//////////////////////////////////////////////////////////////////////////////// // // 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 // // firebomb.cpp // Project: Postal // // This module implements the CFirebomb weapon class which is a hand // thrown grenade weapon that explodes into a ring of fire.. // // // 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 BRH Started the firebomb object from the grenade file // // 02/14/97 BRH Now uses resource manager to get the image. // // 02/19/97 BRH Changed the main part of the weapon to 3D and left // the fire fragments as 2D. Also added some randomness // to the pattern and increased the burn times. // // 02/19/97 BRH Added ProcessMessages function to check for // ObjectDeleted messages. // // 02/21/97 BRH Changed fragments to be invisible controllers of the // small fire animation rather than an 2d sprite. This // sort of hides the bounce effect which is bad so we may // want to put it back. Also uses the small fire for // the fire fragments. // // 02/23/97 BRH Changed the coordinate system to x,-z // // 02/23/97 BRH Added a static Preload() function which will be called // before play begins to cache the resources needed for this // object. // // 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 Changed to using reality.h motion templates. Using new // algorithm for detecting ground and walls. Made the // center fire more than 1 sprite and changed to thin // fire. Added sound effect for initial impact. // // 02/28/97 BRH Derived this from the CWeapon base class. // // 03/03/97 JMI Changed reference to CGrenade::State_Deleted to // CWeapon::State_Deleted. // // 03/06/97 BRH Changed to using ID's for keeping track of the file // and gettting the pointer from the ID each time. // // 03/13/97 JMI Load()s now take a version number. // // 03/21/97 BRH Changed this to ignore ATTRIBUTE_NOT_WALKABLE so that // the cocktails won't bounce off of the edge of the world. // // 04/10/97 BRH Updated this to work with the new multi layer attribute // maps. // // 05/04/97 BRH Took out an old unused reference to an STL iterator. // // 05/13/97 JMI CFireBomb was using a formula to compute the direction of // 8 firefrags such that one appeared in a random position // in all of 8 octants. The problem was the formula subtract- // ed 25 which, in the case of the first octant, if the random // position 24 or less were chosen, would result in a negative // value. But, to simply remove this could cause values 360 // or over since the random portion was based on 50.0 and not // the size of an octant. So I removed the -25 and changed the // 50.0 to (360/8) which, as far as I can tell, makes the // inclusive extents of the formula [0..359]. // // 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer // exists. // // 06/03/97 BRH Changed the cocktails so they don't bounce off of // walls, they just fall to the ground and break. // // 06/11/97 BRH Added shooter ID passing to the fires that it creates. // // 06/12/97 JMI Now handles State_Hide by setting m_sprite's InHidden flag. // // 06/12/97 BRH Fixed order of passing the shooter ID. // // 06/16/97 BRH Fixed starting condition in not walkable area. // // 06/18/97 BRH Changed over to using GetRandom() // // 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 cache of sound effects in 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. // // 07/27/97 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 Same old delete error showed up on Alpha. // ProcessMessages() was deleting the firebomb 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. // // 08/17/97 JMI Changed m_pthingParent to m_idParent. // // 08/20/97 BRH Moved firebomb sound to Destruction volume control. // // 08/27/97 BRH Added large fire sound which had not been used until now. // // 08/28/97 JMI Added a explode counter so we can cap the number of // explosions a firefrag can make. // // 08/28/97 BRH Added cache of large fire sound. // //////////////////////////////////////////////////////////////////////////////// #define FIREBOMB_CPP #include "RSPiX.h" #include #include "firebomb.h" #include "dude.h" #include "fire.h" #include "SampleMaster.h" #include "game.h" #include "reality.h" //////////////////////////////////////////////////////////////////////////////// // Macros/types/etc. //////////////////////////////////////////////////////////////////////////////// #define PRIMARY_BURN_TIME 10000 #define SECONDARY_BURN_TIME 7000 #define SMALL_SHADOW_FILE "smallshadow.img" //////////////////////////////////////////////////////////////////////////////// // Variables/data //////////////////////////////////////////////////////////////////////////////// // These