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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
//
// sentry.cpp
// Project: Postal
//
// This module implements the automatic sentry gun
//
// History:
// 06/02/97 BRH Created this Sentry gun from gunner.cpp.
//
// 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).
//
// 06/13/97 BRH Added Turret and Base for the Sentry.
//
// 06/16/97 BRH Added blown up animation, dialog box for weapon selection
// and settings. Fixed positioning problems.
//
// 06/17/97 BRH Added SetRangeToTarget call for weapons that
// require range adjustment.
//
// 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 JMI Added override for EditRect() and EditHotSpot().
// Now sets priority and layer for turret from base's values.
//
// MJR Replaced SAFE_GUI_REF with new GuiItem.h-defined macro.
//
// BRH Caches the sound effects during the static portion of
// load so that the sound effect will be ready on any
// level that has a sentry gun.
//
// 07/01/97 BRH Added angular velocity to allow tuning of the rotation
// rate of the sentry gun. Still need to edit the dialog
// box and EditModify to set the change.
//
// 07/02/97 BRH Added angular velocity setting to edit modify dialog.
//
// 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.
//
// 07/31/97 JMI Changed m_sPriority to use 3D z position like CThin3d does.
//
// 08/01/97 BRH Took out reference to animation hots since we are not
// using those.
//
// 08/08/97 JMI Now dynamically builds the weapons list for the
// EditModify().
// Also, since it doesn't call the base class Update(), it
// has to monitor the flamage sample.
//
// 08/11/97 JMI Added transform for base, m_transBase.
// Also, made UpdatePosition() bypass its logic when the
// animations are not yet set.
//
// 08/16/97 BRH Added collision bits for the Sentry gun to pass to
// ShootWeapon.
//
// 08/18/97 JMI Now plays impact animation when hit by bullets.
//
// 08/18/97 JMI Changed State_Dead to call DeadRender3D() (which used to be
// known/called as just another Render() overload).
//
// 08/20/97 BRH Changed ricochet sounds from Destruction to Weapon volume
// slider.
//
// 08/26/97 BRH Changed sentry gun getting hit by bullets sound.
//
// 09/02/97 JMI Changed use of Misc bit to Sentry bit.
//
// 09/03/97 JMI Sentries now exclude CSmash::Bads and CSmash::Civilians.
//
////////////////////////////////////////////////////////////////////////////////
#define SENTRY_CPP
#include "RSPiX.h"
#include "sentry.h"
#include "game.h"
#include "SampleMaster.h"
#include "reality.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
// Anim for when a barrel is hit by a bullet.
#define SENTRY_HIT_RES_NAME "Ricochet.aan"
#define HULL_RADIUS (m_sprite.m_sRadius / 2)
// Gets a GetRandom()om between -range / 2 and range / 2.
#define RAND_SWAY(sway) ((GetRandom() % sway) - sway / 2)
// Tunable bullet parameters.
#define MAX_BULLET_RANGE 400
#define MAX_BULLETS_PER_SEC 6
#define MS_BETWEEN_BULLETS (1000 / MAX_BULLETS_PER_SEC)
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
double CSentry::ms_dTooCloseDistance = 190*190; // Close enough to hit CDude
double CSentry::ms_dLongRange = 500*500; // Squared distance (500 pixels away)
double CSentry::ms_dInRangeLow = 30*30; // Squared distance to be in range with weapon
double CSentry::ms_dInRangeHigh = 230*230;// Squared distance to be in range with weapon
double CSentry::ms_dGravity = -19.5; // Cheater gravity
double CSentry::ms_dBlowupVelocity = 190; // Initial vertical velocity
int32_t CSentry::ms_lRandomAvoidTime = 200; // Time to wander before looking again
int32_t CSentry::ms_lReseekTime = 1000; // Do a 'find' again
int32_t CSentry::ms_lWatchWaitTime = 2500; // Time to watch shot go
int32_t CSentry::ms_lPatrolTime = 5000; // Time to patrol before shooting
int32_t CSentry::ms_lDeathTimeout = 20000; // Wait around after dying
int32_t CSentry::ms_lBurningRunTime = 50; // Run this time before turning
int16_t CSentry::ms_sHitLimit = 150; // Number of starting hit points
int16_t CSentry::ms_sBurntBrightness = -40; // Brightness after being burnt
int32_t CSentry::ms_lMaxShootTime = MS_BETWEEN_BULLETS; // Maximum in ms of continuous shooting.
int32_t CSentry::ms_lReselectDudeTime = 3000; // Time to go without finding a dude
// before calling SelectDude() to find
// possibly a closer one.
