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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
- //
- // grenade.cpp
- // Project: Nostril (aka Postal)
- //
- // This module implements the CGrenade weapon class which is a hand
- // thrown grenade weapon.
- //
- //
- // History:
- // 01/17/97 BRH Started this weapon object.
- //
- // 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
- // loading of DIBs).
- //
- // 02/11/97 JMI Stripped 2D. Added 3D and a concept of having a parent.
- //
- // 02/13/97 JMI Changing RForm3d to RSop.
- //
- // 02/15/97 JMI Now sets m_sprite.m_psphere Render().
- //
- // 02/15/97 JMI Made rotation to match CDude's in Update().
- //
- // 02/17/97 JMI Removed m_sCurRadius from 3D to 2D mapping in Render().
- // Also, changed all querries on the height map to multiply
- // by 4.
- //
- // 02/18/97 BRH Fixed Explosion. Was calling the wrong setup function.
- //
- // 02/19/97 BRH Added processing of message queue to check for
- // ObjectDelted messages.
- //
- // 02/23/97 BRH Added Preload() function to cache resources for this
- // object before game play begins.
- //
- // 02/24/97 JMI Now uses AdjustPosVel() for accel due to gravity and
- // AdjustVel() for ground drag.
- // Also, plays sound when it hits terrain wall while in air.
- //
- // 02/24/97 BRH Made roll state check for ground to see if it is falling,
- // and if so it goes back to airborne State_Go.
- //
- // 02/24/97 BRH Changed ground and wall finding algorithm and made the
- // grenade delete itself it is fired in an invalid position
- // i.e. stuck in a wall.
- //
- // 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 Tuned the distance it travels on the ground by increasing
- // the requirements for bounce. Also made it possible to
- // blow up in states other than the final state so that the
- // fuse time is consistant.
- //
- // 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.
- //
- // 03/13/97 JMI Load now takes a version number.
- //
- // 03/19/97 BRH Changed ProcessMessages to return void so that it
- // matches the new virtual function in the CWeapon
- // base class.
- //
- // 03/21/97 BRH Changed attribute checking to ignore the NOT_WALKABLE
- // attribute so that grenades won't bounce off the edge
- // of the world anymore.
- //
- // 04/10/97 BRH Updated this to work with the new multi layer attribute
- // maps.
- //
- // 04/21/97 BRH Changed call to explosion Setup function to include a
- // parameter to select the special grenade explosion rather
- // than the default explosion animation.
- //
- // 04/24/97 BRH Added a puff of smoke in addition to the explosion.
- //
- // 05/04/97 BRH Took out an unused reference to an STL iterator.
- // Increased the drag for the grenade when it hits the grounds.
- //
- // 05/20/97 BRH Bumped up the ground drag to make the SetRange more
- // accurate.
- //
- // 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
- // exists.
- //
- // 06/03/97 BRH Capped the ground velocity and decreased the drag back
- // to a more normal level. Also added a bit of variance in
- // the angle when it hits the ground.
- //
- // 06/11/97 BRH Passes on shooter ID to the explosion that it creates.
- //
- // 06/12/97 BRH Added shooter ID to the call to Setup for the explosion.
- // Also added the State_Hide to hide the grenade.
- //
- // 06/13/97 JMI Grenade was not unhiding until it had no parent b/c the
- // part that unhides was inside the 'if I don't have a parent'
- // condition.
- //
- // 06/16/97 BRH Fixed starting condition over not walkable attribute.
- //
- // 06/17/97 BRH Changed the velocity of the grenade to 33% of its
- // original value when it hits a wall.
- //
- // 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 the Preload function.
- //
- // 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 grenade 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.
- //
- // 08/05/97 JMI Changed priority to use Z position rather than 2D
- // projected Y position.
- //
- // 08/08/97 JMI Added Style so this can be visually represented in multiple
- // ways.
- //
- // 08/08/97 JMI Added variables for rotating the weapon and smoke when
- // dynamite.
