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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
//
// person.cpp
// Project: Postal
//
// This module implements the CPerson class which is mostly a test object
// the the most basic functionality of the enemy guys derrived from CDoofus.
//
// History:
//
// 04/28/97 BRH Started this person to be the generic Enemy/Victim
// that will use the structures set up in
// Personatorium to determine the abilities and
// desired logic.
//
// 04/30/97 BRH Fixed up the EditModify dialog box to select any type
// of personality and any type of weapon. Modified the
// Update to shoot any weapon.
//
// 05/11/97 BRH Imported the Update function from CDoofus. CDoofus will
// most likely make its Update funciton pure virtual so that
// it is up to the derived classes to move from state to
// state.
//
// 05/12/97 BRH Added the crawling special case for the Cop and Gunner in
// Logic_Writhing. Added the logic for the circle fight
// and retreat in CDoofus.
//
// 05/19/97 JMI Added ms_u16IdLogAI and EditModify() code to check and
// change it.
//
// 05/19/97 JMI Added m_szLogicFile, m_sShowState, and Render() override.
// Can change m_szLogicFile and m_sShowState in EditModify().
//
// 05/19/97 BRH Saved the m_sShowState variable so that it works during
// play mode. Changed the name of the logic file to an
// RString and added the RString load and save to the
// CPerson load and save functions.
//
// 05/20/97 BRH Making the high level actions more concrete by adding
// Actions as a higher level concept than the states. Each
// action may consist of several pre-programmed state
// sequences. At good evaluation points in each action,
// it will check the suggested logic action and change states
// to perform that action.
//
// 05/21/97 BRH Added Resource management for ShootRun animation.
//
// 05/22/97 JMI FreeResources() was releasing m_pLogicTable in g_resmgrGame
// instead of g_resmgrRes (which is where it was
// rspGetResource'ed from).
//
// 05/23/97 JMI Added NULLs for new pszEventName parameter to
// CAnim3D::Get()s indicating to load no events.
//
// 05/25/97 BRH Added Release calls for the new animations.
//
// 05/25/97 JMI Changed "Personality.GUI" to "Person.GUI".
//
// 05/26/97 BRH Calls CDoofus::OnDead rather than the CCharacter version.
//
// 06/02/97 BRH Added case for State_HuntHold.
//
// 06/04/97 BRH Fixed Writing crawl to use the m_AnimRot so that it faces
// the correct direction.
//
// 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).
//
// 06/10/97 BRH Sends Death certificate to CDemon.
//
// 06/10/97 BRH Added Search and Crouch animations to Get and Free Resources
//
// 06/13/97 JMI Now GetResources() loads events for animations that need
// them.
//
// 06/15/97 BRH Adjusted the time and comment count so people don't
// speak as often.
//
// 06/16/97 BRH Tried Aborting any shot sounds if it wasn't done playing.
// If it doesn sound good, then we will just verify that
// the previous sample is done before playing the next one.
// We were thinking that it may sound cool if he interrupted
// "My leg" before saying "Ug".
//
// 06/16/97 BRH Switched to IsSamplePlaying rather than aborting, because
// the phrases were rarely finished before aborting so you
// never got to hear them if you kept shooting.
//
// 06/17/97 BRH Took out IsSamplePlaying because it screws up the network
// mode because the Sample can play for different intervals
// on different systems.
//
// 06/18/97 BRH Enabled the Shooting sounds.
//
// 06/18/97 JMI Changed PlaySoundWrithing() to return the duration of the
// played sample.
//
// 06/18/97 BRH Changed to using GetRandom();
//
// 06/18/97 JMI Now uses the sample duration returned from PlaySample()
// instead of getting it from the RSnd.
//
// 06/25/97 JMI Now calls PrepareShadow() in Init() which loads and sets up
// a shadow sprite.
//
// 06/27/97 JMI Now shows weapon type when in edit mode via EditRender().
//
// 06/30/97 BRH Changed the random type sounds to play and then purge to
// save memory. Cached the other sound effects during the
// load for each different person type loaded so that their
// sounds won't pause the game when they are first shot,
// set on fire, etc.
//
// 07/03/97 JMI Converted calls to rspOpen/SaveBox() to new parm
// conventions.
//
// 07/04/97 BRH Changed run and shoot prefix from run45rt to 45rt to
// match the exported names. Also added a substitution of
// the run animation if there is no onfire animation since
// the victims don't yet have an onfire animaiton.
//
// 07/06/97 BRH Added new victim states to the Update function.
//
// 07/08/97 BRH Changed run backwards animation name to runbackwr since
// some of the filenames were too long for the delicate
// MacOS.
//
// 07/17/97 BRH Added delay shoot case in update.
//
// 07/17/97 JMI Changed RSnd*'s to SampleMaster::SoundInstances.
// Now uses new SampleMaster interface for volume and play
// instance reference.
//
// 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 JMI Now Update() calls CCharacter version (note that this is
// skipping CDoofus::Update() ).
//
// 07/23/97 BRH Checks for a live dude before making a random comment so
// that they don't say stupid things after the CDude is dead.
//
// 07/26/97 BRH Changed the initial setting of hit points from the CThing3D
// default value to using the new value in the personatorium.
//
// 08/01/97 BRH Enemies now upgrade their weapons if the game is set
// on difficulty 11. Guns are upgraded to Assault Weapons
// and rockets are upgraded to heatseekers. Also added
// case for State_AvoidFire and State_DangerNear.
//
// 08/06/97 JMI Now loads execution target points for writhing mode.
// Also, now uses CDoofus's PositionSmash() for positioning
// the main smash.
//
// 08/07/97 JMI Now loads new resname gotten from Personatorium for the
// linkpoint/rigid-body for the person's hand.
// Now calls CDoofus' GetResources()/ReleaseResources() to
// get and release resources for weapons.
//
// 08/08/97 JMI Now does not display the mines in the EditModify().
//
// 08/08/97 JMI Upgraded to use all the new weapons.
// Now does the weapon upgrade for difficulty 11 in only
// when editing flag is set to false in the realm so it does
// not occur in the editor.
//
// 08/09/97 BRH Added TRACE message for invalid state type - so if it
// it happens sgain where a state is not accounted for in
// the Update switch statement, it will print the number
// and them attempt to print the description of the state
// for debugging purposes.
//
// 08/10/97 BRH Fixed problem with executions when people yelled
// things like ah my leg when they were being executed.
// Changed this to a generic grunt that should work
// for all people.
