//////////////////////////////////////////////////////////////////////////////// // // 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 // // goaltimer.cpp // Project: Postal // // This module is a CThing that can be put in a level to keep track of a kill // goal or time limit goal. It can be set to keep the amount of time it takes // to kill a set number of people, or it can be set to count down to zero and // end the realm when the timer expires. // // // History: // // 06/30/97 BRH Started this file as part of the challenge levels. // // 07/09/97 JMI Now uses m_pRealm->Make2dResPath() to get the fullpath // for 2D image components. // // 08/05/97 JMI Changed priority to use Z position rather than 2D // projected Y position. // //////////////////////////////////////////////////////////////////////////////// #define GOALTIMER_CPP #include "RSPiX.h" #include "goaltimer.h" //////////////////////////////////////////////////////////////////////////////// // Macros/types/etc. //////////////////////////////////////////////////////////////////////////////// #define IMAGE_FILE "clock.bmp" #define TIMER_VALUE_GUI_ID 10 #define KILL_VALUE_GUI_ID 11 #define UPDOWN_GUI_ID 12 //////////////////////////////////////////////////////////////////////////////// // Variables/data //////////////////////////////////////////////////////////////////////////////// // These are default values -- actually values are set using the editor! // Let this auto-init to 0 short CGoalTimer::ms_sFileCount; //////////////////////////////////////////////////////////////////////////////// // Load object (should call base class version!) //////////////////////////////////////////////////////////////////////////////// short CGoalTimer::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. { // Call the base class load to get the instance ID 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; // Load static data switch (ulFileVersion) { default: case 1: break; } } // Load object data switch (ulFileVersion) { default: case 1: pFile->Read(&m_dX); pFile->Read(&m_dY); pFile->Read(&m_dZ); pFile->Read(&m_lTimerMS); pFile->Read(&m_sKillGoal); pFile->Read(&m_sUpDown); break; } // Make sure there were no file errors or format errors . . . if (!pFile->Error() && sResult == 0) { // Get resources sResult = GetResources(); } else { sResult = -1; TRACE("CGoalTimer::Load(): Error reading from file!\n"); } } else { TRACE("CGoalTimer::Load(): CThing::Load() failed.\n"); } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Save object (should call base class version!) //////////////////////////////////////////////////////////////////////////////// short CGoalTimer::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) { // Call the base class save to save the instance ID CThing::Save(pFile, sFileCount); // Save common data just once per file (not with each object) if (ms_sFileCount != sFileCount) { ms_sFileCount = sFileCount; // Save static data } // Save object data pFile->Write(&m_dX); pFile->Write(&m_dY); pFile->Write(&m_dZ); pFile->Write(&m_lTimerMS); pFile->Write(&m_sKillGoal); pFile->Write(&m_sUpDown); return 0; } //////////////////////////////////////////////////////////////////////////////// // Startup object //////////////////////////////////////////////////////////////////////////////// short CGoalTimer::Startup(void) // Returns 0 if successfull, non-zero otherwise { short sReturn = 0; // At this point we can assume the CHood was loaded, so we init our height m_dY = m_pRealm->GetHeight((short) m_dX, (short) m_dZ); return sReturn; } //////////////////////////////////////////////////////////////////////////////// // Shutdown object //////////////////////////////////////////////////////////////////////////////// short CGoalTimer::Shutdown(void) // Returns 0 if successfull, non-zero otherwise { return 0; } //////////////////////////////////////////////////////////////////////////////// // Suspend object //////////////////////////////////////////////////////////////////////////////// void CGoalTimer::Suspend(void) { m_sSuspend++; } //////////////////////////////////////////////////////////////////////////////// // Resume object //////////////////////////////////////////////////////////////////////////////// void CGoalTimer::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. } //////////////////////////////////////////////////////////////////////////////// // Update object //////////////////////////////////////////////////////////////////////////////// void CGoalTimer::Update(void) { } //////////////////////////////////////////////////////////////////////////////// // Render object //////////////////////////////////////////////////////////////////////////////// void CGoalTimer::Render(void) { } //////////////////////////////////////////////////////////////////////////////// // Called by editor to init new object at specified position //////////////////////////////////////////////////////////////////////////////// short CGoalTimer::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; // Load resources sResult = GetResources(); if (sResult == SUCCESS) { /* CListNode* pEditorList = m_pRealm->m_aclassHeads[CThing::CGameEditThingID].m_pnNext; CGameEditThing* peditor = (CGameEditThing*) pEditorList->m_powner; RListBox* plb = peditor->m_plbNavNetList; if (plb != NULL) { RGuiItem* pgui = plb->AddString((char*) m_rstrNetName); pgui->m_lId = GetInstanceID(); pgui->m_bcUser = NavNetListPressedCall; pgui->m_ulUserInstance = (unsigned long) this; plb->AdjustContents(); plb->SetSel(pgui); } */ } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Helper inline to get a GUI, set its text to the value, and recompose it. //////////////////////////////////////////////////////////////////////////////// inline void SetText( // Returns nothing. RGuiItem* pguiRoot, // In: Root GUI. long lId, // In: ID of GUI to set text. long lVal) // In: Value to set text to. { RGuiItem* pgui = pguiRoot->GetItemFromId(lId); if (pgui != NULL) { pgui->SetText("%ld", lVal); pgui->Compose(); } } //////////////////////////////////////////////////////////////////////////////// // Helper inline to get a RMultiBtn GUI, and set its state. //////////////////////////////////////////////////////////////////////////////// inline void CheckMultiBtn( // Returns nothing. RGuiItem* pguiRoot, // In: Root GUI. long lId, // In: ID of GUI to set text. short sChecked) // In: 1 to check, 0 to uncheck. { short sRes = 0; // Assume nothing; RMultiBtn* pmb = (RMultiBtn*)pguiRoot->GetItemFromId(lId); if (pmb != NULL) { ASSERT(pmb->m_type == RGuiItem::MultiBtn); pmb->m_sState = sChecked + 1; pmb->Compose(); } } //////////////////////////////////////////////////////////////////////////////// // Helper inline to get a RMultiBtn GUI, and return its state. //////////////////////////////////////////////////////////////////////////////// inline short IsMultiBtnChecked( // Returns multibtn's state. RGuiItem* pguiRoot, // In: Root GUI. long lId) // In: ID of GUI to set text. { short sRes = 0; // Assume nothing; RMultiBtn* pmb = (RMultiBtn*)pguiRoot->GetItemFromId(lId); if (pmb != NULL) { ASSERT(pmb->m_type == RGuiItem::MultiBtn); sRes = (pmb->m_sState == 1) ? 0 : 1; } return sRes; } //////////////////////////////////////////////////////////////////////////////// // Edit Modify //////////////////////////////////////////////////////////////////////////////// short CGoalTimer::EditModify(void) { short sResult = 0; RGuiItem* pgui = RGuiItem::LoadInstantiate(FullPathVD("res/editor/clock.gui")); if (pgui) { SetText(pgui, TIMER_VALUE_GUI_ID, m_lTimerMS); SetText(pgui, KILL_VALUE_GUI_ID, m_sKillGoal); CheckMultiBtn(pgui, UPDOWN_GUI_ID, m_sUpDown); sResult = DoGui(pgui); if (sResult == 1) { m_lTimerMS = pgui->GetVal(TIMER_VALUE_GUI_ID); m_sKillGoal = pgui->GetVal(KILL_VALUE_GUI_ID); m_sUpDown = IsMultiBtnChecked(pgui, UPDOWN_GUI_ID); } delete pgui; } return 0; } //////////////////////////////////////////////////////////////////////////////// // Called by editor to move object to specified position //////////////////////////////////////////////////////////////////////////////// short CGoalTimer::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 CGoalTimer::EditUpdate(void) { } //////////////////////////////////////////////////////////////////////////////// // Called by editor to render object //////////////////////////////////////////////////////////////////////////////// void CGoalTimer::EditRender(void) { // No special flags m_sprite.m_sInFlags = 0; // 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; // Center on image. m_sprite.m_sX2 -= m_pImage->m_sWidth / 2; m_sprite.m_sY2 -= m_pImage->m_sHeight; // 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)); // Image would normally animate, but doesn't for now m_sprite.m_pImage = m_pImage; // Update sprite in scene m_pRealm->m_scene.UpdateSprite(&m_sprite); } //////////////////////////////////////////////////////////////////////////////// // Give Edit a rectangle around this object //////////////////////////////////////////////////////////////////////////////// void CGoalTimer::EditRect(RRect* pRect) { Map3Dto2D( m_dX, m_dY, m_dZ, &(pRect->sX), &(pRect->sY) ); pRect->sW = 10; // Safety. pRect->sH = 10; // Safety. if (m_pImage != NULL) { pRect->sW = m_pImage->m_sWidth; pRect->sH = m_pImage->m_sHeight; } pRect->sX -= pRect->sW / 2; pRect->sY -= pRect->sH; } //////////////////////////////////////////////////////////////////////////////// // Called by editor to get the hotspot of an object in 2D. //////////////////////////////////////////////////////////////////////////////// void CGoalTimer::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. { // Base of navnet is hotspot. *psX = (m_pImage->m_sWidth / 2); *psY = m_pImage->m_sHeight; } //////////////////////////////////////////////////////////////////////////////// // Get all required resources //////////////////////////////////////////////////////////////////////////////// short CGoalTimer::GetResources(void) // Returns 0 if successfull, non-zero otherwise { short sResult = 0; if (m_pImage == 0) { sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(IMAGE_FILE), &m_pImage); if (sResult == 0) { // This is a questionable action on a resource managed item, but it's // okay if EVERYONE wants it to be an FSPR8. if (m_pImage->Convert(RImage::FSPR8) != RImage::FSPR8) { sResult = -1; TRACE("CGoalTimer::GetResource(): Couldn't convert to FSPR8!\n"); } } } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Free all resources //////////////////////////////////////////////////////////////////////////////// short CGoalTimer::FreeResources(void) // Returns 0 if successfull, non-zero otherwise { short sResult = 0; if (m_pImage != 0) { rspReleaseResource(&g_resmgrGame, &m_pImage); } return sResult; } //////////////////////////////////////////////////////////////////////////////// // EOF ////////////////////////////////////////////////////////////////////////////////