- //
- // 08/17/97 JMI Changed m_pthingParent to m_idParent.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #define GRENADE_CPP
- #include "RSPiX.h"
- #include <math.h>
- #include "grenade.h"
- #include "dude.h"
- #include "explode.h"
- #include "fire.h"
- #include "SampleMaster.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 CGrenade::ms_dAccUser = 250.0; // Acceleration due to user
- double CGrenade::ms_dAccDrag = 300.0; // Acceleration due to drag
- double CGrenade::ms_dMaxVelFore = 150.0; // Maximum forward velocity
- double CGrenade::ms_dMaxVelBack = -150.0; // Maximum backward velocity
- double CGrenade::ms_dDegPerSec = 150.0; // Degrees of rotation per second
- double CGrenade::ms_dCloseDistance = 30.0; // Close enough to hit CDude
- double CGrenade::ms_dGravity = -9.5; // acceleration due to gravity
- double CGrenade::ms_dThrowVertVel = 30; // Throw up at this velocity
- double CGrenade::ms_dThrowHorizVel = 200; // Throw out at this velocity
- double CGrenade::ms_dMinBounceVel = 40.0; // Will bounce up if more than this
- double CGrenade::ms_dBounceTransferFract = -0.2; // Amount of bounce velocity transferred.
- long CGrenade::ms_lRandomAvoidTime = 200; // Time to wander before looking again
- long CGrenade::ms_lReseekTime = 1000; // Do a 'find' again
- long CGrenade::ms_lGrenadeFuseTime = 1500; // Time from throw to blow
- long CGrenade::ms_lSmokeInterval = 100; // Time between smokes.
- char* CGrenade::ms_apszResNames[CGrenade::NumStyles] = // Res names indexed Style.
- {
- "3d/grenade", // Grenade.
- "3d/dynamite", // Dynamite.
- };
- // Dimishes velocities once it hits the ground.
- double CGrenade::ms_adGroundDimisher[NumStyles] =
- {
- 0.66, // Grenade.
- 0.66, // Dynamite.
- };
- // Dimishes velocities when bouncing.
- double CGrenade::ms_adBounceDimisher[NumStyles] =
- {
- 0.33, // Grenade.
- 0.66, // Dynamite.
- };
- // Let this auto-init to 0
- short CGrenade::ms_sFileCount;
- ////////////////////////////////////////////////////////////////////////////////
- // Load object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CGrenade::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;
- 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_dAccDrag);
- pFile->Read(&ms_dMaxVelFore);
- pFile->Read(&ms_dMaxVelBack);
- pFile->Read(&ms_dDegPerSec);
- 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("CGrenade::Load(): Error reading from file!\n");
- }
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Save object (should call base class version!)
- ////////////////////////////////////////////////////////////////////////////////
- short CGrenade::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()!
- 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_dAccUser);
- pFile->Write(&ms_dAccDrag);
- pFile->Write(&ms_dMaxVelFore);
- pFile->Write(&ms_dMaxVelBack);
- pFile->Write(&ms_dDegPerSec);
- }
- // Save object data
- return 0;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Update object
- ////////////////////////////////////////////////////////////////////////////////
- void CGrenade::Update(void)
- {
- USHORT usAttrib;
- short sHeight = m_sPrevHeight;
- double dPrevVertVel;
- double dNewX;
- double dNewY;
- double dNewZ;
- if (!m_sSuspend)
- {
- // Get new time
- long lThisTime = m_pRealm->m_time.GetGameTime();
- ProcessMessages();
- if (m_eState == State_Deleted)
- {
- delete this;
- return;
- }
- // Calculate elapsed time in seconds
- double dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0;
- // Check the current state
- switch (m_eState)
- {
- case CWeapon::State_Hide:
- case CWeapon::State_Idle:
- Smoke();
- break;
- case CWeapon::State_Fire:
- sHeight = m_pRealm->GetHeight((short) m_dX, (short) m_dZ);
- usAttrib = m_pRealm->GetFloorAttribute((short) m_dX, (short) m_dZ);
- // If it starts at an invalid position like inside a wall, kill it
- if (m_dY < sHeight)
- {
- delete this;
- return;
- }
- m_eState = State_Go;
- m_lTimer = lThisTime + ms_lGrenadeFuseTime;
- 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;
- dPrevVertVel = m_dVertVel;
- AdjustPosVel(&dNewY, &m_dVertVel, dSeconds/*, dAccelerationDueToGravity*/);
- // Check the height to see if it hit the ground
- sHeight = m_pRealm->GetHeight((short) dNewX, (short) dNewZ);
- // Adjust apparent rotation.