//
// 08/11/97 JMI Now sets backup weapon type based on personatorium.
// Also, added case for State_WalkNext to Update()'s logic
// switch.
//
// 08/12/97 JMI Now loads main event for all animations.
//
// 08/12/97 BRH Added missing case statement for Hide and HideBegin.
// Also upped the number of random comments for the victims
// (the ones in panic mode so that they will scream and
// yell more often when in panic mode). Also added
// special case for shot sound effects where the first
// shot sound will be the comment, and the other 3 just
// noises. Once the comment is played (randomly chosen)
// the m_bHitComment will be set so it doesn't get played
// again.
//
// 08/14/97 JMI Switched references to g_GameSettings.m_sDifficulty to
// m_pRealm->m_flags.sDifficulty.
//
// 08/17/97 BRH Slowed writhing crawl velocity from 5 to 2.5
//
// 08/20/97 BRH Changed the sound categories from voice to voice and
// the new pain and suffering categories.
//
// 08/24/97 JMI Also, now the gunner type of motion (PushBack) also dies
// when it hits something.
// Now checks a point that should be the person's furthest
// extremity when he's writhing and if that point goes into
// anything he acts the same as if his main attrib check area
// hit it except he ignores the height (that is, he treats it
// all as no walk)
//
// 08/24/97 BRH The PlaySound functions now set the new doofus m_siPlaying
// sound instance so that it can be aborted when the guy is
// killed so he doesn't keep making noises, especially after
// being executed.
//
// 08/25/97 JMI When I added the last change on checking their heads'
// while writhing, I inadvertently took out the check to kill
// them if they're feet hit something. Since there moving
// in the direction of their head, this shouldn't've been a
// problem, but it's worth fixing. Fixed.
//
// 08/26/97 BRH Added special case for the people who have a description
// starting with "Kid". The Kids smash bits are set to zero
// so that they cannot be hit by weapons for the final
// scene.
//
// 08/28/97 BRH Fixed the push back code in Logic_Writhing
//
// 08/29/97 BRH Added static variable for the logic table to use to set
// group motions.
//
// 09/03/97 JMI Civilians now use Civilian Smash bit instead of Bad.
//
// 10/24/97 JMI Added Mac specific code to make sure browsed-for logic
// files are relative paths.
//
// 01/14/98 JMI Added more descriptive alert (than the ASSERT(0) ) for
// unexpected states in the main switch() based on the TRACEs
// Bill had.
//
// 10/03/99 JMI Now launches TexEdit when Edit Textures... chosen.
//
// 10/06/99 JMI Now only adds the sTextureScheme if it is non-negative.
// Now passes the hood lights to the texture editor.
//
////////////////////////////////////////////////////////////////////////////////
#define PERSON_CPP
#include "RSPiX.h"
#include <math.h>
#include "person.h"
#include "TexEdit.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define NEAR_DEATH_HITPOINTS 20
#define MS_BETWEEN_SAMPLES 100
#define PERSONALITY_ITEM_ID_BASE 200
#define NUM_ELEMENTS(a) (sizeof(a) / sizeof(a[0]) )
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
double CPerson::ms_dLongRange = 500*500; // Squared distance (500 pixels away)
double CPerson::ms_dInRangeLow = 190*190; // Squared distance to be in range with weapon
double CPerson::ms_dInRangeHigh = 230*230; // Squared distance to be in range with weapon
double CPerson::ms_dThrowHorizVel = 200; // Throw out at this velocity
double CPerson::ms_dMaxCrawlVel = 2.5; // Speed at which cop crawls
int32_t CPerson::ms_lMinCommentTime = 10000; // Amount of time before making a comment
int32_t CPerson::ms_lCommentTimeVariance = 35000;// Random amount added on.
int32_t CPerson::ms_lRandomAvoidTime = 200; // Time to wander before looking again
int32_t CPerson::ms_lReseekTime = 1000; // Do a 'find' again
int32_t CPerson::ms_lWatchWaitTime = 5000; // Time to watch shot go
int32_t CPerson::ms_lReselectDudeTime = 3000; // Time to go without finding a dude
// before calling SelectDude() to find
// possibly a closer one.
int16_t CPerson::ms_sLogTabUserGlobal = 0; // Logic table variable for group effects
// Let this auto-init to 0
int16_t CPerson::ms_sFileCount;
// This is the one CPerson that can log its AI table transitions or
// CIdBank::IdNil.
U16 CPerson::ms_u16IdLogAI = CIdBank::IdNil;
// The max amount a guy and step up while writhing.
#define WRITHING_VERTICAL_TOLERANCE (MaxStepUpThreshold / 2)
#define ID_GUI_EDIT_TEXTURES 900
//#ifdef MOBILE
extern bool demoCompat;
//#endif
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CPerson::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;
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:
pFile->Read(&ms_dLongRange);
pFile->Read(&ms_dInRangeLow);
pFile->Read(&ms_dInRangeHigh);
pFile->Read(&ms_lRandomAvoidTime);
pFile->Read(&ms_lReseekTime);
pFile->Read(&ms_lWatchWaitTime);
pFile->Read(&ms_lReselectDudeTime);
break;
}
}
uint8_t uc;
// Load data specific to CPerson (if any)
switch (ulFileVersion)
{
default:
case 14:
pFile->Read(&uc);
m_ePersonType = (Personatorium::Index) uc;
pFile->Read(&m_sShowState);
m_rstrLogicFile.Load(pFile);
break;
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
{
pFile->Read(&uc);
m_ePersonType = (Personatorium::Index) uc;
break;
}
}
// Cache the samples that this type of person uses
TRACE("m_ePersonType = %d\n", m_ePersonType);
TRACE("NUM_ELEMENTS(g_apersons) = %d\n", NUM_ELEMENTS(g_apersons));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidSuffering1));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidSuffering2));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidSuffering3));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidSuffering4));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidShot1));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidShot2));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidShot3));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidShot4));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidBlownup1));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidBlownup2));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidBurning1));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidBurning2));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidDying1));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidDying2));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidShooting1));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidShooting2));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidShooting3));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidShooting4));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidRandom1));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidRandom2));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidRandom3));
CacheSample(*(g_apersons[m_ePersonType].Sample.psmidRandom4));
m_bCivilian = (g_apersons[m_ePersonType].eLifestyle == Personatorium::Civilian);
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// Get resources
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CPerson::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CPerson::Load(): CDoofus::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CPerson::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 u16InstanceID
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
pFile->Write(&ms_dLongRange);
pFile->Write(&ms_dInRangeLow);
pFile->Write(&ms_dInRangeHigh);
pFile->Write(&ms_lRandomAvoidTime);
pFile->Write(&ms_lReseekTime);
pFile->Write(&ms_lWatchWaitTime);
pFile->Write(&ms_lReselectDudeTime);
}
// Save imbecile specific data if any
pFile->Write((uint8_t*) &m_ePersonType);
pFile->Write(&m_sShowState);
m_rstrLogicFile.Save(pFile);
if (!pFile->Error())
{
sResult = SUCCESS;
}
else
{
TRACE("CPerson::Save() - Error writing to file\n");
sResult = -1;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CPerson::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
// Set the current height, previous time, and Nav Net
CDoofus::Startup();
// Init other stuff
Init();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Init - Call this after the resources are in place
////////////////////////////////////////////////////////////////////////////////
int16_t CPerson::Init(void)
{
int16_t sResult = 0;
// Prepare shadow (get resources and setup sprite).
