| | 1 | #include "npc_queen.h" |
| | 2 | #include "npc_common.h" |
| | 3 | #include "dynamics.h" |
| | 4 | #include "sequnces.h" |
| | 5 | #include "bh_track.h" |
| | 6 | #include "sfx.h" |
| | 7 | #include <math.h> |
| | 8 | #include <stdlib.h> |
| | 9 | #include <string.h> |
| | 10 | |
| | 11 | enum QueenLeftStanceTemplateSubSequences |
| | 12 | { |
| | 13 | QLSTSS_Standard, |
| | 14 | QLSTSS_Forward_L2R, |
| | 15 | QLSTSS_Backward_L2R, |
| | 16 | QLSTSS_Right_L2L, |
| | 17 | QLSTSS_Left_L2L, |
| | 18 | QLSTSS_LeftSwipe, |
| | 19 | QLSTSS_RightSwipe, |
| | 20 | QLSTSS_RightHit, |
| | 21 | QLSTSS_LeftHit, |
| | 22 | QLSTSS_end |
| | 23 | }; |
| | 24 | |
| | 25 | enum QueenLeftStanceFull_SubSequences |
| | 26 | { |
| | 27 | QLSFSS_Standard_Hiss, |
| | 28 | QLSFSS_Taunt, |
| | 29 | QLSFSS_Forward_L2R, |
| | 30 | QLSFSS_Backward_L2R, |
| | 31 | QLSFSS_Right_L2L, |
| | 32 | QLSFSS_Left_L2L, |
| | 33 | QLSFSS_end |
| | 34 | }; |
| | 35 | |
| | 36 | enum QueenRightStanceTemplateSubSequences |
| | 37 | { |
| | 38 | QRSTSS_Standard, |
| | 39 | QRSTSS_Forward_R2L, |
| | 40 | QRSTSS_Backward_R2L, |
| | 41 | QRSTSS_Right_R2R, |
| | 42 | QRSTSS_Left_R2R, |
| | 43 | QRSTSS_LeftSwipe, |
| | 44 | QRSTSS_RightSwipe, |
| | 45 | QRSTSS_RightHit, |
| | 46 | QRSTSS_LeftHit, |
| | 47 | QRSTSS_LeftSwipe_Low, |
| | 48 | QRSTSS_RightSwipe_Low, |
| | 49 | QRSTSS_end |
| | 50 | }; |
| | 51 | |
| | 52 | enum QueenRightStanceFull_SubSequences |
| | 53 | { |
| | 54 | QRSFSS_Standard_Hiss, |
| | 55 | QRSFSS_Taunt, |
| | 56 | QRSFSS_Forward_R2L, |
| | 57 | QRSFSS_Backward_R2L, |
| | 58 | QRSFSS_Right_R2R, |
| | 59 | QRSFSS_Left_R2R, |
| | 60 | QRSFSS_end |
| | 61 | }; |
| | 62 | |
| | 63 | enum QueenGeneral_SubSequences |
| | 64 | { |
| | 65 | QGSS_SquashDeath, |
| | 66 | QGSS_FaceDeath, |
| | 67 | QGSS_FallDeath, |
| | 68 | QGSS_ButtConnect, |
| | 69 | QGSS_RunButtAttack, |
| | 70 | QGSS_Walk, |
| | 71 | QGSS_Explode_Death, |
| | 72 | QGSS_Sprint, |
| | 73 | QGSS_Stop_To_Left, |
| | 74 | QGSS_Stop_To_Right, |
| | 75 | QGSS_Walk_II, |
| | 76 | QGSS_Sprint_II, |
| | 77 | QGSS_Spine_Elevation, |
| | 78 | QGSS_Search_Floor, |
| | 79 | QGSS_Fire_Flinch, |
| | 80 | QGSS_Fire_Steps, |
| | 81 | QGSS_Sprint_Full, |
| | 82 | QGSS_Explosion_Stun, |
| | 83 | QGSS_ClimbOut, |
| | 84 | QGSS_end |
| | 85 | }; |
| | 86 | |
| | 87 | extern void AssignNewSBName(STRATEGYBLOCK *sbPtr); |
| | 88 | extern const MATRIXCH IdentityMatrix; |
| | 89 | |
| | 90 | #define QueenAttackRange 3500 |
| | 91 | |
| | 92 | /*minimum time for flamethrower before queen takes notice*/ |
| | 93 | #define QueenMinimumFireTime ONE_FIXED/8 |
| | 94 | |
| | 95 | static int PlayerInTrench = 0; |
| | 96 | static int PlayerInLocker = 0; |
| | 97 | static int AirlockTimeOpen = 0; |
| | 98 | |
| | 99 | /*special hangar airlock state stuff*/ |
| | 100 | static int UpperAirlockDoorOpen = 0; |
| | 101 | static int LowerAirlockDoorOpen = 0; |
| | 102 | static STRATEGYBLOCK* UpperAirlockDoorSbptr = 0; |
| | 103 | static VECTORCH UpperAirlockDoorStart; |
| | 104 | static STRATEGYBLOCK* LowerAirlockDoorSbptr = 0; |
| | 105 | static VECTORCH LowerAirlockDoorStart; |
| | 106 | static STRATEGYBLOCK* LockerDoorSbptr = 0; |
| | 107 | |
| | 108 | #define QUEEN_MAX_OBJECT 10 |
| | 109 | int NumQueenObjects; |
| | 110 | STRATEGYBLOCK* QueenObjectList[QUEEN_MAX_OBJECT]; |
| | 111 | |
| | 112 | QUEEN_MANOEUVRE Queen_Next_Command; |
| | 113 | |
| | 114 | int Queen_Next_Waypoint = 0; |
| | 115 | int Queen_Walk_Rate = 100000; |
| | 116 | int Queen_Walk_Step_Speed = ONE_FIXED/4.5; |
| | 117 | int Queen_ButtCharge_Rate = 30000; |
| | 118 | int Queen_Step_Time = 50000; |
| | 119 | int Queen_Charge_Step_Speed = 7500; |
| | 120 | int Queen_Turn_Rate = (NPC_TURNRATE>>2); |
| | 121 | |
| | 122 | #define QUEEN_BUTTCHARGE_SPEED 16000 |
| | 123 | #define QUEEN_CHARGE_SPEED 12000 |
| | 124 | #define QUEEN_CLOSE_SPEED 3000 |
| | 125 | #define QUEEN_WALK_SPEED 7000 |
| | 126 | #define QUEEN_THROWN_OBJECT_SPEED 60000 |
| | 127 | |
| | 128 | const VECTORCH Queen_Waypoints[] = |
| | 129 | { |
| | 130 | {37361,2900,-51942}, |
| | 131 | {32937,2900,-19959}, |
| | 132 | {62809,2900,-28509}, |
| | 133 | {64658,2900,-13328}, |
| | 134 | {64658,0,-13328}, |
| | 135 | {64991,2900,-50362}, |
| | 136 | {32239,2900,-53578}, |
| | 137 | {-1,-1,-1} |
| | 138 | }; |
| | 139 | |
| | 140 | static void MakeNonFragable_Recursion(SECTION_DATA *this_section_data) |
| | 141 | { |
| | 142 | /* flag this section. */ |
| | 143 | this_section_data->sempai->flags |= section_flag_never_frag; |
| | 144 | |
| | 145 | /* Now call recursion... */ |
| | 146 | |
| | 147 | if (this_section_data->First_Child != NULL) |
| | 148 | { |
| | 149 | SECTION_DATA *child_list_ptr = this_section_data->First_Child; |
| | 150 | |
| | 151 | while (child_list_ptr != NULL) |
| | 152 | { |
| | 153 | MakeNonFragable_Recursion(child_list_ptr); |
| | 154 | child_list_ptr = child_list_ptr->Next_Sibling; |
| | 155 | } |
| | 156 | } |
| | 157 | } |
| | 158 | |
| | 159 | static void MakeNonFragable(HMODELCONTROLLER *controller) |
| | 160 | { |
| | 161 | MakeNonFragable_Recursion(controller->section_data); |
| | 162 | } |
| | 163 | |
| | 164 | static int make_new_queen(STRATEGYBLOCK *sbPtr) |
| | 165 | { |
| | 166 | sbPtr->dataptr = malloc(sizeof(QUEEN_STATUS_BLOCK)); |
| | 167 | sbPtr->maintainVisibility = 1; |
| | 168 | sbPtr->containingModule = ModuleFromPosition(&sbPtr->DynPtr->Position, NULL); |
| | 169 | |
| | 170 | if(NULL == sbPtr->dataptr) |
| | 171 | { |
| | 172 | RemoveBehaviourStrategy(sbPtr); |
| | 173 | return 0; |
| | 174 | } |
| | 175 | |
| | 176 | { |
| | 177 | const NPC_DATA *NpcData = &NpcDataList[I_NPC_AlienQueen]; |
| | 178 | sbPtr->DamageBlock = NpcData->StartingStats; |
| | 179 | sbPtr->DamageBlock.Health = NpcData->StartingStats.Health << ONE_FIXED_SHIFT; |
| | 180 | sbPtr->DamageBlock.Armour = NpcData->StartingStats.Armour << ONE_FIXED_SHIFT; |
| | 181 | } |
| | 182 | |
| | 183 | QUEEN_STATUS_BLOCK *new_queen = (QUEEN_STATUS_BLOCK *)sbPtr->dataptr; |
| | 184 | |
| | 185 | NPC_InitMovementData(&new_queen->moveData); |
| | 186 | NPC_InitWanderData(&new_queen->wanderData); |
| | 187 | |
| | 188 | new_queen->HModelController.Deltas = NULL; |
| | 189 | new_queen->HModelController.Root_Section = NULL; |
| | 190 | new_queen->HModelController.section_data = NULL; |
| | 191 | new_queen->QueenState = QBS_Reconsider; |
| | 192 | new_queen->current_move = QM_Standby; |
| | 193 | new_queen->next_move = QM_Standby; |
| | 194 | new_queen->fixed_foot = RightFoot; |
| | 195 | new_queen->fixed_foot_section = NULL; |
| | 196 | new_queen->fixed_foot_oldpos.vx = new_queen->fixed_foot_oldpos.vy = new_queen->fixed_foot_oldpos.vz = 0; |
| | 197 | new_queen->TargetPos.vx = new_queen->TargetPos.vy = new_queen->TargetPos.vz = 0; |
| | 198 | new_queen->moveTimer = 0; |
| | 199 | |
| | 200 | new_queen->attack_delta = NULL; |
| | 201 | new_queen->hit_delta = NULL; |
| | 202 | new_queen->TargetPos.vx = 0; |
| | 203 | new_queen->TargetPos.vy = 0; |
| | 204 | new_queen->TargetPos.vz = 0; |
| | 205 | |
| | 206 | { |
| | 207 | int i; |
| | 208 | for(i=0; i < SB_NAME_LENGTH; i++) |
| | 209 | new_queen->death_target_ID[i] = 0; |
| | 210 | } |
| | 211 | |
| | 212 | new_queen->death_target_sbptr = NULL; |
| | 213 | new_queen->death_target_request = 0; |
| | 214 | |
| | 215 | new_queen->TempTarget = 0; |
| | 216 | new_queen->TempTargetTimer = 0; |
| | 217 | new_queen->CurrentQueenObject = 0; |
| | 218 | new_queen->QueenStateTimer = 0; |
| | 219 | new_queen->QueenObjectBias = 1; |
| | 220 | new_queen->QueenPlayerBias = 5; |
| | 221 | new_queen->QueenTauntTimer = 0; |
| | 222 | new_queen->QueenFireTimer = 0; |
| | 223 | new_queen->LastVelocity.vx = 0; |
| | 224 | new_queen->LastVelocity.vy = 0; |
| | 225 | new_queen->LastVelocity.vz = 0; |
| | 226 | |
| | 227 | new_queen->QueenRightHand = NULL; |
| | 228 | new_queen->QueenTargetSB = NULL; |
| | 229 | |
| | 230 | new_queen->BeenInAirlock = 0; |
| | 231 | new_queen->QueenActivated = 0; //queen is inactive until seen |
| | 232 | |
| | 233 | new_queen->TargetInfoValid = 0; //have the next three items been set |
| | 234 | new_queen->TargetDistance = 0; //distance of current target from queen |
| | 235 | new_queen->TargetRelSpeed = 0; //targets speed in queen's direction |
| | 236 | new_queen->TargetDirection.vx = 0; |
| | 237 | new_queen->TargetDirection.vy = 0; |
| | 238 | new_queen->TargetDirection.vz = 0; |
| | 239 | new_queen->VectToTarget.vx = 0; |
| | 240 | new_queen->VectToTarget.vy = 0; |
| | 241 | new_queen->VectToTarget.vz = 0; |
| | 242 | |
| | 243 | new_queen->PlayingHitDelta = 0; |
| | 244 | |
| | 245 | new_queen->SwerveTimer = 0; |
| | 246 | new_queen->SwerveDirection = 0; |
| | 247 | |
| | 248 | new_queen->ClimbStartPosition.vx = 0; |
| | 249 | new_queen->ClimbStartPosition.vy = 0; |
| | 250 | new_queen->ClimbStartPosition.vz = 0; |
| | 251 | new_queen->AttackDoneItsDamage = 0; |
| | 252 | |
| | 253 | new_queen->upper_airlockdoor_sbptr = NULL; |
| | 254 | new_queen->upper_airlockdoor_start.vx = 0; |
| | 255 | new_queen->upper_airlockdoor_start.vy = 0; |
| | 256 | new_queen->upper_airlockdoor_start.vz = 0; |
| | 257 | new_queen->lower_airlockdoor_sbptr = NULL; |
| | 258 | new_queen->lower_airlockdoor_start.vx = 0; |
| | 259 | new_queen->lower_airlockdoor_start.vy = 0; |
| | 260 | new_queen->lower_airlockdoor_start.vz = 0; |
| | 261 | |
| | 262 | new_queen->soundHandle = SOUND_NOACTIVEINDEX; |
| | 263 | new_queen->lastSoundCategory = QSC_Hiss; |
| | 264 | |
| | 265 | SECTION *root_section = GetNamedHierarchyFromLibrary("queen", "Template"); |
| | 266 | |
| | 267 | if((NULL == root_section) || !sbPtr->containingModule) |
| | 268 | { |
| | 269 | RemoveBehaviourStrategy(sbPtr); |
| | 270 | printf("Failed to load queen hmodel\n"); |
| | 271 | return 0; |
| | 272 | } |
| | 273 | |
| | 274 | Create_HModel(&new_queen->HModelController, root_section); |
| | 275 | InitHModelSequence(&new_queen->HModelController, (int)HMSQT_QueenRightStanceTemplate, (int)QRSTSS_Standard, ONE_FIXED); |
| | 276 | |
| | 277 | new_queen->HModelController.Looped = 1; |
| | 278 | new_queen->attack_delta = Add_Delta_Sequence(&new_queen->HModelController, "attack", (int)HMSQT_QueenRightStanceTemplate,
(int)QRSTSS_LeftSwipe, Queen_Step_Time); |
| | 279 | new_queen->hit_delta = Add_Delta_Sequence(&new_queen->HModelController, "hit", (int)HMSQT_QueenRightStanceTemplate, (int)QRSTSS_LeftHit,
Queen_Step_Time); |
| | 280 | |
| | 281 | if(AvP.PlayerType == I_Marine) |
| | 282 | MakeNonFragable(&new_queen->HModelController); |
| | 283 | |
| | 284 | NumQueenObjects = -1; |
| | 285 | |
| | 286 | return 1; |
| | 287 | } |
| | 288 | |
| | 289 | void SetQueenFoot(STRATEGYBLOCK *sbPtr, QUEEN_FOOT foot) |
| | 290 | { |
| | 291 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 292 | DISPLAYBLOCK *dPtr = sbPtr->DisplayBlock; |
| | 293 | assert(dPtr); |
| | 294 | |
| | 295 | ProveHModel(dPtr->HModelControlBlock,dPtr); |
| | 296 | |
| | 297 | switch (foot) |
| | 298 | { |
| | 299 | case LeftFoot: |
| | 300 | queenStatusPointer->fixed_foot = LeftFoot; |
| | 301 | queenStatusPointer->fixed_foot_section = GetThisSectionData(queenStatusPointer->HModelController.section_data, "left foot"); |
| | 302 | assert(queenStatusPointer->fixed_foot_section); |
| | 303 | queenStatusPointer->fixed_foot_oldpos = queenStatusPointer->fixed_foot_section->World_Offset; |
| | 304 | break; |
| | 305 | case RightFoot: |
| | 306 | queenStatusPointer->fixed_foot = RightFoot; |
| | 307 | queenStatusPointer->fixed_foot_section = GetThisSectionData(queenStatusPointer->HModelController.section_data, "right foot"); |
| | 308 | assert(queenStatusPointer->fixed_foot_section); |
| | 309 | queenStatusPointer->fixed_foot_oldpos = queenStatusPointer->fixed_foot_section->World_Offset; |
| | 310 | break; |
| | 311 | default: |
| | 312 | assert(0); |
| | 313 | break; |
| | 314 | } |
| | 315 | } |
| | 316 | |
| | 317 | void MakeQueenNear(STRATEGYBLOCK *sbPtr) |
| | 318 | { |
| | 319 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 320 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 321 | |
| | 322 | assert(queenStatusPointer); |
| | 323 | assert(dynPtr); |
| | 324 | |
| | 325 | DISPLAYBLOCK *dPtr = CreateActiveObject(); |
| | 326 | |
| | 327 | if(dPtr == NULL) |
| | 328 | return; |
| | 329 | |
| | 330 | sbPtr->DisplayBlock = dPtr; |
| | 331 | dPtr->ObStrategyBlock = sbPtr; |
| | 332 | |
| | 333 | /* also need to initialise positional information in the new display block, |
| | 334 | from the existing dynamics block. |
| | 335 | NB this necessary because this function is (usually) called between the |
| | 336 | dynamics and rendering systems so it is not initialised by the dynamics |
| | 337 | system the first frame it is drawn. */ |
| | 338 | dPtr->ObWorld = dynPtr->Position; |
| | 339 | dPtr->ObEuler = dynPtr->OrientEuler; |
| | 340 | dPtr->ObMat = dynPtr->OrientMat; |
| | 341 | |
| | 342 | /* init state timers */ |
| | 343 | |
| | 344 | /* initialise our sequence data */ |
| | 345 | dPtr->HModelControlBlock = &queenStatusPointer->HModelController; |
| | 346 | |
| | 347 | SetQueenFoot(sbPtr, RightFoot); |
| | 348 | |
| | 349 | /* Calls ProveHModel. */ |
| | 350 | } |
| | 351 | |
| | 352 | void CreateQueenBot(VECTORCH *Position) |
| | 353 | { |
| | 354 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourQueenAlien); |
| | 355 | |
| | 356 | if(!sbPtr) |
| | 357 | { |
| | 358 | GADGET_NewOnScreenMessage("FAILED TO CREATE BOT: SB CREATION FAILURE"); |
| | 359 | return; |
| | 360 | } |
| | 361 | |
| | 362 | AssignNewSBName(sbPtr); |
| | 363 | |
| | 364 | sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_DEFAULT); |
| | 365 | |
| | 366 | if(sbPtr->DynPtr) |
| | 367 | { |
| | 368 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 369 | |
| | 370 | dynPtr->PrevPosition = dynPtr->Position = *Position; |
| | 371 | CreateEulerMatrix(&dynPtr->OrientEuler, &dynPtr->OrientMat); |
| | 372 | TransposeMatrixCH(&dynPtr->OrientMat); |
| | 373 | /* zero linear velocity in dynamics block */ |
| | 374 | dynPtr->Displacement.vx = dynPtr->Displacement.vy = dynPtr->Displacement.vz = 0; |
| | 375 | dynPtr->UseDisplacement = 1; |
| | 376 | dynPtr->Mass = 60000; /* No knockback, please. */ |
| | 377 | make_new_queen(sbPtr); |
| | 378 | } |
| | 379 | else |
| | 380 | { |
| | 381 | /* dynamics block allocation failed... */ |
| | 382 | RemoveBehaviourStrategy(sbPtr); |
| | 383 | GADGET_NewOnScreenMessage("FAILED TO CREATE BOT: DYNBLOCK CREATION FAILURE"); |
| | 384 | } |
| | 385 | } |
| | 386 | |
| | 387 | void CastQueenBot() |
| | 388 | { |
| | 389 | #define BOTRANGE 4000 |
| | 390 | |
| | 391 | VECTORCH position; |
| | 392 | position = PlayerStatus.sbptr->DynPtr->Position; |
| | 393 | position.vx += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat31, BOTRANGE); |
| | 394 | position.vy += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat32, BOTRANGE); |
| | 395 | position.vz += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat33, BOTRANGE); |
| | 396 | |
| | 397 | CreateQueenBot(&position); |
| | 398 | } |
| | 399 | |
| | 400 | static void QueenSoundHiss(STRATEGYBLOCK* sbPtr) |
| | 401 | { |
| | 402 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 403 | |
| | 404 | if(queenStatusPointer->soundHandle == SOUND_NOACTIVEINDEX) |
| | 405 | { |
| | 406 | SpeciesSound(0, QSC_Hiss, 0, &queenStatusPointer->soundHandle, &sbPtr->DynPtr->Position, QUEEN_SOUND); |
| | 407 | queenStatusPointer->lastSoundCategory = QSC_Hiss; |
| | 408 | } |
| | 409 | } |
| | 410 | |
| | 411 | static void QueenSoundHurt(STRATEGYBLOCK* sbPtr) |
| | 412 | { |
| | 413 | assert(sbPtr); |
| | 414 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 415 | |
| | 416 | /* If the queen is currently playing a non-hurt sound then cancel it. */ |
| | 417 | |
| | 418 | if(queenStatusPointer->soundHandle != SOUND_NOACTIVEINDEX) |
| | 419 | { |
| | 420 | if(queenStatusPointer->lastSoundCategory != QSC_Scream_Hurt) |
| | 421 | Sound_Stop(queenStatusPointer->soundHandle); |
| | 422 | } |
| | 423 | |
| | 424 | if(queenStatusPointer->soundHandle == SOUND_NOACTIVEINDEX) |
| | 425 | { |
| | 426 | SpeciesSound(0, QSC_Scream_Hurt, 0, &queenStatusPointer->soundHandle, &sbPtr->DynPtr->Position, QUEEN_SOUND); |
| | 427 | queenStatusPointer->lastSoundCategory = QSC_Scream_Hurt; |
| | 428 | } |
| | 429 | } |
| | 430 | |
| | 431 | static void ThrownObjectBounceNoise(int object_index, VECTORCH* location) |
| | 432 | { |
| | 433 | static int QueenObjectSoundHandles[QUEEN_MAX_OBJECT] = |
| | 434 | {SOUND_NOACTIVEINDEX,SOUND_NOACTIVEINDEX,SOUND_NOACTIVEINDEX,SOUND_NOACTIVEINDEX,SOUND_NOACTIVEINDEX,SOUND_NOACTIVEINDEX,SOUND_NOACTIVEINDEX,SOUND_NOACTIVEINDEX
,SOUND_NOACTIVEINDEX,SOUND_NOACTIVEINDEX}; |
| | 435 | assert(location); |
| | 436 | |
| | 437 | SpeciesSound(0, QSC_Object_Bounce, 0, &QueenObjectSoundHandles[object_index], location, QUEEN_SOUND); |
| | 438 | } |
| | 439 | |
