123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912 |
- ////////////////////////////////////////////////////////////////////////////////
- //
- // 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
- //
- // fire.cpp
- // Project: Postal
- //
- // This module implements the CFire weapon class which is a burning flame
- // for several different effects and weapons.
- //
- //
- // History:
- // 01/17/97 BRH Started this weapon object.
- //
- // 01/23/97 BRH Updated the time to GetGameTime rather than using
- // real time..
- //
- // 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
- // loading of DIBs).
- //
- // 02/06/97 BRH Added RAnimSprite animation of the explosion for now.
- // We are going to do an Alpha effect on the explosion, so
- // there are two animations, one of the image and one of
- // the Alpha information stored as a BMP8 animation. When
- // the Alpha effect is ready, we will pass a frame from
- // each animation to a function to draw it.
- //
- // 02/06/97 BRH Fixed problem with timer. Since all Explosion objects
- // are using the same resource managed animation, they cannot
- // use the animation timer, they have to do the timing
- // themselves.
- //
- // 02/07/97 BRH Changed the sprite from CSprite2 to CSpriteAlpha2 for
- // the Alpha Blit effect.
- //
- // 02/09/97 BRH Started the Fire from Explode file since they are
- // similar.
- //
- // 02/10/97 JMI rspReleaseResource() now takes a ptr to a ptr.
- //
- // 02/11/97 BRH Changed the fire to start on a random frame number
- // so if you have many fires, they don't pulsate or all
- // burn in sync with each other.
- //
- // 02/14/97 BRH Changed from using the RAnimSprite to channel data.
- //
- // 02/17/97 BRH Now uses the resource manager to get the assets and starts
- // at a random time interval so the fire will be random again.
- //
- // 02/17/97 BRH Changed the lifetime to be time based rather than frame
- // based which was causing the fire to live on forever
- // since being switched from RAnimSprite to RChannel1.
- //
- // 02/18/97 BRH Now the fire changes to different Alpha channels as it
- // burns out during its time to live.
- //
- // 02/19/97 BRH Checks for collisions and sends messages.
- //
- // 02/19/97 BRH Added the ability to run both small and large fire
- // animations. Change the duration on the alpha layers
- // so that the initial alpha channel gets played for 80%
- // of the burning time. Also added bThick parameter to startup
- // which will start using the 0th Alpha channel which is
- // more opaque. If you want more Alpha, set to false which
- // will start on the next Alpha level down.
- //
- // 02/23/97 BRH Added static Preload() funciton which will be called
- // before play begins to cache a resource for this object.
- //
- // 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 Set the default state in ProcessMessages
- //
- // 02/24/97 BRH Added a timer for checkin collisions so it doesn't have
- // to check each time, but it was checking only when changing
- // alpha levels which was too long.
- //
- // 03/05/97 JMI Render()'s mapping from 3D to 2D had a typo (was adding m_dY
- // instead of subtracting). Now uses Map3Dto2D().
- //
- // 03/13/97 JMI Load now takes a version number.
- //
- // 04/10/97 BRH Updated this to work with the new multi layer attribute
- // maps.
- //
- // 04/14/97 BRH Added CSmash::Item to the collide bits so that the fire
- // will send messages to barrels and other items.
- //
- // 04/21/97 BRH Added Smoke animation to the fire and the ability of the
- // fire to change to smoke.
- //
- // 02/22/97 BRH Adjusted the timer for the smoke effect to eliminate some
- // of the final frames so that the smoke wouldn't pulsate
- // like it did.
- //
- // 04/23/97 JMI Changed this item's m_smash bits from CSmash::Item to
- // CSmash::Fire.
- // Now affects Characters, Miscs, Mines, and Barrels.
- //
- // 04/24/97 BRH Added static wind direction variable that will get
- // adjusted slightly by each new creation of smoke which
- // calls WindDirectionUpdate() to randomly vary the wind
- // direction.
- //
- // 04/25/97 BRH Fixed problem with smoke that was created as smoke,
- // setting people on fire. Also fixed wall detection
- // and added an individual direction variable to each
- // instance of smoke that initially copies the wind
- // direction and uses it until it hits a wall, then it
- // rotates in one direction or the other until it is
- // free to move again.
- //
- // 05/09/97 JMI Update() now moves the smashatorium object when the CFire
- // is not Smoke.