sResult = PrepareShadow();
// Clear the hit comment
m_bHitComment = false;
// Init other stuff
m_dVel = 0.0;
m_dRot = 0.0;
// Set to different starting state based on the design of the animation, but
// for now, ok. Then also set his current animation.
m_state = CCharacter::State_Guard;
m_eCurrentAction = m_eSuggestedAction = CDoofus::Action_Guard;
m_dAcc = ms_dAccUser;
m_panimCur = &m_animStand;
m_lTimer = m_pRealm->m_time.GetGameTime() + 500;
// Stock up.
m_stockpile.Copy(&CStockPile::ms_stockpileMax);
m_stockpile.m_sHitPoints = g_apersons[m_ePersonType].sInitialHitPoints;
// Get back up weapon type.
m_eFallbackWeaponType = g_apersons[m_ePersonType].Weapon.idWeapon1;
// If not civilian . . .
if (g_apersons[m_ePersonType].eLifestyle != Personatorium::Civilian)
{
// Bad guy.
m_smash.m_bits = CSmash::Bad | CSmash::Character;
}
else
{
// Civilian.
m_smash.m_bits = CSmash::Civilian | CSmash::Character;
}
m_smash.m_pThing = this;
// Special case for the kids who cannot be hit.
if (strncmp(g_apersons[m_ePersonType].pszDescription, "Kid", 3) == 0)
m_smash.m_bits = 0;
m_sBrightness = 0; // Default Brightness level
m_lCommentTimer = m_pRealm->m_time.GetGameTime() + ms_lMinCommentTime + GetRandom() % ms_lCommentTimeVariance;
// Override the Doofus set timeout defaults by replacing the values with the
// personatorium values.
m_lGuardTimeout = g_apersons[m_ePersonType].lGuardTimeout;
m_lRunShootInterval = g_apersons[m_ePersonType].lRunShootInterval;
m_lShotReactionTimeout = g_apersons[m_ePersonType].lShotTimeout;
// If the difficulty is set up to its highest level, then upgrade
// guns to spray cannons and missiles to heatseekers.
// Note we only do this if not in edit mode.
if (m_pRealm->m_flags.sDifficulty == 11 && m_pRealm->m_flags.bEditing == false)
{
switch (m_eWeaponType)
{
case CUziID:
case CAutoRifleID:
case CSmallPistolID:
case CPistolID:
case CMachineGunID:
case CShotGunID:
m_eWeaponType = CAssaultWeaponID;
break;
case CRocketID:
m_eWeaponType = CHeatseekerID;
break;
}
}
// Set initial group state to zero. If you use dispensers then initalizing
// this value here would be bad, but this is a special case for the last
// demo level with the kids and there aren't any dispensers on that level.
ms_sLogTabUserGlobal = 0;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CPerson::Update(void)
{
CThing* pDemon = NULL;
if (!m_sSuspend)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
// See if its time to reevaluate the states
if (lThisTime > m_lEvalTimer)
{
m_lEvalTimer = lThisTime + 500 + (GetRandom() % 500);
m_pLogicTable->Evaluate(this, ms_u16IdLogAI == GetInstanceID());
}
// Check for new messages that may change the state
ProcessMessages();
// See if its time to make a random comment yet
if (lThisTime > m_lCommentTimer)
{
m_lCommentTimer = lThisTime + ms_lMinCommentTime + GetRandom() % ms_lCommentTimeVariance;
PlaySoundRandom();
}
// See if there are any pylons nearby that he wants to use.
// if (m_state == State_Idle ||
// m_state == State_Wait ||
// m_state == State_Hunt)
// Logic_PylonDetect();
switch (m_state)
{
case State_Guard:
Logic_Guard();
break;
case State_PopBegin:
Logic_PopBegin();
break;
case State_PopWait:
Logic_PopWait();
break;
case State_Popout:
Logic_Popout();
break;
case State_RunShootBegin:
Logic_RunShootBegin();
break;
case State_RunShoot:
Logic_RunShoot();
break;
case State_RunShootWait:
Logic_RunShootWait();
break;
case State_Shoot:
Logic_Shoot();
break;
case State_ShootRun:
Logic_ShootRun();
break;
case State_Hunt:
Logic_Hunt();
break;
case State_HuntNext:
case State_MoveNext:
case State_MarchNext:
case State_WalkNext:
Logic_MoveNext();
break;
case State_HuntHold:
Logic_HuntHold();
break;
case State_Shot:
Logic_Shot();
break;
case State_BlownUp:
Logic_BlownUp();
break;
case State_Burning:
Logic_Burning();
break;
case State_Die:
Logic_Die();
break;
case State_Writhing:
Logic_Writhing();
break;
case State_Engage:
Logic_Engage();
break;
case State_PositionSet:
Logic_PositionSet();
break;
case State_PositionMove:
Logic_PositionMove();
break;
case State_Retreat:
Logic_Retreat();
break;
case State_Dead:
if ((m_ePersonType == Personatorium::Nude1) || (m_ePersonType == Personatorium::Nude2))
UnlockAchievement(ACHIEVEMENT_KILL_A_NAKED_PERSON);
GameMessage msg;
msg.msg_Death.eType = typeDeath;
msg.msg_Death.sPriority = 0;
pDemon = m_pRealm->m_aclassHeads[CThing::CDemonID].GetNext();
if (pDemon)
SendThingMessage(&msg, pDemon);
CDoofus::OnDead();
delete this;
return;
break;
case State_PanicBegin:
Logic_PanicBegin();
break;
case State_PanicContinue:
Logic_PanicContinue();
// Call this a few times to make it happen more often, since
// it normally happens only every 10th time.