U32 CSentry::ms_u32WeaponIncludeBits = CSmash::Character | CSmash::Barrel | CSmash::Misc;
U32 CSentry::ms_u32WeaponDontcareBits = CSmash::Good | CSmash::Bad;
U32 CSentry::ms_u32WeaponExcludeBits = CSmash::SpecialBarrel | CSmash::Ducking | CSmash::Bad | CSmash::Civilian;
// Let this auto-init to 0
int16_t CSentry::ms_sFileCount;
/// Throwing Animation Files ////////////////////////////////////////////////////
// An array of pointers to resource names (one for each channel of the animation)
static char* ms_apszShootResNames[] =
{
"3d/sentry_shoot.sop",
"3d/sentry_shoot.mesh",
"3d/sentry_shoot.tex",
"3d/sentry_shoot.hot",
"3d/sentry_shoot.bounds",
"3d/sentry_shoot.floor",
"3d/sentry_shoot_tip.trans",
NULL
};
static char* ms_apszStandResNames[] =
{
"3d/sentry_still.sop",
"3d/sentry_still.mesh",
"3d/sentry_still.tex",
"3d/sentry_still.hot",
"3d/sentry_still.bounds",
"3d/sentry_still.floor",
"3d/sentry_still_tip.trans",
NULL
};
static char* ms_apszDieResNames[] =
{
"3d/sentry_damaged.sop",
"3d/sentry_damaged.mesh",
"3d/sentry_damaged.tex",
"3d/sentry_damaged.hot",
"3d/sentry_damaged.bounds",
"3d/sentry_damaged.floor",
"3d/sentry_damaged_tip.trans",
NULL
};
static char* ms_apszBaseStandResNames[] =
{
"3d/stand_still.sop",
"3d/stand_still.mesh",
"3d/stand_still.tex",
"3d/stand_still.hot",
"3d/stand_still.bounds",
"3d/stand_still.floor",
"3d/stand_still_stand.trans",
NULL
};
static char* ms_apszBaseDieResNames[] =
{
"3d/stand_damaged.sop",
"3d/stand_damaged.mesh",
"3d/stand_damaged.tex",
"3d/stand_damaged.hot",
"3d/stand_damaged.bounds",
"3d/stand_damaged.floor",
"3d/stand_damaged_stand.trans",
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 CSentry::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 load function to get ID, position, 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;
CacheSample(g_smidShotSentry1);
CacheSample(g_smidShotSentry2);
CacheSample(g_smidShotSentry3);
// Load static data
switch (ulFileVersion)
{
default:
case 1:
pFile->Read(&ms_dTooCloseDistance);
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_lPatrolTime);
break;
}
}
// Load other values
// for now, temporarily set values here to default values
pFile->Read(&m_sNumRounds);
pFile->Read(&m_sRoundsPerShot);
pFile->Read(&m_lSqDistRange);
pFile->Read(&m_lShootDelay);
pFile->Read(&m_eWeaponType);
if (ulFileVersion > 24)
pFile->Read(&m_dAngularVelocity);
// m_sNumRounds = 32000;
// m_sRoundsPerShot = 2;
// m_lSqDistRange = 280*280;
// m_eWeaponType = CShotGunID;
// m_eWeaponType = CShotGunID;
// m_lShootDelay = 500;
// Make sure there were no file errors or format errors . . .
if (!pFile->Error() && sResult == 0)
{
// Get resources
sResult = GetResources();
}
else
{
sResult = -1;
TRACE("CSentry::Load(): Error reading from file!\n");
}
}
else
{
TRACE("CSentry::Load(): CDoofus::Load() failed.\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CSentry::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)
{
// Swap the hotspot we want to save in.
