-
Notifications
You must be signed in to change notification settings - Fork 0
/
PowerUp.cpp
777 lines (689 loc) · 21.8 KB
/
PowerUp.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
////////////////////////////////////////////////////////////////////////////////
//
// 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
//
// PowerUp.cpp
// Project: Nostril (aka Postal)
//
// History:
// 05/08/97 JMI Started.
//
// 05/09/97 JMI Added m_smash and Init().
//
// 05/14/97 JMI Added Grab() and Drop().
// Also, Update() will not update collision sphere unless
// there's no parent.
// Also, increased COLLISION_RADIUS from 5 to 10.
//
// 05/29/97 JMI Removed ASSERT on m_pRealm->m_pAttribMap which no longer
// exists.
//
// 06/06/97 JMI Now hotspot is bottom center of image (was center of
// image).
// Increased COLLISION_RADIUS to 20 (was 10).
// Got rid of the whole type thing. Now uses a CStockPile
// and can contain any combination of powerups w/i one
// instance. Types are still used for loading old powerup
// files.
// Now EditModify() simply invokes m_stockpile.UserEdit().
//
// 06/09/97 JMI Changed RES_NAME from "2d/box.bmp" to "2d/box.img".
//
// 06/10/97 JMI Changed "First Aid Kit" to "Health".
//
// 06/12/97 JMI Added support for new weapon members of CStockPile.
//
// 06/12/97 JMI Added sHitPointMax parameter to GetDescription().
//
// 06/12/97 JMI Drop was not checking that we had a parent before trying
// to call RemoveChild() in the parent.
//
// 06/13/97 JMI Moved priority spot to center of image vertically.
//
// 06/14/97 JMI Decreased COLLISION_RADIUS to 10 (was 20).
//
// 06/14/97 JMI Changed to a descendant of CItem3d instead of CThing.
// Removed 2D bullshit.
//
// 06/14/97 JMI Changed SCALE from 3.0 to 2.0. Note that once Randy
// makes larger powerup specific animations, this should be
// changed to 1.0.
// Seems that the BoundingSphereToScreen() function does not
// take scaling into account.
//
// 06/14/97 JMI Added KevlarVest (CStockPile::m_sArmorLayers).
//
// 06/15/97 JMI Added Backpack (CStockPile::m_sBackpack).
// Now returns to normal spinning after blown up state is
// complete.
//
// 06/15/97 JMI Reduced SCALE to 1.0 (was 2.0) and added some of the
// real powerup filenames.
//
// 06/16/97 JMI Added more real powerup names.
//
// JMI Added a user (audible) feedback function, PickUpFeedback().
//
// 06/17/97 JMI Changed the 'no items' and 'multiple items' anim to
// the mine crate.
//
// 06/25/97 JMI Now calls PrepareShadow() in Init() which loads and sets up
// a shadow sprite.
//
// 06/30/97 BRH Caches the sample it uses in the Load function so that
// the sound effect will be ready in any level that the
// powerups are in.
//
// 07/15/97 JMI Made GetDescription() and TypeToStockPile() static and
// added stockpiles as parms so they can be used more
// generically.
// Also, added RepaginateNow().
// Also, added IsEmpty().
//
// 07/15/97 JMI Added some message handling functions.
// Transferred powerup index enums into CStockPile.
// Now boxes of multiple powerups explode into many when
// blown up.
//
// 07/16/97 JMI Now Setup() automatically calls Startup().
// Moved IsEmpty() from powerup to stockpile.
//
// 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.
//
// 07/23/97 JMI Added separate launcher for napalm and icons for napalm
// launcher, flame thrower, and fuel.
//
// 07/28/97 JMI Changed "nplmlauncher" to "napalmer" for res name.
//
// 07/30/97 JMI Added DeathWadLauncher to array of powerup names and
// res names.
//
// 08/07/97 JMI Added DoubleBarrel to array of powerup names and res
// names.
//
// 08/07/97 JMI Added additional parameter to CAnim3D::Get() call.
//
// 08/07/97 JMI Changed backpack resname from "3d/backpack" to
// "3d/backpackicon".
//
// 08/17/97 JMI Got rid of m_szMessages and all message related functions
// and variables from CDude since we are now using the toolbar
// for dude status feedback to the user. This includes:
// MsgTypeInfo, m_lNextStatusUpdateTime, m_lMsgUpdateDoneTime,
// m_print, m_bClearedStatus, m_szMessages[], m_sDeadMsgNum,
// ms_amtfMessages[], ms_u8FontForeIndex, ms_u8FontBackIndex,
// ms_u8FontShadowIndex, DrawStatus(), StatusChange(),
// MessageChange(), Message(), UpdateFontColors(),
// CPowerUp::ms_apszPowerUpTypeNames[],
// CPowerUp::GetDescription(), and some strings and a string
// array in localize.*.