PlaySoundRandom();
PlaySoundRandom();
PlaySoundRandom();
PlaySoundRandom();
break;
case State_WalkBegin:
Logic_WalkBegin();
break;
case State_WalkContinue:
Logic_WalkContinue();
break;
case State_DelayShoot:
Logic_DelayShoot();
break;
case State_AvoidFire:
Logic_AvoidFire();
break;
case State_Helping:
Logic_Helping();
break;
case State_March:
Logic_MarchBegin();
break;
case State_HideBegin:
Logic_HideBegin();
break;
case State_Hide:
Logic_Hide();
break;
default:
// If it ever gets to this case, then it has entered an unknown
// state which may perhaps be out of range. Please note the
// value of the state to check to see if it is in the valid range
// of states, and also note the m_ePreviousState to see if we can
// detect where the error occurred.
#if 1
TRACE("Current state is %d - description is on next line if possible\n", m_state);
if (m_state < NumThing3dStates)
TRACE("Current state is %s\n", ms_apszStateNames[m_state]);
ASSERT(0);
ASSERT(m_state > 0);
if (m_state == m_ePreviousState)
TRACE("STATE-ALERT Probably an uninitialized previous state\n");
#else
if (rspMsgBox(
RSP_MB_ICN_EXCLAIM | RSP_MB_BUT_YESNO,
g_pszAppName,
"Person.cpp encountered an unexpected state.\n"
"Displaying the state's description may cause a crash.\n"
"Would you like to see the state's description?\n"
"%s",
(m_state < 0) ? "The state is negative!!" : "") == RSP_MB_RET_YES)
{
rspMsgBox(
RSP_MB_ICN_INFO | RSP_MB_BUT_OK,
g_pszAppName,
"The state is \"%s\" (%ld).\n"
"%s",
ms_apszStateNames[m_state],
m_state,
(m_state == m_ePreviousState) ? "STATE-ALERT Probably an uninitialized previous state!" : "");
}
#endif
break;
}
// Update the avoidance smash
m_smashAvoid.m_sphere.sphere.X = m_dX + (rspCos(m_dRot) * ms_lAvoidRadius);
m_smashAvoid.m_sphere.sphere.Y = m_dY;
m_smashAvoid.m_sphere.sphere.Z = m_dZ - (rspSin(m_dRot) * ms_lAvoidRadius);
// Determine appropriate position for main smash.
PositionSmash();
// Update the smash.
m_pRealm->m_smashatorium.Update(&m_smash);
m_lPrevTime = lThisTime;
// Call base class //////////////////////////////////////////////////////
CCharacter::Update();
}
}
////////////////////////////////////////////////////////////////////////////////
// Render object.
////////////////////////////////////////////////////////////////////////////////
void CPerson::Render(void)
{
if (m_sShowState != FALSE)
{
m_rstrLogicName = ms_apszStateNames[m_state];
m_rstrLogicName += "/";
m_rstrLogicName += ms_apszActionNames[m_eCurrentAction];
m_sprite.m_pszText = (char*) m_rstrLogicName;
// m_sprite.m_pszText = ms_apszStateNames[m_state];
}
else
m_sprite.m_pszText = NULL;
CDoofus::Render();
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object.
////////////////////////////////////////////////////////////////////////////////
void CPerson::EditRender(void)
{
CDoofus::EditRender();
if (m_sShowState != FALSE)
{
m_rstrLogicName += "/";
WeaponDetails* pwd = GetWeaponDetails(m_eWeaponType);
if (pwd)
{
m_rstrLogicName += pwd->pszName;
}
else
{
m_rstrLogicName += "Invalid weapon";
}
m_sprite.m_pszText = (char*) m_rstrLogicName;
}
else
{
WeaponDetails* pwd = GetWeaponDetails(m_eWeaponType);
if (pwd)
{
m_sprite.m_pszText = pwd->pszName;
}
else
{
m_sprite.m_pszText = NULL;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Writhing - special case for the cop since he has to crawl
////////////////////////////////////////////////////////////////////////////////
void CPerson::Logic_Writhing(void)
{
// m_dAnimRot = m_dRot;
CDoofus::Logic_Writhing();
// if (m_ePersonType == Personatorium::Cop || m_ePersonType == Personatorium::Gunner)
if (g_apersons[m_ePersonType].eWrithingMotion != Personatorium::Still)
{
double dX = m_dX;
double dZ = m_dZ;
double dNewX;
double dNewY;
double dNewZ;
double dSeconds = (m_pRealm->m_time.GetGameTime() - m_lPrevTime) / 1000.0;
m_dAcc = ms_dAccUser;
UpdateVelocities(dSeconds, ms_dMaxCrawlVel, ms_dMaxCrawlVel);
GetNewPosition(&dNewX, &dNewY, &dNewZ, dSeconds);
if (MakeValidPosition(&dNewX, &dNewY, &dNewZ, WRITHING_VERTICAL_TOLERANCE) == true)
{
// Update Values /////////////////////////////////////////////////////////
m_dX = dNewX;
m_dY = dNewY;
m_dZ = dNewZ;
UpdateFirePosition();
}
else
{
// Restore Values ////////////////////////////////////////////////////////
m_dVel -= m_dDeltaVel;
}
#if 1
// Get radius.
int16_t sRadius = m_sprite.m_sRadius;
// Determine pseudo-head point.
int16_t sRot = rspMod360(m_dAnimRot);
int16_t sPseudoHeadX = m_dX + COSQ[sRot] * sRadius;
int16_t sPseudoHeadY = m_dZ - SINQ[sRot] * sRadius;
// Check pseudo-head point.
U16 u16Attrib = 0; // Safety.
int16_t sHeight = 0; // Safety.