double dTempX = m_dX;
double dTempY = m_dY;
double dTempZ = m_dZ;
m_dX = m_dXBase;
m_dY = m_dYBase;
m_dZ = m_dZBase;
int16_t sResult;
// 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
pFile->Write(&ms_dTooCloseDistance);
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_lPatrolTime);
}
// Save additinal stuff here.
pFile->Write(&m_sNumRounds);
pFile->Write(&m_sRoundsPerShot);
pFile->Write(&m_lSqDistRange);
pFile->Write(&m_lShootDelay);
pFile->Write(&m_eWeaponType);
pFile->Write(&m_dAngularVelocity);
if (!pFile->Error())
{
sResult = SUCCESS;
}
else
{
TRACE("CSentry::Save() - Error writing to file\n");
sResult = -1;
}
m_dX = dTempX;
m_dY = dTempY;
m_dZ = dTempZ;
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Render - Override to skip over CDoofus::Render right to CCharacter::Render
////////////////////////////////////////////////////////////////////////////////
void CSentry::Render(void)
{
// Do our own render of the stationary base
U16 u16CombinedAttributes;
int16_t sLightTally;
GetEffectAttributes(m_dXBase, m_dZBase, &u16CombinedAttributes, &sLightTally);
// Brightness.
m_spriteBase.m_sBrightness = m_sBrightness + sLightTally * gsGlobalBrightnessPerLightAttribute;
// If no parent . . .
if (m_u16IdParent == CIdBank::IdNil)
{
// Reset transform back to start to set absolute rather than cummulative rotation
m_trans.Make1();
// m_transBase.Make1(); Not currently needed since the base does not change its transform.
m_trans.Ry(rspMod360(m_dRot) );
m_trans.Rz(rspMod360(m_dRotZ) );
// Map from 3d to 2d coords
Map3Dto2D((int16_t) m_dXBase, (int16_t) m_dYBase, (int16_t) m_dZBase, &m_spriteBase.m_sX2, &m_spriteBase.m_sY2);
// Layer should be based on info from attribute map.
GetLayer(m_dXBase, m_dZBase, &(m_spriteBase.m_sLayer) );
// Priority is based on bottom edge of sprite which is currently the origin
m_spriteBase.m_sPriority = m_dZBase;
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_spriteBase);
// Set transform.
m_spriteBase.m_ptrans = &m_transBase;
}
ASSERT(m_panimCurBase != NULL);
m_spriteBase.m_pmesh = (RMesh*) m_panimCurBase->m_pmeshes->GetAtTime(m_lAnimTime);
m_spriteBase.m_psop = (RSop*) m_panimCurBase->m_psops->GetAtTime(m_lAnimTime);
m_spriteBase.m_ptex = (RTexture*) m_panimCurBase->m_ptextures->GetAtTime(m_lAnimTime);
m_spriteBase.m_psphere = (RP3d*) m_panimCurBase->m_pbounds->GetAtTime(m_lAnimTime);
CCharacter::Render();
// The turret is always at a just higher priority than the base.
m_sprite.m_sPriority = m_spriteBase.m_sPriority + 1;
m_sprite.m_sLayer = m_spriteBase.m_sLayer;
// Update sprite in scene
m_pRealm->m_scene.UpdateSprite(&m_sprite);
}
////////////////////////////////////////////////////////////////////////////////
// Init - Call this after the resources are in place
////////////////////////////////////////////////////////////////////////////////
int16_t CSentry::Init(void)
{
int16_t sResult = 0;
// Prepare shadow (get resources and setup sprite).
sResult = PrepareShadow();
// Init other stuff
m_dVel = 0.0;
m_dRot = 0.0;
m_dShootAngle = 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 = CSentry::State_Wait;
m_dAcc = ms_dAccUser;
m_panimCur = &m_animStand;
m_panimCurBase = &m_animBaseStand;
m_lAnimTime = 0;
m_lTimer = m_pRealm->m_time.GetGameTime() + 500;
// Set up the animations that are supposed to loop.
