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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
- //
- // ball.cpp
- // Project: Nostril (aka Postal)
- //
- // This module impliments the CBall class, which will hopefully become a model
- // for most other game objects.
- //
- // History:
- // 12/18/96 MJR Started.
- //
- // 01/19/97 JMI Now EditNew() actually loads and puts up a dialog.
- //
- // 01/23/97 JMI The positioning in Render() for Y was + sY / 2. Changed to
- // - sY.
- //
- // 01/27/97 JMI Added override for EditRect() to make this object clickable.
- //
- // 01/29/97 JMI Now Load() and Save() call the base class versions.
- //
- // 02/02/97 JMI Added EditHotSpot().
- //
- // 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
- // loading of DIBs).
- //
- // 02/06/97 JMI Made this from a 2D object to a 3D one.
- //
- // 02/07/97 JMI Removed m_pipeline and associated members and setup since
- // the CScene now owns the pipeline.
- //
- // 02/11/97 JMI Fixed bug in EditHotSpot.
- //
- // 02/23/97 JMI In progress, do not use.
- //
- // 02/23/97 JMI Brought up to date so we can continue to use this as a
- // test object.
- //
- // 02/24/97 JMI For the gravity bounce, I was reversing the current
- // velocity but setting the last known position. This caused
- // one extra iteration of acceleration. Now I use both the
- // old position and the old velocity.
- //
- // 02/24/97 JMI AdjustPosVel() now uses default param (gravity).
- //
- // 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.
- //
- // 03/06/97 JMI Upgraded to current rspMod360 usage.
- //
- // 03/13/97 JMI Load now takes a version number.
- //
- // 04/10/97 BRH Changed ball to use new multi layer attribute maps and the
- // helper functions that go with them.
- //
- // 05/29/97 JMI Got rid of 'old way' of using attributes and put in the
- // new.
- //
- // 06/29/97 JMI Converted EditRect(), EditRender(), and/or Render() to
- // use Map3Dto2D().
- // Also, fixed priority.
- //
- // 07/01/97 JMI Replaced use of GetTerrainAttributes() with
- // GetHeightAndNoWalk().
- //
- // 08/05/97 JMI Changed priority to use Z position rather than 2D
- // projected Y position.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #define BALL_CPP
- #include "RSPiX.h"
- #include <string.h>
- #include "ball.h"
- #include "hood.h"
- #include "game.h"
- #include "reality.h"
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- #define BALL_SOP_FILE "3d/ball.sop"
- #define BALL_MSH_FILE "3d/ball.msh"
- #define BALL_TEX_FILE "3d/ball.tex"
- #define BALL_3D_FILE "3d/ball.dat"
- #define BALL_GUI_FILE "res/editor/ball.gui"
- // GUI IDs.
- #define GUI_ID_OK 1
- #define GUI_ID_CANCEL 2
- #define GUI_ID_X_OFFSET 3
- #define GUI_ID_Y_OFFSET 4
- #define GUI_ID_Z_OFFSET 5
- ////////////////////////////////////////////////////////////////////////////////
- // Variables/data
- ////////////////////////////////////////////////////////////////////////////////
- short CBall::ms_sFileCount;
- /// Standing Animation Files ////////////////////////////////////////////////////
- // An array of pointers to res names (one for each animation component).
- static char* ms_apszAnimNames[] =
- {
- "3d/main_bobbing.sop",
- "3d/main_bobbing.mesh",
- "3d/main_bobbing.tex",
- "3d/main_bobbing.hot",
- "3d/main_bobbing.bounds",
- "3d/main_bobbing.floor",
- NULL, // No rigid body for this anim.
- NULL // For safety, this should ensure a crash if referenced
- // beyond useful portion of array.
- };
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CBall::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;
- // In most cases, the base class Load() should be called.
- 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:
- // pFile->Read(ms_acImageName);
- break;
- }
- }
- // Load object data
- switch (ulFileVersion)
- {
- default:
- case 1:
- pFile->Read(&m_dX);
- pFile->Read(&m_dY);
- pFile->Read(&m_dZ);
- pFile->Read(&m_dDX);
- pFile->Read(&m_dDY);
- pFile->Read(&m_dDZ);
- break;
- }
- // Make sure there were no file errors or format errors . . .
- if (!pFile->Error() && sResult == 0)
- {
- sResult = GetResources();
- }
- else
- {
- sResult = -1;
- TRACE("CBall::Load(): Error reading from file!\n");
- }
- }
- else
- {
- TRACE("CBall::Load(): CThing::Load() failed.\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CBall::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 = 0;
- // In most cases, the base class Save() should be called.