GetFloorAttributes(sPseudoHeadX, sPseudoHeadY, &u16Attrib, &sHeight);
if ( (u16Attrib & REALM_ATTR_NOT_WALKABLE) || sHeight > m_dY + WRITHING_VERTICAL_TOLERANCE
|| (dX == m_dX && dZ == m_dZ) )
{
// Die real soon.
m_stockpile.m_sHitPoints = 0;
}
else
{
if (g_apersons[m_ePersonType].eWrithingMotion == Personatorium::PushBack)
{
// If they are supposed to push themselves on their back, then the
// animation angle and the direction angle need to be 180 degrees
// apart.
if (m_dRot != rspMod360(m_dAnimRot + 180))
m_dRot = rspMod360(m_dAnimRot + 180);
}
}
#else
// if (m_ePersonType == Personatorium::Gunner)
if (g_apersons[m_ePersonType].eWrithingMotion == Personatorium::PushBack)
{
#if 1
// If he hits something, just make him die since his hotspot
// is not in the correct place, he rotates around his feet
// and it looks weird.
m_stockpile.m_sHitPoints = 0;
if (m_dRot != rspMod360(m_dAnimRot + 180))
m_dRot = rspMod360(m_dAnimRot + 180);
#else
if (dX == m_dX && dZ == m_dZ)
{
// This is a sort of randomness that will make some turn left and
// others turn right depending on if their rotation is even or odd.
if (((int16_t) m_dRot) & 0x01)
m_dRot = rspMod360(m_dRot - 20);
else
m_dRot = rspMod360(m_dRot + 20);
m_dAnimRot = rspMod360(m_dRot + 180);
}
#endif
}
else
{
// If he didn't move at all, then turn him so he will
// avoid the wall
if (dX == m_dX && dZ == m_dZ)
{
#if 1
// If he hits something, just make him die since his hotspot
// is not in the correct place, he rotates around his feet
// and it looks weird.
m_stockpile.m_sHitPoints = 0;
#else
// This is a sort of randomness that will make some turn left and
// others turn right depending on if their rotation is even or odd.
if (((int16_t) m_dRot) & 0x01)
m_dAnimRot = m_dShootAngle = m_dRot = rspMod360(m_dRot - 20);
else
m_dAnimRot = m_dShootAngle = m_dRot = rspMod360(m_dRot + 20);
#endif
}
}
#endif
}
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CPerson::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CPerson::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;
sResult = CDoofus::EditNew(sX, sY, sZ);
if (sResult == SUCCESS)
{
// Load resources
sResult = GetResources();
if (sResult == SUCCESS)
{
sResult = Init();
}
}
else
{
sResult = -1;
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Call back for the user-browse-for-logic-file button.
////////////////////////////////////////////////////////////////////////////////
static void LogicUserBrowse( // Returns nothing
RGuiItem* pgui) // In: GUI pressed.
{
RGuiItem* pguiLogicFileName = (RGuiItem*)pgui->m_ulUserInstance;
ASSERT(pguiLogicFileName != NULL);
// Get the logic file name . . .
char szLogicFile[RSP_MAX_PATH];
strcpy(szLogicFile, FullPathHD(pguiLogicFileName->m_szText));
if (rspOpenBox(
"Choose logic file",
szLogicFile,
szLogicFile,
sizeof(szLogicFile),
"lgk.") == 0)
{
char szHDPath[RSP_MAX_PATH];
strcpy(szHDPath, FullPathHD(""));
// Attempt to remove HD path . . .
if (rspStrnicmp(szLogicFile, szHDPath, strlen(szHDPath) ) == 0)
{
// Determine amount of path to ignore.
int32_t lSubPathBegin = strlen(szHDPath);
// Update the GUI that shows the filename.
pguiLogicFileName->SetText("%s", rspPathFromSystem(szLogicFile + lSubPathBegin) );
pguiLogicFileName->Compose();
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to modify object
////////////////////////////////////////////////////////////////////////////////
int16_t CPerson::EditModify(void)
{
int16_t sResult = 0;
Personatorium::Index eCurrentType = m_ePersonType;
RGuiItem* pGuiItem = NULL;
RGuiItem* pGui = RGuiItem::LoadInstantiate(FullPathVD("res/editor/person.gui"));
if (pGui)
{
RListBox* pPersonalityList = (RListBox*) pGui->GetItemFromId(3);
RListBox* pWeaponList = (RListBox*) pGui->GetItemFromId(4);
RMultiBtn* pmbtnLogAI = (RMultiBtn*) pGui->GetItemFromId(102);
RMultiBtn* pmbtnShowState = (RMultiBtn*) pGui->GetItemFromId(103);
REdit* peditLogicFile = (REdit*) pGui->GetItemFromId(100);
REdit* peditStartBouy = (REdit*) pGui->GetItemFromId(300);
REdit* peditEndBouy = (REdit*) pGui->GetItemFromId(301);
RBtn* pbtnLogicUserBrowse = (RBtn*) pGui->GetItemFromId(101);
if ( pWeaponList && pPersonalityList && pmbtnLogAI
&& pmbtnShowState && peditLogicFile && pbtnLogicUserBrowse &&
peditStartBouy && peditEndBouy)
{
// Verify these are the type we think they are before accessing type specific
// members.
ASSERT(pPersonalityList->m_type == RGuiItem::ListBox);
ASSERT(pWeaponList->m_type == RGuiItem::ListBox);
ASSERT(pmbtnLogAI->m_type == RGuiItem::MultiBtn);
ASSERT(pmbtnShowState->m_type == RGuiItem::MultiBtn);
ASSERT(peditLogicFile->m_type == RGuiItem::Edit);
ASSERT(peditStartBouy->m_type == RGuiItem::Edit);
ASSERT(peditEndBouy->m_type == RGuiItem::Edit);
ASSERT(pbtnLogicUserBrowse->m_type == RGuiItem::Btn);
// Fill in list box with current available personalities
int16_t i;
for (i = 0; i < Personatorium::NumPersons; i++)
{
pGuiItem = pPersonalityList->AddString(g_apersons[i].pszDescription);
if (pGuiItem != NULL)
{
pGuiItem->m_lId = PERSONALITY_ITEM_ID_BASE + i;
pGuiItem->m_ulUserData = (uint32_t) i;
}
}
pPersonalityList->AdjustContents();
// Show currently selected personality type
pGuiItem = pGui->GetItemFromId(PERSONALITY_ITEM_ID_BASE + m_ePersonType);
if (pGuiItem)
{
pPersonalityList->SetSel(pGuiItem);
pPersonalityList->EnsureVisible(pGuiItem);
}
// Empty list box. We don't want to modify the .GUI resource just yet
// so we don't screw up people using the current .EXE on the server.
pWeaponList->RemoveAll();
// Fill in the list box with current available weapons.