| | 440 | void InitQueenBehaviour(void* bhdata, STRATEGYBLOCK *sbPtr) |
| | 441 | { |
| | 442 | TOOLS_DATA_QUEEN *toolsData = (TOOLS_DATA_QUEEN *)bhdata; |
| | 443 | |
| | 444 | /* Reset command interface. */ |
| | 445 | |
| | 446 | Queen_Next_Command = QM_Standby; |
| | 447 | |
| | 448 | { |
| | 449 | int i; |
| | 450 | for(i=0; i < SB_NAME_LENGTH; i++) |
| | 451 | sbPtr->SBname[i] = toolsData->nameID[i]; |
| | 452 | } |
| | 453 | |
| | 454 | /* create, initialise and attach a dynamics block */ |
| | 455 | sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_DEFAULT); |
| | 456 | |
| | 457 | if(sbPtr->DynPtr) |
| | 458 | { |
| | 459 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 460 | dynPtr->PrevPosition = dynPtr->Position = toolsData->position; |
| | 461 | CreateEulerMatrix(&dynPtr->OrientEuler, &dynPtr->OrientMat); |
| | 462 | TransposeMatrixCH(&dynPtr->OrientMat); |
| | 463 | dynPtr->UseDisplacement = 1; |
| | 464 | dynPtr->Mass = 60000; /* No knockback, please. */ |
| | 465 | |
| | 466 | if(make_new_queen(sbPtr)) |
| | 467 | { |
| | 468 | QUEEN_STATUS_BLOCK *queenStatus = (QUEEN_STATUS_BLOCK *)sbPtr->dataptr; |
| | 469 | |
| | 470 | int i = 0; |
| | 471 | for(; i < SB_NAME_LENGTH; i++) |
| | 472 | queenStatus->death_target_ID[i] = toolsData->death_target_ID[i]; |
| | 473 | |
| | 474 | queenStatus->death_target_request = toolsData->death_target_request; |
| | 475 | |
| | 476 | //int he predator version , make it more likely for the queen to go after the player |
| | 477 | queenStatus->QueenPlayerBias = !strcmp(AvP.LevelName, "hangar") ? 1 : 5; |
| | 478 | queenStatus->QueenTargetSB = PlayerStatus.sbptr; |
| | 479 | |
| | 480 | NumQueenObjects = -1; |
| | 481 | } |
| | 482 | } |
| | 483 | else |
| | 484 | { |
| | 485 | RemoveBehaviourStrategy(sbPtr); |
| | 486 | } |
| | 487 | } |
| | 488 | |
| | 489 | static int QueenPlayingStunAnimation(HMODELCONTROLLER* HModelController) |
| | 490 | { |
| | 491 | assert(HModelController); |
| | 492 | |
| | 493 | return(HModelController->Sequence_Type == HMSQT_QueenGeneral && HModelController->Sub_Sequence == QGSS_Explosion_Stun &&
!HModelAnimation_IsFinished(HModelController)); |
| | 494 | } |
| | 495 | |
| | 496 | void MakeQueenFar(STRATEGYBLOCK *sbPtr) |
| | 497 | { |
| | 498 | DestroyActiveObject(&sbPtr->DisplayBlock); |
| | 499 | |
| | 500 | /* zero linear velocity in dynamics block */ |
| | 501 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 502 | } |
| | 503 | |
| | 504 | void SetQueenMovement_FromFoot(STRATEGYBLOCK *sbPtr) |
| | 505 | { |
| | 506 | VECTORCH delta_offset; |
| | 507 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 508 | DISPLAYBLOCK *dPtr = sbPtr->DisplayBlock; |
| | 509 | assert(dPtr); |
| | 510 | |
| | 511 | //VECTORCH real_pos = queenStatusPointer->fixed_foot_section->World_Offset; |
| | 512 | |
| | 513 | ProveHModel(dPtr->HModelControlBlock,dPtr); |
| | 514 | |
| | 515 | delta_offset.vx = queenStatusPointer->fixed_foot_oldpos.vx-queenStatusPointer->fixed_foot_section->World_Offset.vx; |
| | 516 | delta_offset.vy = 0;//queenStatusPointer->fixed_foot_oldpos.vy-queenStatusPointer->fixed_foot_section->World_Offset.vy; |
| | 517 | delta_offset.vz = queenStatusPointer->fixed_foot_oldpos.vz-queenStatusPointer->fixed_foot_section->World_Offset.vz; |
| | 518 | |
| | 519 | delta_offset.vx = DIV_FIXED(delta_offset.vx,NormalFrameTime); |
| | 520 | delta_offset.vy = 0;//DIV_FIXED(delta_offset.vy,NormalFrameTime); |
| | 521 | delta_offset.vz = DIV_FIXED(delta_offset.vz,NormalFrameTime); |
| | 522 | |
| | 523 | sbPtr->DynPtr->LinVelocity.vx = delta_offset.vx; |
| | 524 | sbPtr->DynPtr->LinVelocity.vy = delta_offset.vy; |
| | 525 | sbPtr->DynPtr->LinVelocity.vz = delta_offset.vz; |
| | 526 | |
| | 527 | { |
| | 528 | int facex = sbPtr->DynPtr->OrientMat.mat31; |
| | 529 | int facez = sbPtr->DynPtr->OrientMat.mat33; |
| | 530 | |
| | 531 | if(MUL_FIXED(facex,sbPtr->DynPtr->LinVelocity.vx)+MUL_FIXED(facez,sbPtr->DynPtr->LinVelocity.vz) < 0) |
| | 532 | { |
| | 533 | //don't want queen to move backwards |
| | 534 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 535 | |
| | 536 | switch (queenStatusPointer->fixed_foot) |
| | 537 | { |
| | 538 | case LeftFoot: |
| | 539 | SetQueenFoot(sbPtr,LeftFoot); |
| | 540 | break; |
| | 541 | case RightFoot: |
| | 542 | SetQueenFoot(sbPtr,RightFoot); |
| | 543 | break; |
| | 544 | default: |
| | 545 | assert(0); |
| | 546 | break; |
| | 547 | } |
| | 548 | } |
| | 549 | } |
| | 550 | } |
| | 551 | |
| | 552 | void SetQueenShapeAnimSequence_Core(STRATEGYBLOCK *sbPtr,HMODEL_SEQUENCE_TYPES type, int subtype, int length, int tweeningtime) |
| | 553 | { |
| | 554 | QUEEN_STATUS_BLOCK *queenStatus = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 555 | |
| | 556 | assert(length!=0); |
| | 557 | |
| | 558 | if (tweeningtime <= 0) |
| | 559 | InitHModelSequence(&queenStatus->HModelController,(int)type,subtype,length); |
| | 560 | else |
| | 561 | InitHModelTweening(&queenStatus->HModelController, tweeningtime, (int)type,subtype,length, 0); |
| | 562 | |
| | 563 | queenStatus->HModelController.Looped = 0; |
| | 564 | } |
| | 565 | |
| | 566 | void QueenMove_Standby(STRATEGYBLOCK *sbPtr) |
| | 567 | { |
| | 568 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 569 | |
| | 570 | /* Verify correct sequence. */ |
| | 571 | |
| | 572 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 573 | |
| | 574 | if(queenStatusPointer->PlayingHitDelta) |
| | 575 | { |
| | 576 | if(QueenPlayingStunAnimation(&queenStatusPointer->HModelController)) |
| | 577 | return; //queen is in the process of playing stun animation |
| | 578 | } |
| | 579 | |
| | 580 | if(!queenStatusPointer->moveTimer) |
| | 581 | { |
| | 582 | //start tweening to standing position |
| | 583 | switch(queenStatusPointer->fixed_foot) |
| | 584 | { |
| | 585 | case LeftFoot: |
| | 586 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenLeftStanceTemplate, (int)QLSTSS_Standard,-1,ONE_FIXED>>2); |
| | 587 | break; |
| | 588 | case RightFoot: |
| | 589 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenRightStanceTemplate, (int)QRSTSS_Standard,-1,ONE_FIXED>>2); |
| | 590 | break; |
| | 591 | default: |
| | 592 | assert(0); |
| | 593 | break; |
| | 594 | } |
| | 595 | |
| | 596 | queenStatusPointer->moveTimer = 1; |
| | 597 | } |
| | 598 | } |
| | 599 | |
| | 600 | void QueenMove_StepForward(STRATEGYBLOCK *sbPtr) |
| | 601 | { |
| | 602 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 603 | |
| | 604 | /* First movement function. */ |
| | 605 | |
| | 606 | assert(queenStatusPointer->current_move == QM_StepForward); |
| | 607 | |
| | 608 | if (!queenStatusPointer->moveTimer) |
| | 609 | { |
| | 610 | /* Do setup. */ |
| | 611 | int tweeiningtime = (ONE_FIXED>>3); |
| | 612 | |
| | 613 | switch (queenStatusPointer->fixed_foot) |
| | 614 | { |
| | 615 | case LeftFoot: |
| | 616 | SetQueenFoot(sbPtr,LeftFoot); |
| | 617 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenLeftStanceTemplate, (int)QLSTSS_Forward_L2R,Queen_Step_Time,tweeiningtime); |
| | 618 | break; |
| | 619 | case RightFoot: |
| | 620 | SetQueenFoot(sbPtr,RightFoot); |
| | 621 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenRightStanceTemplate, (int)QRSTSS_Forward_R2L,Queen_Step_Time,tweeiningtime); |
| | 622 | break; |
| | 623 | default: |
| | 624 | assert(0); |
| | 625 | break; |
| | 626 | } |
| | 627 | } |
| | 628 | |
| | 629 | #if DEBUG |
| | 630 | if (!queenStatusPointer->HModelController.Tweening) |
| | 631 | { |
| | 632 | assert(!queenStatusPointer->HModelController.Looped); |
| | 633 | } |
| | 634 | #endif |
| | 635 | |
| | 636 | /* Now... move forward? */ |
| | 637 | |
| | 638 | SetQueenMovement_FromFoot(sbPtr); |
| | 639 | |
| | 640 | if (!queenStatusPointer->HModelController.Tweening &&(queenStatusPointer->HModelController.sequence_timer==(ONE_FIXED-1))) |
| | 641 | { |
| | 642 | queenStatusPointer->current_move = QM_Standby; |
| | 643 | |
| | 644 | switch (queenStatusPointer->fixed_foot) |
| | 645 | { |
| | 646 | case LeftFoot: |
| | 647 | SetQueenFoot(sbPtr,RightFoot); |
| | 648 | break; |
| | 649 | case RightFoot: |
| | 650 | SetQueenFoot(sbPtr,LeftFoot); |
| | 651 | break; |
| | 652 | default: |
| | 653 | assert(0); |
| | 654 | break; |
| | 655 | } |
| | 656 | } |
| | 657 | |
| | 658 | queenStatusPointer->moveTimer += NormalFrameTime; |
| | 659 | } |
| | 660 | |
| | 661 | void QueenMove_StepBack(STRATEGYBLOCK *sbPtr) |
| | 662 | { |
| | 663 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 664 | |
| | 665 | /* First movement function. */ |
| | 666 | |
| | 667 | assert(queenStatusPointer->current_move == QM_StepBack); |
| | 668 | |
| | 669 | if (!queenStatusPointer->moveTimer) |
| | 670 | { |
| | 671 | /* Do setup. */ |
| | 672 | int tweeiningtime = (ONE_FIXED>>3); |
| | 673 | |
| | 674 | switch (queenStatusPointer->fixed_foot) |
| | 675 | { |
| | 676 | case LeftFoot: |
| | 677 | SetQueenFoot(sbPtr,RightFoot); |
| | 678 | /* Wrong Foot w.r.t. Forward. */ |
| | 679 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenLeftStanceFull, (int)QLSFSS_Backward_L2R,Queen_Step_Time,tweeiningtime); |
| | 680 | break; |
| | 681 | case RightFoot: |
| | 682 | SetQueenFoot(sbPtr,LeftFoot); |
| | 683 | /* Wrong Foot w.r.t. Forward. */ |
| | 684 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenRightStanceFull, (int)QRSFSS_Backward_R2L,Queen_Step_Time,tweeiningtime); |
| | 685 | break; |
| | 686 | default: |
| | 687 | assert(0); |
| | 688 | break; |
| | 689 | } |
| | 690 | } |
| | 691 | |
| | 692 | #if DEBUG |
| | 693 | if (!queenStatusPointer->HModelController.Tweening) |
| | 694 | { |
| | 695 | assert(queenStatusPointer->HModelController.Looped == 0); |
| | 696 | } |
| | 697 | #endif |
| | 698 | |
| | 699 | /* Now... move forward? */ |
| | 700 | |
| | 701 | SetQueenMovement_FromFoot(sbPtr); |
| | 702 | |
| | 703 | queenStatusPointer->moveTimer += NormalFrameTime; |
| | 704 | |
| | 705 | if (!queenStatusPointer->HModelController.Tweening && (queenStatusPointer->HModelController.sequence_timer == (ONE_FIXED-1))) |
| | 706 | { |
| | 707 | queenStatusPointer->current_move = QM_Standby; |
| | 708 | /* Already changed foot. */ |
| | 709 | } |
| | 710 | } |
| | 711 | |
| | 712 | void QueenMove_ComeToPoint(STRATEGYBLOCK *sbPtr) |
| | 713 | { |
| | 714 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 715 | VECTORCH vectotarget; |
| | 716 | |
| | 717 | /* Complex movement function. */ |
| | 718 | |
| | 719 | assert(queenStatusPointer->current_move == QM_ComeToPoint); |
| | 720 | |
| | 721 | if (!queenStatusPointer->moveTimer) |
| | 722 | { |
| | 723 | /* Do setup. */ |
| | 724 | int tweeiningtime = 0; |
| | 725 | |
| | 726 | switch (queenStatusPointer->fixed_foot) |
| | 727 | { |
| | 728 | case LeftFoot: |
| | 729 | SetQueenFoot(sbPtr,LeftFoot); |
| | 730 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenLeftStanceFull, (int)QLSFSS_Forward_L2R,Queen_Step_Time,tweeiningtime); |
| | 731 | break; |
| | 732 | case RightFoot: |
| | 733 | SetQueenFoot(sbPtr,RightFoot); |
| | 734 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenRightStanceFull, (int)QRSFSS_Forward_R2L,Queen_Step_Time,tweeiningtime); |
| | 735 | break; |
| | 736 | default: |
| | 737 | assert(0); |
| | 738 | break; |
| | 739 | } |
| | 740 | } |
| | 741 | |
| | 742 | #if DEBUG |
| | 743 | if (!queenStatusPointer->HModelController.Tweening) |
| | 744 | { |
| | 745 | assert(!queenStatusPointer->HModelController.Looped); |
| | 746 | } |
| | 747 | #endif |
| | 748 | |
| | 749 | vectotarget.vx = queenStatusPointer->TargetPos.vx-sbPtr->DynPtr->Position.vx; |
| | 750 | vectotarget.vy = queenStatusPointer->TargetPos.vy-sbPtr->DynPtr->Position.vy; |
| | 751 | vectotarget.vz = queenStatusPointer->TargetPos.vz-sbPtr->DynPtr->Position.vz; |
| | 752 | |
| | 753 | /* Now... turn to face. */ |
| | 754 | |
| | 755 | { |
| | 756 | DISPLAYBLOCK *dPtr = sbPtr->DisplayBlock; |
| | 757 | assert(dPtr); |
| | 758 | |
| | 759 | ProveHModel(dPtr->HModelControlBlock,dPtr); |
| | 760 | |
| | 761 | NPCOrientateToVector(sbPtr, &vectotarget, Queen_Turn_Rate); |
| | 762 | |
| | 763 | SetQueenMovement_FromFoot(sbPtr); |
| | 764 | } |
| | 765 | |
| | 766 | queenStatusPointer->moveTimer += NormalFrameTime; |
| | 767 | |
| | 768 | if (!queenStatusPointer->HModelController.Tweening &&(queenStatusPointer->HModelController.sequence_timer == (ONE_FIXED-1))) |
| | 769 | { |
| | 770 | /* Comsider next step. */ |
| | 771 | |
| | 772 | int range = Approximate3dMagnitude(&vectotarget); |
| | 773 | |
| | 774 | if (range < 5000) |
| | 775 | queenStatusPointer->current_move = QM_Standby; |
| | 776 | else |
| | 777 | queenStatusPointer->moveTimer = 0; |
| | 778 | |
| | 779 | switch (queenStatusPointer->fixed_foot) |
| | 780 | { |
| | 781 | case LeftFoot: |
| | 782 | SetQueenFoot(sbPtr,RightFoot); |
| | 783 | break; |
| | 784 | case RightFoot: |
| | 785 | SetQueenFoot(sbPtr,LeftFoot); |
| | 786 | break; |
| | 787 | default: |
| | 788 | assert(0); |
| | 789 | break; |
| | 790 | } |
| | 791 | } |
| | 792 | } |
| | 793 | |
| | 794 | static void QueenCalculateTargetInfo(STRATEGYBLOCK *sbPtr) |
| | 795 | { |
| | 796 | assert(sbPtr); |
| | 797 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 798 | assert(queenStatusPointer); |
| | 799 | |
| | 800 | if(queenStatusPointer->TargetInfoValid) |
| | 801 | return; |
| | 802 | |
| | 803 | //get vector from queen to target |
| | 804 | |
| | 805 | queenStatusPointer->VectToTarget.vx = queenStatusPointer->TargetPos.vx - sbPtr->DynPtr->Position.vx; |
| | 806 | //queenStatusPointer->VectToTarget.vy = queenStatusPointer->TargetPos.vy - sbPtr->DynPtr->Position.vy; |
| | 807 | queenStatusPointer->VectToTarget.vy = 0; |
| | 808 | queenStatusPointer->VectToTarget.vz = queenStatusPointer->TargetPos.vz - sbPtr->DynPtr->Position.vz; |
| | 809 | |
| | 810 | //get length of vector, and then normalise it |
| | 811 | queenStatusPointer->TargetDistance = Approximate3dMagnitude(&queenStatusPointer->VectToTarget); |
| | 812 | Normalise(&queenStatusPointer->VectToTarget); |
| | 813 | |
| | 814 | //rotate vector to queen's local space to get relative direction |
| | 815 | queenStatusPointer->TargetDirection = queenStatusPointer->VectToTarget; |
| | 816 | MATRIXCH WtoL = sbPtr->DynPtr->OrientMat; |
| | 817 | TransposeMatrixCH(&WtoL); |
| | 818 | RotateVector(&queenStatusPointer->TargetDirection,&WtoL); |
| | 819 | |
| | 820 | queenStatusPointer->TargetRelSpeed = 0; |
| | 821 | |
| | 822 | if(!queenStatusPointer->TempTarget && queenStatusPointer->QueenTargetSB) |
| | 823 | { |
| | 824 | if(queenStatusPointer->QueenTargetSB->DynPtr) |
| | 825 | { |
| | 826 | VECTORCH facing; |
| | 827 | facing.vx = sbPtr->DynPtr->OrientMat.mat31; |
| | 828 | facing.vy = sbPtr->DynPtr->OrientMat.mat32; |
| | 829 | facing.vz = sbPtr->DynPtr->OrientMat.mat33; |
| | 830 | |
| | 831 | queenStatusPointer->TargetRelSpeed = DotProduct(&facing,&queenStatusPointer->QueenTargetSB->DynPtr->LinVelocity); |
| | 832 | } |
| | 833 | } |
| | 834 | |
| | 835 | queenStatusPointer->TargetInfoValid = 1; |
| | 836 | } |
| | 837 | |
| | 838 | void QueenMove_Walk(STRATEGYBLOCK *sbPtr) |
| | 839 | { |
| | 840 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 841 | int ChangingFoot = 0; |
| | 842 | |
| | 843 | /* Very complex movement function... */ |
| | 844 | |
| | 845 | assert(queenStatusPointer->current_move == QM_ComeToPoint); |
| | 846 | |
| | 847 | if (!queenStatusPointer->moveTimer) |
| | 848 | { |
| | 849 | /* Do setup. */ |
| | 850 | int tweeiningtime = (Queen_Step_Time >> 2); |
| | 851 | |
| | 852 | switch (queenStatusPointer->fixed_foot) |
| | 853 | { |
| | 854 | case LeftFoot: |
| | 855 | SetQueenFoot(sbPtr,LeftFoot); |
| | 856 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenGeneral, (int)QGSS_Walk,-1,tweeiningtime); |
| | 857 | queenStatusPointer->HModelController.LoopAfterTweening = 1; |
| | 858 | queenStatusPointer->moveTimer = 1; /* It's something of a state flag here. */ |
| | 859 | break; |
| | 860 | case RightFoot: |
| | 861 | /* Argh! Can't start from right foot! */ |
| | 862 | queenStatusPointer->current_move = QM_Close; |
| | 863 | queenStatusPointer->moveTimer = 0; |
| | 864 | queenStatusPointer->next_move = QM_ComeToPoint; |
| | 865 | return; |
| | 866 | break; |
| | 867 | default: |
| | 868 | assert(0); |
| | 869 | break; |
| | 870 | } |
| | 871 | } |
| | 872 | |
| | 873 | /* Check for change foot? */ |
| | 874 | |
| | 875 | if (!queenStatusPointer->HModelController.Tweening) |
| | 876 | { |
| | 877 | if (queenStatusPointer->HModelController.keyframe_flags) |
| | 878 | { |
| | 879 | if (queenStatusPointer->HModelController.keyframe_flags & 1) |
| | 880 | { |
| | 881 | SetQueenFoot(sbPtr,LeftFoot); |
| | 882 | ChangingFoot = 1; |
| | 883 | } |
| | 884 | |
| | 885 | if (queenStatusPointer->HModelController.keyframe_flags & 2) |
| | 886 | { |
| | 887 | SetQueenFoot(sbPtr,RightFoot); |
| | 888 | ChangingFoot = 1; |
| | 889 | } |
| | 890 | |
| | 891 | if(queenStatusPointer->moveTimer == 1) |