are default values -- actually values are set using the editor! double CFirebomb::ms_dCloseDistance = 30.0; // Close enough to hit CDude double CFirebomb::ms_dThrowVertVel = 40.0; // Throw up at this velocity double CFirebomb::ms_dThrowHorizVel = 250; // Throw out at this velocity // Let this auto-init to 0 short CFirebomb::ms_sFileCount; /// Grenade Animation Files // An array of pointers to res names (one for each animatino component) static char* ms_apszResNames[] = { "3d/grenade.sop", "3d/grenade.mesh", "3d/grenade.tex", "3d/grenade.hot", "3d/grenade.bounds", "3d/grenade.floor", NULL, NULL }; //////////////////////////////////////////////////////////////////////////////// // Load object (should call base class version!) //////////////////////////////////////////////////////////////////////////////// short CFirebomb::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: 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("CFirebomb::Load(): Error reading from file!\n"); } } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Save object (should call base class version!) //////////////////////////////////////////////////////////////////////////////// short CFirebomb::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) { 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 } // Save object data return 0; } //////////////////////////////////////////////////////////////////////////////// // Update object //////////////////////////////////////////////////////////////////////////////// void CFirebomb::Update(void) { USHORT usAttrib; short sHeight = m_sPrevHeight; double dNewX; double dNewY; double dNewZ; 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 (m_eState == State_Deleted) { delete this; return; } // Check the current state switch (m_eState) { case CFirebomb::State_Idle: break; case CFirebomb::State_Fire: // Make sure we start in a valid position. If we are staring // inside a wall, just delete this object now. usAttrib = m_pRealm->GetFloorAttribute((short) m_dX, (short) m_dZ); sHeight = m_pRealm->GetHeight((short) m_dX, (short) m_dZ); 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 CFirebomb::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; AdjustPosVel(&dNewY, &m_dVertVel, dSeconds); // Check the height to see if it hit the ground sHeight = m_pRealm->GetHeight((short) dNewX, (short) dNewZ); // If its lower than the last and current height, assume it // hit the ground. if (dNewY < sHeight && m_dY >= sHeight) { m_dY = sHeight; m_eState = CFirebomb::State_Explode; } 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 fall (this is where it used to 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 m_dHorizVel = 0.5; } else m_dY = dNewY; } m_dX = dNewX; m_dZ = dNewZ; break; //----------------------------------------------------------------------- // Explode - Once it hits the ground, break into fire fragments that // bounce out from this point. //----------------------------------------------------------------------- case CFirebomb::State_Explode: CFire* pFire; if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pFire) == 0) { pFire->Setup(m_dX, m_dY, m_dZ, PRIMARY_BURN_TIME, true, CFire::LargeFire); pFire->m_u16ShooterID = m_u16ShooterID; PlaySample( g_smidFirebomb, SampleMaster::Destruction, DistanceToVolume(m_dX, m_dY, m_dZ, FireBombSndHalfLife) ); // In: Initial Sound Volume (0 - 255) PlaySample( g_smidFireLarge, SampleMaster::Destruction, DistanceToVolume(m_dX, m_dY, m_dZ, FireBombSndHalfLife) ); } // Loop to create 8 fragments in a circular pattern short i; CFirefrag* pFrag; for (i = 0; i < 8; i++) { if (CThing::Construct(CThing::CFirefragID, m_pRealm, (CThing**) &pFrag) == 0) { pFrag->m_u16ShooterID = m_u16ShooterID; pFrag->Setup(m_dX, m_dY, m_dZ); pFrag->m_dVertVel = m_dVertVel * -0.5; pFrag->m_dHorizVel = 60.0; // pFrag->m_dRot = (i * (360/8)) - 25 + (GetRandom() % 50); pFrag->m_dRot = (i * (360/8)) + (GetRandom() % (360 / 8)); pFrag->m_eState = CWeapon::State_Go; } } delete this; return; break; } // Save height for next time m_sPrevHeight = sHeight; // Save time for next time m_lPrevTime = lThisTime; } } //////////////////////////////////////////////////////////////////////////////// // Render object //////////////////////////////////////////////////////////////////////////////// void CFirebomb::Render(void) { // Animate 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); // Eventually this should be channel driven also m_sprite.m_sRadius = m_sCurRadius; if (m_eState == State_Hide) { // Hide. m_sprite.m_sInFlags = CSprite::InHidden; } else { // No special flags 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 