| | 1 | #include "npc_common.h" |
| | 2 | #include "game_statistics.h" |
| | 3 | #include "npc_facehugger.h" |
| | 4 | #include "psndplat.h" |
| | 5 | #include "hud.h" |
| | 6 | #include <stdlib.h> |
| | 7 | |
| | 8 | extern int deathFadeLevel; |
| | 9 | extern int RealFrameTime; |
| | 10 | extern void FadeDownScreen(int brightness, int colour); |
| | 11 | |
| | 12 | enum HuggerSubSequences |
| | 13 | { |
| | 14 | HSS_Stand = 0, |
| | 15 | HSS_Run, |
| | 16 | HSS_Dies, |
| | 17 | HSS_Jump, |
| | 18 | HSS_Attack, |
| | 19 | HSS_DieOnFire, |
| | 20 | HSS_Floats |
| | 21 | }; |
| | 22 | |
| | 23 | #define HUGGER_STATE_PRINT 0 |
| | 24 | |
| | 25 | extern void AssignNewSBName(STRATEGYBLOCK *sbPtr); |
| | 26 | |
| | 27 | static int make_new_facehugger(STRATEGYBLOCK* sbPtr, FACEHUGGER_NEAR_BHSTATE starting_state) |
| | 28 | { |
| | 29 | sbPtr->dataptr = malloc(sizeof(FACEHUGGER_STATUS_BLOCK)); |
| | 30 | |
| | 31 | if(NULL == sbPtr->dataptr) |
| | 32 | { |
| | 33 | RemoveBehaviourStrategy(sbPtr); |
| | 34 | return 0; |
| | 35 | } |
| | 36 | |
| | 37 | sbPtr->maintainVisibility = 1; |
| | 38 | sbPtr->containingModule = ModuleFromPosition(&sbPtr->DynPtr->Position, NULL); |
| | 39 | |
| | 40 | FACEHUGGER_STATUS_BLOCK *new_facehugger = (FACEHUGGER_STATUS_BLOCK *)sbPtr->dataptr; |
| | 41 | |
| | 42 | new_facehugger->HModelController.Deltas = NULL; |
| | 43 | new_facehugger->HModelController.Root_Section = NULL; |
| | 44 | new_facehugger->HModelController.section_data = NULL; |
| | 45 | new_facehugger->nearBehaviourState = starting_state; |
| | 46 | new_facehugger->stateTimer = 0; |
| | 47 | new_facehugger->CurveRadius = 0; |
| | 48 | new_facehugger->CurveLength = 0; |
| | 49 | new_facehugger->CurveTimeOut = 0; |
| | 50 | new_facehugger->soundHandle_fire = SOUND_NOACTIVEINDEX; |
| | 51 | |
| | 52 | { |
| | 53 | int i = 0; |
| | 54 | for(; i < SB_NAME_LENGTH; i++) |
| | 55 | new_facehugger->death_target_ID[i] = 0; |
| | 56 | } |
| | 57 | |
| | 58 | COPY_NAME(new_facehugger->Target_SBname, Null_Name); |
| | 59 | new_facehugger->death_target_sbptr = NULL; |
| | 60 | new_facehugger->death_target_request = 0; |
| | 61 | new_facehugger->Target = NULL; |
| | 62 | |
| | 63 | NPC_InitMovementData(&new_facehugger->moveData); |
| | 64 | |
| | 65 | { |
| | 66 | const NPC_DATA *NpcData = &NpcDataList[I_NPC_FaceHugger]; |
| | 67 | sbPtr->DamageBlock = NpcData->StartingStats; |
| | 68 | sbPtr->DamageBlock.Health = NpcData->StartingStats.Health << ONE_FIXED_SHIFT; |
| | 69 | sbPtr->DamageBlock.Armour = NpcData->StartingStats.Armour << ONE_FIXED_SHIFT; |
| | 70 | } |
| | 71 | |
| | 72 | SECTION *root_section = GetNamedHierarchyFromLibrary("hnpchugger", "Template"); |
| | 73 | |
| | 74 | if ((NULL == root_section) || (NULL == sbPtr->containingModule)) |
| | 75 | { |
| | 76 | RemoveBehaviourStrategy(sbPtr); |
| | 77 | return 0; |
| | 78 | } |
| | 79 | |
| | 80 | Create_HModel(&new_facehugger->HModelController, root_section); |
| | 81 | InitHModelSequence(&new_facehugger->HModelController, 0, 0, ONE_FIXED); |
| | 82 | ProveHModel_Far(&new_facehugger->HModelController, sbPtr); |
| | 83 | |
| | 84 | return 1; |
| | 85 | } |
| | 86 | |
| | 87 | static void PlotFaceHugger(STRATEGYBLOCK *sbPtr) |
| | 88 | { |
| | 89 | extern void DisplayFacehuggerOnHud(DISPLAYBLOCK *dbPtr); |
| | 90 | |
| | 91 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 92 | assert(sbPtr->DisplayBlock); |
| | 93 | |
| | 94 | { |
| | 95 | VECTORCH x,y,z; |
| | 96 | |
| | 97 | x.vx = -Global_VDB.VDB_Mat.mat11; |
| | 98 | x.vy = -Global_VDB.VDB_Mat.mat21; |
| | 99 | x.vz = -Global_VDB.VDB_Mat.mat31; |
| | 100 | y.vx = -Global_VDB.VDB_Mat.mat13; |
| | 101 | y.vy = -Global_VDB.VDB_Mat.mat23; |
| | 102 | y.vz = -Global_VDB.VDB_Mat.mat33; |
| | 103 | z.vx = -Global_VDB.VDB_Mat.mat12; |
| | 104 | z.vy = -Global_VDB.VDB_Mat.mat22; |
| | 105 | z.vz = -Global_VDB.VDB_Mat.mat32; |
| | 106 | |
| | 107 | Normalise(&x); |
| | 108 | Normalise(&y); |
| | 109 | Normalise(&z); |
| | 110 | |
| | 111 | dynPtr->OrientMat.mat11 = x.vx; |
| | 112 | dynPtr->OrientMat.mat12 = x.vy; |
| | 113 | dynPtr->OrientMat.mat13 = x.vz; |
| | 114 | dynPtr->OrientMat.mat21 = y.vx; |
| | 115 | dynPtr->OrientMat.mat22 = y.vy; |
| | 116 | dynPtr->OrientMat.mat23 = y.vz; |
| | 117 | dynPtr->OrientMat.mat31 = z.vx; |
| | 118 | dynPtr->OrientMat.mat32 = z.vy; |
| | 119 | dynPtr->OrientMat.mat33 = z.vz; |
| | 120 | } |
| | 121 | |
| | 122 | /* set position */ |
| | 123 | dynPtr->Position.vx = 0; |
| | 124 | dynPtr->Position.vz = FACEHUGGER_ATTACKZOFFSET / 4; |
| | 125 | dynPtr->Position.vy = FACEHUGGER_ATTACKYOFFSET; |
| | 126 | |
| | 127 | { |
| | 128 | MATRIXCH myMat = Global_VDB.VDB_Mat; |
| | 129 | TransposeMatrixCH(&myMat); |
| | 130 | RotateVector(&dynPtr->Position, &myMat); |
| | 131 | } |
| | 132 | |
| | 133 | dynPtr->Position.vx += Global_VDB.VDB_World.vx; |
| | 134 | dynPtr->Position.vy += Global_VDB.VDB_World.vy; |
| | 135 | dynPtr->Position.vz += Global_VDB.VDB_World.vz; |
| | 136 | |
| | 137 | sbPtr->DisplayBlock->ObFlags &= ~ObFlag_NotVis; |
| | 138 | sbPtr->DisplayBlock->ObWorld = dynPtr->Position; |
| | 139 | sbPtr->DisplayBlock->ObMat = dynPtr->OrientMat; |
| | 140 | |