| | 892 | queenStatusPointer->moveTimer = 3; |
| | 893 | } |
| | 894 | |
| | 895 | HModel_SetToolsRelativeSpeed(&queenStatusPointer->HModelController,(512*ONE_FIXED)/QUEEN_WALK_SPEED); |
| | 896 | } |
| | 897 | |
| | 898 | /* Now... turn to face. */ |
| | 899 | |
| | 900 | { |
| | 901 | //DISPLAYBLOCK *dPtr = sbPtr->DisplayBlock; |
| | 902 | //assert(dPtr); |
| | 903 | |
| | 904 | //ProveHModel(dPtr->HModelControlBlock,dPtr); |
| | 905 | |
| | 906 | NPCOrientateToVector(sbPtr, &queenStatusPointer->VectToTarget, Queen_Turn_Rate); |
| | 907 | |
| | 908 | //SetQueenMovement_FromFoot(sbPtr); |
| | 909 | |
| | 910 | if (queenStatusPointer->moveTimer != 2) |
| | 911 | { |
| | 912 | if(queenStatusPointer->moveTimer == 1) |
| | 913 | { |
| | 914 | SetQueenMovement_FromFoot(sbPtr); |
| | 915 | } |
| | 916 | else |
| | 917 | { |
| | 918 | VECTORCH velocity; |
| | 919 | //int walkSpeed; |
| | 920 | |
| | 921 | velocity.vx = sbPtr->DynPtr->OrientMat.mat31; |
| | 922 | velocity.vy = 0; |
| | 923 | velocity.vz = sbPtr->DynPtr->OrientMat.mat33; |
| | 924 | |
| | 925 | if ( !velocity.vx && !velocity.vy && !velocity.vz) |
| | 926 | { |
| | 927 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 928 | return; |
| | 929 | } |
| | 930 | |
| | 931 | Normalise(&velocity); |
| | 932 | |
| | 933 | //walkSpeed=DIV_FIXED(Queen_Walk_Step_Speed,Queen_Walk_Rate); |
| | 934 | |
| | 935 | sbPtr->DynPtr->LinVelocity.vx = MUL_FIXED(velocity.vx,QUEEN_WALK_SPEED); |
| | 936 | sbPtr->DynPtr->LinVelocity.vy = MUL_FIXED(velocity.vy,QUEEN_WALK_SPEED); |
| | 937 | sbPtr->DynPtr->LinVelocity.vz = MUL_FIXED(velocity.vz,QUEEN_WALK_SPEED); |
| | 938 | } |
| | 939 | } |
| | 940 | } |
| | 941 | |
| | 942 | /* Consider exit state. */ |
| | 943 | |
| | 944 | if (!queenStatusPointer->HModelController.Tweening && (queenStatusPointer->moveTimer == 2)) |
| | 945 | { |
| | 946 | /* Finished coming to a stop. */ |
| | 947 | |
| | 948 | queenStatusPointer->current_move = QM_Standby; |
| | 949 | queenStatusPointer->next_move = QM_Standby; |
| | 950 | queenStatusPointer->moveTimer = 0; |
| | 951 | |
| | 952 | switch (queenStatusPointer->fixed_foot) |
| | 953 | { |
| | 954 | case RightFoot: |
| | 955 | SetQueenFoot(sbPtr,RightFoot); |
| | 956 | break; |
| | 957 | case LeftFoot: |
| | 958 | SetQueenFoot(sbPtr,LeftFoot); |
| | 959 | break; |
| | 960 | default: |
| | 961 | assert(0); |
| | 962 | break; |
| | 963 | } |
| | 964 | |
| | 965 | /* Would you believe the end's in the middle? :-) */ |
| | 966 | } |
| | 967 | |
| | 968 | //only check for exiting charge , when changing foot |
| | 969 | { |
| | 970 | QueenCalculateTargetInfo(sbPtr); |
| | 971 | int range = queenStatusPointer->TargetDistance; |
| | 972 | |
| | 973 | if(range < 3000) |
| | 974 | queenStatusPointer->next_move = QM_Close; |
| | 975 | |
| | 976 | if(ChangingFoot) |
| | 977 | { |
| | 978 | if(queenStatusPointer->PlayingHitDelta) |
| | 979 | { |
| | 980 | queenStatusPointer->HModelController.Playing = 0; |
| | 981 | queenStatusPointer->current_move = QM_Standby; |
| | 982 | queenStatusPointer->moveTimer = 0; |
| | 983 | queenStatusPointer->next_move = QM_Standby; |
| | 984 | return; |
| | 985 | } |
| | 986 | |
| | 987 | if(queenStatusPointer->moveTimer != 2) |
| | 988 | { |
| | 989 | if (queenStatusPointer->next_move != QM_Standby && queenStatusPointer->next_move != QM_ComeToPoint) |
| | 990 | { |
| | 991 | //exit without tweening to stopped position |
| | 992 | queenStatusPointer->HModelController.Playing = 0; |
| | 993 | queenStatusPointer->current_move = queenStatusPointer->next_move; |
| | 994 | queenStatusPointer->next_move = QM_Standby; |
| | 995 | queenStatusPointer->moveTimer = 0; |
| | 996 | } |
| | 997 | else if(range > 10000 && queenStatusPointer->fixed_foot == LeftFoot && !PlayerInTrench) |
| | 998 | { |
| | 999 | //go into a charge |
| | 1000 | queenStatusPointer->current_move = QM_Charge; |
| | 1001 | queenStatusPointer->next_move = QM_Standby; |
| | 1002 | queenStatusPointer->moveTimer = 0; |
| | 1003 | } |
| | 1004 | |
| | 1005 | if(range < 5000) |
| | 1006 | { |
| | 1007 | /*if the queen is near but facing the wrong way need to go into close mode |
| | 1008 | (turning circle is too large in walk mode) */ |
| | 1009 | |
| | 1010 | if (queenStatusPointer->TargetDirection.vz < queenStatusPointer->TargetDirection.vx || |
| | 1011 | queenStatusPointer->TargetDirection.vz < -queenStatusPointer->TargetDirection.vx) |
| | 1012 | { |
| | 1013 | //need to switch to close mode |
| | 1014 | queenStatusPointer->HModelController.Playing = 0; |
| | 1015 | queenStatusPointer->current_move = QM_Close; |
| | 1016 | queenStatusPointer->moveTimer = 0; |
| | 1017 | queenStatusPointer->next_move = QM_Standby; |
| | 1018 | } |
| | 1019 | } |
| | 1020 | } |
| | 1021 | } |
| | 1022 | } |
| | 1023 | } |
| | 1024 | |
| | 1025 | void QueenMove_Taunt(STRATEGYBLOCK *sbPtr) |
| | 1026 | { |
| | 1027 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1028 | |
| | 1029 | /* First movement function. */ |
| | 1030 | |
| | 1031 | assert(queenStatusPointer->current_move==QM_Taunt); |
| | 1032 | |
| | 1033 | if (!queenStatusPointer->moveTimer) |
| | 1034 | { |
| | 1035 | /* Do setup. */ |
| | 1036 | int tweeiningtime = (ONE_FIXED >> 3); |
| | 1037 | |
| | 1038 | switch (queenStatusPointer->fixed_foot) |
| | 1039 | { |
| | 1040 | case LeftFoot: |
| | 1041 | SetQueenFoot(sbPtr,LeftFoot); |
| | 1042 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenLeftStanceFull, (int)QLSFSS_Taunt,-1,tweeiningtime); |
| | 1043 | break; |
| | 1044 | case RightFoot: |
| | 1045 | SetQueenFoot(sbPtr,RightFoot); |
| | 1046 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenRightStanceFull, (int)QRSFSS_Taunt,-1,tweeiningtime); |
| | 1047 | break; |
| | 1048 | default: |
| | 1049 | assert(0); |
| | 1050 | break; |
| | 1051 | } |
| | 1052 | } |
| | 1053 | |
| | 1054 | #if DEBUG |
| | 1055 | if (!queenStatusPointer->HModelController.Tweening) |
| | 1056 | { |
| | 1057 | assert(!queenStatusPointer->HModelController.Looped); |
| | 1058 | } |
| | 1059 | #endif |
| | 1060 | |
| | 1061 | /* Now... move forward? */ |
| | 1062 | |
| | 1063 | SetQueenMovement_FromFoot(sbPtr); |
| | 1064 | |
| | 1065 | if (!queenStatusPointer->HModelController.Tweening && (queenStatusPointer->HModelController.sequence_timer == (ONE_FIXED-1))) |
| | 1066 | { |
| | 1067 | queenStatusPointer->current_move = QM_Standby; |
| | 1068 | |
| | 1069 | /* Same foot. */ |
| | 1070 | } |
| | 1071 | |
| | 1072 | queenStatusPointer->moveTimer += NormalFrameTime; |
| | 1073 | } |
| | 1074 | |
| | 1075 | void QueenMove_Hiss(STRATEGYBLOCK *sbPtr) |
| | 1076 | { |
| | 1077 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1078 | |
| | 1079 | /* First movement function. */ |
| | 1080 | |
| | 1081 | assert(queenStatusPointer->current_move == QM_Hiss); |
| | 1082 | |
| | 1083 | if (!queenStatusPointer->moveTimer) |
| | 1084 | { |
| | 1085 | /* Do setup. */ |
| | 1086 | int tweeiningtime = (ONE_FIXED >> 3); |
| | 1087 | |
| | 1088 | switch (queenStatusPointer->fixed_foot) |
| | 1089 | { |
| | 1090 | case LeftFoot: |
| | 1091 | SetQueenFoot(sbPtr,LeftFoot); |
| | 1092 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenLeftStanceFull, (int)QLSFSS_Standard_Hiss,Queen_Step_Time,tweeiningtime); |
| | 1093 | queenStatusPointer->HModelController.LoopAfterTweening = 1; |
| | 1094 | break; |
| | 1095 | case RightFoot: |
| | 1096 | SetQueenFoot(sbPtr,RightFoot); |
| | 1097 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenRightStanceFull, (int)QRSFSS_Standard_Hiss,Queen_Step_Time,tweeiningtime); |
| | 1098 | queenStatusPointer->HModelController.LoopAfterTweening = 1; |
| | 1099 | break; |
| | 1100 | default: |
| | 1101 | assert(0); |
| | 1102 | break; |
| | 1103 | } |
| | 1104 | } |
| | 1105 | |
| | 1106 | /* |
| | 1107 | if (!queenStatusPointer->HModelController.Tweening) |
| | 1108 | { |
| | 1109 | assert(queenStatusPointer->HModelController.Looped == 0); |
| | 1110 | } |
| | 1111 | */ |
| | 1112 | |
| | 1113 | /* Now... move forward? */ |
| | 1114 | |
| | 1115 | SetQueenMovement_FromFoot(sbPtr); |
| | 1116 | |
| | 1117 | queenStatusPointer->moveTimer += NormalFrameTime; |
| | 1118 | } |
| | 1119 | |
| | 1120 | void QueenMove_LeftSwipe(STRATEGYBLOCK *sbPtr) |
| | 1121 | { |
| | 1122 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1123 | |
| | 1124 | /* First movement function. */ |
| | 1125 | |
| | 1126 | assert(queenStatusPointer->current_move==QM_LeftSwipe); |
| | 1127 | |
| | 1128 | if (!queenStatusPointer->moveTimer) |
| | 1129 | { |
| | 1130 | /* Do setup. */ |
| | 1131 | int tweeiningtime = (ONE_FIXED >> 3); |
| | 1132 | |
| | 1133 | switch (queenStatusPointer->fixed_foot) |
| | 1134 | { |
| | 1135 | case LeftFoot: |
| | 1136 | SetQueenFoot(sbPtr,LeftFoot); |
| | 1137 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenLeftStanceFull, (int)QLSFSS_Standard_Hiss,Queen_Step_Time,tweeiningtime); |
| | 1138 | |
| | 1139 | Start_Delta_Sequence(queenStatusPointer->attack_delta, (int)HMSQT_QueenLeftStanceTemplate,(int)QLSTSS_LeftSwipe,Queen_Step_Time); |
| | 1140 | |
| | 1141 | break; |
| | 1142 | case RightFoot: |
| | 1143 | SetQueenFoot(sbPtr,RightFoot); |
| | 1144 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenRightStanceFull, (int)QRSFSS_Standard_Hiss,Queen_Step_Time,tweeiningtime); |
| | 1145 | |
| | 1146 | Start_Delta_Sequence(queenStatusPointer->attack_delta, (int)HMSQT_QueenRightStanceTemplate,(int)QRSTSS_LeftSwipe,Queen_Step_Time); |
| | 1147 | break; |
| | 1148 | default: |
| | 1149 | assert(0); |
| | 1150 | break; |
| | 1151 | } |
| | 1152 | } |
| | 1153 | |
| | 1154 | #if DEBUG |
| | 1155 | if (!queenStatusPointer->HModelController.Tweening) |
| | 1156 | { |
| | 1157 | assert(!queenStatusPointer->HModelController.Looped); |
| | 1158 | } |
| | 1159 | #endif |
| | 1160 | |
| | 1161 | /* Now... move forward? */ |
| | 1162 | |
| | 1163 | SetQueenMovement_FromFoot(sbPtr); |
| | 1164 | |
| | 1165 | if (!queenStatusPointer->HModelController.Tweening &&(queenStatusPointer->HModelController.sequence_timer == (ONE_FIXED-1))) |
| | 1166 | { |
| | 1167 | queenStatusPointer->current_move = QM_Standby; |
| | 1168 | } |
| | 1169 | |
| | 1170 | queenStatusPointer->moveTimer += NormalFrameTime; |
| | 1171 | } |
| | 1172 | |
| | 1173 | void QueenMove_RightSwipe(STRATEGYBLOCK *sbPtr) |
| | 1174 | { |
| | 1175 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1176 | |
| | 1177 | /* First movement function. */ |
| | 1178 | |
| | 1179 | assert(queenStatusPointer->current_move==QM_RightSwipe); |
| | 1180 | |
| | 1181 | if (!queenStatusPointer->moveTimer) |
| | 1182 | { |
| | 1183 | /* Do setup. */ |
| | 1184 | int tweeiningtime = (ONE_FIXED >> 3); |
| | 1185 | |
| | 1186 | switch (queenStatusPointer->fixed_foot) |
| | 1187 | { |
| | 1188 | case LeftFoot: |
| | 1189 | SetQueenFoot(sbPtr,LeftFoot); |
| | 1190 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenLeftStanceFull, (int)QLSFSS_Standard_Hiss,Queen_Step_Time,tweeiningtime); |
| | 1191 | |
| | 1192 | Start_Delta_Sequence(queenStatusPointer->attack_delta, (int)HMSQT_QueenLeftStanceTemplate,(int)QLSTSS_RightSwipe,Queen_Step_Time); |
| | 1193 | break; |
| | 1194 | case RightFoot: |
| | 1195 | SetQueenFoot(sbPtr,RightFoot); |
| | 1196 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenRightStanceFull, (int)QRSFSS_Standard_Hiss,Queen_Step_Time,tweeiningtime); |
| | 1197 | |
| | 1198 | Start_Delta_Sequence(queenStatusPointer->attack_delta, (int)HMSQT_QueenRightStanceTemplate,(int)QRSTSS_RightSwipe,Queen_Step_Time); |
| | 1199 | break; |
| | 1200 | default: |
| | 1201 | assert(0); |
| | 1202 | break; |
| | 1203 | } |
| | 1204 | } |
| | 1205 | |
| | 1206 | #if DEBUG |
| | 1207 | if (!queenStatusPointer->HModelController.Tweening) |
| | 1208 | { |
| | 1209 | assert(queenStatusPointer->HModelController.Looped==0); |
| | 1210 | } |
| | 1211 | #endif |
| | 1212 | |
| | 1213 | /* Now... move forward? */ |
| | 1214 | |
| | 1215 | SetQueenMovement_FromFoot(sbPtr); |
| | 1216 | |
| | 1217 | if (!queenStatusPointer->HModelController.Tweening && (queenStatusPointer->HModelController.sequence_timer == (ONE_FIXED-1))) |
| | 1218 | { |
| | 1219 | queenStatusPointer->current_move = QM_Standby; |
| | 1220 | } |
| | 1221 | |
| | 1222 | queenStatusPointer->moveTimer += NormalFrameTime; |
| | 1223 | } |
| | 1224 | |
| | 1225 | void QueenMove_Charge(STRATEGYBLOCK *sbPtr) |
| | 1226 | { |
| | 1227 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1228 | int ChangingFoot = 0; |
| | 1229 | |
| | 1230 | /* Very different movement function... */ |
| | 1231 | |
| | 1232 | assert(queenStatusPointer->current_move == QM_Charge); |
| | 1233 | |
| | 1234 | /* Charge at the player. */ |
| | 1235 | if(!queenStatusPointer->TempTarget) |
| | 1236 | { |
| | 1237 | // queenStatusPointer->TargetPos = PlayerStatus.sbptr->DynPtr->Position; |
| | 1238 | queenStatusPointer->TargetPos = queenStatusPointer->QueenTargetSB->DynPtr->Position; |
| | 1239 | } |
| | 1240 | |
| | 1241 | if (!queenStatusPointer->moveTimer) |
| | 1242 | { |
| | 1243 | /* Do setup. */ |
| | 1244 | int tweeiningtime = (Queen_Step_Time >> 2); |
| | 1245 | |
| | 1246 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 1247 | |
| | 1248 | switch (queenStatusPointer->fixed_foot) |
| | 1249 | { |
| | 1250 | case LeftFoot: |
| | 1251 | { |
| | 1252 | SetQueenFoot(sbPtr, LeftFoot); |
| | 1253 | |
| | 1254 | //which version of sprint should we use |
| | 1255 | if(DeltaAnimation_IsFinished(queenStatusPointer->attack_delta)) |
| | 1256 | SetQueenShapeAnimSequence_Core(sbPtr, HMSQT_QueenGeneral, (int)QGSS_Sprint_Full, -1, tweeiningtime); |
| | 1257 | else |
| | 1258 | SetQueenShapeAnimSequence_Core(sbPtr, HMSQT_QueenGeneral, (int)QGSS_Sprint, -1, tweeiningtime); |
| | 1259 | |
| | 1260 | queenStatusPointer->HModelController.LoopAfterTweening = 1; |
| | 1261 | queenStatusPointer->moveTimer = 1; /* It's something of a state flag here. */ |
| | 1262 | } |
| | 1263 | break; |
| | 1264 | case RightFoot: |
| | 1265 | /* Argh! Can't start from right foot! */ |
| | 1266 | queenStatusPointer->current_move = QM_Close; |
| | 1267 | queenStatusPointer->moveTimer = 0; |
| | 1268 | queenStatusPointer->next_move = QM_Charge; |
| | 1269 | return; |
| | 1270 | break; |
| | 1271 | default: |
| | 1272 | assert(0); |
| | 1273 | break; |
| | 1274 | } |
| | 1275 | queenStatusPointer->SwerveTimer = (ONE_FIXED/2)+(FastRandom() & 0xffff)*2; |
| | 1276 | return; |
| | 1277 | } |
| | 1278 | |
| | 1279 | /* Check for change foot? */ |
| | 1280 | |
| | 1281 | if (!queenStatusPointer->HModelController.Tweening) |
| | 1282 | { |
| | 1283 | if (queenStatusPointer->HModelController.keyframe_flags) |
| | 1284 | { |
| | 1285 | if (queenStatusPointer->HModelController.keyframe_flags & 1) |
| | 1286 | { |
| | 1287 | SetQueenFoot(sbPtr,LeftFoot); |
| | 1288 | ChangingFoot = 1; |
| | 1289 | } |
| | 1290 | |
| | 1291 | if (queenStatusPointer->HModelController.keyframe_flags & 2) |
| | 1292 | { |
| | 1293 | SetQueenFoot(sbPtr,RightFoot); |
| | 1294 | ChangingFoot = 1; |
| | 1295 | } |
| | 1296 | |
| | 1297 | if(queenStatusPointer->moveTimer == 1) |
| | 1298 | queenStatusPointer->moveTimer = 3; |
| | 1299 | } |
| | 1300 | |
| | 1301 | HModel_SetToolsRelativeSpeed(&queenStatusPointer->HModelController,(512*ONE_FIXED)/QUEEN_CHARGE_SPEED); |
| | 1302 | } |
| | 1303 | |
| | 1304 | /* Now... turn to face. */ |
| | 1305 | |
| | 1306 | if (queenStatusPointer->moveTimer != 2) |
| | 1307 | { |
| | 1308 | DISPLAYBLOCK *dPtr = sbPtr->DisplayBlock; |
| | 1309 | assert(dPtr); |
| | 1310 | |
| | 1311 | ProveHModel(dPtr->HModelControlBlock,dPtr); |
| | 1312 | |
| | 1313 | { |
| | 1314 | VECTORCH v; |
| | 1315 | |
| | 1316 | if(queenStatusPointer->QueenTargetSB == PlayerStatus.sbptr && !queenStatusPointer->TempTarget &&
queenStatusPointer->TargetDistance > 5000) |
| | 1317 | { |
| | 1318 | //if charging at player don't go in a straight line |
| | 1319 | #define QUEEN_COS 63302 |
| | 1320 | #define QUEEN_SIN 16961 |
| | 1321 | |
| | 1322 | if(queenStatusPointer->SwerveDirection) |
| | 1323 | { |
| | 1324 | v.vx = MUL_FIXED(queenStatusPointer->VectToTarget.vx,QUEEN_COS)+MUL_FIXED(queenStatusPointer->VectToTarget.vz,QUEEN_SIN); |
| | 1325 | v.vy = 0; |
| | 1326 | v.vz = MUL_FIXED(queenStatusPointer->VectToTarget.vz,QUEEN_COS)-MUL_FIXED(queenStatusPointer->VectToTarget.vx,QUEEN_SIN); |
| | 1327 | } |
| | 1328 | else |
| | 1329 | { |
| | 1330 | v.vx = MUL_FIXED(queenStatusPointer->VectToTarget.vx,QUEEN_COS)-MUL_FIXED(queenStatusPointer->VectToTarget.vz,QUEEN_SIN); |
| | 1331 | v.vy = 0; |
| | 1332 | v.vz = MUL_FIXED(queenStatusPointer->VectToTarget.vz,QUEEN_COS)+MUL_FIXED(queenStatusPointer->VectToTarget.vx,QUEEN_SIN); |
| | 1333 | } |
| | 1334 | |
| | 1335 | queenStatusPointer->SwerveTimer -= NormalFrameTime; |
| | 1336 | |
| | 1337 | if(queenStatusPointer->SwerveTimer <= 0) |
| | 1338 | { |
| | 1339 | //alter swerve direction , and keep it for the next .5 to 2.5 seconds |
