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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
- //
- // napalm.cpp
- // Project: Postal
- //
- // This module implements the CNapalm weapon class which is a canister of
- // napalm gel that breaks apart when it hits the ground lays down a smear
- // of fire. The canister may be an alternate ordinate for the rocket launcher.
- //
- //
- // History:
- // 01/17/97 BRH Started this weapon object.
- //
- // 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
- // loading of DIBs).
- //
- // 02/09/97 BRH Started the CNapalm from the CGrenade object since their
- // initial movement logic is similar.
- //
- // 02/10/97 JMI rspReleaseResource() now takes a ptr to a ptr.
- //
- // 02/18/97 BRH Added a time setting to the Fire with some randomness
- // to make it look better.
- //
- // 02/19/97 BRH Added message processing to check for ObjectDeleted
- // message.
- //
- // 02/19/97 BRH Changed this from 2D to 3D animation.
- //
- // 02/23/97 BRH Updated the transform with the angle so that the canister
- // faces the direction it is traveling. Also changed the
- // coordinate system to x,-z
- //
- // 02/23/97 BRH Added Preload() function to cache resources for this object
- // before play begins.
- //
- // 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 fire to thin fire for more alpha effect since it
- // lays down many layers of fire. Also hides the napalm
- // canister by skipping the render when in the hidden state.
- //
- // 02/24/97 BRH Added sound effects for canister shooting, hitting things,
- // and when it breaks open. Used reality.h motion templates
- // and changed the algorithm for detecting ground and
- // walls.
- //
- // 03/03/97 BRH Derived this from the CWeapon base class.
- //
- // 03/03/97 JMI Commented out dHorizVelocity and dVertVelocity parameters
- // to Setup() so that this version would be a virtual over-
- // ride of CWeapon's.
- //
- // 03/06/97 JMI Upgraded to current rspMod360 usage.
- //
- // 03/13/97 JMI Load now takes a version number.
- //
- // 03/19/97 BRH Changed ProcessMessages to return a void so that it matches
- // the new virtual function in the CWeapon base class.
- //
- // 03/21/97 BRH Now ignores the ATTRIBUTE_NOT_WALKABLE so that the napalm
- // canisters don't bounce off of the edge of the world.
- //
- // 04/10/97 BRH Converted to using the new multi layer attribute maps and
- // the helper functions that go with them.
- //
- // 05/04/97 BRH Took out an old unused reference to an STL iterator.
- //
- // 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
- // exists.
- //
- // 06/11/97 BRH Added shooter ID passing to the fire that is created.
- //
- // 06/12/97 JMI Now handles State_Hide by setting m_sprite's InHidden flag.
- //
- // 06/16/97 BRH Fixed starting condition in not walkable area.
- //
- // 06/17/97 JMI Converted all occurrences of rand() to GetRand() and
- // srand() to SeedRand().
- //
- // 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 sound effect cache to Preload function.
- //
- // 07/01/97 JMI Replaced GetFloorMapValue() with GetHeight() call.
- //
- // 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.
- //
- // 07/30/97 JMI Same old delete error showed up on Alpha.
- // ProcessMessages() was deleting the napalm 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.
- // Also, m_dFireX and m_dFireZ were uninitialized causing
- // floating point exceptions (due to bad values) on the Alpha.
- //
- // 08/05/97 JMI Changed priority to use Z position rather than 2D
- // projected Y position.
- //
- // 08/17/97 JMI Changed m_pthingParent to m_idParent.
- //
- // 08/27/97 BRH Added large fire sound which had not been used until now.
- //
- // 08/28/97 BRH Added cache of large fire sound.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #define NAPALM_CPP
- #include "RSPiX.h"
- #include <math.h>
- #include "napalm.h"
- #include "dude.h"
- #include "fire.h"
- #include "SampleMaster.h"
- #include "game.h"
- #include "reality.h"
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- #define SMALL_SHADOW_FILE "smallshadow.img"
- ////////////////////////////////////////////////////////////////////////////////
- // Variables/data
- ////////////////////////////////////////////////////////////////////////////////
- // These are default values -- actually values are set using the editor!
