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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998
|
////////////////////////////////////////////////////////////////////////////////
//
// 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
//
// ostrich.cpp
// Project: Postal
//
// This module implements the ostrich.
//
// History:
//
// 05/09/97 BRH Started the ostrich from the band member logic.
//
// 05/22/97 BRH Render skips the Doofus render and goes right to the
// Character render since its not using the m_dAnimRot.
//
// 05/26/97 BRH Changed the call to OnDead to the Doofus version
// rather than the Character version.
//
// 05/29/97 JMI Changed instance of REALM_ATTR_FLOOR_MASK to
// REALM_ATTR_NOT_WALKABLE.
//
// 06/05/97 JMI Changed m_sHitPoints to m_stockpile.m_sHitPoints to
// accommodate new m_stockpile in base class, CThing3d (which
// used to contain the m_sHitPoints).
//
// 06/18/97 BRH Changed over to using GetRandom()
//
// 06/25/97 JMI Now calls PrepareShadow() in Init() which loads and sets up
// a shadow sprite.
//
// 06/30/97 MJR Replaced SAFE_GUI_REF with new GuiItem.h-defined macro.
//
// 06/30/97 BRH Cached the sound samples in static portion of Load
// function so that the sound effects will be ready
// whenever this item is used on a level.
//
// 07/01/97 JMI Replaced GetFloorMapValue() with GetHeightAndNoWalk() call.
//
// 07/09/97 JMI Now uses m_pRealm->Make2dResPath() to get the fullpath
// for 2D image components.
//
// 07/12/97 BRH Changed panic motion to the same as the base class, but
// it still didn't fix the problem of them going through the
// wall of the train car on the farm level. Also increased
// their hit points, and made them not die in one shot.
//
// 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.
//
// 07/21/97 BRH Changed the burning state so that the ostrich will burn
// longer.
//
// 08/06/97 BRH Changed smash bits to zero when dying starts so that things
// won't hit him as he falls slowly, and so you can shoot
// past him. Also allows the shot animation restart when shot
// to get a little more reaction since his shot animation
// is so long.
//
// 08/10/97 JMI Commented out the code that deleted all the sound things in
// a realm when the ostriches paniced.
//
// 08/12/97 BRH Set the flag for victim rather than hostile so that
// the score will display the correct numbers of each
// type.
//
// 09/03/97 JMI Replaced Good Smash bit with Civilian.
//
// 09/03/97 BRH Put in the real ostrich sounds.
//
// 09/04/97 BRH Added ostrich dying sound.
//
////////////////////////////////////////////////////////////////////////////////
#define OSTRICH_CPP
#include "RSPiX.h"
#include <math.h>
#include "ostrich.h"
#include "SampleMaster.h"
#include "item3d.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define BRIGHTNESS_PER_LIGHT_ATTRIBUTE 15
#define NUM_ELEMENTS(a) (sizeof(a) / sizeof(a[0]) )
// Notification message lParm1's.
#define BLOOD_POOL_DONE_NOTIFICATION 1 // Blood pool is done animating.
// Random amount the blood splat can adjust.
#define BLOOD_SPLAT_SWAY 10
// Gets a random between -range / 2 and range / 2.