| | 1340 | queenStatusPointer->SwerveTimer = (ONE_FIXED/2)+(FastRandom() & 0xffff)*2; |
| | 1341 | queenStatusPointer->SwerveDirection = !queenStatusPointer->SwerveDirection; |
| | 1342 | } |
| | 1343 | } |
| | 1344 | else |
| | 1345 | { |
| | 1346 | v = queenStatusPointer->VectToTarget; |
| | 1347 | } |
| | 1348 | |
| | 1349 | NPCOrientateToVector(sbPtr, &v, Queen_Turn_Rate); |
| | 1350 | |
| | 1351 | //NPCOrientateToVector(sbPtr, &queenStatusPointer->VectToTarget, Queen_Turn_Rate); |
| | 1352 | } |
| | 1353 | /* Now, just a normal lin velocity. */ |
| | 1354 | |
| | 1355 | if(queenStatusPointer->moveTimer == 1) |
| | 1356 | { |
| | 1357 | SetQueenMovement_FromFoot(sbPtr); |
| | 1358 | } |
| | 1359 | else |
| | 1360 | { |
| | 1361 | VECTORCH velocity; |
| | 1362 | |
| | 1363 | velocity.vx = sbPtr->DynPtr->OrientMat.mat31; |
| | 1364 | velocity.vy = 0; |
| | 1365 | velocity.vz = sbPtr->DynPtr->OrientMat.mat33; |
| | 1366 | |
| | 1367 | if ( !velocity.vx && !velocity.vy && !velocity.vz) |
| | 1368 | { |
| | 1369 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 1370 | return; |
| | 1371 | } |
| | 1372 | |
| | 1373 | Normalise(&velocity); |
| | 1374 | |
| | 1375 | sbPtr->DynPtr->LinVelocity.vx = MUL_FIXED(velocity.vx,QUEEN_CHARGE_SPEED); |
| | 1376 | sbPtr->DynPtr->LinVelocity.vy = MUL_FIXED(velocity.vy,QUEEN_CHARGE_SPEED); |
| | 1377 | sbPtr->DynPtr->LinVelocity.vz = MUL_FIXED(velocity.vz,QUEEN_CHARGE_SPEED); |
| | 1378 | } |
| | 1379 | } |
| | 1380 | |
| | 1381 | /* Consider exit state. */ |
| | 1382 | |
| | 1383 | if (!queenStatusPointer->HModelController.Tweening && (queenStatusPointer->moveTimer == 2)) |
| | 1384 | { |
| | 1385 | /* We must have finished. */ |
| | 1386 | |
| | 1387 | queenStatusPointer->current_move = QM_Standby; |
| | 1388 | |
| | 1389 | switch (queenStatusPointer->fixed_foot) |
| | 1390 | { |
| | 1391 | case LeftFoot: |
| | 1392 | SetQueenFoot(sbPtr,RightFoot); |
| | 1393 | break; |
| | 1394 | case RightFoot: |
| | 1395 | SetQueenFoot(sbPtr,LeftFoot); |
| | 1396 | break; |
| | 1397 | default: |
| | 1398 | assert(0); |
| | 1399 | break; |
| | 1400 | } |
| | 1401 | /* Would you believe the end's in the middle? :-) */ |
| | 1402 | } |
| | 1403 | |
| | 1404 | if(ChangingFoot) |
| | 1405 | { |
| | 1406 | QueenCalculateTargetInfo(sbPtr); |
| | 1407 | |
| | 1408 | if(queenStatusPointer->PlayingHitDelta) |
| | 1409 | { |
| | 1410 | queenStatusPointer->HModelController.Playing = 0; |
| | 1411 | queenStatusPointer->current_move = QM_Standby; |
| | 1412 | queenStatusPointer->moveTimer = 0; |
| | 1413 | queenStatusPointer->next_move = QM_Standby; |
| | 1414 | return; |
| | 1415 | } |
| | 1416 | |
| | 1417 | //only check for exiting charge , when changing foot |
| | 1418 | /* Only charge if we're facing the right way. */ |
| | 1419 | |
| | 1420 | if (queenStatusPointer->TargetDirection.vz < queenStatusPointer->TargetDirection.vx || |
| | 1421 | queenStatusPointer->TargetDirection.vz < -queenStatusPointer->TargetDirection.vx) |
| | 1422 | { |
| | 1423 | /* Spin round a bit more. */ |
| | 1424 | queenStatusPointer->HModelController.Playing = 0; |
| | 1425 | queenStatusPointer->current_move = QM_Close; |
| | 1426 | queenStatusPointer->moveTimer = 0; |
| | 1427 | queenStatusPointer->next_move = QM_Charge; |
| | 1428 | return; |
| | 1429 | } |
| | 1430 | |
| | 1431 | if (((queenStatusPointer->TargetDistance < 8000 && queenStatusPointer->fixed_foot == LeftFoot |
| | 1432 | && queenStatusPointer->TargetRelSpeed<QUEEN_CLOSE_SPEED) ||queenStatusPointer->next_move != QM_Standby) &&
(queenStatusPointer->moveTimer != 2)) |
| | 1433 | { |
| | 1434 | queenStatusPointer->HModelController.Playing = 0; |
| | 1435 | queenStatusPointer->current_move = queenStatusPointer->next_move; |
| | 1436 | queenStatusPointer->moveTimer = 0; |
| | 1437 | |
| | 1438 | if(queenStatusPointer->current_move == QM_Standby) |
| | 1439 | { |
| | 1440 | if(queenStatusPointer->QueenTargetSB == PlayerStatus.sbptr && !queenStatusPointer->TempTarget) |
| | 1441 | queenStatusPointer->current_move = QM_Close; |
| | 1442 | else |
| | 1443 | queenStatusPointer->current_move = QM_ComeToPoint; |
| | 1444 | } |
| | 1445 | |
| | 1446 | queenStatusPointer->next_move = QM_Standby; |
| | 1447 | return; |
| | 1448 | } |
| | 1449 | |
| | 1450 | //check to see if queen should change between sprints |
| | 1451 | if(queenStatusPointer->fixed_foot == LeftFoot) |
| | 1452 | { |
| | 1453 | if(DeltaAnimation_IsFinished(queenStatusPointer->attack_delta)) |
| | 1454 | { |
| | 1455 | //switch to full sprint if not already doing it |
| | 1456 | if(queenStatusPointer->HModelController.Sub_Sequence != QGSS_Sprint_Full) |
| | 1457 | { |
| | 1458 | SetQueenShapeAnimSequence_Core(sbPtr, HMSQT_QueenGeneral, (int)QGSS_Sprint_Full, -1, ONE_FIXED>>3); |
| | 1459 | queenStatusPointer->HModelController.LoopAfterTweening = 1; |
| | 1460 | } |
| | 1461 | } |
| | 1462 | else |
| | 1463 | { |
| | 1464 | //switch to template sprint if not already doing it |
| | 1465 | if(queenStatusPointer->HModelController.Sub_Sequence != QGSS_Sprint) |
| | 1466 | { |
| | 1467 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenGeneral, (int)QGSS_Sprint,-1,ONE_FIXED>>3); |
| | 1468 | queenStatusPointer->HModelController.LoopAfterTweening = 1; |
| | 1469 | } |
| | 1470 | } |
| | 1471 | } |
| | 1472 | } |
| | 1473 | } |
| | 1474 | |
| | 1475 | void QueenMove_ButtAttack(STRATEGYBLOCK* sbPtr) |
| | 1476 | { |
| | 1477 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1478 | |
| | 1479 | /* First movement function. */ |
| | 1480 | |
| | 1481 | assert(queenStatusPointer->current_move == QM_ButtAttack); |
| | 1482 | |
| | 1483 | if (!queenStatusPointer->moveTimer) |
| | 1484 | { |
| | 1485 | /* Do setup. */ |
| | 1486 | int tweeiningtime = (ONE_FIXED >> 3); |
| | 1487 | |
| | 1488 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenGeneral, (int)QGSS_ButtConnect,-1,tweeiningtime); |
| | 1489 | } |
| | 1490 | |
| | 1491 | #if DEBUG |
| | 1492 | if (!queenStatusPointer->HModelController.Tweening) |
| | 1493 | { |
| | 1494 | assert(!queenStatusPointer->HModelController.Looped); |
| | 1495 | } |
| | 1496 | #endif |
| | 1497 | |
| | 1498 | if (!queenStatusPointer->HModelController.Tweening && (queenStatusPointer->HModelController.sequence_timer == (ONE_FIXED-1))) |
| | 1499 | { |
| | 1500 | queenStatusPointer->current_move = QM_Standby; |
| | 1501 | //finished attack switch back to reconsider |
| | 1502 | queenStatusPointer->QueenState = QBS_Reconsider; |
| | 1503 | |
| | 1504 | //queen ends this sequence with right foot forward |
| | 1505 | SetQueenFoot(sbPtr,RightFoot); |
| | 1506 | } |
| | 1507 | |
| | 1508 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 1509 | |
| | 1510 | queenStatusPointer->moveTimer += NormalFrameTime; |
| | 1511 | } |
| | 1512 | |
| | 1513 | void QueenMove_ButtCharge(STRATEGYBLOCK* sbPtr) |
| | 1514 | { |
| | 1515 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1516 | int ChangingFoot = 0; |
| | 1517 | |
| | 1518 | /* Very different movement function... */ |
| | 1519 | |
| | 1520 | assert(queenStatusPointer->current_move == QM_ButtCharge); |
| | 1521 | |
| | 1522 | /* Charge at the player. */ |
| | 1523 | //queenStatusPointer->TargetPos = queenStatusPointer->QueenTargetSB->DynPtr->Position; |
| | 1524 | |
| | 1525 | if (!queenStatusPointer->moveTimer) |
| | 1526 | { |
| | 1527 | /* Do setup. */ |
| | 1528 | int tweeiningtime = (Queen_Step_Time>>2); |
| | 1529 | |
| | 1530 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 1531 | |
| | 1532 | switch (queenStatusPointer->fixed_foot) |
| | 1533 | { |
| | 1534 | case LeftFoot: |
| | 1535 | SetQueenFoot(sbPtr,LeftFoot); |
| | 1536 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenGeneral, (int)QGSS_RunButtAttack,-1,tweeiningtime); |
| | 1537 | queenStatusPointer->HModelController.LoopAfterTweening = 1; |
| | 1538 | queenStatusPointer->moveTimer=1; /* It's something of a state flag here. */ |
| | 1539 | |
| | 1540 | break; |
| | 1541 | case RightFoot: |
| | 1542 | /* Argh! Can't start from right foot! */ |
| | 1543 | queenStatusPointer->current_move = QM_Close; |
| | 1544 | queenStatusPointer->moveTimer = 0; |
| | 1545 | queenStatusPointer->next_move = QM_Charge; |
| | 1546 | return; |
| | 1547 | break; |
| | 1548 | default: |
| | 1549 | assert(0); |
| | 1550 | break; |
| | 1551 | } |
| | 1552 | return; |
| | 1553 | } |
| | 1554 | |
| | 1555 | /* Check for change foot? */ |
| | 1556 | |
| | 1557 | if (!queenStatusPointer->HModelController.Tweening) |
| | 1558 | { |
| | 1559 | if (queenStatusPointer->HModelController.keyframe_flags) |
| | 1560 | { |
| | 1561 | if (queenStatusPointer->HModelController.keyframe_flags & 1) |
| | 1562 | { |
| | 1563 | SetQueenFoot(sbPtr,LeftFoot); |
| | 1564 | ChangingFoot = 1; |
| | 1565 | } |
| | 1566 | |
| | 1567 | if (queenStatusPointer->HModelController.keyframe_flags & 2) |
| | 1568 | { |
| | 1569 | SetQueenFoot(sbPtr,RightFoot); |
| | 1570 | ChangingFoot = 1; |
| | 1571 | } |
| | 1572 | |
| | 1573 | if(queenStatusPointer->moveTimer == 1) |
| | 1574 | queenStatusPointer->moveTimer = 3; |
| | 1575 | } |
| | 1576 | |
| | 1577 | HModel_SetToolsRelativeSpeed(&queenStatusPointer->HModelController,(512*ONE_FIXED)/QUEEN_BUTTCHARGE_SPEED); |
| | 1578 | } |
| | 1579 | |
| | 1580 | /* Now... turn to face. */ |
| | 1581 | |
| | 1582 | if (queenStatusPointer->moveTimer != 2) |
| | 1583 | { |
| | 1584 | DISPLAYBLOCK *dPtr = sbPtr->DisplayBlock; |
| | 1585 | assert(dPtr); |
| | 1586 | |
| | 1587 | ProveHModel(dPtr->HModelControlBlock,dPtr); |
| | 1588 | |
| | 1589 | NPCOrientateToVector(sbPtr, &queenStatusPointer->VectToTarget,Queen_Turn_Rate); |
| | 1590 | |
| | 1591 | /* Now, just a normal lin velocity. */ |
| | 1592 | if(queenStatusPointer->moveTimer == 1) |
| | 1593 | { |
| | 1594 | SetQueenMovement_FromFoot(sbPtr); |
| | 1595 | } |
| | 1596 | else |
| | 1597 | { |
| | 1598 | VECTORCH velocity; |
| | 1599 | |
| | 1600 | velocity.vx = sbPtr->DynPtr->OrientMat.mat31; |
| | 1601 | velocity.vy = 0; |
| | 1602 | velocity.vz = sbPtr->DynPtr->OrientMat.mat33; |
| | 1603 | |
| | 1604 | if ( !velocity.vx && !velocity.vy && !velocity.vz) |
| | 1605 | { |
| | 1606 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 1607 | return; |
| | 1608 | } |
| | 1609 | |
| | 1610 | Normalise(&velocity); |
| | 1611 | |
| | 1612 | //runSpeed=DIV_FIXED(Queen_Charge_Step_Speed,Queen_ButtCharge_Rate); |
| | 1613 | |
| | 1614 | sbPtr->DynPtr->LinVelocity.vx = MUL_FIXED(velocity.vx,QUEEN_BUTTCHARGE_SPEED); |
| | 1615 | sbPtr->DynPtr->LinVelocity.vy = MUL_FIXED(velocity.vy,QUEEN_BUTTCHARGE_SPEED); |
| | 1616 | sbPtr->DynPtr->LinVelocity.vz = MUL_FIXED(velocity.vz,QUEEN_BUTTCHARGE_SPEED); |
| | 1617 | } |
| | 1618 | } |
| | 1619 | |
| | 1620 | if(ChangingFoot) |
| | 1621 | { |
| | 1622 | QueenCalculateTargetInfo(sbPtr); |
| | 1623 | //int range = queenStatusPointer->TargetDistance; |
| | 1624 | //only check for exiting charge , when changing foot |
| | 1625 | |
| | 1626 | if(queenStatusPointer->PlayingHitDelta) |
| | 1627 | { |
| | 1628 | queenStatusPointer->HModelController.Playing = 0; |
| | 1629 | queenStatusPointer->current_move = QM_Standby; |
| | 1630 | queenStatusPointer->moveTimer = 0; |
| | 1631 | queenStatusPointer->next_move = QM_Standby; |
| | 1632 | return; |
| | 1633 | } |
| | 1634 | |
| | 1635 | if(PlayerInLocker) |
| | 1636 | { |
| | 1637 | //stop using butt charge , since the queen can't actually get to the player |
| | 1638 | queenStatusPointer->moveTimer = 0; |
| | 1639 | queenStatusPointer->current_move = QM_Charge; |
| | 1640 | queenStatusPointer->next_move = QM_Standby; |
| | 1641 | return; |
| | 1642 | } |
| | 1643 | |
| | 1644 | if (queenStatusPointer->TargetDirection.vz < queenStatusPointer->TargetDirection.vx || |
| | 1645 | queenStatusPointer->TargetDirection.vz < -queenStatusPointer->TargetDirection.vx) |
| | 1646 | { |
| | 1647 | /* Spin round a bit more. */ |
| | 1648 | queenStatusPointer->HModelController.Playing = 0; |
| | 1649 | queenStatusPointer->current_move = QM_Close; |
| | 1650 | queenStatusPointer->moveTimer = 0; |
| | 1651 | queenStatusPointer->next_move = QM_Standby; |
| | 1652 | return; |
| | 1653 | } |
| | 1654 | |
| | 1655 | if (queenStatusPointer->moveTimer != 2 && queenStatusPointer->next_move != QM_Standby) |
| | 1656 | { |
| | 1657 | queenStatusPointer->HModelController.Playing = 0; |
| | 1658 | queenStatusPointer->current_move = queenStatusPointer->next_move; |
| | 1659 | queenStatusPointer->next_move = QM_Standby; |
| | 1660 | queenStatusPointer->moveTimer = 0; |
| | 1661 | } |
| | 1662 | } |
| | 1663 | } |
| | 1664 | |
| | 1665 | void QueenForceReconsider(STRATEGYBLOCK* sbPtr) |
| | 1666 | { |
| | 1667 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1668 | |
| | 1669 | if(queenStatusPointer->QueenState == QBS_Reconsider) |
| | 1670 | return; |
| | 1671 | |
| | 1672 | if(queenStatusPointer->QueenState == QBS_CarryingObject) |
| | 1673 | { |
| | 1674 | //need to drop the object |
| | 1675 | if(queenStatusPointer->CurrentQueenObject != -1) |
| | 1676 | { |
| | 1677 | //if the object has been destroyed anywa, don't need to worry about dropping it |
| | 1678 | if(!QueenObjectList[queenStatusPointer->CurrentQueenObject]->destroyed_but_preserved) |
| | 1679 | { |
| | 1680 | //put gravity back on |
| | 1681 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->GravityOn = 1; |
| | 1682 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->OnlyCollideWithEnvironment = 0; |
| | 1683 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->OrientMat = IdentityMatrix; |
| | 1684 | //give the object a slight impulse away from the queen |
| | 1685 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->LinImpulse.vx += sbPtr->DynPtr->OrientMat.mat31/10; |
| | 1686 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->LinImpulse.vz += sbPtr->DynPtr->OrientMat.mat33/10; |
| | 1687 | } |
| | 1688 | } |
| | 1689 | } |
| | 1690 | |
| | 1691 | queenStatusPointer->CurrentQueenObject = -1; |
| | 1692 | queenStatusPointer->QueenState = QBS_Reconsider; |
| | 1693 | queenStatusPointer->QueenTargetSB = PlayerStatus.sbptr; |
| | 1694 | queenStatusPointer->TempTarget = 0; |
| | 1695 | queenStatusPointer->TargetInfoValid = 0; |
| | 1696 | queenStatusPointer->TargetPos = queenStatusPointer->QueenTargetSB->DynPtr->Position; |
| | 1697 | } |
| | 1698 | |
| | 1699 | void QueenMove_Climb(STRATEGYBLOCK* sbPtr) |
| | 1700 | { |
| | 1701 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1702 | |
| | 1703 | assert(queenStatusPointer->current_move == QM_Climbing); |
| | 1704 | |
| | 1705 | if (!queenStatusPointer->moveTimer) |
| | 1706 | { |
| | 1707 | //just starting to climb out , so start the animation sequence |
| | 1708 | int tweeiningtime = (Queen_Step_Time >> 2); |
| | 1709 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenGeneral, (int)QGSS_ClimbOut,-1,tweeiningtime); |
| | 1710 | |
| | 1711 | queenStatusPointer->HModelController.Playing = 1; |
| | 1712 | |
| | 1713 | //set the start position of this maneuver |
| | 1714 | queenStatusPointer->ClimbStartPosition = sbPtr->DynPtr->Position; |
| | 1715 | |
| | 1716 | //while climbing out queen needs to ignore gravity and collisions |
| | 1717 | sbPtr->DynPtr->GravityOn = 0; |
| | 1718 | sbPtr->DynPtr->OnlyCollideWithObjects = 1; |
| | 1719 | |
| | 1720 | /*moveTimer is being used as a state flag again*/ |
| | 1721 | queenStatusPointer->moveTimer = 1; |
| | 1722 | } |
| | 1723 | |
| | 1724 | /*Adjust the queen's facing*/ |
| | 1725 | { |
| | 1726 | VECTORCH direction = {-ONE_FIXED,0,0}; |
| | 1727 | NPCOrientateToVector(sbPtr, &direction,Queen_Turn_Rate); |
| | 1728 | } |
| | 1729 | |
| | 1730 | /*If the queen has stopped tweening , then we need to deal with her movement*/ |
| | 1731 | if (!queenStatusPointer->HModelController.Tweening) |
| | 1732 | { |
| | 1733 | #define QueenClimbTime1 7598 |
| | 1734 | #define QueenClimbTime2 16146 |
| | 1735 | #define QueenClimbTime3 42740 |
| | 1736 | |
| | 1737 | ProveHModel(sbPtr->DisplayBlock->HModelControlBlock,sbPtr->DisplayBlock); |
| | 1738 | |
| | 1739 | { |
| | 1740 | VECTORCH StageOneMovement = {0,-6771,0}; |
| | 1741 | VECTORCH StageTwoMovement = {-3266,0,-372}; |
| | 1742 | |
| | 1743 | //work out where the queen should be |
| | 1744 | VECTORCH newPosition = queenStatusPointer->ClimbStartPosition; |
| | 1745 | int timer = queenStatusPointer->HModelController.sequence_timer; |
| | 1746 | |
| | 1747 | if(timer < QueenClimbTime1) |
| | 1748 | { |
| | 1749 | //no movement |
| | 1750 | } |
| | 1751 | else if(timer < QueenClimbTime2) |
| | 1752 | { |
| | 1753 | int scale = DIV_FIXED(timer-QueenClimbTime1,QueenClimbTime2-QueenClimbTime1); |
| | 1754 | |
| | 1755 | newPosition.vx += MUL_FIXED(StageOneMovement.vx,scale); |
| | 1756 | newPosition.vy += MUL_FIXED(StageOneMovement.vy,scale); |
| | 1757 | newPosition.vz += MUL_FIXED(StageOneMovement.vz,scale); |
| | 1758 | } |