m_animShoot.m_psops->SetLooping(RChannel_LoopAtStart | RChannel_LoopAtEnd);
m_animShoot.m_pmeshes->SetLooping(RChannel_LoopAtStart | RChannel_LoopAtEnd);
m_animShoot.m_ptextures->SetLooping(RChannel_LoopAtStart | RChannel_LoopAtEnd);
// m_animShoot.m_phots->SetLooping(RChannel_LoopAtStart | RChannel_LoopAtEnd);
m_animShoot.m_pbounds->SetLooping(RChannel_LoopAtStart | RChannel_LoopAtEnd);
// Set up the base sprite so we can get the position
m_spriteBase.m_pmesh = (RMesh*) m_panimCurBase->m_pmeshes->GetAtTime(m_lAnimTime);
m_spriteBase.m_psop = (RSop*) m_panimCurBase->m_psops->GetAtTime(m_lAnimTime);
m_spriteBase.m_ptex = (RTexture*) m_panimCurBase->m_ptextures->GetAtTime(m_lAnimTime);
m_spriteBase.m_psphere = (RP3d*) m_panimCurBase->m_pbounds->GetAtTime(m_lAnimTime);
m_spriteBase.m_ptrans = (RTransform*) m_panimCurBase->m_ptransRigid->GetAtTime(m_lAnimTime);
// Update base and turret position via m_dX, Y, & Z.
UpdatePosition();
m_stockpile.m_sHitPoints = ms_sHitLimit;
m_smash.m_bits = CSmash::Bad | CSmash::Sentry;
m_smash.m_pThing = this;
m_sBrightness = 0; // Default Brightness level
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Position the base and turret based on m_dX, Y, & Z.
////////////////////////////////////////////////////////////////////////////////
void CSentry::UpdatePosition(void)
{
// Move Base and Turret into position
m_dXBase = m_dX;
m_dYBase = m_dY;
m_dZBase = m_dZ;
if (m_panimCurBase != NULL)
{
// Below was copied from DetachChild in Thing3d
// Update its position.
// set up translation based on the combined last character and child transforms
RTransform transChildAbsolute;
RTransform* ptransRigid = m_panimCurBase->m_ptransRigid->GetAtTime(m_lAnimTime);
// Apply child and parent to transChildAbs
transChildAbsolute.Mul(m_trans.T, ptransRigid->T);
// Set up pt at origin for child.
RP3d pt3Src = {0, 0, 0, 1};
RP3d pt3Dst;
// Get last transition position by mapping origin.
m_pRealm->m_scene.TransformPtsToRealm(&transChildAbsolute, &pt3Src, &pt3Dst, 1);
// Set child position to character's position offset by rigid body's realm offset.
m_dX = m_dXBase + pt3Dst.x;
m_dY = m_dYBase + pt3Dst.y;
m_dZ = m_dZBase + pt3Dst.z;
}
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CSentry::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;
}
////////////////////////////////////////////////////////////////////////////////
// Shutdown object
////////////////////////////////////////////////////////////////////////////////
int16_t CSentry::Shutdown(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
m_trans.Make1();
m_transBase.Make1();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Suspend object
////////////////////////////////////////////////////////////////////////////////
void CSentry::Suspend(void)
{
// Call base class suspend, and add anything else here if necessary
CDoofus::Suspend();
}
////////////////////////////////////////////////////////////////////////////////
// Resume object
////////////////////////////////////////////////////////////////////////////////
void CSentry::Resume(void)
{
// Call the base class resume and add anything else you suspended
CDoofus::Resume();
}
////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CSentry::Update(void)
{
int16_t sHeight = m_sPrevHeight;
int32_t lThisTime;
int32_t lTimeDifference;
int32_t lSqDistanceToDude = 0;
int16_t sTargetAngle;
int16_t sAngleCCL;
int16_t sAngleCL;
int16_t sAngleDistance;
double dRotDistance;
bool bShootThisTime = false;
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();
switch(m_state)
{
case CSentry::State_Wait:
if (lThisTime > m_lTimer)
{
m_state = CSentry::State_Guard;
}
// Update sphere.
m_smash.m_sphere.sphere.X = m_dXBase;
m_smash.m_sphere.sphere.Y = m_dYBase;
m_smash.m_sphere.sphere.Z = m_dZBase;
m_smash.m_sphere.sphere.lRadius = 30; //m_spriteBase.m_sRadius;
// Update the smash.