- sResult = CThing::Save(pFile, sFileCount);
- if (sResult == 0)
- {
- // Save common data just once per file (not with each object)
- if (ms_sFileCount != sFileCount)
- {
- ms_sFileCount = sFileCount;
- // Save static data
- // pFile->Write(ms_acImageName);
- }
- // Save object data
- pFile->Write(&m_dX);
- pFile->Write(&m_dY);
- pFile->Write(&m_dZ);
- pFile->Write(&m_dDX);
- pFile->Write(&m_dDY);
- pFile->Write(&m_dDZ);
- sResult = pFile->Error();
- }
- else
- {
- TRACE("CBall::Save(): CThing::Save() failed.\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Startup object
- ////////////////////////////////////////////////////////////////////////////////
- short CBall::Startup(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0; // Assume success.
- // At this point we can assume the CHood was loaded, so we init our height
- m_sPrevHeight = m_pRealm->GetHeight(m_dX, m_dZ);
- // HARD-WIRED CODE ALERT!
- // Eventually, this should be set via the bounding sphere radius.
- m_sCurRadius = 64;
- m_lPrevTime = m_pRealm->m_time.GetGameTime();
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Shutdown object
- ////////////////////////////////////////////////////////////////////////////////
- short CBall::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- m_trans.Make1();
-
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Suspend object
- ////////////////////////////////////////////////////////////////////////////////
- void CBall::Suspend(void)
- {
- m_sSuspend++;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Resume object
- ////////////////////////////////////////////////////////////////////////////////
- void CBall::Resume(void)
- {
- m_sSuspend--;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Update object
- ////////////////////////////////////////////////////////////////////////////////
- void CBall::Update(void)
- {
- if (!m_sSuspend)
- {
- long lCurTime = m_pRealm->m_time.GetGameTime();
- double dDeltaSeconds = (lCurTime - m_lPrevTime) / 1000.0;
- // Adjust vertical velocity and calculate new position.
- double dNewY = m_dY;
- double dNewDY = m_dDY;
- AdjustPosVel(&dNewY, &dNewDY, dDeltaSeconds);
- // Calculate new position.
- double dNewX = m_dX + m_dDX;
- double dNewZ = m_dZ + m_dDZ;
- // Bounce off edges of world.
- // Get height and 'no walk' status at new position.
- bool bNoWalk;
- short sHeight = m_pRealm->GetHeightAndNoWalk(dNewX, dNewY, &bNoWalk);
- // If new Y position is less than terrain height or 'no walk' zone . . .
- if (dNewY < sHeight || bNoWalk == true)
- {
- // If at the last position we would be above the terrain . . .
- if (dNewY > m_sPrevHeight)
- {
- // We've hit a wall.
- // Reverse both directions (this is cheesy, but it's just a demo object!)
- m_dDX = -m_dDX;
- m_dDZ = -m_dDZ;
- // Restore previous position to avoid getting embedded in anything
- dNewX = m_dX;
- dNewZ = m_dZ;
- }
- else
- {
- // We've hit flat terrain.
- // Use previous velocity. Otherwise, we'd have accelerated past the
- // ground.
- dNewDY = -m_dDY;
- // Restore previous position to avoid getting embedded in anything
- dNewY = m_dY;
- }
- }
- // Save new height
- m_sPrevHeight = sHeight;
- // Update position
- m_dX = dNewX;
- m_dY = dNewY;
- m_dZ = dNewZ;
- // Update velocities.
- m_dDY = dNewDY;
- // Store time.
- m_lPrevTime = lCurTime;
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CBall::Render(void)
- {
- // No special flags
- m_sprite.m_sInFlags = 0;
- // Map from 3d to 2d coords
- Map3Dto2D(
- m_dX,
- m_dY,
- m_dZ,
- &(m_sprite.m_sX2),
- &(m_sprite.m_sY2) );
- // Priority is based on 3D hotspot which is where we're drawn.
- m_sprite.m_sPriority = m_dZ;
- m_sprite.m_sLayer = CRealm::GetLayerViaAttrib(
- m_pRealm->GetLayer((short) m_dX, (short) m_dZ));
- // Cheese festival rotation.
- m_trans.Ry(rspMod360(m_dDX));
- m_trans.Rz(rspMod360(m_dDZ));
- long lTime = m_pRealm->m_time.GetGameTime();
- m_sprite.m_pmesh = (RMesh*)m_anim.m_pmeshes->GetAtTime(lTime);
- m_sprite.m_psop = (RSop*)m_anim.m_psops->GetAtTime(lTime);
- m_sprite.m_ptex = (RTexture*)m_anim.m_ptextures->GetAtTime(lTime);
- m_sprite.m_psphere = (RP3d*)m_anim.m_pbounds->GetAtTime(lTime);
- m_sprite.m_ptrans = &m_trans;
- m_sprite.m_sRadius = m_sCurRadius;
- // Update sprite in scene
- m_pRealm->m_scene.UpdateSprite(&m_sprite);
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to init new object at specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CBall::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 = sX;
- m_dY = sY;
- m_dZ = sZ;
- // Load resources.