for (i = 0; i < NumWeaponTypes; i++)
{
if ( (i != DeathWad || CStockPile::ms_sEnableDeathWad) &&
(i != DoubleBarrel || CStockPile::ms_sEnableDoubleBarrel) &&
(i != ProximityMine) &&
(i != TimedMine) &&
(i != RemoteControlMine) &&
(i != BouncingBettyMine) )
{
pGuiItem = pWeaponList->AddString(ms_awdWeapons[i].pszName);
if (pGuiItem != NULL)
{
// Store class ID so we can determine user selection
pGuiItem->m_lId = ms_awdWeapons[i].id;
}
}
}
pWeaponList->AdjustContents();
// Show which weapon is currently selected
pGuiItem = pGui->GetItemFromId(m_eWeaponType);
if (pGuiItem)
{
pWeaponList->SetSel(pGuiItem);
pWeaponList->EnsureVisible(pGuiItem);
}
// Set current state for AI log check box, if this is the guy being logged.
pmbtnLogAI->m_sState = (ms_u16IdLogAI == GetInstanceID()) ? 2 : 1;
// Reflect changes.
pmbtnLogAI->Compose();
// Set current state for show state check box.
pmbtnShowState->m_sState = (m_sShowState == FALSE) ? 1 : 2;
// Reflect changes.
pmbtnShowState->Compose();
// Set current logic file.
peditLogicFile->SetText("%s", (char*) m_rstrLogicFile);
// Reflect changes.
peditLogicFile->Compose();
// Set current start bouy
peditStartBouy->SetText("%d", m_ucSpecialBouy0ID);
peditStartBouy->Compose();
// Set current end bouy
peditEndBouy->SetText("%d", m_ucSpecialBouy1ID);
peditEndBouy->Compose();
// Set callback for logic browser button.
pbtnLogicUserBrowse->m_bcUser = LogicUserBrowse;
// Set instance data to GUI to query/update.
pbtnLogicUserBrowse->m_ulUserInstance = (U64)peditLogicFile;
SetGuiToNotify(pGui->GetItemFromId(ID_GUI_EDIT_TEXTURES) );
sResult = DoGui(pGui);
switch (sResult)
{
case ID_GUI_EDIT_TEXTURES: // Edit textures
case 1: // OK
{
RGuiItem* pSelection = pWeaponList->GetSel();
if (pSelection)
{
m_eWeaponType = pSelection->m_lId;
}
pSelection = pPersonalityList->GetSel();
if (pSelection)
{
m_ePersonType = (Personatorium::Index) pSelection->m_ulUserData;
if (m_ePersonType != eCurrentType)
{
// switch to new animation resources.
FreeResources();
GetResources();
m_bCivilian = (g_apersons[m_ePersonType].eLifestyle == Personatorium::Civilian);
}
}
// If the AI log checkbox is checked . . .
if (pmbtnLogAI->m_sState == 2)
{
// This is the guy who gets his AI logged.
ms_u16IdLogAI = GetInstanceID();
}
else
{
// If this was the guy who got his AI logged . . .
if (ms_u16IdLogAI == GetInstanceID() )
{
// No one is logging.
ms_u16IdLogAI = CIdBank::IdNil;
}
}
// Determine whether or not to display state on screen.
m_sShowState = (pmbtnShowState->m_sState == 2) ? TRUE : FALSE;
// Copy logic file to use.
m_rstrLogicFile.Grow(256);
peditLogicFile->GetText((char*) m_rstrLogicFile, 255);
m_rstrLogicFile.Update();
// Get the bouy settings
m_ucSpecialBouy0ID = peditStartBouy->GetVal();
m_ucSpecialBouy1ID = peditEndBouy->GetVal();
if (sResult == ID_GUI_EDIT_TEXTURES)
{
// Form save name.
RString strFile;
strFile = g_resmgrGame.GetBasePath();
strFile += g_apersons[m_ePersonType].Anim.pszBaseName;
if (g_apersons[m_ePersonType].Anim.sTextureScheme >= 0)
strFile += g_apersons[m_ePersonType].Anim.sTextureScheme;
strFile += ".tex";
CTexEdit te;
te.DoModal(&m_animStand, m_pRealm->m_phood->m_pltAmbient, m_pRealm->m_phood->m_pltSpot, strFile);
}
break;
}
}
}
}
delete pGui;
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to update object
////////////////////////////////////////////////////////////////////////////////
void CPerson::EditUpdate(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CPerson::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
int16_t sLoadResult = 0;
// Load Stand animation
sResult = m_animStand.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
// Load Run animation, or load stand in its place if that fails
sLoadResult = m_animRun.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"run",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
if (sLoadResult != SUCCESS)
sResult |= m_animRun.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
// Load Shoot animation or load stand in its place if that fails
sLoadResult = m_animShoot.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"shoot",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
sResult |= m_animShoot.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
// Load Shot animation or load stand in its place if that fails
sLoadResult = m_animShot.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"shot",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
sResult |= m_animShot.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
// Load Die animation or load stand in its place if that fails
sLoadResult = m_animDie.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"die",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
sResult |= m_animDie.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
// Load Writhing animation or load stand in its place if that fails
sLoadResult = m_animWrithing.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"writhing",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtEnd);
if (sLoadResult != SUCCESS)
sResult |= m_animWrithing.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
// Load Executed animation or load stand in its place if that fails
sLoadResult = m_animExecuted.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"executed",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
sResult |= m_animExecuted.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
// Load Onfire animation animation or load stand in its place if that fails
sLoadResult = m_animOnfire.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"onfire",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtEnd);
if (sLoadResult != SUCCESS)
{
sResult |= m_animOnfire.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"run",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtEnd);
if (sLoadResult != SUCCESS)
sResult |= m_animOnfire.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
}
// Load Walk animation animation or load stand in its place if that fails
sLoadResult = m_animWalk.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"walk",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtEnd);
if (sLoadResult != SUCCESS)
sResult |= m_animWalk.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
if (sResult != SUCCESS)
TRACE("CPerson::GetResources - Error loading animation resources\n");
// Load ShootRun animation, or try Shoot if there isn't one, or stand as last option
sLoadResult = m_animShootRun.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"runshoot",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
{
sLoadResult = m_animShootRun.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"shoot",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
sResult |= m_animShootRun.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
}
// Load ShootRunR0 animation, or try Shoot if there isn't one, or stand as last option
sLoadResult = m_animShootRunR0.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"45rt",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
{
sLoadResult = m_animShootRunR0.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"shoot",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
sResult |= m_animShootRunR0.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
}
// Load ShootRunR1 animation, or try Shoot if there isn't one, or stand as last option
sLoadResult = m_animShootRunR1.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"90rt",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
{
sLoadResult = m_animShootRunR1.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"shoot",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
sResult |= m_animShootRunR1.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
}
// Load ShootRunL0 animation, or try Shoot if there isn't one, or stand as last option
sLoadResult = m_animShootRunL0.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"45lft",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
{
sLoadResult = m_animShootRunL0.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"shoot",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
sResult |= m_animShootRunL0.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
}
// Load ShootRunL1 animation, or try Shoot if there isn't one, or stand as last option
sLoadResult = m_animShootRunL1.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"90lft",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
{
sLoadResult = m_animShootRunL1.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"shoot",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
sResult |= m_animShootRunL1.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
}
// Load ShootRunBack animation, or try Shoot if there isn't one, or stand as last option
sLoadResult = m_animShootRunBack.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"runbackwr",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
{
sLoadResult = m_animShootRunBack.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"shoot",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
sResult |= m_animShootRunBack.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
}
// Load Crouch animation, or load stand in its place if that fails
sLoadResult = m_animCrouch.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"crouch",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
if (sLoadResult != SUCCESS)
sResult |= m_animCrouch.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
0);
// Load Search animation, or load stand in its place if that fails
sLoadResult = m_animSearch.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"search",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
if (sLoadResult != SUCCESS)
sResult |= m_animSearch.Get(g_apersons[m_ePersonType].Anim.pszBaseName,
g_apersons[m_ePersonType].Anim.sTextureScheme,
"stand",
g_apersons[m_ePersonType].Anim.pszObjectName,
g_apersons[m_ePersonType].Anim.pszEventName,
g_apersons[m_ePersonType].Anim.pszHandName,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
// Get execution target points -- NOT essential.