- m_dAnimRotY = rspMod360(m_dAnimRotY + m_dAnimRotVelY * dSeconds);
- m_dAnimRotZ = rspMod360(m_dAnimRotZ + m_dAnimRotVelZ * dSeconds);
- // If its lower than the last and current height, assume it
- // hit the ground.
- if (dNewY < sHeight && m_dY >= sHeight)
- {
- m_dY = sHeight;
- m_dVertVel = dPrevVertVel;
- // If its vertical velocity is high enough, it will bounce, else
- // it will just start rolling
- if (-m_dVertVel > ms_dMinBounceVel)
- {
- m_dVertVel = m_dVertVel * ms_dBounceTransferFract;
- 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;
- }
- }
- else
- {
- m_eState = CWeapon::State_Roll;
- // Pop a cap on that horizontal velocity
- if (m_dHorizVel > 0)
- m_dHorizVel = MIN(m_dHorizVel, ms_adBounceDimisher[m_style] * ms_dMaxVelFore);
- else
- m_dHorizVel = MAX(m_dHorizVel, ms_adBounceDimisher[m_style] * ms_dMaxVelBack);
- m_dRot = rspMod360(m_dRot - 100 + (GetRand() % 201));
- }
- }
- 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
- // Cut down its horizontal velocity
- m_dHorizVel *= ms_adBounceDimisher[m_style];
- // Cut down rotations.
- m_dAnimRotY *= ms_adBounceDimisher[m_style];
- m_dAnimRotZ *= ms_adBounceDimisher[m_style];
- PlaySample(
- g_smidGrenadeBounce,
- 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;
- Smoke();
- // See if its fuse is up
- if (lThisTime > m_lTimer)
- m_eState = CWeapon::State_Explode;
- break;
- //-----------------------------------------------------------------------
- // Roll - Once it hits the ground, roll until it stops.
- //-----------------------------------------------------------------------
- case CWeapon::State_Roll:
- // Ground causes drag
- // Decelerate to zero. When you reach zero, go
- // to find state.
- #if 0
- if (m_dVel > 0)
- {
- m_dVel -= ms_dAccDrag * dSeconds;
- if (m_dVel < 0)
- m_dVel = 0;
- }
- else if (m_dVel < 0)
- {
- m_dVel += ms_dAccDrag * dSeconds;
- if (m_dVel > 0)
- m_dVel = 0;
- }
- #else
- 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);
- // if (m_dVel > 0)
- m_dHorizVel = 0;
- }
- #endif
- // 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
- usAttrib = m_pRealm->GetFloorAttribute((short) dNewX, (short) dNewZ);
- sHeight = m_pRealm->GetHeight((short) dNewX, (short) dNewZ);
- // If it hit any obstacles, make it bounce off
- if (usAttrib & REALM_ATTR_NOT_WALKABLE || sHeight > m_dY)
- {
- // Restore previous position
- dNewX = m_dX;
- dNewZ = m_dZ;
- // Change directions
- m_dRot = BounceAngle(m_dRot);
- }
- // See if it fell off of something, 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;
- Smoke();
- // See if its fuse is up
- if (lThisTime > m_lTimer)
- m_eState = CWeapon::State_Explode;
- break;
- //-----------------------------------------------------------------------
- // Explode
- //-----------------------------------------------------------------------
- case CWeapon::State_Explode:
- if (lThisTime > m_lTimer)
- {
- // 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, m_dY, m_dZ, m_u16ShooterID, 1);
- PlaySample(g_smidGrenadeExplode,
- SampleMaster::Destruction,
- DistanceToVolume(m_dX, m_dY, m_dZ, ExplosionSndHalfLife) ); // In: Initial Sound Volume (0 - 255)
- }
- short a;
- CFire* pSmoke;
- for (a = 0; a < 4; a++)
- {
- if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pSmoke) == 0)
- {
- pSmoke->Setup(m_dX + GetRand() % 8, m_dY, m_dZ + GetRand() % 8, 2000, true, CFire::Smoke);
- pSmoke->m_u16ShooterID = m_u16ShooterID;
- }
- }
- delete this;
- return;
- }
- break;
- }
- // Save height for next time
- m_sPrevHeight = sHeight;
- // Save time for next time
- m_lPrevTime = lThisTime;
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Render object
- ////////////////////////////////////////////////////////////////////////////////
- void CGrenade::Render(void)
- {
- // Animate.
