//////////////////////////////////////////////////////////////////////////////// // // 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 // // deathWad.cpp // Project: Nostril (aka Postal) // // This module implements the CDeathWad weapon class which is an unguided // projectile. // // // History: // 07/30/97 JMI Started this weapon object from the CRocket. // // 08/07/97 JMI Added additional parameter to CAnim3D::Get() call. // // 08/17/97 JMI Changed m_pthingParent to m_idParent. // //////////////////////////////////////////////////////////////////////////////// // // Wad vt wad-ded; wad-ding (1579) 1 a: to insert a wad into <~ a gun> // b: to hold in by a wad <~ a bullet in a gun> 2: to form into a wad or // wadding; esp : to roll or crush into a tight wad 3: to stuff or line with // some soft substance -- wad-der n // // This weapon is a wad of several ammunitions stuffed (or wadded) into a rocket // cylinder and a napalm canister. Fuel is used to propel the weapon, grenades // for extra (in addition to the rockets normal payload) explosive power, and // napalm for lasting fire(burn) power. The rocket cylinder stores the fuel and // provides the propulsion. The napalm canister stores the extra explosive/fire // powerload using some up with every collision. It is for these reasons this // weapon requires: // - exactly 1 rocket cylinder (including its original payload (solid fuel and // explosive power)) // - exactly 1 napalm canister (including its original payload (let's call it // liquid fire) ) // - at least 1 canister fluid fuel (e.g., from flame thrower) (more provides // greater distance). // - at least 1 grenade (more provides greater explosive power over longer // distances). // //////////////////////////////////////////////////////////////////////////////// #define DEATHWAD_CPP #include "RSPiX.h" #include #include "deathWad.h" #include "dude.h" #include "explode.h" #include "fire.h" #include "SampleMaster.h" #include "fireball.h" //////////////////////////////////////////////////////////////////////////////// // Macros/types/etc. //////////////////////////////////////////////////////////////////////////////// #define SMALL_SHADOW_FILE "smallshadow.img" #define RES_BASE_NAME "3d/missile" // Define this if you want the empty missile casing (when there's no final // explosive power) to become a powerup flung through the air from the point // at which it runs out of fuel. //#define CAN_CHANGE_TO_POWERUP 1 // Gets a random between -range / 2 and range / 2. #define RAND_SWAY(sway) ((GetRand() % sway) - sway / 2) //////////////////////////////////////////////////////////////////////////////// // Variables/data //////////////////////////////////////////////////////////////////////////////// // These are constant values! // Internal acceleration. const double CDeathWad::ms_dAccInternal = 350.0; // Maximum forward velocity const double CDeathWad::ms_dMaxVelFore = 350.0; // Maximum backward velocity const double CDeathWad::ms_dMaxVelBack = -350.0; // Units moved each iteration while traversing the weapon path. const double CDeathWad::ms_dTraversalRate = 3.0; // Distance between thrust feedbacks. const double CDeathWad::ms_dThrustDelta = 9.0; // Go off screen this far before blowing up const short CDeathWad::ms_sOffScreenDist = 200; // Time for smoke to stick around. const long CDeathWad::ms_lSmokeTimeToLive = 500; // Time for fireball to stick around. const long CDeathWad::ms_lFireBallTimeToLive = 500; // Amount to stagger final explosions. const short CDeathWad::ms_sFinalExplosionStagger = 5; // Radius of collision area (whether sphere or cylinder). const short CDeathWad::ms_sCollisionRadius = 30; // Velocity for kick from launch. const double CDeathWad::ms_dKickVelocity = 350.0; // Max a WAD can hold. const CStockPile CDeathWad::ms_stockpileMax = { 0, // m_sHitPoints 5, // m_sNumGrenades 0, // m_sNumFireBombs 1, // m_sNumMissiles 1, // m_sNumNapalms 0, // m_sNumBullets 0, // m_sNumShells 50, // m_sNumFuel 0, // m_sNumMines 0, // m_sNumHeatseekers 0, // m_sMachineGun 0, // m_sMissileLauncher 