//////////////////////////////////////////////////////////////////////////////// // // 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 // // explode.cpp // Project: Postal // // This module implements the CExplode weapon class which is an unguided // rocket missile. // // // 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. // // 02/10/97 JMI rspReleaseResource() now takes a ptr to a ptr. // // 02/18/97 BRH Changed the explosion to use the Channel Animations // rather than the RAnimSprite animations. // // 02/19/97 BRH Empties the message queue in update so it doesn't fill up. // Also checks for collisions with other Characters and sends // them an explosion message. // // 02/23/97 BRH Explosion now checks for all things that it blew up, not // just the first thing in the list. // // 02/23/97 BRH Added Preload() function so that explosions are cached // by the resource manager before play begins. // // 02/24/97 BRH Added Map3Dto2D so that the explosions were mapping the Y // coordinate also, before they were assuming they were on the // ground so explosions in the air weren't working correctly. // // 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. // // 03/05/97 BRH Added center of and velocity of explosion to the explosion // message. // // 03/13/97 JMI Load now takes a version number. // // 03/17/97 JMI Now includes CSmash::Item in the things that can be // exploded. // // 04/10/97 BRH Updated this to work with the new multi layer attribute // maps. // // 04/20/97 BRH Added an additional parameter to Setup to allow the // explosion to use different animations. In this case we // want the standard explosion for rockets and barrels, and // a special one for the grenades. This will allow you to // pass a number to incicate which animation to use. // // 04/21/97 BRH Added second animation file and changed filename of second // asset to match. // // 04/23/97 JMI CExplode no longer puts it's m_smash in the smashatorium. // Now sends messages to Characters, Miscs, Barrels, and // Mines. // // 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer // exists. // // 06/07/97 BRH Added smoke to the end of all explosions. // // 06/11/97 BRH Pass the shooter ID on through the explosion message. // // 06/18/97 BRH Changed over to using GetRandom() // // 06/26/97 BRH Added CSmash::AlmostDead bits to the explosion check // so that writhing guys can be blown up. // // 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. // // 07/27/97 JMI Changed to use Z position (i.e., X/Z plane) instead of // Y2 position (i.e., viewing plane) position for draw // priority. // // 07/30/97 JMI Added m_u16ExceptID (an ID to except when sending // explosion messages). // // 08/15/97 BRH Fixed problem with stationary smoke which had been // started under ground. // // 08/28/97 BRH Now caches the grenade explosion animation as well in // its Preload function. // // 09/02/97 JMI Now targets CSmash::Sentry too. // // 09/03/97 JMI Now marks Civilian as a dont care bit. // //////////////////////////////////////////////////////////////////////////////// #define EXPLODE_CPP #include "RSPiX.h" #include #include "explode.h" #include "dude.h" #include "game.h" #include "reality.h" #include "fire.h" //////////////////////////////////////////////////////////////////////////////// // Macros/types/etc. //////////////////////////////////////////////////////////////////////////////// //#define IMAGE_FILE "res\\explode.bmp" //#define ANIM_FILE "2d/explode.anm" //#define ALPHA_FILE "2d/explode_a.anm" // Minimum elapsed time (in milliseconds) //#define MIN_ELAPSED_TIME 10 #define AA_FILE "explo.aan" #define GE_FILE "GExplo.aan" //////////////////////////////////////////////////////////////////////////////// // Variables/data //////////////////////////////////////////////////////////////////////////////// // These are default values -- actually values are set using the editor! // Let this auto-init to 0 short CExplode::ms_sFileCount; short CExplode::ms_sBlastRadius = 30; short CExplode::ms_sProjectVelocity = 180; //////////////////////////////////////////////////////////////////////////////// // Load object (should call base class version!) //////////////////////////////////////////////////////////////////////////////// short CExplode::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; // Load static data switch (ulFileVersion) { default: case 1: break; } } // Load instance 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("CExplode::Load(): Error reading from file!\n"); } } else { TRACE("CExplode::Load(): CThing::Load() failed.\n"); } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Save object (should call base class version!) //////////////////////////////////////////////////////////////////////////////// short CExplode::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 } } else { TRACE("CExplode::Save(): CThing::Save() failed.