#define RAND_SWAY(sway) ((GetRandom() % sway) - sway / 2)
#define GUI_ID_OK 1
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
double COstrich::ms_dExplosionVelocity = 180.0;
double COstrich::ms_dMaxMarchVel = 30.0;
double COstrich::ms_dMaxRunVel = 80.0;
int32_t COstrich::ms_lStateChangeTime = 10000;
int16_t COstrich::ms_sStartingHitPoints = 100;
// Let this auto-init to 0
int16_t COstrich::ms_sFileCount;
/// Standing Animation Files
// An array of pointers to resource names (one for each channel of the animation)
static char* ms_apszStandResNames[] =
{
"3d/ostrich_stand.sop",
"3d/ostrich_stand.mesh",
"3d/ostrich_stand.tex",
"3d/ostrich_stand.hot",
"3d/ostrich_stand.bounds",
"3d/ostrich_stand.floor",
NULL,
NULL
};
/// Running Animation Files
// An array of pointers to resource names (one for each channel of the animation)
static char* ms_apszRunResNames[] =
{
"3d/ostrich_run.sop",
"3d/ostrich_run.mesh",
"3d/ostrich_run.tex",
"3d/ostrich_run.hot",
"3d/ostrich_run.bounds",
"3d/ostrich_run.floor",
NULL,
NULL
};
/// Throwing Animation Files
// An array of pointers to resource names (one for each channel of the animation)
static char* ms_apszWalkResNames[] =
{
"3d/ostrich_walk.sop",
"3d/ostrich_walk.mesh",
"3d/ostrich_walk.tex",
"3d/ostrich_walk.hot",
"3d/ostrich_walk.bounds",
"3d/ostrich_walk.floor",
NULL,
NULL
};
// Shot Animation Files
// An array of pointers to resource names (one for each channel of the animation)
static char* ms_apszShotResNames[] =
{
"3d/ostrich_shot.sop",
"3d/ostrich_shot.mesh",
"3d/ostrich_shot.tex",
"3d/ostrich_shot.hot",
"3d/ostrich_shot.bounds",
"3d/ostrich_shot.floor",
NULL,
NULL
};
/// Blown up Animation Files
// An array of pointers to resource names (one for each channel of the animation)
static char* ms_apszBlownupResNames[] =
{
"3d/ostrich_blownup.sop",
"3d/ostrich_blownup.mesh",
"3d/ostrich_blownup.tex",
"3d/ostrich_blownup.hot",
"3d/ostrich_blownup.bounds",
"3d/ostrich_blownup.floor",
NULL,
NULL
};
/// Hide Animation Files
// An array of pointers to resource names (one for each channel of the animation)
static char* ms_apszHideResNames[] =
{
"3d/ostrich_hide.sop",
"3d/ostrich_hide.mesh",
"3d/ostrich_hide.tex",
"3d/ostrich_hide.hot",
"3d/ostrich_hide.bounds",
"3d/ostrich_hide.floor",
NULL,
NULL
};
/// Die Animation files
// An array of pointers to resource names (one for each channel of the animation)
static char* ms_apszDieResNames[] =
{
"3d/ostrich_die.sop",
"3d/ostrich_die.mesh",
"3d/ostrich_die.tex",
"3d/ostrich_die.hot",
"3d/ostrich_die.bounds",
"3d/ostrich_die.floor",
NULL,
NULL
};
// These are the points that are checked on the attribute map relative to his origin
static RP3d ms_apt3dAttribCheck[] =
{
{-6, 0, -6},
{ 0, 0, -6},
{ 6, 0, -6},
{-6, 0, 6},
{ 0, 0, 6},
{ 6, 0, 6},
};
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t COstrich::Load( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to load from
bool bEditMode, // In: True for edit mode, false otherwise
int16_t sFileCount, // In: File count (unique per file, never 0)
uint32_t ulFileVersion) // In: Version of file format to load.
{
int16_t sResult = 0;
// Call the base class load to get the instance ID, position, motion etc.
sResult = CDoofus::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:
CacheSample(g_smidOstrichShot);
CacheSample(g_smidOstrichBurning);
CacheSample(g_smidOstrichBlownup);
CacheSample(g_smidOstrichDie);
break;
}
}
// Load Rocket Man specific data
switch (ulFileVersion)
{
default:
case 4:
case 3:
case 2:
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("COstrich::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CGrenader::Load(): CDoofus::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t COstrich::Save( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to save to
int16_t sFileCount) // In: File count (unique per file, never 0)
{
int16_t sResult = SUCCESS;
// Call the base class save to save the instance ID, position etc.