| | 1759 | else if(timer < QueenClimbTime3) |
| | 1760 | { |
| | 1761 | int scale = DIV_FIXED(timer-QueenClimbTime2, QueenClimbTime3-QueenClimbTime2); |
| | 1762 | |
| | 1763 | newPosition.vx += StageOneMovement.vx; |
| | 1764 | newPosition.vy += StageOneMovement.vy; |
| | 1765 | newPosition.vz += StageOneMovement.vz; |
| | 1766 | |
| | 1767 | newPosition.vx += MUL_FIXED(StageTwoMovement.vx,scale); |
| | 1768 | newPosition.vy += MUL_FIXED(StageTwoMovement.vy,scale); |
| | 1769 | newPosition.vz += MUL_FIXED(StageTwoMovement.vz,scale); |
| | 1770 | } |
| | 1771 | else |
| | 1772 | { |
| | 1773 | newPosition.vx += StageOneMovement.vx; |
| | 1774 | newPosition.vy += StageOneMovement.vy; |
| | 1775 | newPosition.vz += StageOneMovement.vz; |
| | 1776 | |
| | 1777 | newPosition.vx += StageTwoMovement.vx; |
| | 1778 | newPosition.vy += StageTwoMovement.vy; |
| | 1779 | newPosition.vz += StageTwoMovement.vz; |
| | 1780 | } |
| | 1781 | |
| | 1782 | sbPtr->DynPtr->Displacement.vx = newPosition.vx - sbPtr->DynPtr->Position.vx; |
| | 1783 | sbPtr->DynPtr->Displacement.vy = newPosition.vy - sbPtr->DynPtr->Position.vy; |
| | 1784 | sbPtr->DynPtr->Displacement.vz = newPosition.vz - sbPtr->DynPtr->Position.vz; |
| | 1785 | } |
| | 1786 | |
| | 1787 | if(queenStatusPointer->HModelController.sequence_timer > 62000) |
| | 1788 | { |
| | 1789 | //the queen has finished getting out |
| | 1790 | queenStatusPointer->current_move = QM_Standby; |
| | 1791 | queenStatusPointer->next_move = QM_Standby; |
| | 1792 | queenStatusPointer->moveTimer = 0; |
| | 1793 | |
| | 1794 | QueenForceReconsider(sbPtr); |
| | 1795 | |
| | 1796 | sbPtr->DynPtr->GravityOn = 1; |
| | 1797 | sbPtr->DynPtr->OnlyCollideWithObjects = 0; |
| | 1798 | |
| | 1799 | //the queen ends in right stance |
| | 1800 | queenStatusPointer->fixed_foot = RightFoot; |
| | 1801 | } |
| | 1802 | } |
| | 1803 | } |
| | 1804 | |
| | 1805 | #define Queen_Swipe_Left 0 |
| | 1806 | #define Queen_Swipe_Right 1 |
| | 1807 | #define Queen_Swipe_Left_Low 2 |
| | 1808 | #define Queen_Swipe_Right_Low 3 |
| | 1809 | |
| | 1810 | void Queen_Do_Swipe(STRATEGYBLOCK *sbPtr,int side) |
| | 1811 | { |
| | 1812 | VECTORCH vectohand,targetpos; |
| | 1813 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1814 | |
| | 1815 | /*Is the queen already doing a swipe?*/ |
| | 1816 | if ((queenStatusPointer->attack_delta->timer == (ONE_FIXED-1)) || !queenStatusPointer->attack_delta->timer) |
| | 1817 | { |
| | 1818 | /* She isn't , so start it */ |
| | 1819 | switch (side) |
| | 1820 | { |
| | 1821 | case Queen_Swipe_Left: |
| | 1822 | Start_Delta_Sequence(queenStatusPointer->attack_delta, (int)HMSQT_QueenRightStanceTemplate,(int)QRSTSS_LeftSwipe,ONE_FIXED); |
| | 1823 | break; |
| | 1824 | case Queen_Swipe_Right: |
| | 1825 | Start_Delta_Sequence(queenStatusPointer->attack_delta, (int)HMSQT_QueenRightStanceTemplate,(int)QRSTSS_RightSwipe,ONE_FIXED); |
| | 1826 | break; |
| | 1827 | case Queen_Swipe_Left_Low: |
| | 1828 | Start_Delta_Sequence(queenStatusPointer->attack_delta, (int)HMSQT_QueenRightStanceTemplate,(int)QRSTSS_LeftSwipe_Low,ONE_FIXED); |
| | 1829 | break; |
| | 1830 | case Queen_Swipe_Right_Low: |
| | 1831 | Start_Delta_Sequence(queenStatusPointer->attack_delta, (int)HMSQT_QueenRightStanceTemplate,(int)QRSTSS_RightSwipe_Low,ONE_FIXED); |
| | 1832 | break; |
| | 1833 | default : |
| | 1834 | assert(1==0); |
| | 1835 | break; |
| | 1836 | |
| | 1837 | } |
| | 1838 | |
| | 1839 | queenStatusPointer->attack_delta->Looped = 0; |
| | 1840 | queenStatusPointer->AttackDoneItsDamage = 0; |
| | 1841 | } |
| | 1842 | |
| | 1843 | if(queenStatusPointer->attack_delta->timer > 37000 && !queenStatusPointer->AttackDoneItsDamage) |
| | 1844 | { |
| | 1845 | SECTION_DATA *hand_section; |
| | 1846 | queenStatusPointer->AttackDoneItsDamage = 1; |
| | 1847 | |
| | 1848 | //get the hand corresponding to the currently playing swipe |
| | 1849 | switch(queenStatusPointer->attack_delta->sub_sequence) |
| | 1850 | { |
| | 1851 | case QRSTSS_RightSwipe: |
| | 1852 | case QRSTSS_RightSwipe_Low: |
| | 1853 | hand_section = GetThisSectionData(queenStatusPointer->HModelController.section_data,"right hand"); |
| | 1854 | break; |
| | 1855 | |
| | 1856 | case QRSTSS_LeftSwipe: |
| | 1857 | case QRSTSS_LeftSwipe_Low: |
| | 1858 | hand_section = GetThisSectionData(queenStatusPointer->HModelController.section_data,"left hand"); |
| | 1859 | break; |
| | 1860 | |
| | 1861 | default: |
| | 1862 | assert(1==0); |
| | 1863 | } |
| | 1864 | |
| | 1865 | GetTargetingPointOfObject(PlayerStatus.DisplayBlock, &targetpos); |
| | 1866 | vectohand.vx = targetpos.vx-hand_section->World_Offset.vx; |
| | 1867 | vectohand.vy = 0;//targetpos.vy-hand_section->World_Offset.vy; |
| | 1868 | vectohand.vz = targetpos.vz-hand_section->World_Offset.vz; |
| | 1869 | |
| | 1870 | int range_to_player = Approximate3dMagnitude(&vectohand); |
| | 1871 | |
| | 1872 | //see if queen hit an intervening object |
| | 1873 | { |
| | 1874 | VECTORCH direction; |
| | 1875 | |
| | 1876 | direction.vx = targetpos.vx - hand_section->World_Offset.vx; |
| | 1877 | direction.vy = targetpos.vy - hand_section->World_Offset.vy; |
| | 1878 | direction.vz = targetpos.vz - hand_section->World_Offset.vz; |
| | 1879 | |
| | 1880 | Normalise(&direction); |
| | 1881 | |
| | 1882 | if(FindPolygonInLineOfSight(&direction, &hand_section->World_Offset, sbPtr->DisplayBlock)) |
| | 1883 | { |
| | 1884 | if(LOS_ObjectHitPtr->ObStrategyBlock) |
| | 1885 | { |
| | 1886 | switch(LOS_ObjectHitPtr->ObStrategyBlock->type) |
| | 1887 | { |
| | 1888 | case I_BehaviourInanimateObject: |
| | 1889 | case I_BehaviourTrackObject: |
| | 1890 | { |
| | 1891 | //damage the object instead of the player |
| | 1892 | //if(LOS_Lambda < QueenAttackRange) |
| | 1893 | CauseDamageToObject(LOS_ObjectHitPtr->ObStrategyBlock,&TemplateAmmo[AMMO_NPC_PAQ_CLAW].MaxDamage, ONE_FIXED,NULL); |
| | 1894 | return; |
| | 1895 | } |
| | 1896 | default: |
| | 1897 | break; |
| | 1898 | } |
| | 1899 | } |
| | 1900 | } |
| | 1901 | } |
| | 1902 | |
| | 1903 | /* ATM, target is always player. */ |
| | 1904 | |
| | 1905 | if (range_to_player < QueenAttackRange) |
| | 1906 | { |
| | 1907 | //do from .75 to 1.25 times base damage |
| | 1908 | CauseDamageToObject(PlayerStatus.sbptr, &TemplateAmmo[AMMO_NPC_PAQ_CLAW].MaxDamage, (ONE_FIXED*.75)+(FastRandom()&0x7fff), NULL); |
| | 1909 | queenStatusPointer->QueenTauntTimer=ONE_FIXED/2; |
| | 1910 | } |
| | 1911 | } |
| | 1912 | } |
| | 1913 | |
| | 1914 | void QueenMove_Close(STRATEGYBLOCK *sbPtr) |
| | 1915 | { |
| | 1916 | QUEEN_STATUS_BLOCK *queenStatusPointer= (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1917 | |
| | 1918 | /* First movement function. */ |
| | 1919 | |
| | 1920 | assert(queenStatusPointer->current_move == QM_Close); |
| | 1921 | |
| | 1922 | if (!queenStatusPointer->moveTimer) |
| | 1923 | { |
| | 1924 | /* Do setup. */ |
| | 1925 | int tweeiningtime = (ONE_FIXED >> 3); |
| | 1926 | |
| | 1927 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 1928 | |
| | 1929 | switch (queenStatusPointer->fixed_foot) |
| | 1930 | { |
| | 1931 | case LeftFoot: |
| | 1932 | SetQueenFoot(sbPtr,LeftFoot); |
| | 1933 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenLeftStanceTemplate, (int)QLSTSS_Forward_L2R,-1,tweeiningtime); |
| | 1934 | queenStatusPointer->HModelController.LoopAfterTweening = 0; |
| | 1935 | break; |
| | 1936 | case RightFoot: |
| | 1937 | SetQueenFoot(sbPtr,RightFoot); |
| | 1938 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenRightStanceTemplate, (int)QRSTSS_Forward_R2L,-1,tweeiningtime); |
| | 1939 | queenStatusPointer->HModelController.LoopAfterTweening = 0; |
| | 1940 | break; |
| | 1941 | default: |
| | 1942 | assert(0); |
| | 1943 | break; |
| | 1944 | } |
| | 1945 | |
| | 1946 | /* Go! */ |
| | 1947 | queenStatusPointer->moveTimer++; |
| | 1948 | assert(queenStatusPointer->HModelController.Looped == 0); |
| | 1949 | return; |
| | 1950 | } |
| | 1951 | |
| | 1952 | if (!queenStatusPointer->HModelController.Tweening) |
| | 1953 | { |
| | 1954 | int moveHalfSpeed = 0; |
| | 1955 | |
| | 1956 | #if DEBUG |
| | 1957 | if (queenStatusPointer->HModelController.Looped != 0) |
| | 1958 | { |
| | 1959 | /* Quirkafleeg */ |
| | 1960 | assert(!queenStatusPointer->HModelController.Looped); |
| | 1961 | } |
| | 1962 | #endif |
| | 1963 | |
| | 1964 | QueenCalculateTargetInfo(sbPtr); |
| | 1965 | //if the queen is close to her target , and the target is not in front of her |
| | 1966 | //then she needs to slow down to reduce her turning circle |
| | 1967 | |
| | 1968 | if(queenStatusPointer->TargetDistance < 3000) |
| | 1969 | { |
| | 1970 | if(queenStatusPointer->TargetDirection.vz < queenStatusPointer->TargetDirection.vx || |
| | 1971 | queenStatusPointer->TargetDirection.vz < -queenStatusPointer->TargetDirection.vx) |
| | 1972 | { |
| | 1973 | moveHalfSpeed = 1; |
| | 1974 | } |
| | 1975 | } |
| | 1976 | |
| | 1977 | if(moveHalfSpeed) |
| | 1978 | HModel_SetToolsRelativeSpeed(&queenStatusPointer->HModelController,(512*ONE_FIXED)/(QUEEN_CLOSE_SPEED/2)); |
| | 1979 | else |
| | 1980 | HModel_SetToolsRelativeSpeed(&queenStatusPointer->HModelController,(512*ONE_FIXED)/QUEEN_CLOSE_SPEED); |
| | 1981 | } |
| | 1982 | |
| | 1983 | /* Now... turn to face. */ |
| | 1984 | |
| | 1985 | { |
| | 1986 | //DISPLAYBLOCK *dPtr = sbPtr->DisplayBlock; assert(dPtr); |
| | 1987 | |
| | 1988 | NPCOrientateToVector(sbPtr, &queenStatusPointer->VectToTarget, Queen_Turn_Rate); |
| | 1989 | |
| | 1990 | SetQueenMovement_FromFoot(sbPtr); |
| | 1991 | } |
| | 1992 | |
| | 1993 | queenStatusPointer->moveTimer += NormalFrameTime; |
| | 1994 | |
| | 1995 | if (!queenStatusPointer->HModelController.Tweening && (queenStatusPointer->HModelController.sequence_timer == (ONE_FIXED-1))) |
| | 1996 | { |
| | 1997 | queenStatusPointer->current_move = QM_Standby; |
| | 1998 | |
| | 1999 | switch (queenStatusPointer->fixed_foot) |
| | 2000 | { |
| | 2001 | case LeftFoot: |
| | 2002 | SetQueenFoot(sbPtr,RightFoot); |
| | 2003 | break; |
| | 2004 | case RightFoot: |
| | 2005 | SetQueenFoot(sbPtr,LeftFoot); |
| | 2006 | break; |
| | 2007 | default: |
| | 2008 | assert(0); |
| | 2009 | break; |
| | 2010 | } |
| | 2011 | |
| | 2012 | queenStatusPointer->moveTimer = 0; |
| | 2013 | queenStatusPointer->current_move = queenStatusPointer->next_move; |
| | 2014 | queenStatusPointer->next_move = QM_Standby; |
| | 2015 | } |
| | 2016 | } |
| | 2017 | |
| | 2018 | void KillQueen(STRATEGYBLOCK *sbPtr, const DAMAGE_PROFILE *damage, int multiple, SECTION_DATA *Section, VECTORCH *incoming) |
| | 2019 | { |
| | 2020 | /* Oh my God! They've killed Queenie! */ |
| | 2021 | |
| | 2022 | assert(sbPtr); |
| | 2023 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 2024 | assert(queenStatusPointer); |
| | 2025 | |
| | 2026 | /* make a sound. Just this once without a check. */ |
| | 2027 | Sound_Play(SID_ALIEN_KILL, "d", &sbPtr->DynPtr->Position); |
| | 2028 | |
| | 2029 | /*If queen has a death target ,send a request*/ |
| | 2030 | if(queenStatusPointer->death_target_sbptr) |
| | 2031 | RequestState(queenStatusPointer->death_target_sbptr,queenStatusPointer->death_target_request, 0); |
| | 2032 | |
| | 2033 | /* Queens never gibb, they're that hard. */ |
| | 2034 | |
| | 2035 | /* Deal with sequence. */ |
| | 2036 | RemoveAllDeltas(&queenStatusPointer->HModelController); |
| | 2037 | |
| | 2038 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenGeneral,QGSS_FaceDeath,(ONE_FIXED),(ONE_FIXED>>2)); |
| | 2039 | |
| | 2040 | //if the queen is carrying an object , release it and reset gravity on it |
| | 2041 | |
| | 2042 | if(queenStatusPointer->QueenState == QBS_CarryingObject) |
| | 2043 | { |
| | 2044 | if(!QueenObjectList[queenStatusPointer->CurrentQueenObject]->destroyed_but_preserved) |
| | 2045 | { |
| | 2046 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->GravityOn = 1; |
| | 2047 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->OnlyCollideWithEnvironment = 0; |
| | 2048 | queenStatusPointer->CurrentQueenObject = -1; |
| | 2049 | } |
| | 2050 | } |
| | 2051 | |
| | 2052 | /* More restrained death than before... */ |
| | 2053 | { |
| | 2054 | queenStatusPointer->QueenState = QBS_Dead; |
| | 2055 | |
| | 2056 | /* stop motion */ |
| | 2057 | sbPtr->DynPtr->LinImpulse.vx += sbPtr->DynPtr->LinVelocity.vx; |
| | 2058 | sbPtr->DynPtr->LinImpulse.vy += sbPtr->DynPtr->LinVelocity.vy; |
| | 2059 | sbPtr->DynPtr->LinImpulse.vz += sbPtr->DynPtr->LinVelocity.vz; |
| | 2060 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 2061 | |
| | 2062 | sbPtr->DynPtr->IgnoreSameObjectsAsYou = 1; |
| | 2063 | /* Experiment... */ |
| | 2064 | sbPtr->DynPtr->UseStandardGravity = 1; |
| | 2065 | } |
| | 2066 | } |
| | 2067 | |
| | 2068 | void QueenIsDamaged(STRATEGYBLOCK *sbPtr, const DAMAGE_PROFILE *damage, int multiple,SECTION_DATA *Section, VECTORCH *incoming, VECTORCH *point) |
| | 2069 | { |
| | 2070 | assert(sbPtr); |
| | 2071 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 2072 | assert(queenStatusPointer); |
| | 2073 | |
| | 2074 | /* Ouch. */ |
| | 2075 | if (sbPtr->DamageBlock.Health <= 0) |
| | 2076 | { |
| | 2077 | if (queenStatusPointer->QueenState!=QBS_Dead) |
| | 2078 | KillQueen(sbPtr,damage,multiple,Section,incoming); |
| | 2079 | return; |
| | 2080 | } |
| | 2081 | |
| | 2082 | QueenSoundHurt(sbPtr); |
| | 2083 | |
| | 2084 | if(damage->ExplosivePower && incoming) |
| | 2085 | { |
| | 2086 | /* |
| | 2087 | Don't allow the queen to be stunned if she is climbing out of the airlock. |
| | 2088 | This would screw up the sequence to much. |
| | 2089 | */ |
| | 2090 | if(queenStatusPointer->current_move != QM_Climbing) |
| | 2091 | { |
| | 2092 | if(!QueenPlayingStunAnimation(&queenStatusPointer->HModelController)) |
| | 2093 | { |
| | 2094 | if(EXPLOSIONFIRE_BLAST == damage->Id) |
| | 2095 | { |
| | 2096 | //big explosion, play fall over anim |
| | 2097 | SetQueenShapeAnimSequence_Core(sbPtr,HMSQT_QueenGeneral,(int)QGSS_Explosion_Stun,-1,ONE_FIXED>>3); |
| | 2098 | queenStatusPointer->HModelController.LoopAfterTweening = 0; |
| | 2099 | queenStatusPointer->current_move = QM_Stun; |
| | 2100 | queenStatusPointer->PlayingHitDelta = 1; |
| | 2101 | QueenForceReconsider(sbPtr); |
| | 2102 | |
| | 2103 | //the queen ends in right stance |
| | 2104 | queenStatusPointer->fixed_foot = RightFoot; |
| | 2105 | } |
| | 2106 | else |
| | 2107 | { |
| | 2108 | //play a hit delta if not already doing so |
| | 2109 | if ((queenStatusPointer->hit_delta->timer == (ONE_FIXED-1)) ||!queenStatusPointer->hit_delta->timer) |
| | 2110 | { |
| | 2111 | VECTORCH dir = *incoming; |
| | 2112 | MATRIXCH WtoL = sbPtr->DynPtr->OrientMat; |
| | 2113 | |
| | 2114 | TransposeMatrixCH(&WtoL); |
| | 2115 | RotateVector(&dir,&WtoL); |
| | 2116 | |
| | 2117 | if(dir.vx > 0) |
| | 2118 | Start_Delta_Sequence(queenStatusPointer->hit_delta, (int)HMSQT_QueenRightStanceTemplate,(int)QRSTSS_RightHit,-1); |
| | 2119 | else |
| | 2120 | Start_Delta_Sequence(queenStatusPointer->hit_delta, (int)HMSQT_QueenRightStanceTemplate,(int)QRSTSS_LeftHit,-1); |
| | 2121 | |
| | 2122 | queenStatusPointer->PlayingHitDelta = 1; |
| | 2123 | QueenForceReconsider(sbPtr); |
| | 2124 | } |
| | 2125 | } |
| | 2126 | } |
| | 2127 | } |
| | 2128 | } |
| | 2129 | |
| | 2130 | if(AvP.PlayerType == I_Marine && Section) |
| | 2131 | { |
| | 2132 | //don't allow the marine to completely destroy a section |
| | 2133 | if(Section->current_damage.Health <= 0) |
| | 2134 | Section->current_damage.Health = 1; |
| | 2135 | } |
| | 2136 | } |
| | 2137 | |
| | 2138 | static void Execute_Queen_Dying(STRATEGYBLOCK *sbPtr) |
| | 2139 | { |
| | 2140 | /* Here for completeness. Queens never melt away. */ |
| | 2141 | /* |
| | 2142 | assert(sbPtr); |
| | 2143 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 2144 | assert(queenStatusPointer); |
| | 2145 | |
| | 2146 | if(!strcmp(AvP.LevelName, "hangar") |
| | 2147 | { |
| | 2148 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock; |
| | 2149 | |
| | 2150 | if (dispPtr) |
| | 2151 | { |
| | 2152 | //dispPtr->SpecialFXFlags |= SFXFLAG_MELTINGINTOGROUND; |
| | 2153 | //dispPtr->ObFlags2 = queenStatusPointer->NearStateTimer / 2; |
| | 2154 | } |
| | 2155 | } |
| | 2156 | */ |
| | 2157 | } |
| | 2158 | |
| | 2159 | void FindQueenObjects() |
| | 2160 | { |
| | 2161 | int sbIndex = 0; |
| | 2162 | NumQueenObjects = 0; |
| | 2163 | |
| | 2164 | //search through all the strategies for the throwable objects |
| | 2165 | //also look for the special airlock doors |
| | 2166 | UpperAirlockDoorSbptr = 0; |
| | 2167 | LowerAirlockDoorSbptr = 0; |
| | 2168 | LockerDoorSbptr = 0; |
| | 2169 | UpperAirlockDoorOpen = 0; |
| | 2170 | LowerAirlockDoorOpen = 0; |
| | 2171 | |
| | 2172 | while(sbIndex < NumActiveStBlocks) |
| | 2173 | { |
| | 2174 | STRATEGYBLOCK *sbPtr = ActiveStBlockList[sbIndex++]; |
| | 2175 | |
| | 2176 | if(sbPtr->name) |
| | 2177 | { |