char szExeTargetResName[RSP_MAX_PATH];
sprintf(szExeTargetResName, "%s_writhing_exe.trans", g_apersons[m_ePersonType].Anim.pszBaseName);
sLoadResult = rspGetResource(&g_resmgrGame, szExeTargetResName, &m_ptransExecutionTarget);
if (sLoadResult == 0)
{
m_ptransExecutionTarget->SetLooping(RChannel_LoopAtStart | RChannel_LoopAtEnd);
}
// Get Logic Table
sResult |= rspGetResource(&g_resmgrRes, (char*) m_rstrLogicFile, &m_pLogicTable);
// Get base class resources.
sResult |= CDoofus::GetResources();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CPerson::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
m_animRun.Release();
m_animStand.Release();
m_animShoot.Release();
m_animShot.Release();
m_animDie.Release();
m_animWrithing.Release();
m_animExecuted.Release();
m_animOnfire.Release();
m_animWalk.Release();
m_animShootRun.Release();
m_animShootRunL0.Release();
m_animShootRunL1.Release();
m_animShootRunR0.Release();
m_animShootRunR1.Release();
m_animShootRunBack.Release();
m_animCrouch.Release();
m_animSearch.Release();
rspReleaseResource(&g_resmgrRes, &m_pLogicTable);
// If we have the execution target points . . .
if (m_ptransExecutionTarget)
rspReleaseResource(&g_resmgrGame, &m_ptransExecutionTarget);
// Release base class resources.
CDoofus::ReleaseResources();
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// PlaySoundWrithing - choose among the writhing sound effects
////////////////////////////////////////////////////////////////////////////////
SampleMaster::SoundInstance CPerson::PlaySoundWrithing(
int32_t* plDuration) // Out: Duration of sample, if not NULL.
{
m_siPlaying = 0;
SampleMasterID* psmid = &g_smidNil;
//#ifdef MOBILE //Reduce annoying comments when dying
if ((demoCompat) || (++m_usCommentCounter % 5 == 0) )
{
//#endif
switch (GetRandom() % 4)
{
case 0:
psmid = g_apersons[m_ePersonType].Sample.psmidSuffering1;
break;
case 1:
psmid = g_apersons[m_ePersonType].Sample.psmidSuffering2;
break;
case 2:
psmid = g_apersons[m_ePersonType].Sample.psmidSuffering3;
break;
case 3:
psmid = g_apersons[m_ePersonType].Sample.psmidSuffering4;
break;
}
PlaySample( // Returns nothing.
// Does not fail.
*psmid, // In: Identifier of sample you want played.
SampleMaster::Suffering, // In: Sound Volume Category for user adjustment
-1, // In: Initial Sound Volume (0 - 255)
// Negative indicates to use the distance to the ear.
&m_siPlaying, // Out: Handle for adjusting sound volume
plDuration); // Out: Sample duration in ms, if not NULL.
//#ifdef MOBILE
}
//#endif
return m_siPlaying;
}
////////////////////////////////////////////////////////////////////////////////
// PlaySoundShot - choose among the shot sound effects
////////////////////////////////////////////////////////////////////////////////
SampleMaster::SoundInstance CPerson::PlaySoundShot(void)
{
m_siPlaying = 0;
SampleMasterID* psmid = &g_smidNil;
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
int32_t lSampleDuration = 0; // Safety.
static int_fast8_t chModGrunts = 0;
if ((++chModGrunts > (16 - g_GameSettings.m_sPainFrequency)) && (lThisTime > m_lSampleTimeIsPlaying))
{
if (m_state == State_Writhing)
{
// Use the generic grunt when shot from writhing, so that they
// don't accidently say something stupid like Oh my leg when
// you execute them by shooting them in the head.
psmid = &g_smidRubinAh;
}
else
{
switch(GetRandom() % 4)
{
case 0:
if (m_bHitComment)
{
psmid = g_apersons[m_ePersonType].Sample.psmidShot2;
}
else
{
psmid = g_apersons[m_ePersonType].Sample.psmidShot1;
m_bHitComment = true;
}
break;
case 1:
psmid = g_apersons[m_ePersonType].Sample.psmidShot2;
break;
case 2:
psmid = g_apersons[m_ePersonType].Sample.psmidShot3;
break;
case 3:
psmid = g_apersons[m_ePersonType].Sample.psmidShot4;
break;
}
}
// We must get the sample duration from the PlaySample() function and NOT
// from the RSnd that it returns. The reason is that if we fail to play
// the sample (perhaps all the sound channels are in use), we still need
// the time reflected for the duration to be the same so the game will
// run consistently no matter the speed of sound playback. It could even
// be the case that there is no sound card in which case the only way to
// get it to run the same from machine to machine is to use the sample
// duration whether we succeed or fail to play the sample.
m_lSampleTimeIsPlaying = lThisTime + lSampleDuration;
// reset counter
chModGrunts = 0;
TRACE("played grunt\n");
}
TRACE("chModGrunts = %d\n", chModGrunts);
PlaySample( // Returns nothing.