- long lCurTime = m_pRealm->m_time.GetGameTime();
- m_sprite.m_pmesh = (RMesh*) m_anim.m_pmeshes->GetAtTime( lCurTime % m_anim.m_pmeshes->TotalTime());
- m_sprite.m_psop = (RSop*) m_anim.m_psops->GetAtTime( lCurTime % m_anim.m_psops->TotalTime());
- m_sprite.m_ptex = (RTexture*) m_anim.m_ptextures->GetAtTime( lCurTime % m_anim.m_ptextures->TotalTime());
- m_sprite.m_psphere = (RP3d*) m_anim.m_pbounds->GetAtTime( lCurTime % m_anim.m_pbounds->TotalTime());
- // This should eventually be channel driven too.
- m_sprite.m_sRadius = m_sCurRadius;
- // See if it is hidden or not
- 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 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));
- // Adjust transformation based current rotations.
- m_trans.Make1();
- m_trans.Ry(m_dAnimRotY);
- m_trans.Rx(m_dAnimRotZ);
- m_sprite.m_ptrans = &m_trans;
- // Update sprite in scene
- m_pRealm->m_scene.UpdateSprite(&m_sprite);
- // Let it render the shadow sprite.
- CWeapon::Render();
- }
- else
- {
- // m_idParent is setting our transform relative to its.
- // We are drawn when m_idBank is drawn. Don't add to scene.
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Setup new object - called by object that created this object
- ////////////////////////////////////////////////////////////////////////////////
- short CGrenade::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 dHorizVelocity, // In: Horiz Vel (has a default)
- double dVertVelocity*/) // In: Vertical velocity (has a 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;
- m_dAnimRotVelY = GetRand() % 180;
- m_dAnimRotVelZ = GetRand() % 180;
- // HARD-WIRED CODE ALERT!
- // Eventually, this should be set via the bounding sphere radius.
- m_sCurRadius = 22; // FOR NOW, always half of scene.cpp:SCREEN_DIAMETER_FOR_3D.
- // Load resources
- sResult = GetResources();
-
- // Enable the 2D shadow.
- PrepareShadow();
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Get all required resources
- ////////////////////////////////////////////////////////////////////////////////
- short CGrenade::GetResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- sResult = m_anim.Get(ms_apszResNames[m_style], NULL, NULL, NULL, RChannel_LoopAtStart | RChannel_LoopAtEnd);
- 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("CGrenade::GetResources - Failed to open 3D stuff file\n");
- }
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Free all resources
- ////////////////////////////////////////////////////////////////////////////////
- short CGrenade::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
- {
- short sResult = 0;
- // Release resources for animation.
- m_anim.Release();
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // 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 CGrenade::Preload(
- CRealm* prealm) // In: Calling realm.
- {
- short sResult = 0;
- CAnim3D anim;
- RImage* pimage;
- short sStyle;
- for (sStyle = 0; sStyle < NumStyles; sStyle++)
- {
- if (anim.Get(ms_apszResNames[sStyle], NULL, NULL, NULL, RChannel_LoopAtStart | RChannel_LoopAtEnd) == 0)
- {
- anim.Release();
- }
- else
- {
- // Go ahead and overwrite any previous error.
- sResult = 1;
- }
- }
- rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_SHADOW_FILE), &pimage, RFile::LittleEndian);
- rspReleaseResource(&g_resmgrGame, &pimage);
- CacheSample(g_smidGrenadeBounce);
- CacheSample(g_smidGrenadeExplode);
- return sResult;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // ProcessMessages
- ////////////////////////////////////////////////////////////////////////////////
- void CGrenade::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;
- }
- ////////////////////////////////////////////////////////////////////////////////
- // Smoke, if correct time.
- ////////////////////////////////////////////////////////////////////////////////
- void CGrenade::Smoke(void)
- {
- if (m_style == Dynamite)
- {
- long lCurTime = m_pRealm->m_time.GetGameTime();
- // If the timer has expired . . .
- if (lCurTime > m_lNextSmokeTime)
- {
- CFire* pSmoke;
- if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pSmoke) == 0)
- {
- pSmoke->Setup(m_dX + GetRand() % 8, m_dY, m_dZ + GetRand() % 8, 2000, true, CFire::SmallSmoke);
- pSmoke->m_u16ShooterID = m_u16ShooterID;
- }
-
- m_lNextSmokeTime = lCurTime + ms_lSmokeInterval;
- }
- }
- }
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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