| | 141 | ProveHModel(sbPtr->DisplayBlock->HModelControlBlock, sbPtr->DisplayBlock); |
| | 142 | DoHModel(sbPtr->DisplayBlock); |
| | 143 | sbPtr->DisplayBlock->ObFlags |= ObFlag_NotVis; |
| | 144 | |
| | 145 | if(deathFadeLevel > ONE_FIXED/2) |
| | 146 | { |
| | 147 | deathFadeLevel -= RealFrameTime / 8; |
| | 148 | //FadeDownScreen(deathFadeLevel, 0); |
| | 149 | } |
| | 150 | } |
| | 151 | |
| | 152 | void InitFacehuggerBehaviour(void* bhdata, STRATEGYBLOCK *sbPtr) |
| | 153 | { |
| | 154 | TOOLS_DATA_FACEHUGGER *toolsData = (TOOLS_DATA_FACEHUGGER *)bhdata; |
| | 155 | int i; |
| | 156 | |
| | 157 | for(i=0; i < SB_NAME_LENGTH; i++) |
| | 158 | sbPtr->SBname[i] = toolsData->nameID[i]; |
| | 159 | |
| | 160 | sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_DEFAULT); |
| | 161 | |
| | 162 | if(sbPtr->DynPtr) |
| | 163 | { |
| | 164 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 165 | dynPtr->PrevPosition = dynPtr->Position = toolsData->position; |
| | 166 | CreateEulerMatrix(&dynPtr->OrientEuler, &dynPtr->OrientMat); |
| | 167 | TransposeMatrixCH(&dynPtr->OrientMat); |
| | 168 | dynPtr->Mass = 3; |
| | 169 | dynPtr->ToppleForce = TOPPLE_FORCE_ALIEN; |
| | 170 | |
| | 171 | if(make_new_facehugger(sbPtr, (toolsData->startInactive ? FHNS_Floating : FHNS_Approach))) |
| | 172 | { |
| | 173 | FACEHUGGER_STATUS_BLOCK *facehuggerStatus = (FACEHUGGER_STATUS_BLOCK *)sbPtr->dataptr; |
| | 174 | |
| | 175 | if (toolsData->startInactive) |
| | 176 | { |
| | 177 | InitHModelTweening(&facehuggerStatus->HModelController, (ONE_FIXED>>3), (int)HMSQT_Hugger, (int)HSS_Floats, (ONE_FIXED << 1),
1); |
| | 178 | sbPtr->DynPtr->GravityOn = 0; |
| | 179 | } |
| | 180 | else |
| | 181 | { |
| | 182 | InitHModelTweening(&facehuggerStatus->HModelController, (ONE_FIXED>>3), (int)HMSQT_Hugger, (int)HSS_Stand, ONE_FIXED, 0); |
| | 183 | facehuggerStatus->HModelController.Playing = 0; // don't show up on motion tracker |
| | 184 | } |
| | 185 | |
| | 186 | for(i=0; i < SB_NAME_LENGTH; i++) |
| | 187 | facehuggerStatus->death_target_ID[i] = toolsData->death_target_ID[i]; |
| | 188 | |
| | 189 | facehuggerStatus->death_target_request = toolsData->death_target_request; |
| | 190 | } |
| | 191 | } |
| | 192 | else |
| | 193 | { |
| | 194 | RemoveBehaviourStrategy(sbPtr); |
| | 195 | } |
| | 196 | } |
| | 197 | |
| | 198 | static void Execute_FHNS_Approach(STRATEGYBLOCK *sbPtr) |
| | 199 | { |
| | 200 | FACEHUGGER_STATUS_BLOCK *fhugStatusPointer = (FACEHUGGER_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 201 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 202 | |
| | 203 | /* do climb on walls, etc */ |
| | 204 | dynPtr->UseStandardGravity = 1; |
| | 205 | /* If you think I'm going to let facehuggers climb on walls for * |
| | 206 | * ONE SECOND, you are INSANE, Jack!!! */ |
| | 207 | |
| | 208 | VECTORCH targetPos = fhugStatusPointer->Target->DynPtr->Position; |
| | 209 | |
| | 210 | /* translate target into hugger local space */ |
| | 211 | { |
| | 212 | MATRIXCH toLocalSpaceMatrix = dynPtr->OrientMat; |
| | 213 | TransposeMatrixCH(&toLocalSpaceMatrix); |
| | 214 | |
| | 215 | targetPos.vx -= dynPtr->Position.vx; |
| | 216 | targetPos.vy -= dynPtr->Position.vy; |
| | 217 | targetPos.vz -= dynPtr->Position.vz; |
| | 218 | RotateVector(&targetPos, &toLocalSpaceMatrix); |
| | 219 | } |
| | 220 | |
| | 221 | /* Fix vy. */ |
| | 222 | targetPos.vy = 0; |
| | 223 | |
| | 224 | /* tracking movement */ |
| | 225 | if (dynPtr->IsInContactWithFloor) |
| | 226 | { |
| | 227 | int distanceToTarget = Magnitude(&targetPos); |
| | 228 | |
| | 229 | if (fhugStatusPointer->CurveTimeOut <= 0) |
| | 230 | { |
| | 231 | fhugStatusPointer->CurveLength = distanceToTarget; |
| | 232 | fhugStatusPointer->CurveRadius = ((FastRandom()&16383)-8192)*2; |
| | 233 | fhugStatusPointer->CurveTimeOut= ONE_FIXED * 3; |
| | 234 | } |
| | 235 | else |
| | 236 | { |
| | 237 | fhugStatusPointer->CurveTimeOut -= NormalFrameTime; |
| | 238 | } |
| | 239 | |
| | 240 | int offset = MUL_FIXED(fhugStatusPointer->CurveRadius, GetCos((1024 * distanceToTarget / fhugStatusPointer->CurveLength) & 4095)); |
| | 241 | |
| | 242 | dynPtr->LinVelocity.vx = |
| | 243 | WideMulNarrowDiv(FACEHUGGER_NEAR_SPEED, targetPos.vx, distanceToTarget) |
| | 244 | -WideMulNarrowDiv(offset, targetPos.vz, distanceToTarget); |
| | 245 | |
| | 246 | dynPtr->LinVelocity.vz = |
| | 247 | WideMulNarrowDiv(FACEHUGGER_NEAR_SPEED, targetPos.vz, distanceToTarget) |
| | 248 | + |
| | 249 | WideMulNarrowDiv(offset, targetPos.vx, distanceToTarget); |
| | 250 | |
| | 251 | RotateVector(&dynPtr->LinVelocity, &dynPtr->OrientMat); |
| | 252 | /* align to velocity */ |
| | 253 | |
| | 254 | NPCOrientateToVector(sbPtr, &dynPtr->LinVelocity, NPC_TURNRATE); |
| | 255 | |
| | 256 | //if(!DynamicObjectIsMoving(&fhugStatusPointer->Target->DynPtr)) |
| | 257 | { |
| | 258 | /* should we jump at the player? */ |
| | 259 | int distanceToTarget = VectorDistance(&dynPtr->Position, &fhugStatusPointer->Target->DynPtr->Position); |
| | 260 | |
| | 261 | if(distanceToTarget <= FACEHUGGER_JUMPDISTANCE) |
| | 262 | { |
| | 263 | fhugStatusPointer->nearBehaviourState = FHNS_AboutToJump; |