// Does not fail.
*psmid, // In: Identifier of sample you want played.
SampleMaster::Pain, // In: Sound Volume Category for user adjustment
-1, // In: Initial Sound Volume (0 - 255)
// Negative indicates to use the distance to the ear.
&m_siPlaying, // Out: Handle for adjusting sound volume
&lSampleDuration); // Out: Sample duration in ms, if not NULL.
return m_siPlaying;
}
////////////////////////////////////////////////////////////////////////////////
// PlaySoundBlownup - choose among the blown up sound effects
////////////////////////////////////////////////////////////////////////////////
SampleMaster::SoundInstance CPerson::PlaySoundBlownup(void)
{
m_siPlaying = 0;
SampleMasterID* psmid = &g_smidNil;
switch (GetRandom() % 2)
{
case 0:
psmid = g_apersons[m_ePersonType].Sample.psmidBlownup1;
break;
case 1:
psmid = g_apersons[m_ePersonType].Sample.psmidBlownup2;
break;
}
PlaySample( // Returns nothing.
// Does not fail.
*psmid, // In: Identifier of sample you want played.
SampleMaster::Pain, // In: Sound Volume Category for user adjustment
-1, // In: Initial Sound Volume (0 - 255)
// Negative indicates to use the distance to the ear.
&m_siPlaying); // Out: Handle for adjusting sound volume
return m_siPlaying;
}
////////////////////////////////////////////////////////////////////////////////
// PlaySoundBurning - choose among burning yells
////////////////////////////////////////////////////////////////////////////////
SampleMaster::SoundInstance CPerson::PlaySoundBurning(void)
{
m_siPlaying = 0;
SampleMasterID* psmid = &g_smidNil;
switch (GetRandom() % 2)
{
case 0:
psmid = g_apersons[m_ePersonType].Sample.psmidBurning1;
break;
case 1:
psmid = g_apersons[m_ePersonType].Sample.psmidBurning2;
break;
}
PlaySample( // Returns nothing.
// Does not fail.
*psmid, // In: Identifier of sample you want played.
SampleMaster::Pain, // In: Sound Volume Category for user adjustment
-1, // In: Initial Sound Volume (0 - 255)
// Negative indicates to use the distance to the ear.
&m_siPlaying); // Out: Handle for adjusting sound volume
return m_siPlaying;
}
////////////////////////////////////////////////////////////////////////////////
// PlaySoundShooting - choose among comments to say before shooting
////////////////////////////////////////////////////////////////////////////////
SampleMaster::SoundInstance CPerson::PlaySoundShooting(void)
{
m_siPlaying = 0;
SampleMasterID* psmid = &g_smidNil;
if (++m_usCommentCounter % 10 == 0 && m_idDude != CIdBank::IdNil)
{
switch (GetRandom() % 4)
{
case 0:
psmid = g_apersons[m_ePersonType].Sample.psmidShooting1;
break;
case 1:
psmid = g_apersons[m_ePersonType].Sample.psmidShooting2;
break;
case 2:
psmid = g_apersons[m_ePersonType].Sample.psmidShooting3;
break;
case 3:
psmid = g_apersons[m_ePersonType].Sample.psmidShooting4;
break;
}
}
PlaySample( // Returns nothing.
// Does not fail.
*psmid, // In: Identifier of sample you want played.
SampleMaster::Voices, // In: Sound Volume Category for user adjustment
-1, // In: Initial Sound Volume (0 - 255)
// Negative indicates to use the distance to the ear.
&m_siPlaying); // Out: Handle for adjusting sound volume
return m_siPlaying;
}
////////////////////////////////////////////////////////////////////////////////
// PlaySoundDying - choose among dying sounds and comments
////////////////////////////////////////////////////////////////////////////////
SampleMaster::SoundInstance CPerson::PlaySoundDying(void)
{
m_siPlaying = 0;
SampleMasterID* psmid = &g_smidNil;
if (++m_usCommentCounter % 4 == 0)
{
switch (GetRandom() % 2)
{
case 0:
psmid = g_apersons[m_ePersonType].Sample.psmidDying1;
break;
case 1:
psmid = g_apersons[m_ePersonType].Sample.psmidDying2;
break;
}
}
PlaySample( // Returns nothing.
// Does not fail.
*psmid, // In: Identifier of sample you want played.
SampleMaster::Suffering, // In: Sound Volume Category for user adjustment
-1, // In: Initial Sound Volume (0 - 255)
// Negative indicates to use the distance to the ear.
&m_siPlaying); // Out: Handle for adjusting sound volume
return m_siPlaying;
}
////////////////////////////////////////////////////////////////////////////////
// PlaySoundRandom - choose among several random comments
////////////////////////////////////////////////////////////////////////////////
SampleMaster::SoundInstance CPerson::PlaySoundRandom(void)
{
m_siPlaying = 0;
SampleMasterID* psmid = &g_smidNil;
//#ifdef MOBILE //reduce NPC random comments
int n;
if (demoCompat)
n = 10;
else
n = 20;
if (++m_usCommentCounter % n == 0 && m_idDude != CIdBank::IdNil)
//#else
//if (++m_usCommentCounter % 10 == 0 && m_idDude != CIdBank::IdNil)
//#endif
{
// Make sure the dude you are tracking is not dead before making any
// stupid comments about him, like "where did he go?", "Get that guy"
if (m_idDude != CIdBank::IdNil)
{
CDude* pdude;
if (m_pRealm->m_idbank.GetThingByID((CThing**) &pdude, m_idDude) == 0)
{
if (pdude && pdude->m_state != State_Dead)
{
switch (GetRandom() % 4)
{
case 0:
psmid = g_apersons[m_ePersonType].Sample.psmidRandom1;
break;
case 1:
psmid = g_apersons[m_ePersonType].Sample.psmidRandom2;
break;
case 2:
psmid = g_apersons[m_ePersonType].Sample.psmidRandom3;
break;
case 3:
psmid = g_apersons[m_ePersonType].Sample.psmidRandom4;
break;
}
PlaySample( // Returns nothing.
// Does not fail.
*psmid, // In: Identifier of sample you want played.
SampleMaster::Voices, // In: Sound Volume Category for user adjustment
-1, // In: Initial Sound Volume (0 - 255)
// Negative indicates to use the distance to the ear.
&m_siPlaying); // Out: Handle for adjusting sound volume
}
}
}
}
return m_siPlaying;
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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