- //
- // 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
- // exists.
- //
- // 06/11/97 BRH Pass along the m_u16ShooterID value in the Burn message.
- //
- // 06/15/97 BRH Fixed Smoke going past animation by 1 frame.
- //
- // 06/16/97 BRH Fixed smoke init of static wind direction. Now it
- // inits the wind direction on class load so that it doesn't
- // cause problems for the demo mode.
- //
- // 06/17/97 MJR Same as previous one for wind velocity.
- //
- // MJR Moved resetting of statics to Preload(), since in most
- // cases, fire or smoke are not Load()'ed.
- //
- // 06/18/97 BRH Changed over to using GetRandom()
- //
- // 06/26/97 BRH Added CSmash::AlmostDead to the include bits for fire so
- // that writhing guys can be killed by fire.
- //
- // 07/01/97 BRH Added small smoke animation.
- //
- // 07/04/97 BRH Added an auto alpha blend on the small smoke for the
- // rocket trails so they can blend into alpha based on
- // their time to live. May need to disable the
- // alpha channel for it to work correctly.
- //
- // 07/08/97 JMI Fixed Render() to distribute the homogeneous alpha level
- // better. Still needs tuning.
- //
- // 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.
- //
- // 07/10/97 JMI Now uses alpha mask and level for animation.
- //
- // 07/13/97 BRH Changed the animations to use only 1 alpha mask and change
- // the alpha level based on time.
- //
- // 07/20/97 JMI Added some ASSERTs.
- //
- // 07/23/97 BRH Changed small fires to create small smokes rather than
- // large which slows down the game quite a bit.
- //
- // 07/27/97 JMI Changed to use Z position (i.e., X/Z plane) instead of
- // Y2 position (i.e., viewing plane) position for draw
- // priority.
- //
- // 08/11/97 BRH If alpha blending is turned off, as a performance option,
- // then don't even blit the smoke since without the alpha
- // effect, you can't see through it at all.
- //
- // 08/20/97 JMI Now does a range check on m_sCurrentAlphaLevel after
- // decrementing.
- //
- // 09/02/97 JMI Added m_u16FireStarterID. This is used for a special case
- // when the starter of the fire is not the thing using the
- // fire as a weapon (e.g., when a guy catches fire he can
- // use the fire on other people by running into them causing
- // them to catch on fire; however, if his own fire kills him
- // it is to the creator of the fire's credit that he dies).
- //
- ////////////////////////////////////////////////////////////////////////////////
- #define FIRE_CPP
- #include "RSPiX.h"
- #include <math.h>
- #include "fire.h"
- #include "dude.h"
- #include "game.h"
- #include "reality.h"
- ////////////////////////////////////////////////////////////////////////////////
- // Macros/types/etc.
- ////////////////////////////////////////////////////////////////////////////////
- #define AA_FILE "fire.aan"
- #define LARGE_FILE "fire.aan"
- #define SMALL_FILE "smallfire.aan"
- #define SMOKE_FILE "smoke.aan"
- #define SMALL_SMOKE_FILE "tinysmoke.aan"
- #define INIT_WIND_DIR 30
- #define INIT_WIND_VEL 30
- #define MAX_ALPHA 200 // Used for smoke trails
- #define THICK_ALPHA 255 // Start alpha level for thick fire
- #define THIN_ALPHA 200 // Start alpha level for thin fire
- #define DIEDOWN_ALPHA 100 // Point at which it looks like its dying down
- #define SMOLDER_ALPHA 30 // Point at which it is too weak to burn anyone
- #define BRIGHT_PERCENT 0.80 // Amount of the time it should be more opaque
- ////////////////////////////////////////////////////////////////////////////////
- // Variables/data
- ////////////////////////////////////////////////////////////////////////////////
- // Let this auto-init to 0
- short CFire::ms_sFileCount;
- short CFire::ms_sLargeRadius = 20;
- short CFire::ms_sSmallRadius = 8;
- short CFire::ms_sWindDirection = INIT_WIND_DIR; // Start wind in this direction
- long CFire::ms_lCollisionTime = 250; // Check for collisions this often
- long CFire::ms_lSmokeTime = 10000; // Time to let smoke run
- double CFire::ms_dWindVelocity = INIT_WIND_VEL; // Pixels per second drift due to wind
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::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)
- {
- // Load common data just once per file (not with each object)
- if (ms_sFileCount != sFileCount)
- {
- ms_sFileCount = sFileCount;
- // Init the static wind direction and velocity when the class loads.