| | 264 | fhugStatusPointer->stateTimer = 0; |
| | 265 | return; |
| | 266 | } |
| | 267 | } |
| | 268 | } |
| | 269 | |
| | 270 | { |
| | 271 | STRATEGYBLOCK *destructableObject; |
| | 272 | NPC_OBSTRUCTIONREPORT obstruction; |
| | 273 | NPC_IsObstructed(sbPtr, &fhugStatusPointer->moveData, &obstruction, &destructableObject); |
| | 274 | |
| | 275 | if(obstruction.environment) |
| | 276 | { |
| | 277 | /* go to avoidance */ |
| | 278 | NPC_InitMovementData(&fhugStatusPointer->moveData); |
| | 279 | NPCGetAvoidanceDirection(sbPtr, &fhugStatusPointer->moveData.avoidanceDirn, &obstruction); |
| | 280 | fhugStatusPointer->nearBehaviourState = FHNS_Avoidance; |
| | 281 | fhugStatusPointer->stateTimer = NPC_AVOIDTIME; |
| | 282 | /* no sequence change required */ |
| | 283 | return; |
| | 284 | } |
| | 285 | else if(obstruction.destructableObject) |
| | 286 | { |
| | 287 | assert(destructableObject); |
| | 288 | CauseDamageToObject(destructableObject, &TemplateAmmo[AMMO_NPC_OBSTACLE_CLEAR].MaxDamage, ONE_FIXED, NULL); |
| | 289 | } |
| | 290 | } |
| | 291 | |
| | 292 | { |
| | 293 | VECTORCH velocityDirection = dynPtr->LinVelocity; |
| | 294 | Normalise(&velocityDirection); |
| | 295 | |
| | 296 | if(NPC_CannotReachTarget(&fhugStatusPointer->moveData, &targetPos, &velocityDirection)) |
| | 297 | { |
| | 298 | /* go to avoidance */ |
| | 299 | NPC_OBSTRUCTIONREPORT obstruction = {1,0,0,0}; |
| | 300 | NPC_InitMovementData(&fhugStatusPointer->moveData); |
| | 301 | NPCGetAvoidanceDirection(sbPtr, &fhugStatusPointer->moveData.avoidanceDirn, &obstruction); |
| | 302 | fhugStatusPointer->nearBehaviourState = FHNS_Avoidance; |
| | 303 | fhugStatusPointer->stateTimer = NPC_AVOIDTIME; |
| | 304 | /* no sequence change required */ |
| | 305 | } |
| | 306 | } |
| | 307 | } |
| | 308 | |
| | 309 | static void FHugApplyPounceImpulse(STRATEGYBLOCK *sbPtr) |
| | 310 | { |
| | 311 | VECTORCH pounceVector, targetPoint; |
| | 312 | |
| | 313 | FACEHUGGER_STATUS_BLOCK *fhugStatusPointer = (FACEHUGGER_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 314 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 315 | |
| | 316 | if (fhugStatusPointer->Target) |
| | 317 | GetTargetingPointOfObject(fhugStatusPointer->Target->DisplayBlock, &targetPoint); |
| | 318 | |
| | 319 | int dist = VectorDistance(&dynPtr->Position, &targetPoint); |
| | 320 | |
| | 321 | /* Apply a correction based on range. */ |
| | 322 | targetPoint.vy -= (dist >> 3); |
| | 323 | |
| | 324 | pounceVector.vx = targetPoint.vx - dynPtr->Position.vx; |
| | 325 | pounceVector.vy = targetPoint.vy - dynPtr->Position.vy; |
| | 326 | pounceVector.vz = targetPoint.vz - dynPtr->Position.vz; |
| | 327 | |
| | 328 | Normalise(&pounceVector); |
| | 329 | /* Must jump at least a little bit upwards. */ |
| | 330 | |
| | 331 | if (pounceVector.vy > -10000) |
| | 332 | pounceVector.vy = -10000; |
| | 333 | |
| | 334 | pounceVector.vx = MUL_FIXED(FACEHUGGER_JUMP_SPEED, pounceVector.vx); |
| | 335 | pounceVector.vy = MUL_FIXED(FACEHUGGER_JUMP_SPEED, pounceVector.vy); |
| | 336 | pounceVector.vz = MUL_FIXED(FACEHUGGER_JUMP_SPEED, pounceVector.vz); |
| | 337 | |
| | 338 | sbPtr->DynPtr->LinImpulse = pounceVector; |
| | 339 | } |
| | 340 | |
| | 341 | static void Execute_FHNS_Jumping(STRATEGYBLOCK *sbPtr) |
| | 342 | { |
| | 343 | FACEHUGGER_STATUS_BLOCK *fhugStatusPointer = (FACEHUGGER_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 344 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 345 | |
| | 346 | /* don't climb on walls, etc */ |
| | 347 | dynPtr->UseStandardGravity = 1; |
| | 348 | |
| | 349 | /* Firstly, are we actually pouncing yet? */ |
| | 350 | /* NearStateTimer is a status flag. */ |
| | 351 | |
| | 352 | if (fhugStatusPointer->stateTimer != 2) |
| | 353 | { |
| | 354 | /* Still tweening? */ |
| | 355 | |
| | 356 | if (fhugStatusPointer->HModelController.keyframe_flags) |
| | 357 | { |
| | 358 | /* We have the flag. */ |
| | 359 | fhugStatusPointer->HModelController.Playing = 0; |
| | 360 | fhugStatusPointer->stateTimer = 1; |
| | 361 | } |
| | 362 | |
| | 363 | if (fhugStatusPointer->stateTimer == 1) |
| | 364 | { |
| | 365 | /* We've finished! Are we facing right? */ |
| | 366 | VECTORCH orientationDirn = { 0,0,0 }; |
| | 367 | |
| | 368 | if (fhugStatusPointer->Target) |
| | 369 | { |
| | 370 | orientationDirn.vx = fhugStatusPointer->Target->DynPtr->Position.vx - dynPtr->Position.vx; |
| | 371 | orientationDirn.vz = fhugStatusPointer->Target->DynPtr->Position.vz - dynPtr->Position.vz; |
| | 372 | } |
| | 373 | |
| | 374 | if (!NPCOrientateToVector(sbPtr, &orientationDirn, NPC_TURNRATE << 2)) |
| | 375 | { |
| | 376 | /* Still not right! Wait for proper facing. */ |
| | 377 | fhugStatusPointer->HModelController.Playing = 0; |
| | 378 | return; |
| | 379 | } |
| | 380 | else |
| | 381 | { |
| | 382 | /* Okay, pounce! */ |
| | 383 | FHugApplyPounceImpulse(sbPtr); |
| | 384 | fhugStatusPointer->HModelController.Playing = 1; |
| | 385 | fhugStatusPointer->stateTimer = 2; |
| | 386 | } |
| | 387 | } |
| | 388 | } |
| | 389 | else if(dynPtr->CollisionReportPtr) |
| | 390 | { |
| | 391 | /* We must be in the jump. Can't break out of this until we hit something. */ |