CDoofus::Save(pFile, sFileCount);
// Save common data just once per file (not with each object)
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
// Save static data
}
if (!pFile->Error())
{
sResult = SUCCESS;
}
else
{
TRACE("COstrich::Save() - Error writing to file\n");
sResult = -1;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Init - Call this after the resources are in place
////////////////////////////////////////////////////////////////////////////////
int16_t COstrich::Init(void)
{
int16_t sResult = 0;
// Prepare shadow (get resources and setup sprite).
sResult = PrepareShadow();
// Init position, rotation and velocity
m_dVel = 0.0;
m_dRot = rspMod360(GetRandom());
m_lPrevTime = m_pRealm->m_time.GetGameTime();
m_state = CCharacter::State_Idle;
m_lTimer = m_pRealm->m_time.GetGameTime() + 500;
m_sBrightness = 0; // Default brightness
m_smash.m_bits = CSmash::Civilian | CSmash::Character;
m_smash.m_pThing = this;
m_lAnimTime = 0;
m_panimCur = &m_animStand;
m_lTimer = m_pRealm->m_time.GetGameTime();
m_stockpile.m_sHitPoints = ms_sStartingHitPoints;
m_state = CCharacter::State_Stand;
m_dAcc = 150;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t COstrich::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
// Register this as a victim rather than a hostile.
m_bCivilian = true;
// Set the current height, previous time, and Nav Net by calling the
// base class startup
CDoofus::Startup();
// Init other stuff
return Init();
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void COstrich::Update(void)
{
int16_t sHeight = m_sPrevHeight;
double dNewX;
double dNewY;
double dNewZ;
double dX;
double dZ;
int32_t lThisTime;
int32_t lTimeDifference;
if (!m_sSuspend)
{
// Get new time
lThisTime = m_pRealm->m_time.GetGameTime();
lTimeDifference = lThisTime - m_lPrevTime;
// Calculate elapsed time in seconds
double dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0;
// Check for new messages that may change the state
ProcessMessages();
// Increment animation time
m_lAnimTime += lTimeDifference;
// Check the current state
switch (m_state)
{
//-----------------------------------------------------------------------
// Stand or Hide - Either one waits in the current position for the
// random timer to expire.
//-----------------------------------------------------------------------
case State_Stand:
case State_Hide:
if (lThisTime > m_lTimer)
ChangeRandomState();
break;
//-----------------------------------------------------------------------
// Walk - Walk around a bit
//-----------------------------------------------------------------------
case State_Walk:
if (lThisTime > m_lTimer)
{
ChangeRandomState();
}
else
{
dX = m_dX;
dZ = m_dZ;
m_dAcc = ms_dAccUser;
UpdateVelocities(dSeconds, ms_dMaxMarchVel, ms_dMaxMarchVel);
GetNewPosition(&dNewX, &dNewY, &dNewZ, dSeconds);
if (MakeValidPosition(&dNewX, &dNewY, &dNewZ, 10) == true)
{
// Update Values /////////////////////////////////////////////////////////
m_dX = dNewX;
m_dY = dNewY;
m_dZ = dNewZ;
UpdateFirePosition();
}
else
{
// Restore Values ////////////////////////////////////////////////////////
m_dVel -= m_dDeltaVel;
}
// If he didn't move at all, then turn him so he will
// avoid the wall
if (dX == m_dX && dZ == m_dZ)
{
// Turn to avoid wall next time
if (m_sRotDirection == 0)
m_dRot = rspMod360(m_dRot - 20);
else
m_dRot = rspMod360(m_dRot + 20);
}
}
break;
//-----------------------------------------------------------------------
// Panic - Pick a random bouy and run to it. When you are there, pick
// a different random bouy and run to it.