0, // m_sShotGun 0, // m_sSprayCannon 0, // m_sFlameThrower 0, // m_sNapalmLauncher 0, // m_sDeathWadLauncher 0, // m_sKevlarLayers 0, // m_sBackpack }; // Let this auto-init to 0 short CDeathWad::ms_sFileCount; //////////////////////////////////////////////////////////////////////////////// // Load object (should call base class version!) //////////////////////////////////////////////////////////////////////////////// short CDeathWad::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: break; } } // Load object data switch (ulFileVersion) { default: case 1: break; } // Make sure there were no file errors if (!pFile->Error()) { // Get resources sResult = GetResources(); } else { sResult = -1; TRACE("CDeathWad::Load(): Error reading from file!\n"); } } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Save object (should call base class version!) //////////////////////////////////////////////////////////////////////////////// short CDeathWad::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()! // Save common data just once per file (not with each object) if (ms_sFileCount != sFileCount) { ms_sFileCount = sFileCount; // Save static data } // Save object data return 0; } //////////////////////////////////////////////////////////////////////////////// // Update object //////////////////////////////////////////////////////////////////////////////// void CDeathWad::Update(void) { double dNewX; double dNewZ; ASSERT(m_dRot >= 0); ASSERT(m_dRot < 360); if (!m_sSuspend) { // Get new time long lThisTime = m_pRealm->m_time.GetGameTime(); // Calculate elapsed time in seconds double dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0; ProcessMessages(); // If we're to be deleted . . . // Note that this could be a case in the switch below, but, if // for whatever reason, that moves or something else is inserted // between here and the switch that might change the state, we // might not get deleted. if (m_eState == State_Deleted) { // We are to be deleted. Do it. delete this; // Must get out of here before we touch any of our invalidated // this. return; } // Check the current state switch (m_eState) { case CWeapon::State_Hide: case CWeapon::State_Idle: break; case CWeapon::State_Fire: Launch(); m_eState = State_Chase; break; //----------------------------------------------------------------------- // Chase //----------------------------------------------------------------------- case CWeapon::State_Chase: { // Accelerate toward the target and check for proximity // and obstacles // Accelerate up to max velocity m_dHorizVel += ms_dAccInternal * dSeconds; // Limit to maximum velocity if (m_dHorizVel > ms_dMaxVelFore) m_dHorizVel = ms_dMaxVelFore; else if (m_dHorizVel < ms_dMaxVelBack) m_dHorizVel = ms_dMaxVelBack; // Adjust position based on velocity. dNewX = m_dX + COSQ[(short)m_dRot] * (m_dHorizVel * dSeconds); dNewZ = m_dZ - SINQ[(short)m_dRot] * (m_dHorizVel * dSeconds); // If the new position is a ways off screen if ( m_dZ > ms_sOffScreenDist + m_pRealm->GetRealmHeight() || m_dZ < -ms_sOffScreenDist || m_dX > ms_sOffScreenDist + m_pRealm->GetRealmWidth() || m_dX < -ms_sOffScreenDist) { // Blow Up m_eState = CWeapon::State_Explode; } else { // Traverse the path until we hit the newest position. while (TraversePath( // Returns true, when destination reached; false, // if terrain change. m_dX, // In: Starting position. m_dY, // In: Starting position. m_dZ, // In: Starting position. &m_bInsideTerrain, // In: true, if starting in terrain. // Out: true, if ending in terrain. dNewX, // In: Destination position. dNewZ, // In: Destination position. &m_dX, // Out: Position of inside terrain status change. &m_dZ) // Out: Position of inside terrain status change. == false) { // Explosion at this point. Explosion(); } } // If we have any charge left . . . if (m_stockpile.m_sNumGrenades) { // If we hit someone . . . CSmash* pSmashed = NULL; if (m_pRealm->m_smashatorium.QuickCheck( &m_smash, m_u32CollideIncludeBits, m_u32CollideDontcareBits, m_u32CollideExcludeBits, &pSmashed) == true) { ASSERT(pSmashed->m_pThing); // Protect