| | 392 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 393 | |
| | 394 | fhugStatusPointer->nearBehaviourState = FHNS_Approach; |
| | 395 | fhugStatusPointer->stateTimer = fhugStatusPointer->CurveTimeOut = 0; |
| | 396 | |
| | 397 | do |
| | 398 | { |
| | 399 | STRATEGYBLOCK *hitSbPtr = reportPtr->ObstacleSBPtr; |
| | 400 | /* You know what? Just did! What? */ |
| | 401 | |
| | 402 | if (hitSbPtr && hitSbPtr->DisplayBlock && (hitSbPtr->DisplayBlock == fhugStatusPointer->Target->DisplayBlock)) |
| | 403 | { |
| | 404 | /* Got him, My Precious, we've Got Him! */ |
| | 405 | /* Test for attach, or merely bite? */ |
| | 406 | fhugStatusPointer->nearBehaviourState = FHNS_Attached; |
| | 407 | fhugStatusPointer->stateTimer = FACEHUGGER_NEARATTACKTIME; |
| | 408 | InitHModelTweening(&fhugStatusPointer->HModelController, (ONE_FIXED>>3), (int)HMSQT_Hugger, (int)HSS_Attack, ONE_FIXED, 1); |
| | 409 | dynPtr->DynamicsType = DYN_TYPE_NO_COLLISIONS; /* turn off collisons */ |
| | 410 | dynPtr->GravityOn = sbPtr->maintainVisibility = 0; /* turn off visibility support- be carefull! */ |
| | 411 | sbPtr->DisplayBlock->ObFlags |= ObFlag_NotVis; /* Make not vis */ |
| | 412 | |
| | 413 | if (hitSbPtr->DisplayBlock == PlayerStatus.DisplayBlock) |
| | 414 | { |
| | 415 | deathFadeLevel = ONE_FIXED; |
| | 416 | Sound_Play(SID_FACEHUGGERSLAP, "h"); |
| | 417 | } |
| | 418 | break; |
| | 419 | } |
| | 420 | |
| | 421 | reportPtr = reportPtr->NextCollisionReportPtr; |
| | 422 | |
| | 423 | } while (reportPtr); |
| | 424 | } |
| | 425 | } |
| | 426 | |
| | 427 | static int TargetFilter(STRATEGYBLOCK *candidate) |
| | 428 | { |
| | 429 | switch (candidate->type) |
| | 430 | { |
| | 431 | case I_BehaviourMarinePlayer: |
| | 432 | case I_BehaviourPredatorPlayer: |
| | 433 | case I_BehaviourPredator: |
| | 434 | case I_BehaviourMarine: |
| | 435 | return 1; |
| | 436 | case I_BehaviourNetGhost: |
| | 437 | { |
| | 438 | NETGHOSTDATABLOCK *dataptr = candidate->dataptr; |
| | 439 | |
| | 440 | switch (dataptr->type) |
| | 441 | { |
| | 442 | case I_BehaviourMarinePlayer: |
| | 443 | case I_BehaviourPredatorPlayer: |
| | 444 | return 1; |
| | 445 | default: |
| | 446 | return 0; |
| | 447 | } |
| | 448 | } |
| | 449 | default: |
| | 450 | return 0; |
| | 451 | } |
| | 452 | } |
| | 453 | |
| | 454 | static STRATEGYBLOCK *GetNewTarget(VECTORCH *facehuggerpos) |
| | 455 | { |
| | 456 | int i,neardist = ONE_FIXED; |
| | 457 | STRATEGYBLOCK *nearest = NULL; |
| | 458 | MODULE *dmod = ModuleFromPosition(facehuggerpos, PlayerStatus.sbptr->containingModule); |
| | 459 | //MODULE *dmod = ModuleFromPosition(facehuggerpos, NULL); |
| | 460 | |
| | 461 | assert(dmod); |
| | 462 | |
| | 463 | for (i=0; i < NumActiveStBlocks; i++) |
| | 464 | { |
| | 465 | STRATEGYBLOCK *candidate = ActiveStBlockList[i]; |
| | 466 | |
| | 467 | if (TargetFilter(candidate)) |
| | 468 | { |
| | 469 | VECTORCH offset; |
| | 470 | |
| | 471 | offset.vx = facehuggerpos->vx - candidate->DynPtr->Position.vx; |
| | 472 | offset.vy = facehuggerpos->vy - candidate->DynPtr->Position.vy; |
| | 473 | offset.vz = facehuggerpos->vz - candidate->DynPtr->Position.vz; |
| | 474 | |
| | 475 | int dist = Approximate3dMagnitude(&offset); |
| | 476 | /* Preferentially ignore predators? */ |
| | 477 | |
| | 478 | if (candidate->type == I_BehaviourPredator) |
| | 479 | dist <<= 2; |
| | 480 | |
| | 481 | if ((dist < neardist) && !NPC_IsDead(candidate) && IsModuleVisibleFromModule(dmod, candidate->containingModule)) |
| | 482 | { |
| | 483 | nearest = candidate; |
| | 484 | neardist = dist; |
| | 485 | } |
| | 486 | } |
| | 487 | } |
| | 488 | |
| | 489 | return nearest; |
| | 490 | } |
| | 491 | |
| | 492 | void FacehuggerBehaviour(STRATEGYBLOCK *sbPtr) |
| | 493 | { |
| | 494 | FACEHUGGER_STATUS_BLOCK *facehuggerStatusPointer = (FACEHUGGER_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 495 | |
| | 496 | /* set velocity to zero */ |
| | 497 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 498 | |
| | 499 | if(FHNS_Dying == facehuggerStatusPointer->nearBehaviourState) |
| | 500 | { |
| | 501 | #if HUGGER_STATE_PRINT |
| | 502 | printf("Hugger Dying...\n"); |
| | 503 | #endif |
| | 504 | |
| | 505 | facehuggerStatusPointer->stateTimer -= NormalFrameTime; |
| | 506 | |
| | 507 | if(sbPtr->DisplayBlock) |
| | 508 | { |
| | 509 | sbPtr->DisplayBlock->SpecialFXFlags |= SFXFLAG_MELTINGINTOGROUND; |
| | 510 | sbPtr->DisplayBlock->ObFlags2 = facehuggerStatusPointer->stateTimer / 2; |
| | 511 | } |
| | 512 | |
| | 513 | sbPtr->please_destroy_me = (facehuggerStatusPointer->stateTimer <= 0); |
| | 514 | return; |
| | 515 | } |
| | 516 | else if(NULL == sbPtr->DisplayBlock) |
| | 517 | { |
| | 518 | return; // No far behaviour for facehuggers |
| | 519 | } |
| | 520 | |
| | 521 | if (sbPtr->DamageBlock.IsOnFire) |
| | 522 | { |
| | 523 | facehuggerStatusPointer->Target = NULL; |
| | 524 | facehuggerStatusPointer->nearBehaviourState = FHNS_Avoidance; |
| | 525 | |
| | 526 | CauseDamageToObject(sbPtr, &damage_profiles[FIREDAMAGE], NormalFrameTime, NULL); |
| | 527 | |
| | 528 | if (facehuggerStatusPointer->soundHandle_fire != SOUND_NOACTIVEINDEX) |