- ms_sWindDirection = INIT_WIND_DIR;
- ms_dWindVelocity = INIT_WIND_VEL;
- // Load static data.
- switch (ulFileVersion)
- {
- default:
- case 1:
- break;
- }
- }
- // Load instance data.
- switch (ulFileVersion)
- {
- default:
- case 1:
- pFile->Read(&m_eFireAnim);
- break;
- }
- // Make sure there were no file errors or format errors . . .
- if (!pFile->Error() && sResult == 0)
- {
- // Get resources
- sResult = GetResources();
- }
- else
- {
- sResult = -1;
- TRACE("CFire::Load(): Error reading from file!\n");
- }
- }
- else
- {
- TRACE("CFire::Load(): CThing::Load() failed.\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::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)
- {
- // Save common data just once per file (not with each object)
- if (ms_sFileCount != sFileCount)
- {
- ms_sFileCount = sFileCount;
- // Save static data
- }
- pFile->Write(&m_eFireAnim);
- }
- else
- {
- TRACE("CFire::Save(): CThing::Save() failed.\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Startup object
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::Startup(void) // Returns 0 if successfull, non-zero otherwise
- {
- return Init();
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Shutdown object
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Suspend object
- ////////////////////////////////////////////////////////////////////////////////
- void CFire::Suspend(void)
- {
- m_sSuspend++;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Resume object
- ////////////////////////////////////////////////////////////////////////////////
- void CFire::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.
- if (m_sSuspend == 0)
- m_lPrevTime = m_pRealm->m_time.GetGameTime();
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Update object
- ////////////////////////////////////////////////////////////////////////////////
- void CFire::Update(void)
- {
- long lThisTime;
- double dSeconds;
- double dDistance;
- double dNewX;
- double dNewZ;
- if (!m_sSuspend)
- {
- // See if we killed ourselves
- if (ProcessMessages() == State_Deleted)
- return;
- if (m_lTimer < m_lBurnUntil)
- {
- lThisTime = m_pRealm->m_time.GetGameTime();
- m_lTimer += lThisTime - m_lPrevTime;
- // See if its time to change to the next alpha channel
- if (m_lTimer > m_lCurrentAlphaTimeout)
- {
- m_sCurrentAlphaLevel--;
- // Range check.
- if (m_sCurrentAlphaLevel < 0)
- m_sCurrentAlphaLevel = 0;
- else if (m_sCurrentAlphaLevel > 255)
- m_sCurrentAlphaLevel = 255;
- if (m_lTimer < m_lAlphaBreakPoint)
- m_lCurrentAlphaTimeout += m_lBrightAlphaInterval;
- else
- m_lCurrentAlphaTimeout += m_lDimAlphaInterval;
- }
- if (lThisTime > m_lCollisionTimer)
- {
- // If the fire is not smoldering out, then it has the ability
- // to set other things on fire and should check collisions
- // to see which things it should tell to burn.
- if (m_bSendMessages && m_sCurrentAlphaLevel > SMOLDER_ALPHA && m_eFireAnim != Smoke && m_eFireAnim != SmallSmoke)
- {
- CSmash* pSmashed = NULL;
- GameMessage msg;
- msg.msg_Burn.eType = typeBurn;
- msg.msg_Burn.sPriority = 0;
- msg.msg_Burn.sDamage = 10;
- msg.msg_Burn.u16ShooterID = m_u16ShooterID;
- m_pRealm->m_smashatorium.QuickCheckReset(&m_smash, m_u32CollideIncludeBits,
- m_u32CollideDontcareBits,
- m_u32CollideExcludeBits);
- while (m_pRealm->m_smashatorium.QuickCheckNext(&pSmashed))
- {
- // Default to the standard case where credit is given to the
- // shooter.
- msg.msg_Burn.u16ShooterID = m_u16ShooterID;
- if ((m_bIsBurningDude) && (pSmashed->m_pThing->GetClassID() != CDudeID))
- UnlockAchievement(ACHIEVEMENT_TOUCH_SOMEONE_WHILE_BURNING);
- // If the fire starter ID is set . . .