the launcher of the death wad . . . if (pSmashed->m_pThing->GetInstanceID() != m_u16ShooterID) { m_stockpile.m_sNumGrenades--; Explosion(); } } } // If out of fuel . . . if (m_stockpile.m_sNumFuel <= 0) { // Blow Up m_eState = CWeapon::State_Explode; } // Update sound position. short sVolumeHalfLife = LaunchSndHalfLife; // If inside terrain . . . if (m_bInsideTerrain == true) { // Half half life. sVolumeHalfLife /= 4; } SetInstanceVolume(m_siThrust, DistanceToVolume(m_dX, m_dY, m_dZ, sVolumeHalfLife) ); // If no rocket or napalm canister . . . if (m_stockpile.m_sNumMissiles < 0 || m_stockpile.m_sNumNapalms < 0) { // Blow Up. m_eState = CWeapon::State_Explode; } break; } //----------------------------------------------------------------------- // Explode //----------------------------------------------------------------------- case CWeapon::State_Explode: // Start explosion objects and then kill deathwad // object. #ifdef CAN_CHANGE_TO_POWERUP if (m_stockpile.m_sNumGrenades > 0) { #endif while (m_stockpile.m_sNumGrenades > 0 || m_stockpile.m_sNumMissiles > 0) { Explosion(); // Stagger. m_dX += RAND_SWAY(ms_sFinalExplosionStagger); m_dZ += RAND_SWAY(ms_sFinalExplosionStagger); m_stockpile.m_sNumGrenades--; m_stockpile.m_sNumMissiles--; } #ifdef CAN_CHANGE_TO_POWERUP } else { // Otherwise, persist as powerup. CPowerUp* ppowerup = NULL; if (CThing::Construct(CPowerUpID, m_pRealm, (CThing**)&ppowerup) == 0) { // Copy whatever's left. ppowerup->m_stockpile.Copy(&m_stockpile); // Our's should now be empty for safety. Matter cannot be created or destroyed // and all. m_stockpile.Zero(); // Place powerup at our current location. ppowerup->Setup(m_dX, m_dY, m_dZ); // Blow it up. GameMessage msg; msg.msg_Explosion.eType = typeExplosion; msg.msg_Explosion.sPriority = 0; msg.msg_Explosion.sDamage = 0; msg.msg_Explosion.sX = m_dX; msg.msg_Explosion.sY = m_dY; msg.msg_Explosion.sZ = m_dZ; msg.msg_Explosion.sVelocity = 130; msg.msg_Explosion.u16ShooterID = m_u16ShooterID; SendThingMessage(&msg, msg.msg_Explosion.sPriority, ppowerup); } else { TRACE("Update(): Failed to allocate new CPowerUp.\n"); } } #endif delete this; return; break; } // 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 = m_sprite.m_sRadius; // Update the smash. m_pRealm->m_smashatorium.Update(&m_smash); // Save time for next time m_lPrevTime = lThisTime; } } //////////////////////////////////////////////////////////////////////////////// // Render object //////////////////////////////////////////////////////////////////////////////// void CDeathWad::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); // Reset rotation so it is not cumulative m_trans.Make1(); // Set its pointing direction m_trans.Ry(rspMod360(m_dRot)); // Eventually this should be channel driven also m_sprite.m_sRadius = ms_sCollisionRadius; if (m_eState == State_Hide || m_bInsideTerrain == true) { 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 Z. m_sprite.m_sPriority = m_dZ; // Layer should be based on info we get from the 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 //////////////////////////////////////////////////////////////////////////////// short CDeathWad::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 { short sResult = 0; // Use specified position m_dX = (double)sX; m_dY = (double)sY; m_dZ = (double)sZ; m_dHorizVel = 0.0; // Load resources sResult = GetResources(); // Enable the 2D shadow sprite PrepareShadow(); // Set the collision bits m_u32CollideIncludeBits = CSmash::Character | CSmash::Misc | CSmash::Barrel; m_u32CollideDontcareBits = CSmash::Good | CSmash::Bad; m_u32CollideExcludeBits = 0; m_smash.m_bits = CSmash::Projectile; m_smash.m_pThing = this; return sResult; } //////////////////////////////////////////////////////////////////////////////// // Get all required resources //////////////////////////////////////////////////////////////////////////////// short CDeathWad::GetResources(void) // Returns 0 if successfull, non-zero otherwise { short sResult = 0; sResult = m_anim.Get(RES_BASE_NAME, NULL, NULL, NULL, 