| | 2178 | if(strstr(sbPtr->name, "QueenAmmo")) |
| | 2179 | { |
| | 2180 | if(NumQueenObjects < QUEEN_MAX_OBJECT) |
| | 2181 | { |
| | 2182 | QueenObjectList[NumQueenObjects++] = sbPtr; |
| | 2183 | assert(sbPtr->DynPtr); |
| | 2184 | sbPtr->preserve_until_end_of_level = 1; |
| | 2185 | } |
| | 2186 | } |
| | 2187 | else if(!strcmp(sbPtr->name, "a1door")) |
| | 2188 | { |
| | 2189 | UpperAirlockDoorSbptr = sbPtr; |
| | 2190 | UpperAirlockDoorStart = sbPtr->DynPtr->Position; |
| | 2191 | } |
| | 2192 | else if(!strcmp(sbPtr->name, "a3door")) |
| | 2193 | { |
| | 2194 | LowerAirlockDoorSbptr = sbPtr; |
| | 2195 | LowerAirlockDoorStart = sbPtr->DynPtr->Position; |
| | 2196 | } |
| | 2197 | else if(!strcmp(sbPtr->name, "locker door")) |
| | 2198 | { |
| | 2199 | LockerDoorSbptr = sbPtr; |
| | 2200 | sbPtr->preserve_until_end_of_level = 1; |
| | 2201 | } |
| | 2202 | } |
| | 2203 | } |
| | 2204 | } |
| | 2205 | |
| | 2206 | int CalculateTrajectory(VECTORCH* start,VECTORCH* dest,VECTORCH* velocity,int obj_speed,VECTORCH* result) |
| | 2207 | { |
| | 2208 | VECTORCH rotated_vel; |
| | 2209 | VECTORCH rotated_result; |
| | 2210 | VECTORCH normal; |
| | 2211 | |
| | 2212 | //get a normalised vector from start to destination |
| | 2213 | |
| | 2214 | normal.vx = dest->vx - start->vx; |
| | 2215 | //normal.vy = dest->vy - start->vy; |
| | 2216 | normal.vy = 0; |
| | 2217 | normal.vz = dest->vz - start->vz; |
| | 2218 | |
| | 2219 | int vertical_distance = normal.vy-1000; |
| | 2220 | |
| | 2221 | if(!normal.vx && !normal.vz) |
| | 2222 | return 0; |
| | 2223 | |
| | 2224 | int distance = Magnitude(&normal); |
| | 2225 | |
| | 2226 | Normalise(&normal); |
| | 2227 | |
| | 2228 | //apply rotation to velocity that would rotate the normal to (ONE_FIXED,0,0) |
| | 2229 | rotated_vel.vx = MUL_FIXED(velocity->vx,normal.vx)+MUL_FIXED(velocity->vz,normal.vz); |
| | 2230 | rotated_vel.vy = 0; |
| | 2231 | rotated_vel.vz = MUL_FIXED(velocity->vx,-normal.vz)+MUL_FIXED(velocity->vz,normal.vx); |
| | 2232 | |
| | 2233 | if(rotated_vel.vz >= obj_speed || -rotated_vel.vz >= obj_speed) |
| | 2234 | return 0; //no hope of hitting |
| | 2235 | |
| | 2236 | rotated_result.vz = rotated_vel.vz; |
| | 2237 | |
| | 2238 | //calculate x component using floats |
| | 2239 | { |
| | 2240 | float z =(float)rotated_result.vz; |
| | 2241 | float speed = (float)obj_speed; |
| | 2242 | |
| | 2243 | float x = sqrt(speed*speed-z*z); |
| | 2244 | |
| | 2245 | rotated_result.vx = x; |
| | 2246 | } |
| | 2247 | |
| | 2248 | int closing_speed = rotated_result.vx-rotated_vel.vx; |
| | 2249 | |
| | 2250 | if(closing_speed <= 0) |
| | 2251 | return 0; //can't hit |
| | 2252 | |
| | 2253 | int time_to_target = DIV_FIXED(distance, closing_speed); |
| | 2254 | |
| | 2255 | if(time_to_target > (3*ONE_FIXED)) |
| | 2256 | { |
| | 2257 | //take to long to hit target |
| | 2258 | return 0; |
| | 2259 | } |
| | 2260 | |
| | 2261 | //rotate result back |
| | 2262 | result->vx = MUL_FIXED(rotated_result.vx,normal.vx)+MUL_FIXED(rotated_result.vz,-normal.vz); |
| | 2263 | result->vy = 0; |
| | 2264 | result->vz = MUL_FIXED(rotated_result.vx,normal.vz)+MUL_FIXED(rotated_result.vz,normal.vx); |
| | 2265 | |
| | 2266 | //calculate required up component |
| | 2267 | //u=s/t - a*t/2 |
| | 2268 | result->vy = DIV_FIXED(vertical_distance,time_to_target)-MUL_FIXED(time_to_target,GRAVITY_STRENGTH/2); |
| | 2269 | |
| | 2270 | //we have a targeting solution. |
| | 2271 | return 1; |
| | 2272 | } |
| | 2273 | |
| | 2274 | #define AirlockMinX 33882 |
| | 2275 | #define AirlockMaxX 45542 |
| | 2276 | #define AirlockMinZ -13936 |
| | 2277 | #define AirlockMaxZ -6266 |
| | 2278 | #define AirlockCentreX ((AirlockMinX+AirlockMaxX)/2) |
| | 2279 | #define AirlockCentreZ ((AirlockMinZ+AirlockMaxZ)/2) |
| | 2280 | #define AirlockY 12000 |
| | 2281 | #define HangarFloorLevel 3950 |
| | 2282 | #define AirlockOpeningDistance 2500 |
| | 2283 | #define AirlockOffset 1000 |
| | 2284 | |
| | 2285 | void QueenCheckForAvoidAirlock(STRATEGYBLOCK *sbPtr) |
| | 2286 | { |
| | 2287 | //only need to look out for the airlock in hangar |
| | 2288 | if(!strcmp(AvP.LevelName, "hangar")) |
| | 2289 | { |
| | 2290 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 2291 | VECTORCH* qpos = &sbPtr->DynPtr->Position; |
| | 2292 | VECTORCH* tpos = &queenStatusPointer->TargetPos; |
| | 2293 | |
| | 2294 | if(!UpperAirlockDoorOpen) |
| | 2295 | return; |
| | 2296 | |
| | 2297 | if(PlayerInTrench) |
| | 2298 | return; |
| | 2299 | |
| | 2300 | if(queenStatusPointer->QueenState == QBS_ClimbingOutOfAirlock) |
| | 2301 | { |
| | 2302 | //not much point in trying to avoid airlock now! |
| | 2303 | return; |
| | 2304 | } |
| | 2305 | |
| | 2306 | if(!queenStatusPointer->BeenInAirlock) |
| | 2307 | { |
| | 2308 | //if the queen hasn't fallen in yet , then she isn't careful while |
| | 2309 | //charging at the player |
| | 2310 | if(queenStatusPointer->current_move == QM_ButtCharge) |
| | 2311 | return; |
| | 2312 | } |
| | 2313 | |
| | 2314 | if(qpos->vx > AirlockMaxX - 1000) |
| | 2315 | { |
| | 2316 | if(tpos->vx < AirlockMaxX - 1000) |
| | 2317 | { |
| | 2318 | //queen and target are on opposite sides of the max X side |
| | 2319 | //find out where the queen's path will intersect the side |
| | 2320 | |
| | 2321 | int scale = DIV_FIXED((AirlockMaxX-1000)-qpos->vx,tpos->vx-qpos->vx); |
| | 2322 | int zintercept = MUL_FIXED(tpos->vz-qpos->vz,scale)+qpos->vz; |
| | 2323 | |
| | 2324 | if(zintercept >= AirlockMinZ && zintercept <= AirlockMaxZ) |
| | 2325 | { |
| | 2326 | //printf("Airlock Max X\n"); |
| | 2327 | |
| | 2328 | //head for the corner that is closest to the current target |
| | 2329 | queenStatusPointer->TargetPos.vx = AirlockMaxX; |
| | 2330 | |
| | 2331 | if(abs(AirlockMinZ-tpos->vz) < abs(AirlockMaxZ-tpos->vz)) |
| | 2332 | queenStatusPointer->TargetPos.vz = AirlockMinZ; |
| | 2333 | else |
| | 2334 | queenStatusPointer->TargetPos.vz = AirlockMaxZ; |
| | 2335 | |
| | 2336 | queenStatusPointer->TempTarget = 1; |
| | 2337 | queenStatusPointer->TempTargetTimer = ONE_FIXED; |
| | 2338 | queenStatusPointer->TargetInfoValid = 0; |
| | 2339 | return; |
| | 2340 | } |
| | 2341 | } |
| | 2342 | } |
| | 2343 | else if(qpos->vx < AirlockMinX + 1000) |
| | 2344 | { |
| | 2345 | if(tpos->vx > AirlockMinX + 1000) |
| | 2346 | { |
| | 2347 | //queen and target are on opposite sides of the min X side |
| | 2348 | //find out where the queen's path will intersect the side |
| | 2349 | int scale = DIV_FIXED(AirlockMinX+1000-qpos->vx,tpos->vx-qpos->vx); |
| | 2350 | int zintercept = MUL_FIXED(tpos->vz-qpos->vz,scale)+qpos->vz; |
| | 2351 | |
| | 2352 | if(zintercept >= AirlockMinZ && zintercept <= AirlockMaxZ) |
| | 2353 | { |
| | 2354 | // printf("Airlock Min X\n"); |
| | 2355 | //head for the corner that is closest to the current target |
| | 2356 | queenStatusPointer->TargetPos.vx = AirlockMinX; |
| | 2357 | |
| | 2358 | if(abs(AirlockMinZ-tpos->vz) < abs(AirlockMaxZ-tpos->vz)) |
| | 2359 | queenStatusPointer->TargetPos.vz = AirlockMinZ; |
| | 2360 | else |
| | 2361 | queenStatusPointer->TargetPos.vz = AirlockMaxZ; |
| | 2362 | |
| | 2363 | queenStatusPointer->TempTarget = 1; |
| | 2364 | queenStatusPointer->TempTargetTimer = ONE_FIXED; |
| | 2365 | queenStatusPointer->TargetInfoValid = 0; |
| | 2366 | return; |
| | 2367 | } |
| | 2368 | } |
| | 2369 | } |
| | 2370 | |
| | 2371 | if(qpos->vz > AirlockMaxZ - 1000) |
| | 2372 | { |
| | 2373 | if(tpos->vz < AirlockMaxZ - 1000) |
| | 2374 | { |
| | 2375 | //queen and target are on opposite sides of the max Z side |
| | 2376 | //find out where the queen's path will intersect the side |
| | 2377 | int scale = DIV_FIXED((AirlockMaxZ-1000)-qpos->vz,tpos->vz-qpos->vz); |
| | 2378 | int xintercept = MUL_FIXED(tpos->vx-qpos->vx,scale)+qpos->vx; |
| | 2379 | |
| | 2380 | if(xintercept >= AirlockMinX && xintercept <= AirlockMaxX) |
| | 2381 | { |
| | 2382 | // printf("Airlock Max Z\n"); |
| | 2383 | //head for the corner that is closest to the current target |
| | 2384 | queenStatusPointer->TargetPos.vz = AirlockMaxZ; |
| | 2385 | |
| | 2386 | if(abs(AirlockMinX-tpos->vx) < abs(AirlockMaxX-tpos->vx)) |
| | 2387 | queenStatusPointer->TargetPos.vx = AirlockMinX; |
| | 2388 | else |
| | 2389 | queenStatusPointer->TargetPos.vx = AirlockMaxX; |
| | 2390 | |
| | 2391 | queenStatusPointer->TempTarget = 1; |
| | 2392 | queenStatusPointer->TempTargetTimer = ONE_FIXED; |
| | 2393 | queenStatusPointer->TargetInfoValid = 0; |
| | 2394 | return; |
| | 2395 | } |
| | 2396 | } |
| | 2397 | } |
| | 2398 | else if(qpos->vz < AirlockMinZ + 1000) |
| | 2399 | { |
| | 2400 | if(tpos->vz > AirlockMinZ + 1000) |
| | 2401 | { |
| | 2402 | //queen and target are on opposite sides of the min Z side |
| | 2403 | //find out where the queen's path will intersect the side |
| | 2404 | int scale = DIV_FIXED(AirlockMinZ+1000-qpos->vz,tpos->vz-qpos->vz); |
| | 2405 | int xintercept = MUL_FIXED(tpos->vx-qpos->vx,scale)+qpos->vx; |
| | 2406 | |
| | 2407 | if(xintercept >= AirlockMinX && xintercept <= AirlockMaxX) |
| | 2408 | { |
| | 2409 | // printf("Airlock Min Z\n"); |
| | 2410 | //head for the corner that is closest to the current target |
| | 2411 | queenStatusPointer->TargetPos.vz = AirlockMinZ; |
| | 2412 | |
| | 2413 | if(abs(AirlockMinX-tpos->vx) < abs(AirlockMaxX-tpos->vx)) |
| | 2414 | queenStatusPointer->TargetPos.vx = AirlockMinX; |
| | 2415 | else |
| | 2416 | queenStatusPointer->TargetPos.vx = AirlockMaxX; |
| | 2417 | |
| | 2418 | queenStatusPointer->TempTarget = 1; |
| | 2419 | queenStatusPointer->TempTargetTimer = ONE_FIXED; |
| | 2420 | queenStatusPointer->TargetInfoValid = 0; |
| | 2421 | return; |
| | 2422 | } |
| | 2423 | } |
| | 2424 | } |
| | 2425 | //printf("Airlock not in the way\n"); |
| | 2426 | } |
| | 2427 | } |
| | 2428 | |
| | 2429 | #define HangarLockerMinX 17104 |
| | 2430 | #define HangarLockerMaxX 19680 |
| | 2431 | #define HangarLockerMinZ -32700 |
| | 2432 | #define HangarLockerMaxZ -29661 |
| | 2433 | #define HangarLockerCentreZ ((HangarLockerMinZ+HangarLockerMaxZ)/2) |
| | 2434 | |
| | 2435 | int ObjectIsInAirlock(STRATEGYBLOCK* sbPtr) |
| | 2436 | { |
| | 2437 | assert(sbPtr); |
| | 2438 | assert(sbPtr->DynPtr); |
| | 2439 | |
| | 2440 | if(sbPtr->DynPtr->Position.vx > AirlockMinX && sbPtr->DynPtr->Position.vx < AirlockMaxX && |
| | 2441 | sbPtr->DynPtr->Position.vz > AirlockMinZ && sbPtr->DynPtr->Position.vz < AirlockMaxZ && |
| | 2442 | sbPtr->DynPtr->Position.vy > (HangarFloorLevel+1000)) |
| | 2443 | { |
| | 2444 | return 1; |
| | 2445 | } |
| | 2446 | |
| | 2447 | return 0; |
| | 2448 | } |
| | 2449 | |
| | 2450 | void QueenPickupTargetObject(STRATEGYBLOCK *sbPtr) |
| | 2451 | { |
| | 2452 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 2453 | |
| | 2454 | //queen must be going for an object |
| | 2455 | if(queenStatusPointer->QueenState != QBS_GoingForObject) |
| | 2456 | return; |
| | 2457 | |
| | 2458 | //disable gravity for object , while it is being carried |
| | 2459 | queenStatusPointer->QueenTargetSB->DynPtr->GravityOn = 0; |
| | 2460 | |
| | 2461 | //also stop it colliding with the queen |
| | 2462 | queenStatusPointer->QueenTargetSB->DynPtr->OnlyCollideWithEnvironment = 1; |
| | 2463 | |
| | 2464 | //change queen's state |
| | 2465 | queenStatusPointer->QueenState = QBS_CarryingObject; |
| | 2466 | queenStatusPointer->QueenStateTimer = 0; |
| | 2467 | |
| | 2468 | //now heading for the player |
| | 2469 | queenStatusPointer->QueenTargetSB = PlayerStatus.sbptr; |
| | 2470 | queenStatusPointer->TargetPos = queenStatusPointer->QueenTargetSB->DynPtr->Position; |
| | 2471 | queenStatusPointer->TargetInfoValid = 0; |
| | 2472 | queenStatusPointer->next_move = QM_Close; |
| | 2473 | } |
| | 2474 | |
| | 2475 | static int TargetIsFiringFlamethrowerAtQueen(STRATEGYBLOCK *sbPtr) |
| | 2476 | { |
| | 2477 | assert(sbPtr); |
| | 2478 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 2479 | |
| | 2480 | //only marine has flamethrower |
| | 2481 | if(AvP.PlayerType != I_Marine) |
| | 2482 | return 0; |
| | 2483 | |
| | 2484 | //queen must be heading for the player |
| | 2485 | if(queenStatusPointer->QueenTargetSB != PlayerStatus.sbptr) |
| | 2486 | return 0; |
| | 2487 | |
| | 2488 | if(queenStatusPointer->TempTarget) |
| | 2489 | return 0; |
| | 2490 | |
| | 2491 | QueenCalculateTargetInfo(sbPtr); |
| | 2492 | |
| | 2493 | if(queenStatusPointer->TargetDistance > 30000) |
| | 2494 | return 0; //queen is too far away to be harmed |
| | 2495 | |
| | 2496 | //if(queenStatusPointer->TargetDistance < 3000) return 0; //queen close enough to attack , so she may as well go ahead |
| | 2497 | |
| | 2498 | /* |
| | 2499 | if (queenStatusPointer->attack_delta->timer != (ONE_FIXED-1) && |
| | 2500 | queenStatusPointer->attack_delta->timer != 0) |
| | 2501 | { |
| | 2502 | //currently attacking |
| | 2503 | return 0; |
| | 2504 | } |
| | 2505 | */ |
| | 2506 | |
| | 2507 | /* Is the player firing a flamethrower? */ |
| | 2508 | |
| | 2509 | if (PlayerStatus.SelectedWeapon->WeaponIDNumber != WEAPON_FLAMETHROWER) |
| | 2510 | return 0; |
| | 2511 | |
| | 2512 | if (PlayerStatus.WeaponState != WEAPONSTATE_FIRING_PRIMARY) |
| | 2513 | return 0; |
| | 2514 | |
| | 2515 | //The player is firing the flamethrower. |
| | 2516 | //are the queen and player facing each other |
| | 2517 | |
| | 2518 | { |
| | 2519 | MATRIXCH WtoL = sbPtr->DynPtr->OrientMat; |
| | 2520 | VECTORCH offset; |
| | 2521 | |
| | 2522 | offset.vx = sbPtr->DynPtr->Position.vx - PlayerStatus.DisplayBlock->ObWorld.vx; |
| | 2523 | offset.vy = sbPtr->DynPtr->Position.vy - PlayerStatus.DisplayBlock->ObWorld.vy; |
| | 2524 | offset.vz = sbPtr->DynPtr->Position.vz - PlayerStatus.DisplayBlock->ObWorld.vz; |
| | 2525 | |
| | 2526 | TransposeMatrixCH(&WtoL); |
| | 2527 | RotateVector(&offset, &WtoL); |
| | 2528 | |
| | 2529 | if ( (offset.vz < 0) |
| | 2530 | && (offset.vz < offset.vx) |
| | 2531 | && (offset.vz < -offset.vx) |
| | 2532 | && (offset.vz < offset.vy) |
| | 2533 | && (offset.vz < -offset.vy) ) |
| | 2534 | { |
| | 2535 | |
| | 2536 | /* 90 horizontal, 90 vertical... continue. */ |
| | 2537 | } |
| | 2538 | else |
| | 2539 | { |
| | 2540 | return 0; |
| | 2541 | } |
| | 2542 | |
| | 2543 | /* Now test it for the other way round. */ |
| | 2544 | |
| | 2545 | WtoL = PlayerStatus.DisplayBlock->ObMat; |
| | 2546 | |
| | 2547 | offset.vx = PlayerStatus.DisplayBlock->ObWorld.vx - sbPtr->DynPtr->Position.vx; |
| | 2548 | offset.vy = PlayerStatus.DisplayBlock->ObWorld.vy - sbPtr->DynPtr->Position.vy; |
| | 2549 | offset.vz = PlayerStatus.DisplayBlock->ObWorld.vz - sbPtr->DynPtr->Position.vz; |
| | 2550 | |
| | 2551 | TransposeMatrixCH(&WtoL); |
| | 2552 | RotateVector(&offset,&WtoL); |
| | 2553 | |
| | 2554 | if ( (offset.vz < 0) |
| | 2555 | && (offset.vz < offset.vx) |
| | 2556 | && (offset.vz < -offset.vx) |
| | 2557 | && (offset.vz < offset.vy) |
| | 2558 | && (offset.vz < -offset.vy) ) |
| | 2559 | { |
| | 2560 | |
| | 2561 | /* 90 horizontal, 90 vertical... continue. */ |
| | 2562 | } |
| | 2563 | else |
| | 2564 | { |
| | 2565 | return 0; |
| | 2566 | } |
| | 2567 | } |
| | 2568 | |
| | 2569 | /* If here, then it must be true! */ |
| | 2570 | return 1; |
| | 2571 | } |
| | 2572 | |
| | 2573 | static int LockerDoorIsClosed() |
| | 2574 | { |
| | 2575 | assert(LockerDoorSbptr); |
| | 2576 | |
| | 2577 | if(LockerDoorSbptr->destroyed_but_preserved) |
| | 2578 | return 0; |
| | 2579 | |
| | 2580 | assert(LockerDoorSbptr->dataptr); |
| | 2581 | |
| | 2582 | TRACK_OBJECT_BEHAV_BLOCK* door = (TRACK_OBJECT_BEHAV_BLOCK*)LockerDoorSbptr->dataptr; |
| | 2583 | |
| | 2584 | assert(door->to_track); |
| | 2585 | |
| | 2586 | if(door->to_track->reverse && !door->to_track->playing) |
| | 2587 | return 1; |
| | 2588 | |
| | 2589 | return 0; |
| | 2590 | } |
| | 2591 | |
| | 2592 | void HandleHangarAirlock() |
| | 2593 | { |
| | 2594 | //only need to look out for the airlock in hangar |
| | 2595 | int wind_multiplier = 0; |
| | 2596 | |
| | 2597 | if(!strcmp(AvP.LevelName, "hangar")) |
| | 2598 | { |
| | 2599 | assert(UpperAirlockDoorSbptr); |
| | 2600 | assert(UpperAirlockDoorSbptr->DynPtr); |
| | 2601 | assert(LowerAirlockDoorSbptr); |
| | 2602 | assert(LowerAirlockDoorSbptr->DynPtr); |
| | 2603 | |
| | 2604 | //check to see which of the airlock doors are open |
| | 2605 | { |
| | 2606 | VECTORCH* door_pos = &UpperAirlockDoorSbptr->DynPtr->Position; |
| | 2607 | int upper_open_amount = 0; |
| | 2608 | int lower_open_amount = 0; |
| | 2609 | |
| | 2610 | if(door_pos->vz == UpperAirlockDoorStart.vz) |
| | 2611 | { |
| | 2612 | UpperAirlockDoorOpen = 0; |
| | 2613 | } |
| | 2614 | else |
| | 2615 | { |
| | 2616 | UpperAirlockDoorOpen = 1; |
| | 2617 | upper_open_amount = DIV_FIXED(door_pos->vz-UpperAirlockDoorStart.vz,AirlockOpeningDistance); |
| | 2618 | } |
| | 2619 | |
| | 2620 | door_pos = &LowerAirlockDoorSbptr->DynPtr->Position; |
| | 2621 | |
