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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
- //
- // SndRelay.cpp
- // Project: Nostril (aka Postal)
- //
- // History:
- // 08/11/97 JMI Stole infrastructure from SoundThing.
- //
- // 08/11/97 JMI Now verifies that the parent ID is that of a CSoundThing
- // before using it. Don't know what would happen otherwise
- // but I'm sure it would suck.
- //
- // 09/27/99 JMI Eliminated boolean performance warnings.
- //
- //////////////////////////////////////////////////////////////////////////////
- //
- // This CThing-derived class will relay sound volumes based on
- // DistanceToVolume() (i.e., the distance to the ear (usually the local dude))
- // to the selected CSoundThing.
- //
- //////////////////////////////////////////////////////////////////////////////
- #define SNDRELAY_CPP
- #include "RSPiX.h"
- #include "SndRelay.h"
- #include "SoundThing.h"
- #include "game.h"
- // This class has its own GetRandom() to keep it from de-synching the game.
- #ifdef GetRandom
- #undef GetRandom
- #endif
- #ifdef GetRand
- #undef GetRand
- #endif
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- #define IMAGE_FILE "soundSatellite.bmp"
- #define GUI_FILE_NAME "res/editor/SndRelay.gui"
- ////////////////////////////////////////////////////////////////////////////////
- // Class statics.
- ////////////////////////////////////////////////////////////////////////////////
- short CSndRelay::ms_sFileCount = 0; // File count.
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CSndRelay::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)
- {
- // If new file . . .
- if (sFileCount != ms_sFileCount)
- {
- ms_sFileCount = sFileCount;
-
- // Do one time stuff.
- }
- switch (ulFileVersion)
- {
- default:
- case 44:
- case 43:
- case 42:
- case 41:
- case 40:
- case 39:
- case 38:
- case 37:
- case 36:
- case 35:
- case 34:
- case 33:
- case 32:
- case 31:
- case 30:
- case 29:
- case 28:
- case 27:
- case 26:
- case 25:
- case 24:
- case 23:
- case 22:
- case 21:
- case 20:
- case 19:
- case 18:
- case 17:
- case 16:
- case 15:
- case 14:
- case 13:
- case 12:
- case 11:
- case 10:
- case 9:
- case 8:
- case 7:
- case 6:
- case 5:
- case 4:
- case 3:
- case 2:
- case 1:
- pFile->Read(&m_dX);
- pFile->Read(&m_dY);
- pFile->Read(&m_dZ);
- long lBool;
- pFile->Read(&lBool);
- m_bInitiallyEnabled = lBool ? true : false;
- pFile->Read(&m_idParent);
- break;
- }
- // Make sure there were no file errors or format errors . . .
- if (!pFile->Error() && sResult == 0)
- {
- sResult = Init();
- }
- else
- {
- sResult = -1;
- TRACE("CSndRelay::Load(): Error reading from file!\n");
- }
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CSndRelay::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)
- {
- pFile->Write(m_dX);
- pFile->Write(m_dY);
- pFile->Write(m_dZ);
- pFile->Write((long)m_bInitiallyEnabled);
- pFile->Write(m_idParent);
- // Make sure there were no file errors
- sResult = pFile->Error();
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Startup object
- ////////////////////////////////////////////////////////////////////////////////
- short CSndRelay::Startup(void) // Returns 0 if successfull, non-zero otherwise
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Shutdown object
- ////////////////////////////////////////////////////////////////////////////////
- short CSndRelay::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Suspend object
- ////////////////////////////////////////////////////////////////////////////////
- void CSndRelay::Suspend(void)
- {
- m_sSuspend++;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Resume object
- ////////////////////////////////////////////////////////////////////////////////
- void CSndRelay::Resume(void)
- {
- m_sSuspend--;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Update object
- ////////////////////////////////////////////////////////////////////////////////
- void CSndRelay::Update(void)
- {
- if (!m_sSuspend)
- {
- // If enabled . . .
- if (m_bEnabled == true)
- {
- // Attempt to get ptr to our parent . . .
- CSoundThing* pst = NULL; // Safety.
- if (m_pRealm->m_idbank.GetThingByID((CThing**)&pst, m_idParent) == 0)
- {
- // Make sure this is what we think it is . . .
- if (pst->GetClassID() == CSoundThingID)
- {
- // Report volume based on our distance to the ear.
- pst->RelayVolume(DistanceToVolume(m_dX, m_dY, m_dZ, pst->m_lVolumeHalfLife) );
- }
- else
- {
- TRACE("Update(): ID %hu is not a \"SoundThing\", it is a \"%s\".\n",
- pst->GetClassID(),
- ms_aClassInfo[pst->GetClassID()].pszClassName);
- }
- }
- }
- // Process messages.
- ProcessMessages();
- switch (m_state)
- {
- case State_Happy:
- break;
- case State_Delete:
- // Banzai!
- delete this;
- return ;
- }
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CSndRelay::Render(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to init new object at specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CSndRelay::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;
- sResult = EditModify();
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Helper function/macro for changing a GUIs text value.
- ////////////////////////////////////////////////////////////////////////////////
- inline void SetGuiItemVal( // Returns nothing.
- RGuiItem* pguiRoot, // In: GUI Root.
- long lId, // In: ID of item whose text we'll change.
- long lVal) // In: New value.
- {
- RGuiItem* pgui = pguiRoot->GetItemFromId(lId);
- if (pgui)
- {
- pgui->SetText("%ld", lVal);
- pgui->Compose();
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Callback from multibtn checkbox.
- ////////////////////////////////////////////////////////////////////////////////
- static void CheckEnableGuiCall( // Returns nothing.
- RGuiItem* pgui_pmb) // In: GUI pointer to the multi button that was
- // pressed.