- double CNapalm::ms_dAccDrag = 300.0; // Acceleration due to drag
- double CNapalm::ms_dThrowVertVel = 30.0; // Throw up at this velocity
- double CNapalm::ms_dThrowHorizVel = 300; // Throw out at this velocity
- double CNapalm::ms_dMinFireInterval = 5*5;
- long CNapalm::ms_lGrenadeFuseTime = 1500; // Time from throw to blow
- // Let this auto-init to 0
- short CNapalm::ms_sFileCount;
- /// Napalm Canister Animation Files
- // An array of pointers to res names (one for each animation component)
- static char* ms_apszResNames[] =
- {
- "3d/napalmcan.sop",
- "3d/napalmcan.mesh",
- "3d/napalmcan.tex",
- "3d/napalmcan.hot",
- "3d/napalmcan.bounds",
- "3d/napalmcan.floor",
- NULL,
- NULL
- };
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CNapalm::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_dAccDrag);
- pFile->Read(&ms_dThrowVertVel);
- pFile->Read(&ms_dThrowHorizVel);
- pFile->Read(&ms_dMinFireInterval);
- pFile->Read(&ms_lGrenadeFuseTime);
- 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("CNapalm::Load(): Error reading from file!\n");
- }
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CNapalm::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_dAccDrag);
- pFile->Write(&ms_dThrowVertVel);
- pFile->Write(&ms_dThrowHorizVel);
- pFile->Write(&ms_dMinFireInterval);
- pFile->Write(&ms_lGrenadeFuseTime);
- }
- // Save object data
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Update object
- ////////////////////////////////////////////////////////////////////////////////
- void CNapalm::Update(void)
- {
- short sHeight;
- double dNewX;
- double dNewY;
- double dNewZ;
- double dX;
- double dZ;
- double dDistance;
- if (!m_sSuspend)
- {
- // Get new time
- long lThisTime = m_pRealm->m_time.GetGameTime();
- // If elapsed time is too short, skip this update.
- // Calculate elapsed time in seconds
- double dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0;
- ProcessMessages();
- if (m_eState == State_Deleted)
- {
- delete this;
- // Must return now, now to avoid accessing through deallocated
- // 'this'.
- return;
- }
- // Check the current state
- switch (m_eState)
- {
- case CWeapon::State_Idle:
- break;
- case CWeapon::State_Fire:
- // Make sure it starts in a valid location. If it is inside
- // a wall, delete it now.
- 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;
- PlaySample(
- g_smidNapalmShot,
- SampleMaster::Weapon,
- DistanceToVolume(m_dX, m_dY, m_dZ, LaunchSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
- 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
- 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 = CWeapon::State_Slide;
- PlaySample(
- g_smidNapalmFire,
- SampleMaster::Destruction,
- DistanceToVolume(m_dX, m_dY, m_dZ, NapalmSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
- PlaySample(
- g_smidFireLarge,
- SampleMaster::Destruction,
- DistanceToVolume(m_dX, m_dY, m_dZ, NapalmSndHalfLife) );
- }
- 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
- PlaySample(
- g_smidNapalmHit,
- SampleMaster::Weapon,
- DistanceToVolume(m_dX, m_dY, m_dZ, SideEffectSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
- }
- else
- m_dY = dNewY;
- }
- m_dX = dNewX;
- m_dZ = dNewZ;
- break;
- //-----------------------------------------------------------------------
- // Slide - Once it hits the ground, slide until it stops.
- //-----------------------------------------------------------------------
- case CWeapon::State_Slide:
- // As the Napalm canister slides on the ground, it lays
- // down fire at intervals. Check the interval to see
- // it its time to creat a new fire yet.