//-----------------------------------------------------------------------
case State_Panic:
dX = m_dX;
dZ = m_dZ;
DeluxeUpdatePosVel(dSeconds);
/*
m_dAcc = ms_dAccUser;
UpdateVelocities(dSeconds, ms_dMaxRunVel, ms_dMaxRunVel);
GetNewPosition(&dNewX, &dNewY, &dNewZ, dSeconds);
// Get height and 'no walk' status at new position.
bool bNoWalk;
sHeight = m_pRealm->GetHeightAndNoWalk(dNewX, dNewY, &bNoWalk);
// If too big a height difference or completely not walkable . . .
if (bNoWalk == true
|| (sHeight - dNewY > 10) )// && m_bAboveTerrain == false && m_dExtHorzVel == 0.0))
{
TRACE("****** - loose ostrish\n");
// Move like smoke
}
if (MakeValidPosition(&dNewX, &dNewY, &dNewZ, 10) == true)
{
// Update Values /////////////////////////////////////////////////////////
m_dX = dNewX;
m_dY = dNewY;
m_dZ = dNewZ;
UpdateFirePosition();
}
else
{
// Restore Values ////////////////////////////////////////////////////////
m_dVel -= m_dDeltaVel;
}
*/
// If he didn't move at all, then turn him so he will
// avoid the wall
if (dX == m_dX && dZ == m_dZ)
{
// Turn to avoid wall next time
if (m_sRotDirection == 0)
m_dRot = rspMod360(m_dRot - 20);
else
m_dRot = rspMod360(m_dRot + 20);
}
break;
//-----------------------------------------------------------------------
// Burning - Run around on fire until dead
//-----------------------------------------------------------------------
case State_Burning:
if (!CCharacter::WhileBurning())
{
if (m_stockpile.m_sHitPoints <= 0)
{
m_state = State_Die;
m_lAnimTime = 0;
m_panimCur = &m_animDie;
PlaySample(
g_smidOstrichDie,
SampleMaster::Voices);
}
else
{
m_state = State_Panic;
}
}
break;
//-----------------------------------------------------------------------
// Blown Up - Do motion into the air until you hit the ground again
//-----------------------------------------------------------------------
case State_BlownUp:
if (!CCharacter::WhileBlownUp())
m_state = State_Dead;
else
UpdateFirePosition();
break;
//-----------------------------------------------------------------------
// Shot - Dies in one shot
//-----------------------------------------------------------------------
case State_Shot:
if (!CCharacter::WhileShot())
{
if (m_stockpile.m_sHitPoints <= 0)
{
m_state = State_Die;
m_panimCur = &m_animDie;
m_lAnimTime = 0;
PlaySample(
g_smidOstrichDie,
SampleMaster::Voices);
}
else
{
m_state = State_Panic;
m_panimCur = &m_animRun;
m_lAnimTime = 0;
}
}
break;
//-----------------------------------------------------------------------
// Die - run die animation until done, the you are dead
//-----------------------------------------------------------------------
case State_Die:
m_smash.m_bits = 0;
if (!CCharacter::WhileDying())
m_state = State_Dead;
else
UpdateFirePosition();
break;
//-----------------------------------------------------------------------
// Dead - paste yourself in the background and delete yourself
//-----------------------------------------------------------------------
case State_Dead:
OnDead();
delete this;
return;
break;
}
m_smash.m_sphere.sphere.X = m_dX;
// Fudge center of sphere as half way up the dude.
// Doesn't work if dude's feet leave the origin.
m_smash.m_sphere.sphere.Y = m_dY + m_sprite.m_sRadius;
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 height for next time
m_sPrevHeight = sHeight;
// Save time for next time
m_lPrevTime = lThisTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void COstrich::Render(void)
{
// Call base class.