- {
- ASSERT(pgui_pmb->m_type == RGuiItem::MultiBtn);
- RMultiBtn* pmb = (RMultiBtn*)pgui_pmb;
- // Show based on value stored in GUI.
- short sVisible = pmb->m_ulUserData;
- // If unchecked . . .
- if (pmb->m_sState == 1)
- {
- // Opposite show/hide state.
- sVisible = !sVisible;
- }
- RGuiItem* pguiLoopSettingsContainer = pmb->GetParent()->GetItemFromId(pmb->m_ulUserInstance);
- if (pguiLoopSettingsContainer)
- {
- pguiLoopSettingsContainer->SetVisible(sVisible);
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to modify object
- ////////////////////////////////////////////////////////////////////////////////
- short CSndRelay::EditModify(void)
- {
- short sResult = 0;
- // Load gui dialog
- RGuiItem* pgui = RGuiItem::LoadInstantiate(FullPathVD(GUI_FILE_NAME));
- if (pgui != NULL)
- {
- // Init "ID" edit
- REdit* peditParentId = (REdit*)pgui->GetItemFromId(100);
- ASSERT(peditParentId != NULL);
- ASSERT(peditParentId->m_type == RGuiItem::Edit);
- if (m_idParent != CIdBank::IdNil)
- {
- peditParentId->SetText("%hu", m_idParent);
- }
- else
- {
- peditParentId->SetText("");
- }
- peditParentId->Compose();
- // Init "enable" push button
- RMultiBtn* pmbEnable = (RMultiBtn*)pgui->GetItemFromId(200);
- ASSERT(pmbEnable != NULL);
- pmbEnable->m_sState = (m_bInitiallyEnabled == true) ? 2 : 1;
- pmbEnable->Compose();
- // Run the dialog using this super-duper helper funciton
- if (DoGui(pgui) == 1)
- {
- // Get new values from dialog
- m_idParent = (U16)peditParentId->GetVal();
- if (m_idParent == 0)
- {
- m_idParent = CIdBank::IdNil;
- }
- m_bInitiallyEnabled = (pmbEnable->m_sState == 2) ? true : false;
- }
- else
- {
- sResult = 1;
- }
-
- // Done with GUI.
- delete pgui;
- }
- else
- {
- sResult = -1;
- }
- // If everything's okay, init using new values
- if (sResult == 0)
- sResult = Init();
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to move object to specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CSndRelay::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 get the clickable pos/area of an object in 2D.
- // (virtual (Overridden here)).
- ////////////////////////////////////////////////////////////////////////////////
- void CSndRelay::EditRect( // Returns nothiing.
- RRect* prc) // Out: Clickable pos/area of object.
- {
- Map3Dto2D(
- m_dX,
- m_dY,
- m_dZ,
- &(prc->sX),
- &(prc->sY) );
- prc->sW = 10; // Safety.
- prc->sH = 10; // Safety.
- if (m_sprite.m_pImage)
- {
- prc->sW = m_sprite.m_pImage->m_sWidth;
- prc->sH = m_sprite.m_pImage->m_sHeight;
- }
- prc->sX -= prc->sW / 2;
- prc->sY -= prc->sH;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to get the hotspot of an object in 2D.
- // (virtual (Overridden here)).
- ////////////////////////////////////////////////////////////////////////////////
- void CSndRelay::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.
- {
- *psX = 5; // Safety.
- *psY = 5; // Safety.
- if (m_sprite.m_pImage)
- {
- *psX = m_sprite.m_pImage->m_sWidth / 2;
- *psY = m_sprite.m_pImage->m_sHeight;
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to update object
- ////////////////////////////////////////////////////////////////////////////////
- void CSndRelay::EditUpdate(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to render object
- ////////////////////////////////////////////////////////////////////////////////
- void CSndRelay::EditRender(void)
- {
- // Setup simple, non-animating sprite
- m_sprite.m_sInFlags = 0;
- Map3Dto2D(
- m_dX,
- m_dY,
- 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_sprite.m_pImage->m_sWidth / 2;
- m_sprite.m_sY2 -= m_sprite.m_pImage->m_sHeight;
- m_sprite.m_sLayer = CRealm::GetLayerViaAttrib(m_pRealm->GetLayer((short) m_dX, (short) m_dZ));
- // Update sprite in scene
- m_pRealm->m_scene.UpdateSprite(&m_sprite);
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Init object
- ////////////////////////////////////////////////////////////////////////////////
- short CSndRelay::Init(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- Kill();
- m_bEnabled = m_bInitiallyEnabled;
- if (m_sprite.m_pImage == 0)
- {
- sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(IMAGE_FILE), &m_sprite.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_sprite.m_pImage->Convert(RImage::FSPR8) != RImage::FSPR8)
- {
- sResult = -1;
- TRACE("CSndRelay::GetResource() - Couldn't convert to FSPR8\n");
- }
- }
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Kill object
- ////////////////////////////////////////////////////////////////////////////////
- short CSndRelay::Kill(void) // Returns 0 if successfull, non-zero otherwise
- {
- if (m_sprite.m_pImage != 0)
- rspReleaseResource(&g_resmgrGame, &m_sprite.m_pImage);
- m_pRealm->m_scene.RemoveSprite(&m_sprite);
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Process our message queue.
- ////////////////////////////////////////////////////////////////////////////////
- void CSndRelay::ProcessMessages(void)
- {
- // Check queue of messages.
- GameMessage msg;
- while (m_MessageQueue.DeQ(&msg) == true)
- {
- switch(msg.msg_Generic.eType)
- {
- case typeObjectDelete:
- m_state = State_Delete;
- break;
- }
-
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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