//////////////////////////////////////////////////////////////////////////////// // // 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 // // weapon.cpp // Project: Nostril (aka Postal) // // This module implements the CWeapon class which is base class for the weapons // // History: // 02/27/97 BRH Started this file from CDoofus and modified it // to be a base class for the weapons. // // 03/13/97 JMI Load now takes a version number. // // 03/19/97 BRH Added virtual functions for processing messages and // virtual OnMessage handler functions so that it follows // the model of the CThing3d base class object. // // 06/25/97 BRH Added rendering of 2D shadow sprite to the Render // function. Also added PrepareShadow function to // load the default shadow resource if no resource is // loaded for the shadow and then make the shadow visible. // // 06/30/97 JMI Now maps the Z to 3D when loading fileversions previous to // 24. // // 07/09/97 JMI Now uses m_pRealm->Make2dResPath() to get the fullpath // for 2D image components. // // 07/21/97 JMI Now checks upper bound on m_sAlphaLevel of shadow sprite. // // 07/30/97 JMI Now hides shadow if mainsprite is hidden. // //////////////////////////////////////////////////////////////////////////////// #define WEAPON_CPP #include "RSPiX.h" #include "weapon.h" #include "reality.h" //////////////////////////////////////////////////////////////////////////////// // Macros/types/etc. //////////////////////////////////////////////////////////////////////////////// #define SHADOW_FILE "shadow.img" //////////////////////////////////////////////////////////////////////////////// // Variables/data //////////////////////////////////////////////////////////////////////////////// // Let this auto-init to 0 short CWeapon::ms_sFileCount; //////////////////////////////////////////////////////////////////////////////// // Load object (should call base class version!) //////////////////////////////////////////////////////////////////////////////// short CWeapon::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; // Call the CThing base class load to get the instance ID 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; } } switch (ulFileVersion) { default: case 1: // Load object data pFile->Read(&m_dX); pFile->Read(&m_dY); pFile->Read(&m_dZ); pFile->Read(&m_dRot); pFile->Read(&m_dVertVel); pFile->Read(&m_dHorizVel); pFile->Read(&m_eState); break; } // If the file version is earlier than the change to real 3D coords . . . if (ulFileVersion < 24) { // Convert to 3D. m_pRealm->MapY2DtoZ3D( m_dZ, &m_dZ); } // Make sure there were no file errors or format errors . . . if (!pFile->Error() && sResult == 0) { // Get resources // sResult = GetResources(); } else { sResult = -1; TRACE("CWeapon::Load(): Error reading from file!\n"); } } else { TRACE("CWeapon::Load(): CThing::Load() failed.\n"); } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Save object (should call base class version!) //////////////////////////////////////////////////////////////////////////////// short CWeapon::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 u16InstanceID 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_dRot); pFile->Write(&m_dVertVel); pFile->Write(&m_dHorizVel); pFile->Write(&m_eState); return 0; } //////////////////////////////////////////////////////////////////////////////// // Startup object //////////////////////////////////////////////////////////////////////////////// short CWeapon::Startup(void) // Returns 0 if successfull, non-zero otherwise { // Init other stuff m_lPrevTime = m_pRealm->m_time.GetGameTime(); return 0; } //////////////////////////////////////////////////////////////////////////////// // Setup object //////////////////////////////////////////////////////////////////////////////// short CWeapon::Setup(short sX, short sY, short sZ) { m_dX = sX; m_dY = sY; m_dZ = sZ; return 0; } //////////////////////////////////////////////////////////////////////////////// // Shutdown object //////////////////////////////////////////////////////////////////////////////// short CWeapon::Shutdown(void) // Returns 0 if successfull, non-zero otherwise { return 0; } //////////////////////////////////////////////////////////////////////////////// // Suspend object //////////////////////////////////////////////////////////////////////////////// void CWeapon::Suspend(void) { m_sSuspend++; } //////////////////////////////////////////////////////////////////////////////// // Resume object //////////////////////////////////////////////////////////////////////////////// void CWeapon::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 CWeapon::Update(void) { } //////////////////////////////////////////////////////////////////////////////// // Render object //////////////////////////////////////////////////////////////////////////////// void CWeapon::Render(void) { CSprite* pSprite = GetSprite(); // If the shadow is enabled and the main sprite is visible . . . if (m_spriteShadow.m_pImage && (pSprite->m_sInFlags & CSprite::InHidden) == 0) { // Get the height of the terrain from the attribute map short sY = m_pRealm->GetHeight((short) m_dX, (short) m_dZ); // Map from 3d to 2d coords Map3Dto2D(m_dX, (double) sY, m_dZ, &(m_spriteShadow.m_sX2), &(m_spriteShadow.m_sY2) ); // Offset hotspot to center of image. m_spriteShadow.m_sX2 -= m_spriteShadow.m_pImage->m_sWidth / 2; m_spriteShadow.m_sY2 -= m_spriteShadow.m_pImage->m_sHeight / 2; // Priority is based on bottom edge of sprite on X/Z plane! m_spriteShadow.m_sPriority = MAX(pSprite->m_sPriority - 1, 0);//m_dZ; // Layer should be based on info we get from attribute map. m_spriteShadow.m_sLayer = pSprite->m_sLayer; // Set the alpha level based on the height difference m_spriteShadow.m_sAlphaLevel = 200 - ((short) m_dY - sY); // Check bounds . . . if (m_spriteShadow.m_sAlphaLevel < 