//
// 08/28/97 BRH Added a Preload function for the powerups since they
// may pop up during gameplay, we want to have their assets
// ready.
//
//////////////////////////////////////////////////////////////////////////////
//
// This CItem3d-derived class will represent power ups that the player can
// pick up.
//
//////////////////////////////////////////////////////////////////////////////
#define POWERUP_CPP
#include "RSPiX.h"
#include <math.h>
#include "PowerUp.h"
#include "dude.h"
#include "game.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define GUI_FILE_NAME "res/editor/PowerUp.gui"
#define GUI_ID_STOCKPILE 3
#define Y_AXIS_ROTATION_RATE 240.0
#define SCALE 1.0
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// Animations.
char* CPowerUp::ms_apszPowerUpResNames[CStockPile::NumStockPileItems + 2] =
{
"3d/ammo", // Bullets.
"3d/grenadeicon", // Grenades.
"3d/cocktail", // Cocktails.
"3d/missileicon", // Rockets.
"3d/napalmicon", // Napalm.
"3d/shotshells", // Shells.
"3d/fuel", // Fuel.
"3d/minecrate", // Mines.
"3d/health", // Health.
"3d/gmissileicon", // Heatseekers.
"3d/machinegun", // MachineGun.
"3d/launcher", // MissileLauncher.
"3d/shotgun", // ShotGun.
"3d/spraygun", // SprayCannon.
"3d/flmthrower", // FlameThrower.
"3d/napalmer", // NapalmLauncher.
"3d/napalmer", // DeathWadLauncher.
"3d/shotgun", // DoubleBarrel.
"3d/kevlarvest", // KevlarVest.
"3d/backpackicon", // Backpack.
// Insert new items above this item.
"3d/minecrate", // Multiple items.
"3d/minecrate", // No items.
};
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
short CPowerUp::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;
if (ulFileVersion < 20)
{
sResult = CThing::Load(pFile, bEditMode, sFileCount, ulFileVersion);
}
else
{
// Note that we bypass CItem3d::Load() cuz I think that would be wierd.
sResult = CThing3d::Load(pFile, bEditMode, sFileCount, ulFileVersion);
}
if (sResult == 0)
{
CacheSample(g_smidPickedUpWeapon);
switch (ulFileVersion)
{
default:
case 31:
case 30:
case 29:
case 28:
case 27:
case 26:
case 25:
case 24:
case 23:
case 22:
case 21:
case 20:
// Base class gets it all.
break;
case 19:
case 18:
case 17:
pFile->Read(&m_dX);
pFile->Read(&m_dY);
pFile->Read(&m_dZ);
sResult = m_stockpile.Load(pFile, ulFileVersion);
break;
case 16:
case 15:
case 14:
case 13:
case 12:
case 11:
case 10:
case 9:
case 8:
case 7:
case 6:
case 5:
case 4:
case 3:
case 2:
case 1:
{
pFile->Read(&m_dX);
pFile->Read(&m_dY);
pFile->Read(&m_dZ);
U8 u8Type = (U8)CStockPile::Bullets;
pFile->Read(&u8Type);
long lPowerVal;
pFile->Read(&lPowerVal);
switch (u8Type)
{
case 0://Bullets:
m_stockpile.m_sNumBullets = lPowerVal;
break;
case 1://Grenades:
m_stockpile.m_sNumGrenades = lPowerVal;
break;
case 2://Cocktails:
m_stockpile.m_sNumFireBombs = lPowerVal;
break;
case 3://Rockets:
m_stockpile.m_sNumMissiles = lPowerVal;
break;
case 4://Napalm:
m_stockpile.m_sNumNapalms = lPowerVal;
break;
case 5://Shells:
m_stockpile.m_sNumShells = lPowerVal;
break;
case 6://Fuel:
m_stockpile.m_sNumFuel = lPowerVal;
break;
case 7://ProximityMine:
case 8://TimedMine:
case 9://RemoteMine:
case 10://BouncingBettyMine:
m_stockpile.m_sNumMines = lPowerVal;
break;
case 11://Health:
m_stockpile.m_sHitPoints = lPowerVal;
break;
case 12://Heatseekers:
m_stockpile.m_sNumHeatseekers = lPowerVal;
break;
}
break;
}
}
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// Get resources and initialize.
sResult = Init();
}
else
{
sResult = -1;
TRACE("CPowerUp::Load(): Error reading from file!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
short CPowerUp::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)
{
// Note that we bypass CItem3d::Save() cuz I think that would be wierd.
short sResult = CThing3d::Save(pFile, sFileCount);
if (sResult == 0)
{
// Base class does it all.