| | 529 | Sound_Update3d(facehuggerStatusPointer->soundHandle_fire, &sbPtr->DynPtr->Position); |
| | 530 | else |
| | 531 | Sound_Play(SID_FIRE, "dle", &sbPtr->DynPtr->Position, &facehuggerStatusPointer->soundHandle_fire); |
| | 532 | } |
| | 533 | else |
| | 534 | { |
| | 535 | if (facehuggerStatusPointer->soundHandle_fire != SOUND_NOACTIVEINDEX) |
| | 536 | Sound_Stop(facehuggerStatusPointer->soundHandle_fire); |
| | 537 | |
| | 538 | if(NULL != facehuggerStatusPointer->Target) |
| | 539 | { |
| | 540 | if (NPC_IsDead(facehuggerStatusPointer->Target) || !NAME_ISEQUAL(facehuggerStatusPointer->Target->SBname,
facehuggerStatusPointer->Target_SBname)) |
| | 541 | { |
| | 542 | if(FHNS_Attached == facehuggerStatusPointer->nearBehaviourState) |
| | 543 | { |
| | 544 | InitHModelTweening(&facehuggerStatusPointer->HModelController, (ONE_FIXED>>3), (int)HMSQT_Hugger, (int)HSS_Dies,
FACEHUGGER_DYINGTIME >> 3, 1); |
| | 545 | sbPtr->DynPtr->GravityOn = 1; |
| | 546 | |
| | 547 | facehuggerStatusPointer->nearBehaviourState = FHNS_Dying; |
| | 548 | facehuggerStatusPointer->HModelController.Looped = 0; |
| | 549 | facehuggerStatusPointer->HModelController.LoopAfterTweening = 0; |
| | 550 | facehuggerStatusPointer->stateTimer = FACEHUGGER_DYINGTIME; |
| | 551 | //facehuggerStatusPointer->Target = NULL; |
| | 552 | } |
| | 553 | else |
| | 554 | { |
| | 555 | facehuggerStatusPointer->Target = NULL; |
| | 556 | facehuggerStatusPointer->stateTimer = 0; |
| | 557 | facehuggerStatusPointer->nearBehaviourState = FHNS_Wait; |
| | 558 | } |
| | 559 | } |
| | 560 | } |
| | 561 | else |
| | 562 | { |
| | 563 | facehuggerStatusPointer->Target = GetNewTarget(&sbPtr->DynPtr->Position); |
| | 564 | |
| | 565 | if (NULL != facehuggerStatusPointer->Target) |
| | 566 | { |
| | 567 | COPY_NAME(facehuggerStatusPointer->Target_SBname, facehuggerStatusPointer->Target->SBname); |
| | 568 | facehuggerStatusPointer->nearBehaviourState = FHNS_Approach; |
| | 569 | } |
| | 570 | else |
| | 571 | { |
| | 572 | facehuggerStatusPointer->stateTimer = 0; |
| | 573 | facehuggerStatusPointer->nearBehaviourState = FHNS_Wait; |
| | 574 | } |
| | 575 | } |
| | 576 | } |
| | 577 | |
| | 578 | #if DEBUG |
| | 579 | if(sbPtr->maintainVisibility) |
| | 580 | assert(ModuleCurrVisArray[sbPtr->containingModule->m_index]); |
| | 581 | #endif |
| | 582 | |
| | 583 | switch(facehuggerStatusPointer->nearBehaviourState) |
| | 584 | { |
| | 585 | case FHNS_Approach: |
| | 586 | { |
| | 587 | #if HUGGER_STATE_PRINT |
| | 588 | printf("Hugger Approaching...\n"); |
| | 589 | #endif |
| | 590 | |
| | 591 | if(HSS_Run != facehuggerStatusPointer->HModelController.Sub_Sequence) |
| | 592 | InitHModelTweening(&facehuggerStatusPointer->HModelController, (ONE_FIXED>>3), (int)HMSQT_Hugger, (int)HSS_Run, (ONE_FIXED*2)/3,
1); |
| | 593 | |
| | 594 | Execute_FHNS_Approach(sbPtr); |
| | 595 | } |
| | 596 | break; |
| | 597 | case FHNS_Attached: |
| | 598 | { |
| | 599 | #if HUGGER_STATE_PRINT |
| | 600 | printf("Hugger Attacking...\n"); |
| | 601 | #endif |
| | 602 | |
| | 603 | if (facehuggerStatusPointer->Target == PlayerStatus.sbptr) |
| | 604 | { |
| | 605 | PlayerStatus.sbptr->DamageBlock.Indestructable = 0; // there's no escape |
| | 606 | PlayerStatus.FirstPersonView = 1; |
| | 607 | PlotFaceHugger(sbPtr); |
| | 608 | } |
| | 609 | |
| | 610 | facehuggerStatusPointer->stateTimer -= NormalFrameTime; |
| | 611 | |
| | 612 | if(facehuggerStatusPointer->stateTimer <= 0) |
| | 613 | { |
| | 614 | facehuggerStatusPointer->stateTimer = FACEHUGGER_NEARATTACKTIME; |
| | 615 | CauseDamageToObject(facehuggerStatusPointer->Target, &TemplateAmmo[AMMO_FACEHUGGER].MaxDamage, ONE_FIXED, NULL); |
| | 616 | } |
| | 617 | } |
| | 618 | break; |
| | 619 | case FHNS_Jumping: |
| | 620 | { |
| | 621 | #if HUGGER_STATE_PRINT |
| | 622 | printf("Hugger Jumping...\n"); |
| | 623 | #endif |
| | 624 | |
| | 625 | Execute_FHNS_Jumping(sbPtr); |
| | 626 | } |
| | 627 | break; |
| | 628 | case FHNS_AboutToJump: |
| | 629 | { |
| | 630 | #if HUGGER_STATE_PRINT |
| | 631 | printf("Hugger AboutToJump...\n"); |
| | 632 | #endif |
| | 633 | |
| | 634 | /* Should still be playing Walk. */ |
| | 635 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 636 | |
| | 637 | /* don't climb on walls, etc */ |
| | 638 | dynPtr->UseStandardGravity = 1; |
| | 639 | /* Orientate to target. */ |
| | 640 | VECTORCH orientationDirn; |
| | 641 | orientationDirn.vx = facehuggerStatusPointer->Target->DynPtr->Position.vx - dynPtr->Position.vx; |
| | 642 | orientationDirn.vy = 0; |
| | 643 | orientationDirn.vz = facehuggerStatusPointer->Target->DynPtr->Position.vz - dynPtr->Position.vz; |
| | 644 | |
| | 645 | if (NPCOrientateToVector(sbPtr, &orientationDirn, NPC_TURNRATE)) |
| | 646 | { |
| | 647 | /* Okay, pounce! */ |
| | 648 | int distanceToTarget = VectorDistance(&dynPtr->Position, &facehuggerStatusPointer->Target->DynPtr->Position); |
| | 649 | |
| | 650 | if((distanceToTarget <= FACEHUGGER_JUMPDISTANCE) && dynPtr->IsInContactWithFloor) |
| | 651 | { |
| | 652 | InitHModelTweening(&facehuggerStatusPointer->HModelController, (ONE_FIXED>>3), (int)HMSQT_Hugger, (int)HSS_Jump, ONE_FIXED, 1); |
