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AnimThing.cpp
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AnimThing.cpp
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////////////////////////////////////////////////////////////////////////////////
//
// 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
//
// AnimThing.cpp
// Project: Nostril (aka Postal)
//
// History:
// 02/18/97 JMI Started.
//
// 02/19/97 JMI Added ability to send any message to any CThing when done
// with animation.
//
// 02/20/97 JMI Tweaked positioning; I think it's more correct.
//
// 02/20/97 MJR Added mini-runtime-editor.
//
// 02/21/97 JMI After tweaking the position, I hosed the sprite priority.
// Fixed. Now it's beauteous if you place a dude just a
// bit in front of a looping explosion.
//
// 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 JMI Changed m_pthingSendMsg to m_u16IdSendMsg.
//
// 02/25/97 JMI Forgot to call FreeResources() in GetResources().
//
// 03/13/97 JMI Load now takes a version number.
//
// 03/27/97 JMI Now EditModify() returns failure if there's no resource
// name. GetResources() should've taken care of this via
// rspGetResource() failing, but it seems to crash in Release
// mode, so now EditModify() checks.
//
// 04/10/97 BRH Updated this to work with the new multi layer attribute
// maps.
//
// 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
// exists.
//
// 06/29/97 JMI Converted EditRect(), EditRender(), and/or Render() to
// use Map3Dto2D().
// Also, now determines priority via 2D mapped Y.
//
// 07/27/97 JMI Now determines priority totally based on Z.
// Also, now uses CRealm::Make2dResPath() on res names.
//
//////////////////////////////////////////////////////////////////////////////
//
// This CThing-derived class will play an animation to its finish and then
// destroy itself. It's a mini Postal movie player.
//
//////////////////////////////////////////////////////////////////////////////
#define ANIMTHING_CPP
#include "RSPiX.h"
#include <math.h>
#include "AnimThing.h"
#include "dude.h"
#include "game.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define GUI_FILE_NAME "res/editor/EditAnim.gui"
#define GUI_ID_RESOURCE 3
#define GUI_ID_OPTIONS 4
#define GUI_ID_DONTLOOP 5
#define GUI_ID_DOLOOP 6
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
short CAnimThing::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)
{
switch (ulFileVersion)
{
default:
case 1:
pFile->Read(&m_dX);
pFile->Read(&m_dY);
pFile->Read(&m_dZ);
pFile->Read(m_szResName);
pFile->Read(&m_sLoop);
break;
}
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// Get resources
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CAnimThing::Load(): Error reading from file!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
short CAnimThing::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)
{
pFile->Write(&m_dX);
pFile->Write(&m_dY);
pFile->Write(&m_dZ);
pFile->Write(m_szResName);
pFile->Write(&m_sLoop);
// Make sure there were no file errors
sResult = pFile->Error();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
short CAnimThing::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
m_lAnimPrevTime = m_pRealm->m_time.GetGameTime();
m_lAnimTime = 0;
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
short CAnimThing::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CAnimThing::Suspend(void)
{
m_sSuspend++;
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CAnimThing::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_lAnimPrevTime = m_pRealm->m_time.GetGameTime();
}
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CAnimThing::Update(void)
{
if (!m_sSuspend)
{
if (m_lAnimTime >= m_paachannel->TotalTime() && m_sLoop == FALSE)
{
// If there's a thing to send a message to . . .
if (m_u16IdSendMsg != CIdBank::IdNil)
{
// Send the message.
SendThingMessage(&m_msg, m_u16IdSendMsg);
}
// Done.
delete this;
return;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
short sEdit;
double dScale = 1.0;
double dScaleInc = 0.025;
void CAnimThing::Render(void)
{
// Get current time diff.
long lCurTime = m_pRealm->m_time.GetGameTime();
m_lAnimTime += lCurTime - m_lAnimPrevTime;
m_lAnimPrevTime = lCurTime;
CAlphaAnim* paa = (CAlphaAnim*)m_paachannel->GetAtTime(m_lAnimTime);
if (paa != NULL)
{
// No special flags
m_sprite.m_sInFlags = 0;
// Map from 3d to 2d coords
// m_sprite.m_sX2 = m_dX + paa->m_sX;
// m_sprite.m_sY2 = m_dZ - (m_dY - paa->m_sY);
Map3Dto2D(
m_dX,
m_dY,
m_dZ,
&(m_sprite.m_sX2),
&(m_sprite.m_sY2) );
// Offset by hotspot.
m_sprite.m_sX2 += paa->m_sX;
m_sprite.m_sY2 += paa->m_sY;
// Priority is based on our position in 3D realm coords.
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 = &(paa->m_imColor);
m_sprite.m_pimAlpha = &(paa->m_pimAlphaArray[0]); // This is an array? What changes my index?!
///////////////////////////////////////////////////////////
// Tiny little built-in editor that gets acctivated via
// the debugger -- just set sEdit to non-zero. It assumes
// the alpha anim has 2 layers, with the second layer at
// 100%. It copies that layer to the first layer, scaling
// it by the specified value. Press LEFT and RIGHT arrows
// (quickly) to modify the scaling value and watch as the
// alpha effect changes.