- if (m_u16FireStarterID != CIdBank::IdNil)
- {
- // If this is the shooter . . .
- if (pSmashed->m_pThing->GetInstanceID() == m_u16ShooterID)
- {
- // The shooter is damaged by his own fire with credit
- // given to the fire starter.
- msg.msg_Burn.u16ShooterID = m_u16FireStarterID;
- }
- }
- // Burn.
- SendThingMessage(&msg, pSmashed->m_pThing);
- }
- }
- // Reset collision timer for next time
- m_lCollisionTimer = lThisTime + ms_lCollisionTime;
- }
- // If this is smoke, make it drift in the wind direction
- if (m_eFireAnim == Smoke || m_eFireAnim == SmallSmoke)
- {
- // Update position using wind direction and velocity
- dSeconds = ((double) lThisTime - (double) m_lPrevTime) / 1000.0;
- // Apply internal velocity.
- dDistance = ms_dWindVelocity * dSeconds;
- dNewX = m_dX + COSQ[(short) m_sRot] * dDistance;
- dNewZ = m_dZ - SINQ[(short) m_sRot] * dDistance;
- // Check attribute map for walls, and if you hit a wall,
- // set the timer so you will die off next time around.
- short sHeight = m_pRealm->GetHeight((short) dNewX, (short) dNewZ);
- // If it hits a wall taller than itself, then it will rotate in the
- // predetermined direction until it is free to move.
- if ((short) m_dY < sHeight)
- {
- if (m_bTurnRight)
- m_sRot = rspMod360(m_sRot - 20);
- else
- m_sRot = rspMod360(m_sRot + 20);
- }
- else
- // else it is ok, so update its new position
- {
- m_dX = dNewX;
- m_dZ = dNewZ;
- }
- }
- else
- {
- // Update our smashatorium location.
- m_smash.m_sphere.sphere.X = m_dX;
- m_smash.m_sphere.sphere.Y = m_dY;
- m_smash.m_sphere.sphere.Z = m_dZ;
- // Update the smash.
- m_pRealm->m_smashatorium.Update(&m_smash);
- }
- m_lPrevTime = lThisTime;
- }
- else
- {
- // If its done smoking, then delete it
- if (m_eFireAnim == Smoke || m_eFireAnim == SmallSmoke)
- {
- delete this;
- }
- // Else change the fire to smoke
- else
- {
- if (Smokeout() != SUCCESS)
- delete this;
- }
- }
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CFire::Render(void)
- {
-
- CAlphaAnim* pAnim;
- if (m_eFireAnim == Smoke || m_eFireAnim == SmallSmoke)
- {
- pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(m_lTimer);
- // For a performance gain, don't blit the smoke at all if alpha
- // blending is turned off - its impossible to see through when
- // alpha blending is off anyway.
- if (g_GameSettings.m_sAlphaBlend)
- m_sprite.m_sInFlags = 0;
- else
- m_sprite.m_sInFlags = CSprite::InHidden;
- }
- else
- {
- pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(m_lTimer % m_pAnimChannel->TotalTime());
- }
- if (pAnim)
- {
- // Map from 3d to 2d coords
- Map3Dto2D(m_dX, m_dY, m_dZ, &(m_sprite.m_sX2), &(m_sprite.m_sY2) );
- // Offset by animations 2D offsets.
- m_sprite.m_sX2 += pAnim->m_sX;
- m_sprite.m_sY2 += pAnim->m_sY;
- // Priority is based on our Z position.
- 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));
- // Copy the color info and the alpha channel to the Alpha Sprite
- m_sprite.m_pImage = &(pAnim->m_imColor);
- // If its the tiny smoke (for trails)
- // Do the alpha based on the time to live.
- if (m_eFireAnim == SmallSmoke)
- {
- // Set the alpha level so it gets more translucent over time.
- m_sprite.m_sAlphaLevel = MAX_ALPHA - (MAX_ALPHA * (m_lTimer - m_lStartTime) ) / m_lTimeToLive ;
-
- // Do a range check.