| | 653 | facehuggerStatusPointer->HModelController.LoopAfterTweening = 0; |
| | 654 | facehuggerStatusPointer->CurveTimeOut = 0; |
| | 655 | facehuggerStatusPointer->HModelController.Looped = 0; |
| | 656 | facehuggerStatusPointer->nearBehaviourState = FHNS_Jumping; |
| | 657 | } |
| | 658 | else |
| | 659 | { |
| | 660 | /* Return to approach. */ |
| | 661 | NPC_InitMovementData(&facehuggerStatusPointer->moveData); |
| | 662 | facehuggerStatusPointer->nearBehaviourState = FHNS_Approach; |
| | 663 | /* no sequence change required */ |
| | 664 | } |
| | 665 | |
| | 666 | facehuggerStatusPointer->stateTimer = 0; |
| | 667 | } |
| | 668 | } |
| | 669 | break; |
| | 670 | case FHNS_Wait: |
| | 671 | { |
| | 672 | #if HUGGER_STATE_PRINT |
| | 673 | printf("Hugger Waiting...\n"); |
| | 674 | #endif |
| | 675 | |
| | 676 | if (facehuggerStatusPointer->Target) |
| | 677 | { |
| | 678 | NPC_InitMovementData(&facehuggerStatusPointer->moveData); |
| | 679 | facehuggerStatusPointer->nearBehaviourState = FHNS_Approach; |
| | 680 | facehuggerStatusPointer->stateTimer = 0; |
| | 681 | facehuggerStatusPointer->CurveTimeOut = 0; |
| | 682 | } |
| | 683 | else if(HSS_Stand != facehuggerStatusPointer->HModelController.Sub_Sequence) |
| | 684 | { |
| | 685 | InitHModelTweening(&facehuggerStatusPointer->HModelController, (ONE_FIXED>>3), (int)HMSQT_Hugger, (int)HSS_Stand, ONE_FIXED, 0); |
| | 686 | facehuggerStatusPointer->HModelController.Playing = 0; // don't show up on motion tracker |
| | 687 | } |
| | 688 | } |
| | 689 | break; |
| | 690 | case FHNS_Avoidance: |
| | 691 | { |
| | 692 | #if HUGGER_STATE_PRINT |
| | 693 | printf("Hugger Avoiding...\n"); |
| | 694 | #endif |
| | 695 | |
| | 696 | int terminateState = 0; |
| | 697 | |
| | 698 | assert((facehuggerStatusPointer->moveData.avoidanceDirn.vx !=0) |
| | 699 | || |
| | 700 | (facehuggerStatusPointer->moveData.avoidanceDirn.vy != 0) |
| | 701 | || |
| | 702 | (facehuggerStatusPointer->moveData.avoidanceDirn.vz != 0)); |
| | 703 | |
| | 704 | NPCSetVelocity(sbPtr, &facehuggerStatusPointer->moveData.avoidanceDirn, FACEHUGGER_NEAR_SPEED); |
| | 705 | |
| | 706 | /* next, decrement state timer */ |
| | 707 | facehuggerStatusPointer->stateTimer -= NormalFrameTime; |
| | 708 | |
| | 709 | if(facehuggerStatusPointer->stateTimer <= 0) |
| | 710 | terminateState = 1; |
| | 711 | |
| | 712 | /* and check for an impeding collision */ |
| | 713 | { |
| | 714 | STRATEGYBLOCK *destructableObject = NULL; |
| | 715 | NPC_OBSTRUCTIONREPORT obstruction; |
| | 716 | NPC_IsObstructed(sbPtr, &facehuggerStatusPointer->moveData, &obstruction, &destructableObject); |
| | 717 | |
| | 718 | if(obstruction.anySingleObstruction) |
| | 719 | terminateState = 1; |
| | 720 | } |
| | 721 | |
| | 722 | if(terminateState) |
| | 723 | { |
| | 724 | if(facehuggerStatusPointer->Target) |
| | 725 | { |
| | 726 | /* switch to approach */ |
| | 727 | NPC_InitMovementData(&facehuggerStatusPointer->moveData); |
| | 728 | facehuggerStatusPointer->nearBehaviourState = FHNS_Approach; |
| | 729 | facehuggerStatusPointer->stateTimer = 0; |
| | 730 | /* no sequence change required */ |
| | 731 | } |
| | 732 | else if (!sbPtr->DamageBlock.IsOnFire) |
| | 733 | { |
| | 734 | /* switch to wait */ |
| | 735 | NPC_InitMovementData(&facehuggerStatusPointer->moveData); |
| | 736 | facehuggerStatusPointer->nearBehaviourState = FHNS_Wait; |
| | 737 | facehuggerStatusPointer->stateTimer = 0; |
| | 738 | /* no sequence change required */ |
| | 739 | } |
| | 740 | } |
| | 741 | } |
| | 742 | break; |
| | 743 | case FHNS_Floating: |
| | 744 | { |
| | 745 | #if HUGGER_STATE_PRINT |
| | 746 | printf("Hugger Floating...\n"); |
| | 747 | #endif |
| | 748 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 749 | |
| | 750 | dynPtr->LinVelocity.vx = dynPtr->LinVelocity.vy = dynPtr->LinVelocity.vz = 0; |
| | 751 | dynPtr->LinImpulse.vx = dynPtr->LinImpulse.vy = dynPtr->LinImpulse.vz = 0; |
| | 752 | dynPtr->GravityOn = 0; |
| | 753 | |
| | 754 | /* Just float there... */ |
| | 755 | } |
| | 756 | default: |
| | 757 | break; |
| | 758 | } |
| | 759 | } |
| | 760 | |
| | 761 | void CreateFacehuggerBot(VECTORCH *Position) |
| | 762 | { |
| | 763 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourFaceHugger); |
| | 764 | |
| | 765 | if(!sbPtr) |
| | 766 | { |
| | 767 | GADGET_NewOnScreenMessage("FAILED TO CREATE BOT: SB CREATION FAILURE"); |
| | 768 | return; |
| | 769 | } |
| | 770 | |
| | 771 | sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_DEFAULT); |
| | 772 | |
| | 773 | if(sbPtr->DynPtr) |
| | 774 | { |
| | 775 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 776 | AssignNewSBName(sbPtr); |
| | 777 | dynPtr->PrevPosition = dynPtr->Position = *Position; |
| | 778 | CreateEulerMatrix(&dynPtr->OrientEuler, &dynPtr->OrientMat); |
| | 779 | TransposeMatrixCH(&dynPtr->OrientMat); |
| | 780 | dynPtr->Mass = 3; |
| | 781 | dynPtr->ToppleForce = TOPPLE_FORCE_ALIEN; |
| | 782 | make_new_facehugger(sbPtr, FHNS_Wait); |
| | 783 | } |
| | 784 | else |
| | 785 | { |
| | 786 | RemoveBehaviourStrategy(sbPtr); |
| | 787 | GADGET_NewOnScreenMessage("FAILED TO CREATE BOT: DYNBLOCK CREATION FAILURE"); |
| | 788 | } |
| | 789 | } |