m_pRealm->m_smashatorium.Update(&m_smash);
break;
//-----------------------------------------------------------------------
// Guard - normal operation
//-----------------------------------------------------------------------
case CSentry::State_Guard:
// Target closest Dude
SelectDude();
sTargetAngle = CDoofus::FindDirection();
sAngleCCL = rspMod360(sTargetAngle - m_dRot);
sAngleCL = rspMod360((360 - sTargetAngle) + m_dRot);
sAngleDistance = MIN(sAngleCCL, sAngleCL);
// Calculate the amount it can turn this time.
dRotDistance = dSeconds * m_dAngularVelocity;
// Don't over rotate - if it is within reach this time, then its OK to shoot
if (sAngleDistance < dRotDistance)
{
dRotDistance = sAngleDistance;
bShootThisTime = true;
}
if (sAngleCCL < sAngleCL)
// Rotate Counter Clockwise
{
m_dShootAngle = rspMod360(m_dShootAngle + dRotDistance);
m_dRot = m_dAnimRot = m_dShootAngle;
}
else
// Rotate Clockwise
{
m_dShootAngle = rspMod360(m_dShootAngle - dRotDistance);
m_dRot = m_dAnimRot = m_dShootAngle;
}
// Turn to him directly for now.
// m_dRot = m_dAnimRot = m_dShootAngle = CDoofus::FindDirection();
lSqDistanceToDude = CDoofus::SQDistanceToDude();
if (bShootThisTime &&
m_idDude != CIdBank::IdNil &&
lSqDistanceToDude < m_lSqDistRange &&
lThisTime > m_lTimer &&
m_sNumRounds > 0)
{
if (TryClearShot(m_dShootAngle, 3))
{
m_panimCur = &m_animShoot;
m_lAnimTime += lTimeDifference;
CWeapon* pweapon = PrepareWeapon();
if (pweapon != NULL)
pweapon->SetRangeToTarget(rspSqrt(lSqDistanceToDude));
ShootWeapon(ms_u32WeaponIncludeBits, ms_u32WeaponDontcareBits, ms_u32WeaponExcludeBits);
m_sNumRounds--;
m_lTimer = lThisTime + m_lShootDelay;
}
else
{
m_lAnimTime = 0;
m_panimCur = &m_animStand;
}
}
break;
//-----------------------------------------------------------------------
// Blownup - You were blown up so pop up into the air and come down dead
//-----------------------------------------------------------------------
case CSentry::State_BlownUp:
// Make her animate
m_lAnimTime += lTimeDifference;
if (!WhileBlownUp())
m_state = State_Dead;
else
{
if (lThisTime > m_lTimer && m_sNumRounds > 0)
{
m_dShootAngle = m_dRot;
PrepareWeapon();
ShootWeapon(ms_u32WeaponIncludeBits, ms_u32WeaponDontcareBits, ms_u32WeaponExcludeBits);
m_sNumRounds--;
m_lTimer = lThisTime + m_lShootDelay;
}
UpdateFirePosition();
}
break;
//-----------------------------------------------------------------------
// Dead - You are dead, so lay there and decompose, then go away
//-----------------------------------------------------------------------
case CSentry::State_Dead:
CHood* phood = m_pRealm->m_phood;
// Render current dead frame into background to stay.
m_pRealm->m_scene.DeadRender3D(
phood->m_pimBackground, // Destination image.
&m_spriteBase, // Tree of 3D sprites to render.
phood); // Dst clip rect.
CDoofus::OnDead();
delete this;
return;
break;
}
// Here's a little piece of CCharacter::Update() since this class
// doesn't use the base class update.
// If we have a weapon sound play instance . . .
if (m_siLastWeaponPlayInstance)
{
// If time has expired . . .
if (m_pRealm->m_time.GetGameTime() > m_lStopLoopingWeaponSoundTime)
{
// Stop looping the sound.