///////////////////////////////////////////////////////////
if (sEdit && (paa->m_sNumAlphas > 2))
{
unsigned char auc[128];
rspScanKeys(auc);
if (auc[RSP_SK_LEFT])
{
dScale -= dScaleInc;
if (dScale < 0.0)
dScale = 0;
}
if (auc[RSP_SK_RIGHT])
{
dScale += dScaleInc;
}
for (short y = 0; y < paa->m_pimAlphaArray[1].m_sHeight; y++)
{
U8* pSrc = paa->m_pimAlphaArray[1].m_pData + (y * paa->m_pimAlphaArray[1].m_lPitch);
U8* pDst = paa->m_pimAlphaArray[0].m_pData + (y * paa->m_pimAlphaArray[0].m_lPitch);
for (short x = 0; x < paa->m_pimAlphaArray[1].m_sWidth; x++)
{
double dVal = (double)(*pSrc);
dVal *= dScale;
if (dVal < 256.0)
*pDst = (U8)dVal;
else
*pDst = (U8)255;
pSrc++;
pDst++;
}
}
}
///////////////////////////////////////////////////////////
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
}
}
short CAnimThing::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_lAnimPrevTime = m_pRealm->m_time.GetGameTime();
// Load resources
sResult = GetResources();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
short CAnimThing::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;
sResult = EditModify();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to modify object
////////////////////////////////////////////////////////////////////////////////
short CAnimThing::EditModify(void)
{
short sResult = 0;
RGuiItem* pgui = RGuiItem::LoadInstantiate(FullPathVD(GUI_FILE_NAME));
if (pgui != NULL)
{
RListBox* plb = (RListBox*)pgui->GetItemFromId(GUI_ID_OPTIONS);
if (plb != NULL)
{
ASSERT(plb->m_type == RGuiItem::ListBox);
// Select current setting.
plb->SetSel(pgui->GetItemFromId((m_sLoop == FALSE) ? GUI_ID_DONTLOOP : GUI_ID_DOLOOP) );
REdit* pedit = (REdit*)pgui->GetItemFromId(GUI_ID_RESOURCE);
if (pedit != NULL)
{
ASSERT(pedit->m_type == RGuiItem::Edit);
// Set text.
pedit->SetText("%s", m_szResName);
// Realize text.
pedit->Compose();
if (DoGui(pgui) == 1)
{
RGuiItem* pguiSel = plb->GetSel();
if (pguiSel)
{
switch (pguiSel->m_lId)
{
case GUI_ID_DONTLOOP:
m_sLoop = FALSE;
break;
case GUI_ID_DOLOOP:
m_sLoop = TRUE;
break;
}
}
// Get new resource name.
pedit->GetText(m_szResName, sizeof(m_szResName) );
// If no resource name . . .
if (m_szResName[0] == '\0')
{
sResult = 1;
}
}
else
{
sResult = 1;
}
}
else
{
sResult = -3;
}
}
else
{
sResult = -2;
}
// Done with GUI.
delete pgui;
}
else
{
sResult = -1;
}
// If successful so far . . .
if (sResult == 0)
{
// Load resources
sResult = GetResources();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to move object to specified position
////////////////////////////////////////////////////////////////////////////////
short CAnimThing::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 get the clickable pos/area of an object in 2D.
// (virtual (Overridden here)).
////////////////////////////////////////////////////////////////////////////////
void CAnimThing::EditRect( // Returns nothiing.
RRect* prc) // Out: Clickable pos/area of object.
{
Map3Dto2D(
m_dX,
m_dY,
m_dZ,
&(prc->sX),
&(prc->sY) );
prc->sW = 10; // Safety.
prc->sH = 10; // Safety.
if (m_paachannel != NULL)
{
CAlphaAnim* paa = (CAlphaAnim*)m_paachannel->GetAtTime(m_lAnimTime);
if (paa != NULL)
{
// Offset by hotspot.
prc->sX += paa->m_sX;
prc->sY += paa->m_sY;
prc->sW = paa->m_imColor.m_sWidth;
prc->sH = paa->m_imColor.m_sHeight;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to get the hotspot of an object in 2D.
// (virtual (Overridden here)).
////////////////////////////////////////////////////////////////////////////////
void CAnimThing::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.
{
*psX = 0; // Safety.
*psY = 0; // Safety.
if (m_paachannel != NULL)
{
CAlphaAnim* paa = (CAlphaAnim*)m_paachannel->GetAtTime(m_lAnimTime);
if (paa != NULL)
{
*psX = -paa->m_sX;
*psY = -paa->m_sY;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to update object
////////////////////////////////////////////////////////////////////////////////
void CAnimThing::EditUpdate(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CAnimThing::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 CAnimThing::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
short sResult = 0;
// Safe to call even if no resource.
FreeResources();
sResult = rspGetResource(
&g_resmgrGame,
m_pRealm->Make2dResPath(m_szResName),
&m_paachannel);
if (sResult == 0)
{
m_lAnimTime = 0;
m_lAnimPrevTime = m_pRealm->m_time.GetGameTime();
if (m_sLoop != FALSE)
{
m_paachannel->SetLooping(RChannel_LoopAtStart | RChannel_LoopAtEnd);
}
else
{
m_paachannel->SetLooping(0);
}
}
else
{
TRACE("GetResources(): Failed to load resource \"%s\".\n",
m_pRealm->Make2dResPath(m_szResName) );
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
short CAnimThing::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
short sResult = 0;
if (m_paachannel != NULL)
{
rspReleaseResource(&g_resmgrGame, &m_paachannel);
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////