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CPowerUp::Update(void)
{
if (!m_sSuspend)
{
// Get new time
long lThisTime = m_pRealm->m_time.GetGameTime();
// Advance the animation timer.
long lDifTime = lThisTime - m_lAnimPrevUpdateTime;
m_lAnimTime += lDifTime;
// Update prev time.
m_lAnimPrevUpdateTime = lThisTime;
// Service message queue.
ProcessMessages();
// Switch on state.
switch (m_state)
{
case State_BlownUp:
// Handle state. If done . . .
if (WhileBlownUp() == false)
{
m_state = State_Idle;
// Restore powerup cheese spin.
m_dExtRotVelY = Y_AXIS_ROTATION_RATE;
m_dExtRotVelZ = 0.0;
m_dRotZ = 0.0;
}
break;
default:
if (m_u16IdParent == CIdBank::IdNil)
{
// Get time from last call in seconds.
double dSeconds = double(lThisTime - m_lPrevTime) / 1000.0;
DeluxeUpdatePosVel(dSeconds);
}
break;
}
// 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 = m_sprite.m_sRadius;
// Update the smash.
m_pRealm->m_smashatorium.Update(&m_smash);
// Save time for next time
m_lPrevTime = lThisTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CPowerUp::Render(void)
{
CItem3d::Render();
// Make larger.
m_trans.Scale(SCALE, SCALE, SCALE);
}
////////////////////////////////////////////////////////////////////////////////
// Setup object.
////////////////////////////////////////////////////////////////////////////////
short CPowerUp::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;
// Load resources and initialize.
sResult = Init();
if (sResult == 0)
{
sResult = Startup();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
short CPowerUp::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 CPowerUp::EditModify(void)
{
short sResult = m_stockpile.UserEdit();
// If successful so far . . .
if (sResult == 0)
{
// Load resources and initialize.
sResult = Init();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Initialize object.
////////////////////////////////////////////////////////////////////////////////
short CPowerUp::Init(void) // Returns 0 on success.
{
short sRes = GetResources();
// Prepare shadow (get resources and setup sprite).
sRes |= PrepareShadow();
m_dExtRotVelY = Y_AXIS_ROTATION_RATE;
m_lAnimTime = 0;
// Set up collision object
m_smash.m_bits = CSmash::PowerUp | CSmash::Misc;
return sRes;
}
////////////////////////////////////////////////////////////////////////////////
// Get resource name for this item.
////////////////////////////////////////////////////////////////////////////////
void CPowerUp::GetResName( // Returns nothing.
char* pszResName) // Out: Resource base name.
{
short sTypeIndex;
short sTypeInPowerUp = CStockPile::NumStockPileItems;
for (sTypeIndex = 0; sTypeIndex < CStockPile::NumStockPileItems; sTypeIndex++)
{
if (m_stockpile.GetItem(sTypeIndex) > 0)
{
// If no type yet . . .
if (sTypeInPowerUp == CStockPile::NumStockPileItems)
{
sTypeInPowerUp = sTypeIndex;
}
else
{
sTypeInPowerUp = CStockPile::NumStockPileItems + 1;
break;
}
}
}
strcpy(pszResName, ms_apszPowerUpResNames[sTypeInPowerUp]);
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
short CPowerUp::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
short sResult = 0;
// Safe to call even if no resource.
FreeResources();
char szResName[RSP_MAX_PATH];
GetResName(szResName);
sResult = m_anim.Get(
szResName,
NULL,
NULL,
NULL,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
short CPowerUp::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
short sResult = 0;
if (m_anim.m_psops != NULL)
{
m_anim.Release();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Preload - Preload assets needed so they can be cached and don't have to load
// during the game
////////////////////////////////////////////////////////////////////////////////
short CPowerUp::Preload(CRealm* /*prealm*/)
{
short sResult = 0;
short i;
CAnim3D anim;
for (i = 0; i < CStockPile::NumStockPileItems + 2; i++)
{
sResult |= anim.Get(ms_apszPowerUpResNames[i], NULL, NULL, NULL, 0);
anim.Release();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Call to grab this item.
////////////////////////////////////////////////////////////////////////////////
short CPowerUp::Grab( // Returns 0 on success..
CSprite* psprParent) // In: Parent's sprite.
{
short sRes = 0; // Assume success.