StopLoopingSample(m_siLastWeaponPlayInstance);
// Forget about it.
m_siLastWeaponPlayInstance = 0;
}
}
// Save time for next time
m_lPrevTime = lThisTime;
m_lAnimPrevUpdateTime = m_lAnimTime;
}
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CSentry::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;
}
////////////////////////////////////////////////////////////////////////////////
// Edit Move
////////////////////////////////////////////////////////////////////////////////
int16_t CSentry::EditMove(int16_t sX, int16_t sY, int16_t sZ)
{
int16_t sResult = CDoofus::EditMove(sX, sY, sZ);
UpdatePosition();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Give Edit a rectangle around this object
////////////////////////////////////////////////////////////////////////////////
void CSentry::EditRect(RRect* pRect)
{
// Swap the hotspot and anim we want to get the rect of in.
double dTempX = m_dX;
double dTempY = m_dY;
double dTempZ = m_dZ;
m_dX = m_dXBase;
m_dY = m_dYBase;
m_dZ = m_dZBase;
CAnim3D* panimTemp = m_panimCur;
m_panimCur = m_panimCurBase;
// Call base class.
CDoofus::EditRect(pRect);
// Restore.
m_dX = dTempX;
m_dY = dTempY;
m_dZ = dTempZ;
m_panimCur = panimTemp;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to get the hotspot of an object in 2D.
// (virtual (Overridden here)).
////////////////////////////////////////////////////////////////////////////////
void CSentry::EditHotSpot( // Returns nothiing.
int16_t* psX, // Out: X coord of 2D hotspot relative to
// EditRect() pos.
int16_t* psY) // Out: Y coord of 2D hotspot relative to
// EditRect() pos.
{
// Get rectangle.
RRect rc;
EditRect(&rc);
// Get 2D hotspot.
int16_t sX;
int16_t sY;
Map3Dto2D(
m_dXBase,
m_dYBase,
m_dZBase,
&sX,
&sY);
// Get relation.
*psX = sX - rc.sX;
*psY = sY - rc.sY;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to modify object
////////////////////////////////////////////////////////////////////////////////
int16_t CSentry::EditModify(void)
{
int16_t sResult = 0;
RGuiItem* pGuiItem = NULL;
RGuiItem* pGui = RGuiItem::LoadInstantiate(FullPathVD("res/editor/sentry.gui"));
if (pGui)
{
RListBox* pWeaponList = (RListBox*) pGui->GetItemFromId(4);
REdit* peditAmmoCount = (REdit*) pGui->GetItemFromId(101);
REdit* peditShotDelay = (REdit*) pGui->GetItemFromId(102);
REdit* peditRange = (REdit*) pGui->GetItemFromId(103);
REdit* peditRotVel = (REdit*) pGui->GetItemFromId(104);
if ( pWeaponList && peditAmmoCount && peditShotDelay && peditRange && peditRotVel)
{
// Verify these are the type we think they are before accessing type specific
// members.
ASSERT(pWeaponList->m_type == RGuiItem::ListBox);
ASSERT(peditAmmoCount->m_type == RGuiItem::Edit);
ASSERT(peditShotDelay->m_type == RGuiItem::Edit);
ASSERT(peditRange->m_type == RGuiItem::Edit);
ASSERT(peditRotVel->m_type == RGuiItem::Edit);
#if 0
// Show which weapon is currently selected
pWeaponList->SetSel(pGui->GetItemFromId(m_eWeaponType));
#else
// 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.