- dX = m_dX - m_dFireX;
- dZ = m_dZ - m_dFireZ;
- dDistance = (dX*dX) + (dZ*dZ);
- if (dDistance > ms_dMinFireInterval)
- {
- m_dFireX = m_dX;
- m_dFireZ = m_dZ;
- // Start a fire here
- CFire* pFire;
- if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pFire) == 0)
- {
- if (pFire->Setup(m_dX - 20 + (GetRand() % 40), m_dY, m_dZ - 20 + (GetRand() % 40),
- 4000 + (GetRand() % 9000), false, CFire::LargeFire) != SUCCESS)
- delete pFire;
- else
- pFire->m_u16ShooterID = m_u16ShooterID;
- }
- }
- // Ground causes drag
- // Decelerate to zero. When you reach zero, go
- // to find state.
- if (m_dHorizVel > 0)
- {
- AdjustVel(&m_dHorizVel, dSeconds, -ms_dAccDrag);
- if (m_dHorizVel < 0)
- m_dHorizVel = 0;
- }
- else if (m_dHorizVel < 0)
- {
- AdjustVel(&m_dHorizVel, dSeconds, ms_dAccDrag);
- m_dHorizVel = 0;
- }
- // If it has stopped, then change to find state
- if (m_dHorizVel == 0)
- m_eState = CWeapon::State_Explode;
- dNewX = m_dX + COSQ[(short)m_dRot] * (m_dHorizVel * dSeconds);
- dNewZ = m_dZ - SINQ[(short)m_dRot] * (m_dHorizVel * dSeconds);
- // Check for obstacles
- sHeight = m_pRealm->GetHeight((short) dNewX, (short) dNewZ);
- // If it hit any obstacles, make it bounce off
- if (sHeight > m_dY)
- {
- // Restore previous position
- dNewX = m_dX;
- dNewZ = m_dZ;
- // Change directions
- m_dRot = BounceAngle(m_dRot);
- PlaySample(
- g_smidNapalmHit,
- SampleMaster::Weapon,
- DistanceToVolume(m_dX, m_dY, m_dZ, SideEffectSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
- }
- // See if it fell off of something. If so make it go back
- // to the airborne state
- if (sHeight < (short) m_dY)
- {
- m_dVertVel = 0;
- m_eState = State_Go;
- }
- m_dX = dNewX;
- m_dZ = dNewZ;
- break;
- //-----------------------------------------------------------------------
- // Explode
- //-----------------------------------------------------------------------
- case CWeapon::State_Explode:
- delete this;
- return;
- break;
- }
- // Save time for next time
- m_lPrevTime = lThisTime;
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CNapalm::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);
- // Eventually this should be channel driven also
- m_sprite.m_sRadius = m_sCurRadius;
- // Reset rotation so it is not cumulative
- m_trans.Make1();
- // Set its pointing direction
- m_trans.Ry(rspMod360(m_dRot));
- 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 bottom edge of sprite
- 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);
- // Render the 2D shadow sprite
- CWeapon::Render();
- }
- else
- {
- // m_idParent is setting our 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 CNapalm::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
- double dHorizVel, // In: Starting Horizontal Velocity (has default)
- double dVertVel*/) // In: Starting Vertical Velocity (has default)
- {
- short sResult = 0;
-
- // Use specified position
- m_dX = (double)sX;
- m_dY = (double)sY;
- m_dZ = (double)sZ;
- m_dHorizVel = ms_dThrowHorizVel;//dHorizVelocity;
- m_dVertVel = ms_dThrowVertVel;//dVertVelocity;
- // Default these to the start position so that, when we first enter
- // the slide state, we'll create some fire right away.
- m_dFireX = m_dX;
- m_dFireZ = m_dZ;
- // Load resources
- sResult = GetResources();
- // Enable the 2D shadow
- PrepareShadow();
- m_sCurRadius = 10;
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Get all required resources
- ////////////////////////////////////////////////////////////////////////////////
- short CNapalm::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("CNapalm::GetResources - Failed to open 3D animation for napalm\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Free all resources
- ////////////////////////////////////////////////////////////////////////////////
- short CNapalm::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 CNapalm::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_smidNapalmShot);
- CacheSample(g_smidNapalmHit);
- CacheSample(g_smidNapalmFire);
- CacheSample(g_smidFireLarge);
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // ProcessMessages
- ////////////////////////////////////////////////////////////////////////////////
- void CNapalm::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;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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