0) { m_spriteShadow.m_sAlphaLevel = 0; } else if (m_spriteShadow.m_sAlphaLevel > 255) { m_spriteShadow.m_sAlphaLevel = 255; } // If the main sprite is on the ground, then hide the shadow. if ((short) m_dY - sY == 0) m_spriteShadow.m_sInFlags |= CSprite::InHidden; else m_spriteShadow.m_sInFlags &= ~CSprite::InHidden; // Update sprite in scene m_pRealm->m_scene.UpdateSprite(&m_spriteShadow); } else { m_spriteShadow.m_sInFlags |= CSprite::InHidden; } } //////////////////////////////////////////////////////////////////////////////// // Called by editor to init new object at specified position //////////////////////////////////////////////////////////////////////////////// short CWeapon::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; return sResult; } //////////////////////////////////////////////////////////////////////////////// // Called by editor to modify object //////////////////////////////////////////////////////////////////////////////// short CWeapon::EditModify(void) { return 0; } //////////////////////////////////////////////////////////////////////////////// // Called by editor to move object to specified position //////////////////////////////////////////////////////////////////////////////// short CWeapon::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 CWeapon::EditUpdate(void) { } //////////////////////////////////////////////////////////////////////////////// // Called by editor to render object //////////////////////////////////////////////////////////////////////////////// void CWeapon::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 CWeapon::GetResources(void) // Returns 0 if successfull, non-zero otherwise { return 0; } //////////////////////////////////////////////////////////////////////////////// // Free all resources //////////////////////////////////////////////////////////////////////////////// short CWeapon::FreeResources(void) // Returns 0 if successfull, non-zero otherwise { return 0; } //////////////////////////////////////////////////////////////////////////////// // BounceAngle //////////////////////////////////////////////////////////////////////////////// double CWeapon::BounceAngle(double dRot) { short sRot = (short) dRot; short sBounceAngle = (((((sRot / 90) + 1) * 180) - sRot) % 360); return (double) sBounceAngle; } //////////////////////////////////////////////////////////////////////////////// // Process all messages currently in the message queue through // ProcessMessage(). // (virtual). //////////////////////////////////////////////////////////////////////////////// void CWeapon::ProcessMessages(void) { // Check queue of messages. GameMessage msg; while (m_MessageQueue.DeQ(&msg) == true) { ProcessMessage(&msg); } } //////////////////////////////////////////////////////////////////////////////// // Process the specified message. For most messages, this function // will call the equivalent On* function. // (virtual). //////////////////////////////////////////////////////////////////////////////// void CWeapon::ProcessMessage( // Returns nothing. GameMessage* pmsg) // Message to process. { switch (pmsg->msg_Generic.eType) { case typeShot: OnShotMsg(&(pmsg->msg_Shot) ); break; case typeExplosion: OnExplosionMsg(&(pmsg->msg_Explosion) ); break; case typeBurn: OnBurnMsg(&(pmsg->msg_Burn) ); break; case typeObjectDelete: OnDeleteMsg(&(pmsg->msg_ObjectDelete) ); break; case typeTrigger: OnTriggerMsg(&(pmsg->msg_Trigger) ); break; default: // Should this complain when it doesn't know a message type? break; } } //////////////////////////////////////////////////////////////////////////////// // Handles a msg_Shot. // (virtual). //////////////////////////////////////////////////////////////////////////////// void CWeapon::OnShotMsg( // Returns nothing. Shot_Message* pshotmsg) // In: Message to handle. { } //////////////////////////////////////////////////////////////////////////////// // Handles an Explosion_Message. // (virtual). //////////////////////////////////////////////////////////////////////////////// void CWeapon::OnExplosionMsg( // Returns nothing. Explosion_Message* pexplosionmsg) // In: Message to handle. { } //////////////////////////////////////////////////////////////////////////////// // Handles a Burn_Message. // (virtual). //////////////////////////////////////////////////////////////////////////////// void CWeapon::OnBurnMsg( // Returns nothing. Burn_Message* pburnmsg) // In: Message to handle. { } //////////////////////////////////////////////////////////////////////////////// // Handles an ObjectDelete_Message. // (virtual). //////////////////////////////////////////////////////////////////////////////// void CWeapon::OnDeleteMsg( // Returns nothing. ObjectDelete_Message* pdeletemsg) // In: Message to handle. { } //////////////////////////////////////////////////////////////////////////////// // Handles a Trigger_Message // (virtual). //////////////////////////////////////////////////////////////////////////////// void CWeapon::OnTriggerMsg( // Returns nothing Trigger_Message* ptriggermsg) // In: Message to handle { } //////////////////////////////////////////////////////////////////////////////// // PrepareShadow //////////////////////////////////////////////////////////////////////////////// short CWeapon::PrepareShadow(void) { short sResult = SUCCESS; // If the shadow doesn't have resource loaded yet, load the default if (m_spriteShadow.m_pImage == NULL) { sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(SHADOW_FILE), &(m_spriteShadow.m_pImage), RFile::LittleEndian); } // If a resource is available, set the shadow to visible. if (sResult == SUCCESS) m_spriteShadow.m_sInFlags &= ~CSprite::InHidden; return sResult; } //////////////////////////////////////////////////////////////////////////////// // EOF ////////////////////////////////////////////////////////////////////////////////