int16_t i;
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);
}
#endif
// Set current Ammo Count
peditAmmoCount->SetText("%d", m_sNumRounds);
// Reflect changes
peditAmmoCount->Compose();
// Set current range
peditRange->SetText("%d", rspSqrt(m_lSqDistRange));
// Reflect changes
peditRange->Compose();
// Set current delay
peditShotDelay->SetText("%d", m_lShootDelay);
// Reflect changes
peditShotDelay->Compose();
// Set current rotational velocity
peditRotVel->SetText("%d", (int16_t) m_dAngularVelocity);
peditRotVel->Compose();
sResult = DoGui(pGui);
if (sResult == 1)
{
{
RGuiItem* pSelection = pWeaponList->GetSel();
if (pSelection)
{
m_eWeaponType = pSelection->m_lId;
}
m_sNumRounds = RSP_SAFE_GUI_REF(peditAmmoCount, GetVal());
int32_t lDist = RSP_SAFE_GUI_REF(peditRange, GetVal());
m_lSqDistRange = lDist * lDist;
m_lShootDelay = RSP_SAFE_GUI_REF(peditShotDelay, GetVal());
m_dAngularVelocity = (double) RSP_SAFE_GUI_REF(peditRotVel, GetVal());
}
}
}
}
delete pGui;
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CSentry::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
int16_t sResult = 0;
sResult = m_animShoot.Get(ms_apszShootResNames);
if (sResult == 0)
{
sResult = m_animStand.Get(ms_apszStandResNames);
if (sResult == 0)
{
sResult = m_animDie.Get(ms_apszDieResNames);
if (sResult == 0)
{
sResult = m_animBaseStand.Get(ms_apszBaseStandResNames);
if (sResult == 0)
{
sResult = m_animBaseDie.Get(ms_apszBaseDieResNames);
if (sResult == 0)
{
// Add new animation loads here
}
else
{
TRACE("CSentry::GetResources - Failed to load base damaged animation\n");
}
}
else
{
TRACE("CSentry::GetResources - Failed to load base still animation\n");
}
}
else
{
TRACE("CSentry::GetResources - Failed to load turret damaged animation\n");
}
}
else
{
TRACE("CSentry::GetResources - Failed to open 3D turret still animation\n");
}
}
else
{
TRACE("CSentry::GetResources - Failed to open 3D turret shoot animation\n");
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CSentry::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
m_animShoot.Release();
m_animStand.Release();
m_animDie.Release();
m_animBaseStand.Release();
m_animBaseDie.Release();
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Message handlers
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Shot Message
////////////////////////////////////////////////////////////////////////////////
void CSentry::OnShotMsg(Shot_Message* pMessage)
{
// Audible and visual feedback.
int16_t sSound = GetRandom() % 3;
switch (sSound)
{
case 0:
PlaySample(g_smidShotSentry1, SampleMaster::Weapon);
break;
case 1:
PlaySample(g_smidShotSentry2, SampleMaster::Weapon);
break;
case 2:
PlaySample(g_smidShotSentry3, SampleMaster::Weapon);
break;
}
// X/Z position depends on angle of shot (it is opposite).
int16_t sDeflectionAngle = rspMod360(pMessage->sAngle + 180);
double dHitX = m_dX + COSQ[sDeflectionAngle] * HULL_RADIUS + RAND_SWAY(4);
double dHitZ = m_dZ - SINQ[sDeflectionAngle] * HULL_RADIUS + RAND_SWAY(4);
StartAnim(
SENTRY_HIT_RES_NAME,
dHitX,
m_dY + RAND_SWAY(10),
dHitZ,
false);
// Fow now we made the sentry bulletproof, the only
// way it can be destroyed is by blowing it up.
}
////////////////////////////////////////////////////////////////////////////////
// Explosion message
////////////////////////////////////////////////////////////////////////////////
void CSentry::OnExplosionMsg(Explosion_Message* pMessage)
{
if (
m_state != State_BlownUp &&
m_state != State_Die &&
m_state != State_Dead)
{
CCharacter::OnExplosionMsg(pMessage);
m_ePreviousState = m_state;
m_state = State_BlownUp;
m_panimPrev = m_panimCur;
m_panimCur = &m_animDie;
m_lAnimTime = 0;
m_stockpile.m_sHitPoints = 0;
m_lTimer = m_pRealm->m_time.GetGameTime();
m_dExtHorzVel *= 1.4; //2.5;
m_dExtVertVel *= 1.1; //1.4;
// Send it spinning.
m_dExtRotVelY = GetRandom() % 720;
m_dExtRotVelZ = GetRandom() % 720;
// Show the gun as damaged
m_panimCurBase = &m_animBaseDie;
m_panimCur = &m_animDie;
}
}
////////////////////////////////////////////////////////////////////////////////
// Burning message
////////////////////////////////////////////////////////////////////////////////
void CSentry::OnBurnMsg(Burn_Message* pMessage)
{
// For now we made the sentry fireproof, the only
// way it can be destroyed is by blowing it up.
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
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