- if (m_sprite.m_sAlphaLevel < 0)
- m_sprite.m_sAlphaLevel = 0;
- else if (m_sprite.m_sAlphaLevel > MAX_ALPHA)
- m_sprite.m_sAlphaLevel = MAX_ALPHA;
- }
- else
- {
- m_sprite.m_sAlphaLevel = m_sCurrentAlphaLevel;
- }
- // Now there is only one alpha mask
- m_sprite.m_pimAlpha = &(pAnim->m_pimAlphaArray[0]);
- ASSERT(m_sprite.m_sAlphaLevel <= 255);
- ASSERT(m_sprite.m_sAlphaLevel >= 0);
- // Update sprite in scene
- m_pRealm->m_scene.UpdateSprite(&m_sprite);
-
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Setup
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::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
- long lTimeToLive, // In: Number of milliseconds to burn, default 1sec
- bool bThick, // In: Use thick fire (more opaque) default = true
- FireAnim eAnimType) // In: Animation type to use default = LargeFire
- {
- short sResult = 0;
-
- // Use specified position
- m_dX = (double)sX;
- m_dY = (double)sY;
- m_dZ = (double)sZ;
- m_lPrevTime = m_pRealm->m_time.GetGameTime();
- m_lCollisionTimer = m_lPrevTime + ms_lCollisionTime;
- m_eFireAnim = eAnimType;
- m_lTimeToLive = lTimeToLive;
- if (bThick)
- m_sCurrentAlphaLevel = THICK_ALPHA;
- else
- m_sCurrentAlphaLevel = THIN_ALPHA;
-
- // Load resources
- sResult = GetResources();
- if (sResult == SUCCESS)
- sResult = Init();
- m_sRot = ms_sWindDirection;
- m_bTurnRight = (GetRandom() & 0x01);
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Init
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::Init(void)
- {
- short sResult = SUCCESS;
- CAlphaAnim* pAnim = NULL;
- if (m_pAnimChannel != NULL)
- {
- m_lTimer = GetRandom() % m_pAnimChannel->TotalTime();
- m_lStartTime = m_lTimer;
- m_lBurnUntil = m_lTimer + m_lTimeToLive;
- m_lAlphaBreakPoint = m_lTimer + (m_lTimeToLive * BRIGHT_PERCENT);
- pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(0);
- ASSERT(pAnim != NULL);
- m_lBrightAlphaInterval = (m_lTimeToLive * BRIGHT_PERCENT) / MAX(1, m_sCurrentAlphaLevel - DIEDOWN_ALPHA);
- m_lDimAlphaInterval = (m_lTimeToLive * (100.0 - BRIGHT_PERCENT)) / MAX(1, DIEDOWN_ALPHA);
- m_lCurrentAlphaTimeout = m_lTimer + m_lBrightAlphaInterval;
- m_sTotalAlphaChannels = 1;
- }
- switch (m_eFireAnim)
- {
- case LargeFire:
- // 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 = ms_sLargeRadius;
- m_smash.m_bits = CSmash::Fire;
- m_smash.m_pThing = this;
- // Update the smash
- m_pRealm->m_smashatorium.Update(&m_smash);
- break;
- case SmallFire:
- // 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 = ms_sSmallRadius;
- m_smash.m_bits = CSmash::Fire;
- m_smash.m_pThing = this;
- // Update the smash
- m_pRealm->m_smashatorium.Update(&m_smash);
- break;
- case Smoke:
- m_smash.m_pThing = NULL;
- m_bSendMessages = false;
- break;
- case SmallSmoke:
- m_smash.m_pThing = NULL;
- m_bSendMessages = false;
- m_lStartTime = m_lTimer = GetRandom() % m_pAnimChannel->TotalTime() / 3;
- m_lBurnUntil = m_lTimer + m_lTimeToLive;
- break;
- }
- // Set the collision bits
- m_u32CollideIncludeBits = CSmash::Character | CSmash::Barrel | CSmash::Mine | CSmash::Misc | CSmash::AlmostDead;
- m_u32CollideDontcareBits = CSmash::Good | CSmash::Bad;
- m_u32CollideExcludeBits = 0;
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Smokeout - Change from fire to smoke
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::Smokeout(void)
- {
- short sResult = SUCCESS;
- // Modify the wind direction slightly
- WindDirectionUpdate();
- // Remove smash from the smashatorium if it was being used
- if (m_smash.m_pThing)
- m_pRealm->m_smashatorium.Remove(&m_smash);
- m_bSendMessages = false;
- // Release the fire animation and get the smoke animation
- FreeResources();
- if (m_eFireAnim == SmallFire)
- m_eFireAnim = SmallSmoke;
- else
- m_eFireAnim = Smoke;
- sResult = GetResources();
- // Reset timers
- CAlphaAnim* pAnim = NULL;
- if (m_pAnimChannel != NULL)
- {
- // Reset alpha level
- m_sCurrentAlphaLevel = THICK_ALPHA;
- pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(0);
- ASSERT(pAnim != NULL);
- // m_lTimeToLive = m_pAnimChannel->TotalTime();
- // use same time to live as the original
- m_lStartTime = m_lTimer = 0;
- m_lBurnUntil = m_lTimer + m_lTimeToLive;