// If we are not already grabbed . . .
if (m_sprite.m_psprParent == NULL)
{
m_dX = 0.0;
m_dY = 0.0;
m_dZ = 0.0;
psprParent->AddChild(&m_sprite);
// Don't use this for now b/c the next line that removes the
// smash from the smashatorium will be ineffective b/c the
// base class will put it right back.
ASSERT(0);
// Remove collision thinger.
m_pRealm->m_smashatorium.Remove(&m_smash);
}
else
{
// Already have a parent.
sRes = -1;
}
return sRes;
}
////////////////////////////////////////////////////////////////////////////////
// Call to release this item.
////////////////////////////////////////////////////////////////////////////////
void CPowerUp::Drop( // Returns nothing.
short sX, // In: Position from which to release.
short sY, // In: Position from which to release.
short sZ) // In: Position from which to release.
{
m_dX = sX;
m_dY = sY;
m_dZ = sZ;
// If we have a parent . . .
if (m_sprite.m_psprParent != NULL)
{
// Remove from parent.
m_sprite.m_psprParent->RemoveChild(&m_sprite);
}
}
////////////////////////////////////////////////////////////////////////////////
// Plays a sample corresponding to the type of powerup indicating it
// was picked up.
////////////////////////////////////////////////////////////////////////////////
void CPowerUp::PickUpFeedback(void) // Returns nothing.
{
PlaySample(g_smidPickedUpWeapon, SampleMaster::UserFeedBack);
}
////////////////////////////////////////////////////////////////////////////////
// If this powerup has nothing left, destroys itself. Otherwise, chooses
// a new resource to represent its current contents.
// NOTE: This function can cause this item to be destroyed. Don't use
// a ptr to this object after calling this function.
////////////////////////////////////////////////////////////////////////////////
void CPowerUp::RepaginateNow(void)
{
// If not empty . . .
if (IsEmpty() == false)
{
// If this fails, we'd better go away . . .
if (GetResources() != 0)
{
delete this;
}
}
else
{
// Done then.
delete this;
}
}
////////////////////////////////////////////////////////////////////////////////
// Message Handlers.
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Handles a Shot_Message.
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CPowerUp::OnShotMsg( // Returns nothing.
Shot_Message* pshotmsg) // In: Message to handle.
{
// Eventually, it'd be cool to have the ammos respond to bullets.
// Invoke base class implementation.
CItem3d::OnShotMsg(pshotmsg);
}
////////////////////////////////////////////////////////////////////////////////
// Handles an Explosion_Message.
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CPowerUp::OnExplosionMsg( // Returns nothing.
Explosion_Message* pexplosionmsg) // In: Message to handle.
{
// Break into smaller pieces and pass the message on . . .
// Inventory.
short sTypeIndex;
bool bFirst = true;
short sNumGenerated = 0;
for (sTypeIndex = 0; sTypeIndex < CStockPile::NumStockPileItems; sTypeIndex++)
{
if (m_stockpile.GetItem(sTypeIndex) > 0)
{
if (bFirst == false)
{
CPowerUp* ppowerup;
if (ConstructWithID(CPowerUpID, m_pRealm, (CThing**)&ppowerup) == 0)
{
// Transfer item.
ppowerup->m_stockpile.GetItem(sTypeIndex) = m_stockpile.GetItem(sTypeIndex);
// Clear local item.
m_stockpile.GetItem(sTypeIndex) = 0;
// Prepare for the cold, cruel, fire-infested realm.
ppowerup->Setup(m_dX, m_dY, m_dZ);
// Slap it some (bypass this function, though..that'd be a waste to
// do again).
ppowerup->CItem3d::OnExplosionMsg(pexplosionmsg);
// Note that another was created.
sNumGenerated++;
// Choose random trajectory.
ppowerup->m_dExtHorzRot = GetRandom() % 360;
}
else
{
TRACE("OnExplosionMsg(): Failed to create powerup.\n");
}
}
else
{
bFirst = false;
}
}
}
// If we created any new powerups . . .
if (sNumGenerated)
{
// This one was altered.
if (GetResources() != 0)
{
// Doh!
delete this;
return;
}
}
// Invoke base class implementation.
CItem3d::OnExplosionMsg(pexplosionmsg);
}
////////////////////////////////////////////////////////////////////////////////
// Handles a Burn_Message.
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CPowerUp::OnBurnMsg( // Returns nothing.
Burn_Message* pburnmsg) // In: Message to handle.
{
// Eventually, it'd be cool to have the ammos respond to fire.
// Invoke base class implementation.
CItem3d::OnBurnMsg(pburnmsg);
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////