0); 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("CDeathWad::GetResources - Failed to open 3D animation for deathwad projectile\n"); } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Free all resources //////////////////////////////////////////////////////////////////////////////// short CDeathWad::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 CDeathWad::Preload( CRealm* prealm) // In: Calling realm. { CAnim3D anim; RImage* pimage; short sResult = anim.Get(RES_BASE_NAME, NULL, NULL, NULL, 0); if (sResult == 0) { anim.Release(); } if (rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_SHADOW_FILE), &pimage, RFile::LittleEndian) == 0) { rspReleaseResource(&g_resmgrGame, &pimage); } else { sResult = -1; } CacheSample(g_smidDeathWadLaunch); CacheSample(g_smidDeathWadThrust); CacheSample(g_smidDeathWadExplode); return sResult; } //////////////////////////////////////////////////////////////////////////////// // ProcessMessages //////////////////////////////////////////////////////////////////////////////// void CDeathWad::ProcessMessages(void) { GameMessage msg; if (m_MessageQueue.DeQ(&msg) == true) { switch(msg.msg_Generic.eType) { case typeObjectDelete: m_MessageQueue.Empty(); m_eState = State_Deleted; // Don't delete this here. Instead make sure the state is // set so Update() knows to delete us and return immediately // (before something else changes our state). return; break; } } // Dump the rest of the messages m_MessageQueue.Empty(); return; } //////////////////////////////////////////////////////////////////////////////// // Traverse the path until the inside terrain status changes or // the destination is reached. //////////////////////////////////////////////////////////////////////////////// bool CDeathWad::TraversePath( // Returns true, when destination reached; false, // if terrain change. short sSrcX, // In: Starting position. short sSrcY, // In: Starting position. short sSrcZ, // In: Starting position. bool* pbInTerrain, // In: true, if starting in terrain. // Out: true, if ending in terrain. short sDstX, // In: Destination position. short sDstZ, // In: Destination position. double* pdCurX, // Out: Position of inside terrain status change. double* pdCurZ) // Out: Position of inside terrain status change. { bool bMadeDestination = true; // Assume we make it. ASSERT(pbInTerrain); ASSERT(pdCurX); ASSERT(pdCurZ); ASSERT(m_dRot >= 0); ASSERT(m_dRot < 360); // Determine distance on X/Z plane to destination. double dDistance = rspSqrt(ABS2(float(sSrcX - sDstX), float(sSrcZ - sDstZ) ) ); // Set starting position. double dX = sSrcX; double dZ = sSrcZ; // Determine iteration rate on X and Z. double dRateX = COSQ[(short)m_dRot] * ms_dTraversalRate; double dRateZ = -SINQ[(short)m_dRot] * ms_dTraversalRate; // Store original status. bool bInitiallyInTerrain = *pbInTerrain; // Loop until change in status or we hit destination. while ( dDistance > 0 && *pbInTerrain == bInitiallyInTerrain) { if (m_pRealm->GetHeight(dX, dZ) > sSrcY) *pbInTerrain = true; else *pbInTerrain = false; // See if it's time to create a thrust . . . m_dUnthrustedDistance += ms_dTraversalRate; if (m_dUnthrustedDistance >= ms_dThrustDelta) { // Thrustage. Thrust(); // Reset for next. m_dUnthrustedDistance = 0.0; } dX += dRateX; dZ += dRateZ; dDistance -= ms_dTraversalRate; } // If we did not make the destination . . . if (dDistance > 0) { bMadeDestination = false; } // Store new position. *pdCurX = dX; *pdCurZ = dZ; return bMadeDestination; } //////////////////////////////////////////////////////////////////////////////// // Generate an explosion at the current position. //////////////////////////////////////////////////////////////////////////////// void CDeathWad::Explosion(void) { // Start an explosion object and some smoke (doesn't an explosion object // automatically make smoke??). CExplode* pExplosion; if (CThing::Construct(CThing::CExplodeID, m_pRealm, (CThing**) &pExplosion) == 0) { // Don't blow us up. pExplosion->m_u16ExceptID = m_u16ShooterID; pExplosion->Setup(m_dX, MAX(m_dY-30, 