CCharacter::Render();
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t COstrich::EditNew( // Returns 0 if successfull, non-zero otherwise
int16_t sX, // In: New x coord
int16_t sY, // In: New y coord
int16_t sZ) // In: New z coord
{
int16_t sResult = 0;
// Call the base class to place the item.
sResult = CDoofus::EditNew(sX, sY, sZ);
if (sResult == SUCCESS)
{
// Load resources
sResult = GetResources();
if (sResult == SUCCESS)
{
sResult = Init();
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// EditModify - Show dialog box for selecting starting bouy
////////////////////////////////////////////////////////////////////////////////
int16_t COstrich::EditModify(void)
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t COstrich::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
sResult = m_animRun.Get(ms_apszRunResNames, RChannel_LoopAtStart | RChannel_LoopAtEnd);
if (sResult == 0)
{
sResult = m_animStand.Get(ms_apszStandResNames, RChannel_LoopAtStart | RChannel_LoopAtEnd);
if (sResult == 0)
{
sResult = m_animWalk.Get(ms_apszWalkResNames, RChannel_LoopAtStart | RChannel_LoopAtEnd);
if (sResult == 0)
{
sResult = m_animShot.Get(ms_apszShotResNames);
if (sResult == 0)
{
sResult = m_animBlownup.Get(ms_apszBlownupResNames);
if (sResult == 0)
{
sResult = m_animHide.Get(ms_apszHideResNames);
if (sResult == 0)
{
sResult = m_animDie.Get(ms_apszDieResNames);
if (sResult == 0)
{
// Add more anim gets here if necessary
}
else
{
TRACE("COstrich::GetResources - Failed to open 3D die animation\n");
}
}
else
{
TRACE("COstrich::GetResources - Failed to open 3D hide animation\n");
}
}
else
{
TRACE("COstrich::GetResources - Failed to open 3D blownup animation\n");
}
}
else
{
TRACE("COstrich::GetResources - Failed to open 3D shot animation\n");
}
}
else
{
TRACE("COstrich::GetResources - Failed to open 3D walk animation\n");
}
}
else
{
TRACE("COstrich::GetResources - Failed to open 3D stand animation\n");
}
}
else
{
TRACE("COstrich::GetResources - Failed to open 3D run animation\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t COstrich::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
m_animRun.Release();
m_animStand.Release();
m_animWalk.Release();
m_animShot.Release();
m_animBlownup.Release();
m_animHide.Release();
m_animDie.Release();
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// ProcessMessages - Similar to the base class version but handles a few more
////////////////////////////////////////////////////////////////////////////////
void COstrich::ProcessMessages(void)
{
// Check queue of messages.
GameMessage msg;
while (m_MessageQueue.DeQ(&msg) == true)
{
ProcessMessage(&msg);
switch(msg.msg_Generic.eType)
{
case typePanic:
OnPanicMsg(&(msg.msg_Panic));
break;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Message handlers
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Shot Message
////////////////////////////////////////////////////////////////////////////////
void COstrich::OnShotMsg(Shot_Message* pMessage)
{
UnlockAchievement(ACHIEVEMENT_FIGHT_AN_OSTRICH);
m_stockpile.m_sHitPoints -= pMessage->sDamage;
if (m_state != State_BlownUp &&
// m_state != State_Shot &&
m_state != State_Die &&
m_state != State_Dead)
{
CCharacter::OnShotMsg(pMessage);
// Restart the animation even if he is shot,
m_lAnimTime = 0;
m_panimCur = &m_animShot;
if (m_state != State_Shot)
{
PlaySample(
g_smidOstrichShot,
SampleMaster::Voices);
m_state = State_Shot;
AlertFlock();
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Explosion message
////////////////////////////////////////////////////////////////////////////////
void COstrich::OnExplosionMsg(Explosion_Message* pMessage)
{