- m_lAlphaBreakPoint = m_lTimer + (m_lTimeToLive * BRIGHT_PERCENT);
- m_lBrightAlphaInterval = (m_lTimeToLive * BRIGHT_PERCENT) / MAX(1, m_sCurrentAlphaLevel - DIEDOWN_ALPHA);
- m_lDimAlphaInterval = (m_lTimeToLive * (1.0 - BRIGHT_PERCENT)) / MAX(1, DIEDOWN_ALPHA);
- m_lCurrentAlphaTimeout = m_lTimer + m_lBrightAlphaInterval;
- m_sTotalAlphaChannels = 1;
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to init new object at specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::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;
- m_lTimer = GetRandom(); //m_pRealm->m_time.GetGameTime() + 1000;
- m_lPrevTime = m_pRealm->m_time.GetGameTime();
- // Load resources
- sResult = GetResources();
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to modify object
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::EditModify(void)
- {
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to move object to specified position
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::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 CFire::EditUpdate(void)
- {
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Called by editor to render object
- ////////////////////////////////////////////////////////////////////////////////
- void CFire::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();
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Get all required resources
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::GetResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = SUCCESS;
- switch (m_eFireAnim)
- {
- case LargeFire:
- sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(LARGE_FILE), &m_pAnimChannel, RFile::LittleEndian);
- break;
- case SmallFire:
- sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(SMALL_FILE), &m_pAnimChannel, RFile::LittleEndian);
- break;
- case Smoke:
- sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(SMOKE_FILE), &m_pAnimChannel, RFile::LittleEndian);
- break;
- case SmallSmoke:
- sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(SMALL_SMOKE_FILE), &m_pAnimChannel, RFile::LittleEndian);
- break;
- }
- if (sResult != 0)
- TRACE("CFire::GetResources - Error getting fire animation resource\n");
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Free all resources
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- rspReleaseResource(&g_resmgrGame, &m_pAnimChannel);
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Preload - basically trick the resource manager into caching resources for fire
- // animations before play begins so that when a fire is set for
- // the first time, there won't be a delay while it loads.
- ////////////////////////////////////////////////////////////////////////////////
- short CFire::Preload(
- CRealm* prealm) // In: Calling realm.
- {
- // Init the static wind direction and velocity when the class loads.
- ms_sWindDirection = INIT_WIND_DIR;
- ms_dWindVelocity = INIT_WIND_VEL;
- ChannelAA* pRes;
- short sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(LARGE_FILE), &pRes, RFile::LittleEndian);
- rspReleaseResource(&g_resmgrGame, &pRes);
- sResult |= rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_FILE), &pRes, RFile::LittleEndian);
- rspReleaseResource(&g_resmgrGame, &pRes);
- sResult |= rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMOKE_FILE), &pRes, RFile::LittleEndian);
- rspReleaseResource(&g_resmgrGame, &pRes);
- sResult |= rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_SMOKE_FILE), &pRes, RFile::LittleEndian);
- rspReleaseResource(&g_resmgrGame, &pRes);
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // ProcessMessages
- ////////////////////////////////////////////////////////////////////////////////
- CFire::CFireState CFire::ProcessMessages(void)
- {
- CFireState eNewState = State_Idle;
- GameMessage msg;
- if (m_MessageQueue.DeQ(&msg) == true)
- {
- switch(msg.msg_Generic.eType)
- {
- case typeObjectDelete:
- m_MessageQueue.Empty();
- delete this;
- return CFire::State_Deleted;
- break;
- }
- }
- // Dump the rest of the messages
- m_MessageQueue.Empty();
- return eNewState;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
|