| | 790 | |
| | 791 | void CastFacehuggerBot() |
| | 792 | { |
| | 793 | #define BOTRANGE 3000 |
| | 794 | |
| | 795 | VECTORCH position; |
| | 796 | position = PlayerStatus.sbptr->DynPtr->Position; |
| | 797 | position.vx += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat31, BOTRANGE); |
| | 798 | position.vy += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat32, BOTRANGE); |
| | 799 | position.vz += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat33, BOTRANGE); |
| | 800 | |
| | 801 | CreateFacehuggerBot(&position); |
| | 802 | } |
| | 803 | |
| | 804 | void MakeFacehuggerNear(STRATEGYBLOCK *sbPtr) |
| | 805 | { |
| | 806 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 807 | FACEHUGGER_STATUS_BLOCK *facehuggerStatusPointer = (FACEHUGGER_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 808 | DISPLAYBLOCK *dPtr = CreateActiveObject(); |
| | 809 | |
| | 810 | if(dPtr == NULL) |
| | 811 | return; /* cannot create displayblock, so leave far */ |
| | 812 | |
| | 813 | sbPtr->DisplayBlock = dPtr; |
| | 814 | dPtr->ObStrategyBlock = sbPtr; |
| | 815 | |
| | 816 | /* need to initialise positional information in the new display block */ |
| | 817 | dPtr->ObWorld = dynPtr->Position; |
| | 818 | dPtr->ObEuler = dynPtr->OrientEuler; |
| | 819 | dPtr->ObMat = dynPtr->OrientMat; |
| | 820 | |
| | 821 | facehuggerStatusPointer->stateTimer = 0; |
| | 822 | facehuggerStatusPointer->CurveRadius = 0; |
| | 823 | facehuggerStatusPointer->CurveLength = 0; |
| | 824 | facehuggerStatusPointer->CurveTimeOut = 0; |
| | 825 | facehuggerStatusPointer->Target = NULL; |
| | 826 | |
| | 827 | /* state and sequence init */ |
| | 828 | dPtr->HModelControlBlock = &facehuggerStatusPointer->HModelController; |
| | 829 | |
| | 830 | switch(facehuggerStatusPointer->nearBehaviourState) |
| | 831 | { |
| | 832 | case FHNS_Floating: |
| | 833 | case FHNS_Dying: |
| | 834 | break; |
| | 835 | default: |
| | 836 | { |
| | 837 | NPC_InitMovementData(&facehuggerStatusPointer->moveData); |
| | 838 | facehuggerStatusPointer->nearBehaviourState = facehuggerStatusPointer->Target ? FHNS_Approach : FHNS_Wait; |
| | 839 | } |
| | 840 | } |
| | 841 | |
| | 842 | ProveHModel(dPtr->HModelControlBlock, dPtr); |
| | 843 | } |
| | 844 | |
| | 845 | void MakeFacehuggerFar(STRATEGYBLOCK *sbPtr) |
| | 846 | { |
| | 847 | FACEHUGGER_STATUS_BLOCK *facehuggerStatusPointer = (FACEHUGGER_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 848 | |
| | 849 | if (facehuggerStatusPointer->soundHandle_fire != SOUND_NOACTIVEINDEX) |
| | 850 | Sound_Stop(facehuggerStatusPointer->soundHandle_fire); |
| | 851 | |
| | 852 | DestroyActiveObject(&sbPtr->DisplayBlock); |
| | 853 | facehuggerStatusPointer->Target = NULL; |
| | 854 | facehuggerStatusPointer->stateTimer = 0; |
| | 855 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 856 | |
| | 857 | if(sbPtr->DamageBlock.IsOnFire) |
| | 858 | { |
| | 859 | facehuggerStatusPointer->nearBehaviourState = FHNS_Dying; |
| | 860 | } |
| | 861 | else |
| | 862 | { |
| | 863 | facehuggerStatusPointer->nearBehaviourState = FHNS_Wait; |
| | 864 | InitHModelTweening(&facehuggerStatusPointer->HModelController, (ONE_FIXED>>3), (int)HMSQT_Hugger, (int)HSS_Stand, ONE_FIXED, 0); |
| | 865 | facehuggerStatusPointer->HModelController.Playing = 0; // don't show up on motion tracker |
| | 866 | } |
| | 867 | } |
| | 868 | |
| | 869 | void FacehuggerIsDamaged(STRATEGYBLOCK *sbPtr, const DAMAGE_PROFILE *damage, VECTORCH *incoming) |
| | 870 | { |
| | 871 | FACEHUGGER_STATUS_BLOCK *facehuggerStatusPointer = (FACEHUGGER_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 872 | |
| | 873 | switch(facehuggerStatusPointer->nearBehaviourState) |
| | 874 | { |
| | 875 | case FHNS_Dying: |
| | 876 | return; |
| | 877 | case FHNS_Floating: |
| | 878 | { |
| | 879 | facehuggerStatusPointer->nearBehaviourState = FHNS_Approach; |
| | 880 | sbPtr->DynPtr->GravityOn = 1; |
| | 881 | } // no break; |
| | 882 | default: |
| | 883 | if (sbPtr->DamageBlock.Health <= 0) |
| | 884 | { |
| | 885 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 886 | |
| | 887 | switch(damage->Id) |
| | 888 | { |
| | 889 | case EXPLOSIONFIRE_BLAST: |
| | 890 | case AMMO_FRAGMENTATION_GRENADE: |
| | 891 | Extreme_Gibbing(sbPtr, facehuggerStatusPointer->HModelController.section_data, ONE_FIXED, incoming); |
| | 892 | sbPtr->please_destroy_me = 1; |
| | 893 | break; |
| | 894 | case AMMO_FLECHETTE: |
| | 895 | Extreme_Gibbing(sbPtr, facehuggerStatusPointer->HModelController.section_data, ONE_FIXED >> 4, incoming); |
| | 896 | sbPtr->please_destroy_me = 1; |
| | 897 | break; |
| | 898 | default: |
| | 899 | { |
| | 900 | /* Stop any hugger sound if playing */ |
| | 901 | /*If face hugger has a death target, send a request*/ |
| | 902 | if(facehuggerStatusPointer->death_target_sbptr) |
| | 903 | RequestState(facehuggerStatusPointer->death_target_sbptr, facehuggerStatusPointer->death_target_request, 0); |
| | 904 | |
| | 905 | /* More restrained death. */ |
| | 906 | /* switch sequence */ |
| | 907 | InitHModelTweening(&facehuggerStatusPointer->HModelController, (ONE_FIXED>>3), (int)HMSQT_Hugger, (int)(sbPtr->DamageBlock.IsOnFire ?