| | 2622 | if(door_pos->vz == LowerAirlockDoorStart.vz) |
| | 2623 | { |
| | 2624 | LowerAirlockDoorOpen = 0; |
| | 2625 | } |
| | 2626 | else |
| | 2627 | { |
| | 2628 | LowerAirlockDoorOpen = 1; |
| | 2629 | lower_open_amount = DIV_FIXED(door_pos->vz-LowerAirlockDoorStart.vz,AirlockOpeningDistance); |
| | 2630 | } |
| | 2631 | |
| | 2632 | wind_multiplier = MUL_FIXED(upper_open_amount,lower_open_amount); |
| | 2633 | |
| | 2634 | if(wind_multiplier < 0) |
| | 2635 | wind_multiplier = -wind_multiplier; |
| | 2636 | |
| | 2637 | //get a multiplier for the wind strength , based on how far the two pairs of doors are open |
| | 2638 | if(wind_multiplier > ONE_FIXED) |
| | 2639 | wind_multiplier = ONE_FIXED; |
| | 2640 | |
| | 2641 | if(wind_multiplier >= ONE_FIXED) |
| | 2642 | AirlockTimeOpen += NormalFrameTime; |
| | 2643 | else |
| | 2644 | AirlockTimeOpen = 0; |
| | 2645 | } |
| | 2646 | |
| | 2647 | if(LowerAirlockDoorOpen && UpperAirlockDoorOpen) |
| | 2648 | { |
| | 2649 | extern int NumActiveBlocks; |
| | 2650 | |
| | 2651 | int i = NumActiveBlocks; |
| | 2652 | extern DISPLAYBLOCK *ActiveBlockList[]; |
| | 2653 | |
| | 2654 | printf("Wind strength %d\n",wind_multiplier); |
| | 2655 | |
| | 2656 | for(i=0; i < NumActiveBlocks; i++) |
| | 2657 | { |
| | 2658 | STRATEGYBLOCK *sbPtr = ActiveBlockList[i]->ObStrategyBlock; |
| | 2659 | |
| | 2660 | if(sbPtr && sbPtr->DynPtr && !sbPtr->DynPtr->IsStatic) |
| | 2661 | { |
| | 2662 | VECTORCH* pos = &sbPtr->DynPtr->Position; |
| | 2663 | VECTORCH* cur_impulse = &sbPtr->DynPtr->LinImpulse; |
| | 2664 | VECTORCH impulse; |
| | 2665 | int above_airlock = 0; |
| | 2666 | static const DAMAGE_PROFILE vacuum_damage = {0,0,0,0,20,0,0,0,0,0,0,AMMO_NONE}; |
| | 2667 | |
| | 2668 | if(pos->vx > HangarLockerMinX && pos->vx < HangarLockerMaxX && pos->vz > HangarLockerMinZ &&
pos->vz < HangarLockerMaxZ) |
| | 2669 | { |
| | 2670 | if(LockerDoorIsClosed()) |
| | 2671 | continue; |
| | 2672 | } |
| | 2673 | |
| | 2674 | if(pos->vy > 20000) |
| | 2675 | { |
| | 2676 | //outside , so damage this object |
| | 2677 | if(sbPtr->type == I_BehaviourQueenAlien) |
| | 2678 | //the queen has loads of health , so need to damage her quicker |
| | 2679 | CauseDamageToObject(sbPtr, &vacuum_damage, NormalFrameTime*30, NULL); |
| | 2680 | else |
| | 2681 | CauseDamageToObject(sbPtr, &vacuum_damage, NormalFrameTime, NULL); |
| | 2682 | |
| | 2683 | if(pos->vy > 21000) |
| | 2684 | { |
| | 2685 | //turn off gravity |
| | 2686 | sbPtr->DynPtr->GravityOn = 0; |
| | 2687 | } |
| | 2688 | continue; |
| | 2689 | } |
| | 2690 | else if(AirlockTimeOpen > 10*ONE_FIXED) |
| | 2691 | { |
| | 2692 | /* |
| | 2693 | After 10 seconds start doing damage to objects even if they aren't outside yet. |
| | 2694 | Scale damage so it increases linearly until 30 seconds have passed |
| | 2695 | */ |
| | 2696 | |
| | 2697 | AirlockTimeOpen = max(AirlockTimeOpen, 30*ONE_FIXED); |
| | 2698 | int multiplier=MUL_FIXED(NormalFrameTime, (AirlockTimeOpen-10*ONE_FIXED)/20); |
| | 2699 | |
| | 2700 | CauseDamageToObject(sbPtr, &vacuum_damage, multiplier, NULL); |
| | 2701 | } |
| | 2702 | |
| | 2703 | if(pos->vx > AirlockMinX && pos->vx < AirlockMaxX && pos->vz > AirlockMinZ && pos->vz <
AirlockMaxZ) |
| | 2704 | above_airlock = 1; |
| | 2705 | |
| | 2706 | impulse.vx = AirlockCentreX-pos->vx; |
| | 2707 | impulse.vy = 0; |
| | 2708 | impulse.vz = AirlockCentreZ-pos->vz; |
| | 2709 | |
| | 2710 | if(!above_airlock && impulse.vx < 0) |
| | 2711 | { |
| | 2712 | if(impulse.vz*2 > impulse.vx && impulse.vz*2 < -impulse.vx) |
| | 2713 | { |
| | 2714 | if(impulse.vz > 0) |
| | 2715 | impulse.vz -= 12000; |
| | 2716 | else |
| | 2717 | impulse.vz += 12000; |
| | 2718 | } |
| | 2719 | } |
| | 2720 | |
| | 2721 | Normalise(&impulse); |
| | 2722 | |
| | 2723 | impulse.vx /= 2; |
| | 2724 | |
| | 2725 | if(above_airlock) |
| | 2726 | impulse.vy = 30000; |
| | 2727 | else |
| | 2728 | impulse.vy = 0; |
| | 2729 | |
| | 2730 | impulse.vz /= 2; |
| | 2731 | |
| | 2732 | if(wind_multiplier < ONE_FIXED) |
| | 2733 | { |
| | 2734 | impulse.vx = MUL_FIXED(impulse.vx,wind_multiplier); |
| | 2735 | impulse.vy = MUL_FIXED(impulse.vy,wind_multiplier); |
| | 2736 | impulse.vz = MUL_FIXED(impulse.vz,wind_multiplier); |
| | 2737 | } |
| | 2738 | |
| | 2739 | if(impulse.vx > 0) |
| | 2740 | { |
| | 2741 | if(impulse.vx > cur_impulse->vx) |
| | 2742 | { |
| | 2743 | cur_impulse->vx += MUL_FIXED(impulse.vx,NormalFrameTime); |
| | 2744 | cur_impulse->vx = min(cur_impulse->vx,impulse.vx); |
| | 2745 | } |
| | 2746 | } |
| | 2747 | else |
| | 2748 | { |
| | 2749 | if(impulse.vx < cur_impulse->vx) |
| | 2750 | { |
| | 2751 | cur_impulse->vx += MUL_FIXED(impulse.vx,NormalFrameTime); |
| | 2752 | cur_impulse->vx = max(cur_impulse->vx,impulse.vx); |
| | 2753 | } |
| | 2754 | } |
| | 2755 | |
| | 2756 | if(impulse.vy > 0) |
| | 2757 | { |
| | 2758 | if(impulse.vy > cur_impulse->vy) |
| | 2759 | { |
| | 2760 | cur_impulse->vy += MUL_FIXED(impulse.vy,NormalFrameTime); |
| | 2761 | cur_impulse->vy = min(cur_impulse->vy,impulse.vy); |
| | 2762 | } |
| | 2763 | } |
| | 2764 | else |
| | 2765 | { |
| | 2766 | if(impulse.vy < cur_impulse->vy) |
| | 2767 | { |
| | 2768 | cur_impulse->vy += MUL_FIXED(impulse.vy,NormalFrameTime); |
| | 2769 | cur_impulse->vy = max(cur_impulse->vy,impulse.vy); |
| | 2770 | } |
| | 2771 | } |
| | 2772 | |
| | 2773 | if(impulse.vz > 0) |
| | 2774 | { |
| | 2775 | if(impulse.vz > cur_impulse->vz) |
| | 2776 | { |
| | 2777 | cur_impulse->vz += MUL_FIXED(impulse.vz,NormalFrameTime); |
| | 2778 | cur_impulse->vz = min(cur_impulse->vz,impulse.vz); |
| | 2779 | } |
| | 2780 | } |
| | 2781 | else |
| | 2782 | { |
| | 2783 | if(impulse.vz < cur_impulse->vz) |
| | 2784 | { |
| | 2785 | cur_impulse->vz += MUL_FIXED(impulse.vz,NormalFrameTime); |
| | 2786 | cur_impulse->vz = max(cur_impulse->vz,impulse.vz); |
| | 2787 | } |
| | 2788 | } |
| | 2789 | |
| | 2790 | if((pos->vy + ActiveBlockList[i]->extent.max_y) > 3950 && !above_airlock) |
| | 2791 | { |
| | 2792 | if(sbPtr->DynPtr->UseStandardGravity) |
| | 2793 | cur_impulse->vy -= MUL_FIXED(MUL_FIXED(GRAVITY_STRENGTH+5000,NormalFrameTime),wind_multiplier); |
| | 2794 | else |
| | 2795 | cur_impulse->vy -= MUL_FIXED(MUL_FIXED(5000,NormalFrameTime),wind_multiplier); |
| | 2796 | } |
| | 2797 | } |
| | 2798 | } |
| | 2799 | } |
| | 2800 | } |
| | 2801 | } |
| | 2802 | |
| | 2803 | void QueenBehaviour(STRATEGYBLOCK *sbPtr) |
| | 2804 | { |
| | 2805 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 2806 | QUEEN_STATUS_BLOCK *queenStatusPointer = (QUEEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 2807 | int JumpDesired = 0; |
| | 2808 | int ConsiderJumping = 0; |
| | 2809 | int DistanceToPlayer; |
| | 2810 | |
| | 2811 | if(NumQueenObjects == -1) |
| | 2812 | { |
| | 2813 | //first frame... |
| | 2814 | //find all objects that the queen can chuck |
| | 2815 | FindQueenObjects(); |
| | 2816 | queenStatusPointer->CurrentQueenObject = -1; |
| | 2817 | //get the queens hand section |
| | 2818 | queenStatusPointer->QueenRightHand = GetThisSectionData(queenStatusPointer->HModelController.section_data,"rrrr fing"); |
| | 2819 | assert(queenStatusPointer->QueenRightHand); |
| | 2820 | } |
| | 2821 | |
| | 2822 | if(!queenStatusPointer->QueenActivated) |
| | 2823 | { |
| | 2824 | //is the queen in a visible module? |
| | 2825 | assert(sbPtr->containingModule); |
| | 2826 | |
| | 2827 | if(ModuleCurrVisArray[sbPtr->containingModule->m_index] > 1) |
| | 2828 | queenStatusPointer->QueenActivated = 1; |
| | 2829 | else |
| | 2830 | return; |
| | 2831 | } |
| | 2832 | |
| | 2833 | HandleHangarAirlock(); |
| | 2834 | |
| | 2835 | if(queenStatusPointer->QueenState == QBS_Dead) |
| | 2836 | { |
| | 2837 | //check for victory on marine level. |
| | 2838 | if(!strcmp(AvP.LevelName, "hangar")) |
| | 2839 | { |
| | 2840 | //is the player in the locker ('hangar') |
| | 2841 | if(PlayerStatus.DisplayBlock->ObWorld.vx > HangarLockerMinX && PlayerStatus.DisplayBlock->ObWorld.vx < HangarLockerMaxX
&& |
| | 2842 | PlayerStatus.DisplayBlock->ObWorld.vz > HangarLockerMinZ && PlayerStatus.DisplayBlock->ObWorld.vz < HangarLockerMaxZ) |
| | 2843 | PlayerInLocker = 1; |
| | 2844 | else |
| | 2845 | PlayerInLocker = 0; |
| | 2846 | |
| | 2847 | //In the marine level the player can only win if he is inside the locker room area ,and |
| | 2848 | //the locker door is shut |
| | 2849 | |
| | 2850 | if((PlayerInLocker && LockerDoorIsClosed()) || !(LowerAirlockDoorOpen && UpperAirlockDoorOpen)) |
| | 2851 | { |
| | 2852 | AvP.LevelCompleted = 1; |
| | 2853 | AvP.MainLoopRunning = 0; |
| | 2854 | } |
| | 2855 | } |
| | 2856 | |
| | 2857 | Execute_Queen_Dying(sbPtr); |
| | 2858 | return; |
| | 2859 | } |
| | 2860 | |
| | 2861 | /*----------------------------------** |
| | 2862 | ** Check state of delta animations ** |
| | 2863 | **----------------------------------*/ |
| | 2864 | |
| | 2865 | if(queenStatusPointer->PlayingHitDelta) |
| | 2866 | { |
| | 2867 | //check to see if the queen is still stunned from an explosion |
| | 2868 | |
| | 2869 | if (!QueenPlayingStunAnimation(&queenStatusPointer->HModelController) && DeltaAnimation_IsFinished(queenStatusPointer->hit_delta)) |
| | 2870 | { |
| | 2871 | queenStatusPointer->hit_delta->timer = 0; |
| | 2872 | queenStatusPointer->PlayingHitDelta = 0; |
| | 2873 | queenStatusPointer->current_move = QM_Close; |
| | 2874 | queenStatusPointer->next_move = QM_Standby; |
| | 2875 | queenStatusPointer->moveTimer = 0; |
| | 2876 | } |
| | 2877 | } |
| | 2878 | |
| | 2879 | if(DeltaAnimation_IsFinished(queenStatusPointer->attack_delta)) |
| | 2880 | { |
| | 2881 | queenStatusPointer->attack_delta->timer = 0; |
| | 2882 | } |
| | 2883 | |
| | 2884 | queenStatusPointer->TargetInfoValid = 0; |
| | 2885 | |
| | 2886 | if(queenStatusPointer->CurrentQueenObject != -1) |
| | 2887 | { |
| | 2888 | if(QueenObjectList[queenStatusPointer->CurrentQueenObject]->destroyed_but_preserved) |
| | 2889 | { |
| | 2890 | //the object that the queen was going for has been destroyed |
| | 2891 | queenStatusPointer->CurrentQueenObject = -1; |
| | 2892 | queenStatusPointer->QueenState = QBS_Reconsider; |
| | 2893 | } |
| | 2894 | } |
| | 2895 | |
| | 2896 | if (sbPtr->DisplayBlock == NULL) |
| | 2897 | return; /* No far behaviour. */ |
| | 2898 | |
| | 2899 | if(!dynPtr->IsInContactWithFloor && queenStatusPointer->current_move != QM_Jump && queenStatusPointer->current_move != QM_Climbing) |
| | 2900 | { |
| | 2901 | //if queen is not on the ground , and not currently jumping switch to standby |
| | 2902 | queenStatusPointer->current_move = QM_Standby; |
| | 2903 | } |
| | 2904 | |
| | 2905 | if(dynPtr->IsInContactWithFloor) |
| | 2906 | { |
| | 2907 | if(!strcmp(AvP.LevelName, "hangar")) |
| | 2908 | { |
| | 2909 | //is the player in the trench |
| | 2910 | if((dynPtr->Position.vy + 1500) < PlayerStatus.DisplayBlock->ObWorld.vy) |
| | 2911 | { |
| | 2912 | PlayerInTrench = 1; |
| | 2913 | if(queenStatusPointer->QueenState != QBS_Engagement) |
| | 2914 | QueenForceReconsider(sbPtr); |
| | 2915 | } |
| | 2916 | else |
| | 2917 | { |
| | 2918 | PlayerInTrench = 0; |
| | 2919 | } |
| | 2920 | |
| | 2921 | //is the player in the locker ('hangar') |
| | 2922 | if(PlayerStatus.DisplayBlock->ObWorld.vx > HangarLockerMinX && PlayerStatus.DisplayBlock->ObWorld.vx < HangarLockerMaxX
&& |
| | 2923 | PlayerStatus.DisplayBlock->ObWorld.vz > HangarLockerMinZ && PlayerStatus.DisplayBlock->ObWorld.vz < HangarLockerMaxZ) |
| | 2924 | PlayerInLocker = 1; |
| | 2925 | else |
| | 2926 | PlayerInLocker = 0; |
| | 2927 | |
| | 2928 | //is the queen in the airlock? |
| | 2929 | if(UpperAirlockDoorOpen && !LowerAirlockDoorOpen) |
| | 2930 | { |
| | 2931 | //has the queen fallen into the airlock |
| | 2932 | if(ObjectIsInAirlock(sbPtr) && !ObjectIsInAirlock(PlayerStatus.sbptr) && queenStatusPointer->QueenState !=
QBS_ClimbingOutOfAirlock) |
| | 2933 | QueenForceReconsider(sbPtr); |
| | 2934 | } |
| | 2935 | } |
| | 2936 | } |
| | 2937 | |
| | 2938 | queenStatusPointer->QueenStateTimer += NormalFrameTime; |
| | 2939 | |
| | 2940 | { |
| | 2941 | VECTORCH pos = PlayerStatus.DisplayBlock->ObWorld; |
| | 2942 | |
| | 2943 | pos.vx -= dynPtr->Position.vx; |
| | 2944 | pos.vy -= dynPtr->Position.vy; |
| | 2945 | pos.vz -= dynPtr->Position.vz; |
| | 2946 | |
| | 2947 | DistanceToPlayer = Approximate3dMagnitude(&pos); |
| | 2948 | } |
| | 2949 | |
| | 2950 | /*-------------------------------------------------------** |
| | 2951 | ** Check collision reports , and check for need to jump ** |
| | 2952 | **-------------------------------------------------------*/ |
| | 2953 | |
| | 2954 | { |
| | 2955 | int ignore_obstacles = 0; |
| | 2956 | |
| | 2957 | if(queenStatusPointer->LastVelocity.vx || queenStatusPointer->LastVelocity.vz || queenStatusPointer->current_move == QM_Climbing) |
| | 2958 | { |
| | 2959 | /* Now, smash stuff. */ |
| | 2960 | |
| | 2961 | COLLISIONREPORT *nextReport = dynPtr->CollisionReportPtr; |
| | 2962 | |
| | 2963 | while(nextReport) |
| | 2964 | { |
| | 2965 | int normalDotWithVelocity; |
| | 2966 | int ConsiderJumpingForThisObject = 0; |
| | 2967 | |
| | 2968 | { |
| | 2969 | VECTORCH normVelocity = sbPtr->DynPtr->LinVelocity; |
| | 2970 | normVelocity.vy = 0; |
| | 2971 | Normalise(&normVelocity); |
| | 2972 | normalDotWithVelocity = DotProduct(&(nextReport->ObstacleNormal),&(normVelocity)); |
| | 2973 | } |
| | 2974 | |
| | 2975 | if(normalDotWithVelocity < -20000)//is the object in the way |
| | 2976 | { |
| | 2977 | if(nextReport->ObstacleNormal.vy < 20000 && nextReport->ObstacleNormal.vy > -20000) |
| | 2978 | { |
| | 2979 | //obstacle is reasonably vertical , may need to jump |
| | 2980 | ConsiderJumpingForThisObject = 1; |
| | 2981 | } |
| | 2982 | |
| | 2983 | if (nextReport->ObstacleSBPtr) |
| | 2984 | { |
| | 2985 | if(nextReport->ObstacleSBPtr->type == I_BehaviourInanimateObject) |
| | 2986 | { |
| | 2987 | if(!nextReport->ObstacleSBPtr->DamageBlock.Indestructable) |
| | 2988 | { |
| | 2989 | INANIMATEOBJECT_STATUSBLOCK* objectstatusptr = nextReport->ObstacleSBPtr->dataptr; |
| | 2990 | |
| | 2991 | if(objectstatusptr) |
| | 2992 | { |
| | 2993 | int i=0; |
| | 2994 | int AllowedToDestroy = 1; |
| | 2995 | //is this one of the queen's objects? |
| | 2996 | |
| | 2997 | for(;i < NumQueenObjects; i++) |
| | 2998 | { |
| | 2999 | if(QueenObjectList[i] == nextReport->ObstacleSBPtr) |
| | 3000 | AllowedToDestroy = 0; |
| | 3001 | } |
| | 3002 | |
| | 3003 | if(AllowedToDestroy) |
| | 3004 | { |
| | 3005 | /* aha: an object which the queen can destroy... */ |
| | 3006 | CauseDamageToObject(nextReport->ObstacleSBPtr,&TemplateAmmo[AMMO_NPC_PAQ_CLAW].MaxDamage, ONE_FIXED,NULL); |
| | 3007 | //no need to jump over this |
| | 3008 | ConsiderJumpingForThisObject = 0; |
| | 3009 | } |
| | 3010 | } |
| | 3011 | } |
| | 3012 | } |
| | 3013 | else if(nextReport->ObstacleSBPtr->type == I_BehaviourTrackObject) |
| | 3014 | { |
| | 3015 | /* aha: an object which the queen can destroy... */ |
| | 3016 | CauseDamageToObject(nextReport->ObstacleSBPtr,&TemplateAmmo[AMMO_NPC_PAQ_CLAW].MaxDamage, ONE_FIXED,NULL); |
| | 3017 | //no need to jump over this |
| | 3018 | ConsiderJumpingForThisObject = 0; |
| | 3019 | } |
| | 3020 | else |
| | 3021 | { |
| | 3022 | ConsiderJumpingForThisObject = 0; |
| | 3023 | } |
| | 3024 | |
| | 3025 | if(queenStatusPointer->QueenState == QBS_GoingForObject) |
| | 3026 | { |
| | 3027 | //is this the object that the queen was heading for? |
| | 3028 | if(nextReport->ObstacleSBPtr == queenStatusPointer->QueenTargetSB) |
| | 3029 | { |
| | 3030 | QueenPickupTargetObject(sbPtr); |
| | 3031 | |
| | 3032 | //no need to jump over this |
| | 3033 | ConsiderJumpingForThisObject = 0; |
| | 3034 | } |
| | 3035 | } |
| | 3036 | else if(queenStatusPointer->QueenState == QBS_CarryingObject) |
| | 3037 | { |
| | 3038 | //if the queen is colliding with the object she is carrying , ignore it |
| | 3039 | |
| | 3040 | if(QueenObjectList[queenStatusPointer->CurrentQueenObject] == nextReport->ObstacleSBPtr) |
| | 3041 | { |
| | 3042 | //no need to jump over this |
| | 3043 | ConsiderJumpingForThisObject = 0; |
| | 3044 | } |
| | 3045 | } |
| | 3046 | |
| | 3047 | if(nextReport->ObstacleSBPtr == PlayerStatus.sbptr) |
| | 3048 | { |
| | 3049 | ConsiderJumpingForThisObject = 0; |
| | 3050 | |
| | 3051 | //have we connected with a butt attack |
| | 3052 | if(queenStatusPointer->current_move == QM_ButtCharge) |
| | 3053 | { |
| | 3054 | queenStatusPointer->current_move = QM_ButtAttack; |
| | 3055 | queenStatusPointer->next_move = QM_Standby; |
| | 3056 | queenStatusPointer->moveTimer = 0; |
| | 3057 | |
| | 3058 | { |
| | 3059 | //knock the player back |
| | 3060 | VECTORCH* player_impulse; |
| | 3061 | player_impulse = &PlayerStatus.sbptr->DynPtr->LinImpulse; |
| | 3062 | player_impulse->vx += dynPtr->OrientMat.mat31/4; |
| | 3063 | player_impulse->vy -= 6000; |
