_lTimer)
- m_bArmed = true;
- }
- }
- // else do it the old fashioned way, so at least it will arm
- else
- {
- if (lThisTime > m_lTimer)
- m_bArmed = true;
- }
- }
- // See if its time to create a new puff of smoke
- if (lThisTime > m_lSmokeTimer)
- {
- m_lSmokeTimer = lThisTime + ms_lSmokeTrailInterval;
- CFire* pSmoke = NULL;
- if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pSmoke) == 0)
- {
- // This needs to be fixed by calculating the position of the back end of
- // the rocket in 3D based on the rotation.
- pSmoke->Setup(dPrevX, m_dY, dPrevZ, ms_lSmokeTimeToLive, true, CFire::SmallSmoke);
- pSmoke->m_u16ShooterID = m_u16ShooterID;
- }
- }
- // Update sound position
- SetInstanceVolume(m_siThrust, DistanceToVolume(m_dX, m_dY, m_dZ, LaunchSndHalfLife) );
- break;
- }
- //-----------------------------------------------------------------------
- // Explode
- //-----------------------------------------------------------------------
- case CWeapon::State_Explode:
- // Start an explosion object and then kill rocket
- // object
- CExplode* pExplosion;
- if (CThing::Construct(CThing::CExplodeID, m_pRealm, (CThing**) &pExplosion) == 0)
- {
- pExplosion->Setup(m_dX, MAX(m_dY-30, 0.0), m_dZ, m_u16ShooterID);
- PlaySample(
- g_smidRocketExplode,
- SampleMaster::Destruction,
- DistanceToVolume(m_dX, m_dY, m_dZ, ExplosionSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
- }
- 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, m_dY-20, m_dZ - 4 + GetRandom() % 9, 4000, true, CFire::Smoke);
- pSmoke->m_u16ShooterID = m_u16ShooterID;
- }
- }
- delete this;
- return;
- break;
- case CWeapon::State_Deleted:
- delete this;
- return;
- break;
- }
- // 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 = 2 * m_sprite.m_sRadius;
- m_smashSeeker.m_sphere.sphere.X = m_dX + (rspCos(m_dRot) * ms_lSeekRadius);
- m_smashSeeker.m_sphere.sphere.Y = m_dY;
- m_smashSeeker.m_sphere.sphere.Z = m_dZ - (rspSin(m_dRot) * ms_lSeekRadius);
- m_smashSeeker.m_sphere.sphere.lRadius = ms_lSeekRadius;
- // Update the smash.
- m_pRealm->m_smashatorium.Update(&m_smash);
- // Save time for next time
- m_lPrevTime = lThisTime;
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CHeatseeker::Render(void)
- {
- 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);
- // Reset rotation so it is not cumulative
- m_trans.Make1();
- // Set its pointing direction
- m_trans.Ry(rspMod360(m_dRot));
- // Eventually this should be channel driven also
- // m_sprite.m_sRadius = m_sCurRadius;
- if (m_eState == State_Hide)
- m_sprite.m_sInFlags = CSprite::InHidden;
- else
- 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 Z.
- m_sprite.m_sPriority = m_dZ;
- // Layer should be based on info we get from the 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 sprite
- CWeapon::Render();
- #if 0
- // FEEDBACK.
- // Create a line sprite.
- CSpriteLine2d* psl2d = new CSpriteLine2d;
- if (psl2d != NULL)
- {
- Map3Dto2D(
- m_dX,
- m_dY,
- m_dZ,
- &(psl2d->m_sX2),
- &(psl2d->m_sY2) );
- Map3Dto2D(
- m_smashSeeker.m_sphere.sphere.X,
- m_smashSeeker.m_sphere.sphere.Y,
- m_smashSeeker.m_sphere.sphere.Z,
- &(psl2d->m_sX2End),
- &(psl2d->m_sY2End) );
- psl2d->m_sPriority = m_smashSeeker.m_sphere.sphere.Z;
- psl2d->m_sLayer = m_pRealm->GetLayerViaAttrib(m_pRealm->GetLayer(m_smashSeeker.m_sphere.sphere.X, m_smashSeeker.m_sphere.sphere.Z));
- psl2d->m_u8Color = 249;
- // Destroy when done.
- psl2d->m_sInFlags = CSprite::InDeleteOnRender;
- // Put 'er there.
- m_pRealm->m_scene.UpdateSprite(psl2d);
- }
- #endif
- }
- else
- {
- // m_idParent is setting our transform relative to its position
- // and we are drawn by the scene with the parent.
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Setup
- ////////////////////////////////////////////////////////////////////////////////
- short CHeatseeker::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 = 0.0;
- // Load resources
- sResult = GetResources();
- // Enable the 2D shadow sprite
- PrepareShadow();
- m_bArmed = false;
- 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_bits = CSmash::Projectile;
- m_smash.m_pThing = this;
- m_smashSeeker.m_sphere.sphere.X = m_dX + (rspCos(m_dRot) * ms_lSeekRadius);
- m_smashSeeker.m_sphere.sphere.Y = m_dY;
- m_smashSeeker.m_sphere.sphere.Z = m_dZ - (rspSin(m_dRot) * ms_lSeekRadius);
- m_smashSeeker.m_bits = 0;
- m_smashSeeker.m_pThing = this;
- m_u32CollideBitsInclude = ms_u32CollideIncludeBits;
- m_u32CollideBitsDontCare = ms_u32CollideDontcareBits;
- m_u32CollideBitsExclude = ms_u32CollideExcludeBits;
- m_u32SeekBitsInclude = ms_u32SeekIncludeBits;
- m_u32SeekBitsDontCare = ms_u32SeekDontcareBits;
- m_u32SeekBitsExclude = ms_u32SeekExcludeBits;
- m_sCurRadius = 10 * m_pRealm->m_scene.m_dScale3d;
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Get all required resources
- ////////////////////////////////////////////////////////////////////////////////
- short CHeatseeker::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("CHeatseeker::GetResources - Failed to open 3D animation for rocket\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Free all resources
- ////////////////////////////////////////////////////////////////////////////////
- short CHeatseeker::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- m_anim.Release();
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // 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 CHeatseeker::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_smidRocketFire);
- CacheSample(g_smidRocketExplode);
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // ProcessMessages
- ////////////////////////////////////////////////////////////////////////////////
- void CHeatseeker::ProcessMessages(void)
- {
- GameMessage msg;
- if (m_MessageQueue.DeQ(&msg) == true)
- {
- switch(msg.msg_Generic.eType)
- {
- case typeObjectDelete:
- m_MessageQueue.Empty();
- m_eState = State_Deleted;
- // This object is deleted later.
- break;
- }
- }
- // Dump the rest of the messages
- m_MessageQueue.Empty();
- return;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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