HSS_DieOnFire : HSS_Dies), FACEHUGGER_DYINGTIME >> 3, 1); |
| | 908 | |
| | 909 | facehuggerStatusPointer->HModelController.Looped = 0; |
| | 910 | facehuggerStatusPointer->HModelController.LoopAfterTweening = 0; |
| | 911 | facehuggerStatusPointer->stateTimer = FACEHUGGER_DYINGTIME; |
| | 912 | |
| | 913 | /* stop motion */ |
| | 914 | dynPtr->LinImpulse.vx = sbPtr->DynPtr->LinVelocity.vx; |
| | 915 | dynPtr->LinImpulse.vy = sbPtr->DynPtr->LinVelocity.vy; |
| | 916 | dynPtr->LinImpulse.vz = sbPtr->DynPtr->LinVelocity.vz; |
| | 917 | dynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 918 | /* Okay... */ |
| | 919 | } |
| | 920 | } |
| | 921 | |
| | 922 | CurrentGameStats_CreatureKilled(sbPtr, NULL); |
| | 923 | facehuggerStatusPointer->nearBehaviourState = FHNS_Dying; |
| | 924 | } |
| | 925 | } |
| | 926 | } |
| | 927 | |
| | 928 | /*--------------------** |
| | 929 | ** Loading and Saving ** |
| | 930 | **--------------------*/ |
| | 931 | #include "savegame.h" |
| | 932 | |
| | 933 | typedef struct face_hugger_save_block |
| | 934 | { |
| | 935 | SAVE_BLOCK_STRATEGY_HEADER header; |
| | 936 | |
| | 937 | FACEHUGGER_NEAR_BHSTATE nearBehaviourState; |
| | 938 | int stateTimer; |
| | 939 | int CurveRadius; |
| | 940 | int CurveLength; |
| | 941 | int CurveTimeOut; |
| | 942 | STRATEGYBLOCK *Target; |
| | 943 | char Target_SBname[SB_NAME_LENGTH]; |
| | 944 | |
| | 945 | //strategyblock stuff |
| | 946 | DAMAGEBLOCK DamageBlock; |
| | 947 | DYNAMICSBLOCK dynamics; |
| | 948 | |
| | 949 | } FACE_HUGGER_SAVE_BLOCK; |
| | 950 | |
| | 951 | //defines for load/save macros |
| | 952 | #define SAVELOAD_BLOCK block |
| | 953 | #define SAVELOAD_BEHAV huggerStatusPointer |
| | 954 | |
| | 955 | void LoadStrategy_FaceHugger(SAVE_BLOCK_STRATEGY_HEADER* header) |
| | 956 | { |
| | 957 | FACE_HUGGER_SAVE_BLOCK* block = (FACE_HUGGER_SAVE_BLOCK*) header; |
| | 958 | |
| | 959 | //check the size of the save block |
| | 960 | if(header->size != sizeof(*block)) |
| | 961 | return; |
| | 962 | |
| | 963 | //find the existing strategy block |
| | 964 | STRATEGYBLOCK* sbPtr = FindSBWithName(header->SBname); |
| | 965 | |
| | 966 | if(!sbPtr) |
| | 967 | return; |
| | 968 | |
| | 969 | //make sure the strategy found is of the right type |
| | 970 | if(sbPtr->type != I_BehaviourFaceHugger) |
| | 971 | return; |
| | 972 | |
| | 973 | FACEHUGGER_STATUS_BLOCK* huggerStatusPointer = (FACEHUGGER_STATUS_BLOCK*)sbPtr->dataptr; |
| | 974 | |
| | 975 | //start copying stuff |
| | 976 | COPYELEMENT_LOAD(nearBehaviourState) |
| | 977 | COPYELEMENT_LOAD(stateTimer) |
| | 978 | COPYELEMENT_LOAD(CurveRadius) |
| | 979 | COPYELEMENT_LOAD(CurveLength) |
| | 980 | COPYELEMENT_LOAD(CurveTimeOut) |
| | 981 | COPY_NAME(huggerStatusPointer->Target_SBname, block->Target_SBname); |
| | 982 | huggerStatusPointer->Target = FindSBWithName(huggerStatusPointer->Target_SBname); |
| | 983 | |
| | 984 | //copy strategy block stuff |
| | 985 | *sbPtr->DynPtr = block->dynamics; |
| | 986 | sbPtr->DamageBlock = block->DamageBlock; |
| | 987 | |
| | 988 | //load the hierarchy |
| | 989 | { |
| | 990 | SAVE_BLOCK_HEADER* hier_header = GetNextBlockIfOfType(SaveBlock_Hierarchy); |
| | 991 | if(hier_header) |
| | 992 | LoadHierarchy(hier_header,&huggerStatusPointer->HModelController); |
| | 993 | } |
| | 994 | |
| | 995 | Load_SoundState(&huggerStatusPointer->soundHandle_fire); |
| | 996 | } |
| | 997 | |
| | 998 | void SaveStrategy_FaceHugger(STRATEGYBLOCK* sbPtr) |
| | 999 | { |
| | 1000 | FACE_HUGGER_SAVE_BLOCK* block; |
| | 1001 | FACEHUGGER_STATUS_BLOCK* huggerStatusPointer = (FACEHUGGER_STATUS_BLOCK*)sbPtr->dataptr; |
| | 1002 | |
| | 1003 | GET_STRATEGY_SAVE_BLOCK(block, sbPtr); |
| | 1004 | |
| | 1005 | //start copying stuff |
| | 1006 | COPYELEMENT_SAVE(nearBehaviourState) |
| | 1007 | COPYELEMENT_SAVE(stateTimer) |
| | 1008 | COPYELEMENT_SAVE(CurveRadius) |
| | 1009 | COPYELEMENT_SAVE(CurveLength) |
| | 1010 | COPYELEMENT_SAVE(CurveTimeOut) |
| | 1011 | COPY_NAME(block->Target_SBname, huggerStatusPointer->Target_SBname); |
| | 1012 | |
| | 1013 | //save strategy block stuff |
| | 1014 | block->dynamics = *sbPtr->DynPtr; |
| | 1015 | block->dynamics.CollisionReportPtr = 0; |
| | 1016 | block->DamageBlock = sbPtr->DamageBlock; |
| | 1017 | |
| | 1018 | SaveHierarchy(&huggerStatusPointer->HModelController); |
| | 1019 | Save_SoundState(&huggerStatusPointer->soundHandle_fire); |
| | 1020 | } |