0.0), m_dZ, m_u16ShooterID); PlaySample( // Returns nothing. // Does not fail. g_smidDeathWadExplode, // In: Identifier of sample you want played. SampleMaster::Destruction, // In: Sound Volume Category for user adjustment DistanceToVolume(m_dX, m_dY, m_dZ, ExplosionSndHalfLife) ); // In: Initial Sound Volume (0 - 255) } short a; CFire* pSmoke; for (a = 0; a < 8; a++) { if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pSmoke) == 0) { pSmoke->Setup(m_dX - 4 + GetRandom() % 9, m_dY-20, m_dZ - 4 + GetRandom() % 9, ms_lSmokeTimeToLive, true, CFire::Smoke); pSmoke->m_u16ShooterID = m_u16ShooterID; } } if (m_stockpile.m_sNumFuel > 0 || m_stockpile.m_sNumNapalms > 1) { // Also, create a fire. } } //////////////////////////////////////////////////////////////////////////////// // Generate some thrust at the current position. //////////////////////////////////////////////////////////////////////////////// void CDeathWad::Thrust(void) { m_stockpile.m_sNumFuel--; if (m_bInsideTerrain == false) { CFire* pSmoke = NULL; if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pSmoke) == 0) { // This needs to be fixed by calculating the position of the back end of // the deathwad in 3D based on the rotation. pSmoke->Setup(m_dX, m_dY, m_dZ, ms_lSmokeTimeToLive, true, CFire::SmallSmoke); pSmoke->m_u16ShooterID = m_u16ShooterID; } // Also, create a fire (moving at the wad's velocity?). CFireball* pfireball = NULL; if (CThing::Construct(CFireballID, m_pRealm, (CThing**) &pfireball) == 0) { pfireball->Setup(m_dX, m_dY, m_dZ, m_dRot, ms_lFireBallTimeToLive, m_u16ShooterID); pfireball->m_dHorizVel = m_dHorizVel / 4.0; pfireball->m_eState = State_Fire; } } } //////////////////////////////////////////////////////////////////////////////// // Generate the launch kick/debris. //////////////////////////////////////////////////////////////////////////////// void CDeathWad::Launch(void) { // The launch sound. PlaySample( // Returns nothing. // Does not fail. g_smidDeathWadLaunch, // In: Identifier of sample you want played. SampleMaster::Weapon, // In: Sound Volume Category for user adjustment DistanceToVolume(m_dX, m_dY, m_dZ, LaunchSndHalfLife) ); // In: Initial Sound Volume (0 - 255) // The looping thrust sound. PlaySample( // Returns nothing. // Does not fail. g_smidDeathWadThrust, // In: Identifier of sample you want played. SampleMaster::Weapon, // In: Sound Volume Category for user adjustment DistanceToVolume(m_dX, m_dY, m_dZ, LaunchSndHalfLife), // In: Initial Sound Volume (0 - 255) &m_siThrust, // Out: Handle for adjusting sound volume NULL, // Out: Sample duration in ms, if not NULL. 100, // In: Where to loop back to in milliseconds. // -1 indicates no looping (unless m_sLoop is // explicitly set). 500, // In: Where to loop back from in milliseconds. // In: If less than 1, the end + lLoopEndTime is used. false); // In: Call ReleaseAndPurge rather than Release after playing Explosion(); CThing* pthing = NULL; // Get the launcher . . . if (m_pRealm->m_idbank.GetThingByID(&pthing, m_u16ShooterID) == 0) { // If it's a dude . . . if (pthing->GetClassID() == CDudeID) { CDude* pdude = (CDude*)pthing; // Add force vector for kick. See ya. pdude->AddForceVector(ms_dKickVelocity, m_dRot - 180); } } } //////////////////////////////////////////////////////////////////////////////// // Feed the WAD prior to moving its state to State_Fire. //////////////////////////////////////////////////////////////////////////////// void CDeathWad::FeedWad( CStockPile* pstockpile) // In: Src for WAD's arsenal. { // Take needed ammo. m_stockpile.m_sNumMissiles = pstockpile->m_sNumMissiles; m_stockpile.m_sNumNapalms = pstockpile->m_sNumNapalms; m_stockpile.m_sNumFuel = pstockpile->m_sNumFuel; m_stockpile.m_sNumGrenades = pstockpile->m_sNumGrenades; // Truncate to max we can hold. m_stockpile.Intersect(&ms_stockpileMax); // Subtract from provider. pstockpile->Sub(&m_stockpile); } //////////////////////////////////////////////////////////////////////////////// // EOF ////////////////////////////////////////////////////////////////////////////////