- sResult = GetResources();
- if (sResult == 0)
- {
- sResult = Shutdown();
- if (sResult == 0)
- {
- // Attempt to startup as if in a real play . . .
- sResult = Startup();
- }
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to modify object
- ////////////////////////////////////////////////////////////////////////////////
- short CBall::EditModify(void)
- {
- short sResult = 0;
- // Load GUI . . .
- RGuiItem* pguiRoot = RGuiItem::LoadInstantiate(FullPath(GAME_PATH_VD, BALL_GUI_FILE) );
- if (pguiRoot != NULL)
- {
- // Modal loop.
- rspClearAllInputEvents();
- // Get the two items that can cause donage.
- RGuiItem* pguiOk = pguiRoot->GetItemFromId(GUI_ID_OK);
- RGuiItem* pguiCancel = pguiRoot->GetItemFromId(GUI_ID_CANCEL);
-
- if (pguiOk != NULL && pguiCancel != NULL)
- {
- // Prepare values.
- // These should definitely check to make sure they exist.
- // A nice inline helper function that takes varargs would do.
- RGuiItem* pguiEditX = pguiRoot->GetItemFromId(GUI_ID_X_OFFSET);
- if (pguiEditX != NULL)
- {
- pguiEditX->SetText("%g", m_dDX);
- // Compose with new text.
- pguiEditX->Compose();
- }
- RGuiItem* pguiEditY = pguiRoot->GetItemFromId(GUI_ID_Y_OFFSET);
- if (pguiEditY != NULL)
- {
- pguiEditY->SetText("%g", m_dDY);
- // Compose with new text.
- pguiEditY->Compose();
- }
- RGuiItem* pguiEditZ = pguiRoot->GetItemFromId(GUI_ID_Z_OFFSET);
- if (pguiEditZ != NULL)
- {
- pguiEditZ->SetText("%g", m_dDZ);
- // Compose with new text.
- pguiEditZ->Compose();
- }
- if (DoGui(pguiRoot) == GUI_ID_OK)
- {
- // Free any existing resources.
- FreeResources();
- // Set values.
- if (pguiEditX != NULL)
- {
- m_dDX = strtod(pguiEditX->m_szText, NULL);
- }
- if (pguiEditY != NULL)
- {
- m_dDY = strtod(pguiEditY->m_szText, NULL);
- }
- if (pguiEditZ != NULL)
- {
- m_dDZ = strtod(pguiEditZ->m_szText, NULL);
- }
-
- // Load resources.
- sResult = GetResources();
- if (sResult == 0)
- {
- sResult = Shutdown();
- if (sResult == 0)
- {
- // Attempt to startup as if in a real play . . .
- sResult = Startup();
- }
- }
- }
- else
- {
- // User aborted.
- sResult = 3;
- }
- rspClearAllInputEvents();
- }
- else
- {
- TRACE("EditNew(): GUI missing item(s) with ID %d or %d.\n",
- GUI_ID_OK,
- GUI_ID_CANCEL);
- sResult = 2;
- }
- // Done with GUIs.
- delete pguiRoot;
- }
- else
- {
- TRACE("EditNew(): Failed to load GUI file \"%s\".\n", BALL_GUI_FILE);
- sResult = 1;
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to move object to specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CBall::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 = sX;
- m_dY = sY;
- m_dZ = sZ;
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to update object
- ////////////////////////////////////////////////////////////////////////////////
- void CBall::EditUpdate(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to render object
- ////////////////////////////////////////////////////////////////////////////////
- void CBall::EditRender(void)
- {
- // In some cases, object's might need to do a special-case render in edit
- // mode because Startup() isn't called. In this case it doesn't matter, so
- // we can call the normal Render().
- Render();
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to get the clickable pos/area of an object.
- // (virtual (Overridden here)).
- ////////////////////////////////////////////////////////////////////////////////
- void CBall::EditRect( // Returns nothiing.
- RRect* prc) // Out: Clickable pos/area of object.
- {
- Map3Dto2D(
- m_dX,
- m_dY,
- m_dZ,
- &(prc->sX),
- &(prc->sY) );
- prc->sX -= m_sCurRadius;
- prc->sY -= m_sCurRadius;
- prc->sW = m_sCurRadius * 2;
- prc->sH = m_sCurRadius * 2;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to get the hotspot of an object in 2D.
- // (virtual (Overridden here)).
- ////////////////////////////////////////////////////////////////////////////////
- void CBall::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 = m_sCurRadius;
- *psY = m_sCurRadius;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Get all required resources
- ////////////////////////////////////////////////////////////////////////////////
- short CBall::GetResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- sResult = m_anim.Get(
- ms_apszAnimNames,
- RChannel_LoopAtStart | RChannel_LoopAtEnd);
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Free all resources
- ////////////////////////////////////////////////////////////////////////////////
- short CBall::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- m_anim.Release();
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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