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)); m_sprite.m_ptrans = &m_trans; // Update sprite in scene m_pRealm->m_scene.UpdateSprite(&m_sprite); // Draw the 2D shadow CWeapon::Render(); } else { // m_idParent is setting out transform relative to its position // and we are drawn by the scene with the parent. } } //////////////////////////////////////////////////////////////////////////////// // Setup new object - called by object that created this object //////////////////////////////////////////////////////////////////////////////// short CFirebomb::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 = ms_dThrowHorizVel; m_dVertVel = ms_dThrowVertVel; // 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(); PrepareShadow(); return sResult; } //////////////////////////////////////////////////////////////////////////////// // Get all required resources //////////////////////////////////////////////////////////////////////////////// short CFirebomb::GetResources(void) // Returns 0 if successfull, non-zero otherwise { short sResult = 0; sResult = m_anim.Get(ms_apszResNames); 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("CFirebomb::GetResources - Failed to open 3D animation for firebomb\n"); } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Free all resources //////////////////////////////////////////////////////////////////////////////// short CFirebomb::FreeResources(void) // Returns 0 if successfull, non-zero otherwise { m_anim.Release(); return SUCCESS; } //////////////////////////////////////////////////////////////////////////////// // 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 CFirebomb::Preload( CRealm* prealm) // In: Calling realm. { CAnim3D anim; RImage* pimage; short sResult = anim.Get(ms_apszResNames); anim.Release(); rspGetResource(&g_resmgrGame, prealm->Make2dResPath(SMALL_SHADOW_FILE), &pimage, RFile::LittleEndian); rspReleaseResource(&g_resmgrGame, &pimage); CacheSample(g_smidFirebomb); CacheSample(g_smidFireLarge); return sResult; } //////////////////////////////////////////////////////////////////////////////// // ProcessMessages //////////////////////////////////////////////////////////////////////////////// void CFirebomb::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; } //////////////////////////////////////////////////////////////////////////////// // Firefrag //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // Macros/types/etc. //////////////////////////////////////////////////////////////////////////////// #define FRAG_IMAGE_FILE "res\\grenade.bmp" // Minimum elapsed time (in milliseconds) //////////////////////////////////////////////////////////////////////////////// // Variables/data //////////////////////////////////////////////////////////////////////////////// // These are default values -- actually values are set using the editor! double CFirefrag::ms_dAccUser = 250.0; // Acceleration due to user double CFirefrag::ms_dAccDrag = 300.0; // Acceleration due to drag double CFirefrag::ms_dGravity = -9.5; // acceleration due to gravity double CFirefrag::ms_dThrowVertVel = 10.0; // Throw up at this velocity double CFirefrag::ms_dThrowHorizVel = 60; // Throw out at this velocity double CFirefrag::ms_dMinBounceVel = 30.0; // Min amount needed to bounce up double CFirefrag::ms_dVelTransferFract = -0.4; // Amount of velocity to bounce back up short CFirefrag::ms_sMaxExplosions = 4; // Maximum explosions before death. // Let this auto-init to 0 short CFirefrag::ms_sFileCount; //////////////////////////////////////////////////////////////////////////////// // Load object (should call base class version!) //////////////////////////////////////////////////////////////////////////////// short CFirefrag::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); 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("CFirefrag::Load(): Error reading from file!\n"); } } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Save object (should call base class version!) //////////////////////////////////////////////////////////////////////////////// short CFirefrag::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) { 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); } // Save object data return 0; } //////////////////////////////////////////////////////////////////////////////// // Update object //////////////////////////////////////////////////////////////////////////////// void CFirefrag::Update(void) { 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(); // Calculate elapsed time in seconds double dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0; // Check the current state switch (m_eState) { case CWeapon::State_Idle: break; case CWeapon::State_Fire: m_eState = State_Go; 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 // m_dVertVel += ms_dGravity; // m_dY += m_dVertVel * dSeconds; dPrevVertVel = m_dVertVel; dNewY = m_dY; AdjustPosVel(&dNewY, &m_dVertVel, dSeconds); // Check the height to see if it hit the ground sHeight = m_pRealm->GetHeight((short) dNewX, (short) dNewZ); // If its lower than the last and current height, assume it // hit the ground. // if (m_dY <= m_sPrevHeight && m_dY <= sHeight) if (dNewY < sHeight && m_dY >= sHeight) { m_dY = sHeight; m_eState = CWeapon::State_Explode; m_dVertVel = dPrevVertVel; } 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 ASSERT(m_dRot >= 0.0 && m_dRot < 360.0); } else m_dY = dNewY; } m_dX = dNewX; m_dZ = dNewZ; break; //----------------------------------------------------------------------- // Explode - Once it hits the ground, break into fire fragments that // bounce out from this point. //----------------------------------------------------------------------- case CWeapon::State_Explode: CFire* pFire; if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &pFire) == 0) { pFire->Setup(m_dX, m_dY, m_dZ, SECONDARY_BURN_TIME, true, CFire::SmallFire); pFire->m_u16ShooterID = m_u16ShooterID; // PlaySample(g_smidGrenadeExplode); } m_sNumExplosions++; // If you have enough velocity to bounce and we've not exceeded // the maximum number of explosions, redirect velocity // upward and bounce, else kill yourself off. if (-m_dVertVel > ms_dMinBounceVel && m_sNumExplosions <= ms_sMaxExplosions) { m_dVertVel = m_dVertVel * ms_dVelTransferFract; m_eState = CWeapon::State_Go; } else { m_pRealm->m_idbank.GetThingByID((CThing**) &m_pFire, m_u16FireID); if (m_pFire) { GameMessage msg; msg.msg_ObjectDelete.eType = typeObjectDelete; msg.msg_ObjectDelete.sPriority = 0; SendThingMessage(&msg, m_pFire); } delete this; return; } break; } m_pRealm->m_idbank.GetThingByID((CThing**) &m_pFire, m_u16FireID); if (m_pFire) { m_pFire->m_dX = m_dX; m_pFire->m_dY = m_dY; m_pFire->m_dZ = m_dZ; } // Save height for next time m_sPrevHeight = sHeight; // Save time for next time m_lPrevTime = lThisTime; } } //////////////////////////////////////////////////////////////////////////////// // Render object //////////////////////////////////////////////////////////////////////////////// void CFirefrag::Render(void) { /* // This is a standard 2d sprite m_sprite.m_type = CSprite::Standard2d; // No special flags m_sprite.m_sInFlags = 0; // Map from 3d to 2d coords m_sprite.m_sX2 = m_dX - (m_pImage->m_sWidth / 2); m_sprite.m_sY2 = (m_dZ - (m_pImage->m_sHeight)) - m_dY; // Priority is based on bottom edge of sprite m_sprite.m_sPriority = m_sprite.m_sY2 + m_pImage->m_sHeight; // Layer should be based on info we get from attribute map, but is hardwired for now // m_sprite.m_sLayer = 0; ASSERT(m_pRealm != NULL); ASSERT(m_pRealm->m_pAttribMap != NULL); // 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); */ } //////////////////////////////////////////////////////////////////////////////// // Setup new object - called by object that created this object //////////////////////////////////////////////////////////////////////////////// short CFirefrag::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_lPrevTime = m_pRealm->m_time.GetGameTime(); m_dVertVel = ms_dThrowVertVel; m_dHorizVel = ms_dThrowHorizVel; // Load resources // sResult = GetResources(); if (CThing::Construct(CThing::CFireID, m_pRealm, (CThing**) &m_pFire) == 0) { m_pFire->Setup(m_dX, m_dY, m_dZ, SECONDARY_BURN_TIME, true, CFire::SmallFire); m_pFire->m_u16ShooterID = m_u16ShooterID; } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Get all required resources //////////////////////////////////////////////////////////////////////////////// short CFirefrag::GetResources(void) // Returns 0 if successfull, non-zero otherwise { short sResult = 0; if (m_pImage == 0) { m_pImage = new RImage; if (m_pImage) { sResult = m_pImage->Load(FRAG_IMAGE_FILE); if (sResult == 0) { if (m_pImage->Convert(RImage::FSPR8) != RImage::FSPR8) { sResult = -1; TRACE("CFirefrag::GetResource(): Couldn't convert to FSPR8!\n"); } } } else { sResult = -1; TRACE("CFirefrag::GetResources(): Couldn't allocate RImage!\n"); } } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Free all resources //////////////////////////////////////////////////////////////////////////////// short CFirefrag::FreeResources(void) // Returns 0 if successfull, non-zero otherwise { short sResult = 0; if (m_pImage != 0) { delete m_pImage; m_pImage = 0; } return sResult; } //////////////////////////////////////////////////////////////////////////////// // EOF ////////////////////////////////////////////////////////////////////////////////