if (m_state != State_BlownUp)
{
UnlockAchievement(ACHIEVEMENT_FIGHT_AN_OSTRICH);
CCharacter::OnExplosionMsg(pMessage);
// Explosion kills the guy
m_stockpile.m_sHitPoints = 0;
// m_dExtVertVel = ms_dExplosionVelocity;
m_state = State_BlownUp;
m_lAnimTime = 0;
m_panimCur = &m_animBlownup;
PlaySample(
g_smidOstrichBlownup,
SampleMaster::Voices);
AlertFlock();
}
}
////////////////////////////////////////////////////////////////////////////////
// Burning message
////////////////////////////////////////////////////////////////////////////////
void COstrich::OnBurnMsg(Burn_Message* pMessage)
{
UnlockAchievement(ACHIEVEMENT_FIGHT_AN_OSTRICH);
CCharacter::OnBurnMsg(pMessage);
m_stockpile.m_sHitPoints -= MAX(pMessage->sDamage / 4, 1);
if (m_state != State_Burning &&
m_state != State_BlownUp &&
m_state != State_Die &&
m_state != State_Dead)
{
m_state = State_Burning;
m_panimCur = &m_animRun;
m_lAnimTime = 0;
PlaySample(
g_smidOstrichBurning,
SampleMaster::Voices);
AlertFlock();
}
}
////////////////////////////////////////////////////////////////////////////////
// Panic message
////////////////////////////////////////////////////////////////////////////////
void COstrich::OnPanicMsg(Panic_Message* pMessage)
{
if (m_state != State_Die &&
m_state != State_Dead &&
m_state != State_BlownUp &&
m_state != State_Shot &&
m_state != State_Burning &&
m_state != State_Panic &&
m_state != State_Hide)
{
m_state = State_Panic;
m_panimCur = &m_animRun;
m_lAnimTime = GetRandom() % m_panimCur->m_psops->TotalTime();
}
}
////////////////////////////////////////////////////////////////////////////////
// AlertFlock
////////////////////////////////////////////////////////////////////////////////
void COstrich::AlertFlock(void)
{
// CThing::Things::iterator iNext;
CThing* pThing;
GameMessage msg;
// GameMessage msgStopSound;
// msgStopSound.msg_ObjectDelete.eType = typeObjectDelete;
// msgStopSound.msg_ObjectDelete.sPriority = 0;
msg.msg_Panic.eType = typePanic;
msg.msg_Panic.sPriority = 0;
msg.msg_Panic.sX = (int16_t) m_dX;
msg.msg_Panic.sY = (int16_t) m_dY;
msg.msg_Panic.sZ = (int16_t) m_dZ;
CListNode<CThing>* pNext = m_pRealm->m_everythingHead.m_pnNext;
while (pNext->m_powner != NULL)
{
pThing = pNext->m_powner;
if (pThing->GetClassID() == COstrichID && pThing != this)
SendThingMessage(&msg, pThing);
// else if (pThing->GetClassID() == CSoundThingID)
// SendThingMessage(&msgStopSound, pThing);
pNext = pNext->m_pnNext;
}
}
////////////////////////////////////////////////////////////////////////////////
// Implements basic one-time functionality for each time State_Dead is
// entered.
////////////////////////////////////////////////////////////////////////////////
void COstrich::OnDead(void)
{
// Call base class.
CDoofus::OnDead();
}
////////////////////////////////////////////////////////////////////////////////
// ChangeRandomState - Choose among the 3 normal states, stand, hide or walk
////////////////////////////////////////////////////////////////////////////////
void COstrich::ChangeRandomState(void)
{
int16_t sMod;
m_lTimer = m_pRealm->m_time.GetGameTime() + ms_lStateChangeTime + GetRandom() % 5000;
sMod = m_lTimer % 3;
m_dRot = rspMod360(m_dRot - 10 + (GetRandom() % 20));
m_sRotDirection = m_lTimer % 2;
switch (sMod)
{
case 0:
m_state = State_Hide;
if (m_panimCur != &m_animHide)
{
m_panimCur = &m_animHide;
m_lAnimTime = 0;
}
break;
case 1:
m_state = State_Stand;
if (m_panimCur != &m_animStand)
{
m_panimCur = &m_animStand;
m_lAnimTime = 0;
}
break;
case 2:
m_state = State_Walk;
if (m_panimCur != &m_animWalk)
{
m_panimCur = &m_animWalk;
m_lAnimTime = 0;
}
break;
default:
break;
}
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
|