\n"); } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Startup object //////////////////////////////////////////////////////////////////////////////// short CExplode::Startup(void) // Returns 0 if successfull, non-zero otherwise { return 0; } //////////////////////////////////////////////////////////////////////////////// // Shutdown object //////////////////////////////////////////////////////////////////////////////// short CExplode::Shutdown(void) // Returns 0 if successfull, non-zero otherwise { return 0; } //////////////////////////////////////////////////////////////////////////////// // Suspend object //////////////////////////////////////////////////////////////////////////////// void CExplode::Suspend(void) { m_sSuspend++; } //////////////////////////////////////////////////////////////////////////////// // Resume object //////////////////////////////////////////////////////////////////////////////// void CExplode::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 CExplode::Update(void) { if (!m_sSuspend) { // Since we don't process any messages, empty the queue m_MessageQueue.Empty(); // Get new time long lThisTime = m_pRealm->m_time.GetGameTime(); if (m_lTimer < m_pAnimChannel->TotalTime()) { m_lTimer += lThisTime - m_lPrevTime; m_lPrevTime = lThisTime; } else { 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, MAX(m_dY-20, 0.0), m_dZ - 4 + GetRandom() % 9, 4000, true, CFire::Smoke); } delete this; return; } } } //////////////////////////////////////////////////////////////////////////////// // Render object //////////////////////////////////////////////////////////////////////////////// void CExplode::Render(void) { CAlphaAnim* pAnim = (CAlphaAnim*) m_pAnimChannel->GetAtTime(m_lTimer); if (pAnim) { // No special flags m_sprite.m_sInFlags = 0; //CSprite::InXrayable; // Map from 3d to 2d coords // m_sprite.m_sX2 = m_dX + pAnim->m_sX; // m_sprite.m_sY2 = m_dZ + pAnim->m_sY; Map3Dto2D((short) (m_dX + pAnim->m_sX), (short) m_dY, (short) (m_dZ + pAnim->m_sY), &m_sprite.m_sX2, &m_sprite.m_sY2); // 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); m_sprite.m_pimAlpha = &(pAnim->m_pimAlphaArray[0]); // temp short sTemp = pAnim->m_sNumAlphas; // Update sprite in scene m_pRealm->m_scene.UpdateSprite(&m_sprite); } } //////////////////////////////////////////////////////////////////////////////// // Setup - Called by the object that is creating this explosion to set its // position and initial settings //////////////////////////////////////////////////////////////////////////////// short CExplode::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 U16 u16ShooterID, // In: Who is responsible for this explosion short sAnim) // In: Which animation to use { 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_lTimer = 0; m_u16ShooterID = u16ShooterID; // Load resources sResult = GetResources(sAnim); // 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_sBlastRadius; // Update the smash. ASSERT (m_pRealm != NULL); // m_pRealm->m_smashatorium.Update(&m_smash); m_smash.m_bits = 0; m_smash.m_pThing = this; // See who we blew up and send them a message CSmash* pSmashed = NULL; GameMessage msg; msg.msg_Explosion.eType = typeExplosion; msg.msg_Explosion.sPriority = 0; msg.msg_Explosion.sDamage = 100; msg.msg_Explosion.sX = (short) m_dX; msg.msg_Explosion.sY = (short) m_dY; msg.msg_Explosion.sZ = (short) m_dZ; msg.msg_Explosion.sVelocity = ms_sProjectVelocity; msg.msg_Explosion.u16ShooterID = m_u16ShooterID; m_pRealm->m_smashatorium.QuickCheckReset( &m_smash, CSmash::Character | CSmash::Misc | CSmash::Barrel | CSmash::Mine | CSmash::AlmostDead | CSmash::Sentry, CSmash::Good | CSmash::Bad | CSmash::Civilian, 0); while (m_pRealm->m_smashatorium.QuickCheckNext(&pSmashed)) { ASSERT(pSmashed->m_pThing); // If not the excepted thing . . . if (pSmashed->m_pThing->GetInstanceID() != m_u16ExceptID) { SendThingMessage(&msg, pSmashed->m_pThing); } } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Called by editor to init new object at specified position //////////////////////////////////////////////////////////////////////////////// short CExplode::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 = 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 CExplode::EditModify(void) { return 0; } //////////////////////////////////////////////////////////////////////////////// // Called by editor to move object to specified position //////////////////////////////////////////////////////////////////////////////// short CExplode::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 CExplode::EditUpdate(void) { } //////////////////////////////////////////////////////////////////////////////// // Called by editor to render object //////////////////////////////////////////////////////////////////////////////// void CExplode::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 CExplode::GetResources(short sAnim) // Returns 0 if successfull, non-zero otherwise { short sResult = 0; if (sAnim == 0) sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(AA_FILE), &m_pAnimChannel, RFile::LittleEndian); else sResult = rspGetResource(&g_resmgrGame, m_pRealm->Make2dResPath(GE_FILE), &m_pAnimChannel, RFile::LittleEndian); if (sResult != 0) TRACE("CExplosion::GetResources - Error getting explosion animation\n"); return sResult; } //////////////////////////////////////////////////////////////////////////////// // Free all resources //////////////////////////////////////////////////////////////////////////////// short CExplode::FreeResources(void) // Returns 0 if successfull, non-zero otherwise { rspReleaseResource(&g_resmgrGame, &m_pAnimChannel); return 0; } //////////////////////////////////////////////////////////////////////////////// // Preload - basically trick the resource manager into caching a CExplode // animation before play begins so that when an explosion occurs for // the first time, there won't be a delay. //////////////////////////////////////////////////////////////////////////////// short CExplode::Preload( CRealm* prealm) // In: Calling realm. { ChannelAA* pRes; short sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(AA_FILE), &pRes, RFile::LittleEndian); rspReleaseResource(&g_resmgrGame, &pRes); sResult = rspGetResource(&g_resmgrGame, prealm->Make2dResPath(GE_FILE), &pRes, RFile::LittleEndian); rspReleaseResource(&g_resmgrGame, &pRes); return sResult; } //////////////////////////////////////////////////////////////////////////////// // EOF ////////////////////////////////////////////////////////////////////////////////