| | 3064 | player_impulse->vz += dynPtr->OrientMat.mat33/4; |
| | 3065 | } |
| | 3066 | |
| | 3067 | static const DAMAGE_PROFILE queen_butt = {40,0,0,0,0,0,0,0,0,0,0,AMMO_NONE}; |
| | 3068 | CauseDamageToObject(PlayerStatus.sbptr, &queen_butt, ONE_FIXED,NULL); |
| | 3069 | } |
| | 3070 | else if(queenStatusPointer->current_move == QM_Climbing) |
| | 3071 | { |
| | 3072 | //need to push he player out of the way |
| | 3073 | PlayerStatus.sbptr->DynPtr->LinImpulse.vx = min(PlayerStatus.sbptr->DynPtr->LinImpulse.vx, -3000); |
| | 3074 | } |
| | 3075 | else if(queenStatusPointer->QueenState != QBS_Engagement && queenStatusPointer->QueenState != QBS_CarryingObject) |
| | 3076 | { |
| | 3077 | QueenForceReconsider(sbPtr); |
| | 3078 | } |
| | 3079 | } |
| | 3080 | } |
| | 3081 | |
| | 3082 | /*Queen climbing out of the airlock?*/ |
| | 3083 | if(queenStatusPointer->QueenState == QBS_ClimbingOutOfAirlock && queenStatusPointer->current_move != QM_Climbing) |
| | 3084 | { |
| | 3085 | QueenCalculateTargetInfo(sbPtr); |
| | 3086 | |
| | 3087 | if((dynPtr->Position.vx-AirlockMinX) < 2800) |
| | 3088 | { |
| | 3089 | //queen has hit the end wall , so start climbing |
| | 3090 | queenStatusPointer->current_move = QM_Climbing; |
| | 3091 | queenStatusPointer->moveTimer = 0; |
| | 3092 | } |
| | 3093 | } |
| | 3094 | } |
| | 3095 | |
| | 3096 | if(ConsiderJumpingForThisObject) |
| | 3097 | ConsiderJumping = 1; |
| | 3098 | |
| | 3099 | nextReport = nextReport->NextCollisionReportPtr; |
| | 3100 | } |
| | 3101 | } |
| | 3102 | |
| | 3103 | //if the queen is approaching the player in the locker |
| | 3104 | //ignore obstacles to allow the quuen to get to the player |
| | 3105 | |
| | 3106 | if(PlayerInLocker && !queenStatusPointer->TempTarget && queenStatusPointer->QueenTargetSB == PlayerStatus.sbptr) |
| | 3107 | { |
| | 3108 | QueenCalculateTargetInfo(sbPtr); |
| | 3109 | |
| | 3110 | if(queenStatusPointer->TargetDistance < 12000) |
| | 3111 | ignore_obstacles = 1; |
| | 3112 | } |
| | 3113 | |
| | 3114 | /*If the queen is trying to get out of the airlock , then we don't want to deviate because of walls getting in the way*/ |
| | 3115 | |
| | 3116 | if(queenStatusPointer->QueenState == QBS_ClimbingOutOfAirlock) |
| | 3117 | ignore_obstacles = 1; |
| | 3118 | |
| | 3119 | //check for nearby obstacles , and decide whether to jump. |
| | 3120 | if(!ignore_obstacles) |
| | 3121 | { |
| | 3122 | VECTORCH direction; |
| | 3123 | VECTORCH position = sbPtr->DisplayBlock->ObWorld; |
| | 3124 | |
| | 3125 | QueenCalculateTargetInfo(sbPtr); |
| | 3126 | |
| | 3127 | direction.vx = dynPtr->OrientMat.mat31; |
| | 3128 | direction.vy = 0; |
| | 3129 | direction.vz = dynPtr->OrientMat.mat33; |
| | 3130 | Normalise(&direction); |
| | 3131 | |
| | 3132 | //only bother to think of jumping if the queen is facing her target |
| | 3133 | |
| | 3134 | if(queenStatusPointer->TargetDirection.vz > (queenStatusPointer->TargetDirection.vx*2) && |
| | 3135 | queenStatusPointer->TargetDirection.vz > -(queenStatusPointer->TargetDirection.vx*2)) |
| | 3136 | { |
| | 3137 | //do several line of sight tests one metre above ground , in front of queen. |
| | 3138 | //if there is nothing near by , then queen should be able to jump over |
| | 3139 | |
| | 3140 | position.vy -= 1000; |
| | 3141 | |
| | 3142 | FindPolygonInLineOfSight(&queenStatusPointer->VectToTarget, &position, sbPtr->DisplayBlock); |
| | 3143 | int centre_dist = LOS_Lambda; |
| | 3144 | VECTORCH centre_point = LOS_Point; |
| | 3145 | |
| | 3146 | if(LOS_ObjectHitPtr && LOS_ObjectHitPtr->ObStrategyBlock) |
| | 3147 | { |
| | 3148 | switch(LOS_ObjectHitPtr->ObStrategyBlock->type) |
| | 3149 | { |
| | 3150 | case I_BehaviourInanimateObject: |
| | 3151 | case I_BehaviourTrackObject: |
| | 3152 | case I_BehaviourMarinePlayer: |
| | 3153 | case I_BehaviourPredatorPlayer: |
| | 3154 | //not an obstacle |
| | 3155 | centre_dist = 1000000; |
| | 3156 | default: |
| | 3157 | break; |
| | 3158 | } |
| | 3159 | } |
| | 3160 | |
| | 3161 | //check on the right |
| | 3162 | position.vx += dynPtr->OrientMat.mat11/32; |
| | 3163 | position.vy += dynPtr->OrientMat.mat12/32; |
| | 3164 | position.vz += dynPtr->OrientMat.mat13/32; |
| | 3165 | |
| | 3166 | FindPolygonInLineOfSight(&queenStatusPointer->VectToTarget, &position, sbPtr->DisplayBlock); |
| | 3167 | int right_dist = LOS_Lambda; |
| | 3168 | VECTORCH right_point = LOS_Point; |
| | 3169 | |
| | 3170 | if(LOS_ObjectHitPtr && LOS_ObjectHitPtr->ObStrategyBlock) |
| | 3171 | { |
| | 3172 | switch(LOS_ObjectHitPtr->ObStrategyBlock->type) |
| | 3173 | { |
| | 3174 | case I_BehaviourInanimateObject: |
| | 3175 | case I_BehaviourTrackObject: |
| | 3176 | case I_BehaviourMarinePlayer: |
| | 3177 | case I_BehaviourPredatorPlayer: |
| | 3178 | //not an obstacle |
| | 3179 | right_dist = 1000000; |
| | 3180 | default: |
| | 3181 | break; |
| | 3182 | } |
| | 3183 | } |
| | 3184 | |
| | 3185 | //check on the left |
| | 3186 | position.vx -= dynPtr->OrientMat.mat11/16; |
| | 3187 | position.vy -= dynPtr->OrientMat.mat12/16; |
| | 3188 | position.vz -= dynPtr->OrientMat.mat13/16; |
| | 3189 | |
| | 3190 | FindPolygonInLineOfSight(&queenStatusPointer->VectToTarget, &position, sbPtr->DisplayBlock); |
| | 3191 | int left_dist = LOS_Lambda; |
| | 3192 | VECTORCH left_point = LOS_Point; |
| | 3193 | |
| | 3194 | if(LOS_ObjectHitPtr && LOS_ObjectHitPtr->ObStrategyBlock) |
| | 3195 | { |
| | 3196 | switch(LOS_ObjectHitPtr->ObStrategyBlock->type) |
| | 3197 | { |
| | 3198 | case I_BehaviourInanimateObject: |
| | 3199 | case I_BehaviourTrackObject: |
| | 3200 | case I_BehaviourMarinePlayer: |
| | 3201 | case I_BehaviourPredatorPlayer: |
| | 3202 | //not an obstacle |
| | 3203 | left_dist = 1000000; |
| | 3204 | default: |
| | 3205 | break; |
| | 3206 | } |
| | 3207 | } |
| | 3208 | |
| | 3209 | int distance = (queenStatusPointer->TargetDistance > 10000) ? 10000 : queenStatusPointer->TargetDistance; |
| | 3210 | |
| | 3211 | if(right_dist < distance || centre_dist < distance || left_dist < distance) |
| | 3212 | { |
| | 3213 | if(centre_dist < left_dist && centre_dist < right_dist) |
| | 3214 | { |
| | 3215 | queenStatusPointer->TargetPos = centre_point; |
| | 3216 | } |
| | 3217 | else if(right_dist < left_dist) |
| | 3218 | { |
| | 3219 | queenStatusPointer->TargetPos = right_point; |
| | 3220 | } |
| | 3221 | else |
| | 3222 | { |
| | 3223 | queenStatusPointer->TargetPos = left_point; |
| | 3224 | } |
| | 3225 | /* |
| | 3226 | if(right_dist < left_dist) |
| | 3227 | { |
| | 3228 | queenStatusPointer->TargetPos.vx -= dynPtr->OrientMat.mat11/8; |
| | 3229 | queenStatusPointer->TargetPos.vz -= dynPtr->OrientMat.mat13/8; |
| | 3230 | } |
| | 3231 | else |
| | 3232 | { |
| | 3233 | queenStatusPointer->TargetPos.vx += dynPtr->OrientMat.mat11/8; |
| | 3234 | queenStatusPointer->TargetPos.vz += dynPtr->OrientMat.mat13/8; |
| | 3235 | } |
| | 3236 | |
| | 3237 | queenStatusPointer->TempTarget = 1; |
| | 3238 | queenStatusPointer->TempTargetTimer = 6*ONE_FIXED; |
| | 3239 | queenStatusPointer->TargetInfoValid = 0; |
| | 3240 | */ |
| | 3241 | } |
| | 3242 | else if(ConsiderJumping) |
| | 3243 | { |
| | 3244 | JumpDesired = 1; |
| | 3245 | } |
| | 3246 | } |
| | 3247 | } |
| | 3248 | } |
| | 3249 | |
| | 3250 | if(queenStatusPointer->QueenState == QBS_GoingForObject) |
| | 3251 | { |
| | 3252 | //if the queen is close enought to the object she is going for |
| | 3253 | //pick it up even without a collision |
| | 3254 | QueenCalculateTargetInfo(sbPtr); |
| | 3255 | |
| | 3256 | if(queenStatusPointer->TargetDistance < 1000) |
| | 3257 | QueenPickupTargetObject(sbPtr); |
| | 3258 | } |
| | 3259 | |
| | 3260 | /*---------------------------------------------------** |
| | 3261 | ** consider if queen should change her current plan ** |
| | 3262 | **---------------------------------------------------*/ |
| | 3263 | |
| | 3264 | switch(queenStatusPointer->QueenState) |
| | 3265 | { |
| | 3266 | case QBS_Reconsider: |
| | 3267 | { |
| | 3268 | //find closest object that is on the ground |
| | 3269 | int closest = -1; |
| | 3270 | int DistanceToObject = 1000000000; |
| | 3271 | int i; |
| | 3272 | |
| | 3273 | //printf("Queen Reconsider\n"); |
| | 3274 | if(queenStatusPointer->PlayingHitDelta) |
| | 3275 | break; |
| | 3276 | |
| | 3277 | if(UpperAirlockDoorOpen && !LowerAirlockDoorOpen) |
| | 3278 | { |
| | 3279 | //has the queen fallen into the airlock |
| | 3280 | if(ObjectIsInAirlock(sbPtr)) |
| | 3281 | { |
| | 3282 | //the queen is in the airlock |
| | 3283 | if(ObjectIsInAirlock(PlayerStatus.sbptr)) |
| | 3284 | { |
| | 3285 | //player is in the airlock with the queen |
| | 3286 | //splat him |
| | 3287 | queenStatusPointer->QueenState = QBS_Engagement; |
| | 3288 | queenStatusPointer->QueenTargetSB = PlayerStatus.sbptr; |
| | 3289 | queenStatusPointer->TargetPos = queenStatusPointer->QueenTargetSB->DynPtr->Position; |
| | 3290 | } |
| | 3291 | else |
| | 3292 | { |
| | 3293 | //go into get out of airlock mode in that case |
| | 3294 | queenStatusPointer->QueenState = QBS_ClimbingOutOfAirlock; |
| | 3295 | queenStatusPointer->TempTarget = 1; |
| | 3296 | queenStatusPointer->TempTargetTimer = 50*ONE_FIXED; |
| | 3297 | queenStatusPointer->TargetPos.vx = AirlockMinX-6000; |
| | 3298 | queenStatusPointer->TargetPos.vz = AirlockCentreZ; |
| | 3299 | queenStatusPointer->BeenInAirlock = 1; |
| | 3300 | } |
| | 3301 | queenStatusPointer->QueenStateTimer = 0; |
| | 3302 | queenStatusPointer->TargetInfoValid = 0; |
| | 3303 | break; |
| | 3304 | } |
| | 3305 | } |
| | 3306 | |
| | 3307 | for(i=0; i < NumQueenObjects;i++) |
| | 3308 | { |
| | 3309 | if(!QueenObjectList[i]->destroyed_but_preserved) |
| | 3310 | { |
| | 3311 | if(QueenObjectList[i]->DynPtr->IsInContactWithFloor) |
| | 3312 | { |
| | 3313 | VECTORCH pos = QueenObjectList[i]->DynPtr->Position; |
| | 3314 | |
| | 3315 | pos.vx -= dynPtr->Position.vx; |
| | 3316 | pos.vy -= dynPtr->Position.vy; |
| | 3317 | pos.vz -= dynPtr->Position.vz; |
| | 3318 | |
| | 3319 | if(!strcmp(AvP.LevelName, "hangar")) |
| | 3320 | { |
| | 3321 | //In battle , the objects near the egg sack are hard for the queen to get to. |
| | 3322 | //So best ignore them. |
| | 3323 | if(QueenObjectList[i]->DynPtr->Position.vz > 0) |
| | 3324 | continue; |
| | 3325 | } |
| | 3326 | |
| | 3327 | //if the y distance is more than 1500 , the object is probably inaccesible |
| | 3328 | if(pos.vy <= 1500) |
| | 3329 | { |
| | 3330 | int dist = Approximate3dMagnitude(&pos); |
| | 3331 | |
| | 3332 | if(dist < DistanceToObject) |
| | 3333 | { |
| | 3334 | DistanceToObject = dist; |
| | 3335 | closest = i; |
| | 3336 | } |
| | 3337 | } |
| | 3338 | } |
| | 3339 | } |
| | 3340 | } |
| | 3341 | |
| | 3342 | { |
| | 3343 | int player_value = MUL_FIXED(FastRandom() & 0xffff, DistanceToPlayer / queenStatusPointer->QueenPlayerBias); |
| | 3344 | int object_value = MUL_FIXED(FastRandom() & 0xffff, DistanceToObject / queenStatusPointer->QueenObjectBias); |
| | 3345 | |
| | 3346 | if(object_value < player_value && closest != -1 && !PlayerInTrench) |
| | 3347 | { |
| | 3348 | //go for the object |
| | 3349 | queenStatusPointer->QueenState = QBS_GoingForObject; |
| | 3350 | queenStatusPointer->CurrentQueenObject = closest; |
| | 3351 | queenStatusPointer->QueenTargetSB = QueenObjectList[queenStatusPointer->CurrentQueenObject]; |
| | 3352 | |
| | 3353 | if(!strcmp(AvP.LevelName, "hangar")) |
| | 3354 | { |
| | 3355 | queenStatusPointer->QueenPlayerBias++; |
| | 3356 | } |
| | 3357 | else |
| | 3358 | { |
| | 3359 | //int he predator version , make it more likely for the queen to go after the player |
| | 3360 | queenStatusPointer->QueenPlayerBias += 3; |
| | 3361 | } |
| | 3362 | |
| | 3363 | queenStatusPointer->QueenObjectBias--; |
| | 3364 | |
| | 3365 | if(!queenStatusPointer->QueenObjectBias) |
| | 3366 | queenStatusPointer->QueenObjectBias = 1; |
| | 3367 | } |
| | 3368 | else |
| | 3369 | { |
| | 3370 | //go for the player |
| | 3371 | queenStatusPointer->QueenState = QBS_Engagement; |
| | 3372 | queenStatusPointer->CurrentQueenObject = -1; |
| | 3373 | queenStatusPointer->QueenTargetSB = PlayerStatus.sbptr; |
| | 3374 | queenStatusPointer->QueenObjectBias++; |
| | 3375 | queenStatusPointer->QueenPlayerBias--; |
| | 3376 | |
| | 3377 | if(!queenStatusPointer->QueenPlayerBias) |
| | 3378 | queenStatusPointer->QueenPlayerBias = 1; |
| | 3379 | } |
| | 3380 | |
| | 3381 | queenStatusPointer->TargetPos = queenStatusPointer->QueenTargetSB->DynPtr->Position; |
| | 3382 | queenStatusPointer->QueenStateTimer = 0; |
| | 3383 | queenStatusPointer->TargetInfoValid = 0; |
| | 3384 | } |
| | 3385 | } |
| | 3386 | break; |
| | 3387 | case QBS_Engagement: |
| | 3388 | { |
| | 3389 | if(queenStatusPointer->QueenStateTimer > 10*ONE_FIXED && DistanceToPlayer > 4000) |
| | 3390 | { |
| | 3391 | queenStatusPointer->QueenState = QBS_Reconsider; |
| | 3392 | queenStatusPointer->QueenStateTimer = 0; |
| | 3393 | } |
| | 3394 | } |
| | 3395 | //printf("Queen Engagement\n"); |
| | 3396 | break; |
| | 3397 | case QBS_GoingForObject: |
| | 3398 | { |
| | 3399 | if(queenStatusPointer->QueenStateTimer > 15*ONE_FIXED) |
| | 3400 | QueenForceReconsider(sbPtr); |
| | 3401 | } |
| | 3402 | //printf("Queen Going for object\n"); |
| | 3403 | break; |
| | 3404 | case QBS_CarryingObject : |
| | 3405 | { |
| | 3406 | if(queenStatusPointer->QueenStateTimer > 15*ONE_FIXED) |
| | 3407 | QueenForceReconsider(sbPtr); |
| | 3408 | } |
| | 3409 | //printf("Queen Carrying object\n"); |
| | 3410 | break; |
| | 3411 | case QBS_ClimbingOutOfAirlock : |
| | 3412 | printf("Queen climbing out of airlock\n"); |
| | 3413 | break; |
| | 3414 | default: ; |
| | 3415 | } |
| | 3416 | //printf("Queen Bias - Object %d Player %d\n", queenStatusPointer->QueenObjectBias, queenStatusPointer->QueenPlayerBias); |
| | 3417 | //printf("Queen Health %d\n",sbPtr->DamageBlock.Health>>16); |
| | 3418 | |
| | 3419 | /*--------------------** |
| | 3420 | ** Can queen attack? ** |
| | 3421 | **--------------------*/ |
| | 3422 | |
| | 3423 | //queen must be in engagement mode , and not avoiding stuff |
| | 3424 | if(!queenStatusPointer->TempTarget && queenStatusPointer->QueenState == QBS_Engagement) |
| | 3425 | { |
| | 3426 | //player must be close enough and in front 90 degree arc |
| | 3427 | QueenCalculateTargetInfo(sbPtr); |
| | 3428 | |
| | 3429 | if (queenStatusPointer->TargetDistance < 4000 || |
| | 3430 | (queenStatusPointer->TargetDistance < 8000 && queenStatusPointer->TargetRelSpeed < 1000)) |
| | 3431 | { |
| | 3432 | switch(queenStatusPointer->current_move) |
| | 3433 | { |
| | 3434 | case QM_Standby: |
| | 3435 | case QM_Close: |
| | 3436 | case QM_Charge: |
| | 3437 | { |
| | 3438 | |
| | 3439 | if(queenStatusPointer->TargetDirection.vz > queenStatusPointer->TargetDirection.vx && |
| | 3440 | queenStatusPointer->TargetDirection.vz > -queenStatusPointer->TargetDirection.vx) |
| | 3441 | { |
| | 3442 | int x = queenStatusPointer->TargetDirection.vx; |
| | 3443 | x += (FastRandom() % 80000); |
| | 3444 | x -= 40000; |
| | 3445 | |
| | 3446 | if (x > 0) |
| | 3447 | { |
| | 3448 | if(PlayerInTrench) |
| | 3449 | Queen_Do_Swipe(sbPtr,Queen_Swipe_Right_Low); |
| | 3450 | else |
| | 3451 | Queen_Do_Swipe(sbPtr,Queen_Swipe_Right); |
| | 3452 | } |
| | 3453 | else |
| | 3454 | { |
| | 3455 | if(PlayerInTrench) |
| | 3456 | Queen_Do_Swipe(sbPtr,Queen_Swipe_Left_Low); |
| | 3457 | else |
| | 3458 | Queen_Do_Swipe(sbPtr,Queen_Swipe_Left); |
| | 3459 | } |
| | 3460 | } |
| | 3461 | } |
| | 3462 | default: |
| | 3463 | break; |
| | 3464 | } |
| | 3465 | } |
| | 3466 | } |
| | 3467 | |
| | 3468 | /*------------------------------------------** |
| | 3469 | ** Decide if new movement state is required ** |
| | 3470 | **------------------------------------------*/ |
| | 3471 | |
| | 3472 | if(queenStatusPointer->QueenState == QBS_CarryingObject) |
| | 3473 | { |
| | 3474 | //Queen is lining up to throw object |
| | 3475 | QueenCalculateTargetInfo(sbPtr); |
| | 3476 | |
| | 3477 | if(queenStatusPointer->TargetDirection.vz > (queenStatusPointer->TargetDirection.vx*2) && |
| | 3478 | queenStatusPointer->TargetDirection.vz > -(queenStatusPointer->TargetDirection.vx*2) && !queenStatusPointer->TempTarget) |
| | 3479 | { |
| | 3480 | //Time to throw object at player. |
| | 3481 | VECTORCH impulse; |
| | 3482 | |
| | 3483 | if(CalculateTrajectory(&QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->Position, |
| | 3484 | &PlayerStatus.sbptr->DynPtr->Position, |
| | 3485 | &PlayerStatus.sbptr->DynPtr->LinVelocity, |
| | 3486 | QUEEN_THROWN_OBJECT_SPEED, |
| | 3487 | &impulse)) |
| | 3488 | { |
| | 3489 | //give the object an impulse ,and reinstate gravity |
| | 3490 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->LinImpulse = impulse; |
| | 3491 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->GravityOn = 1; |
| | 3492 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->OnlyCollideWithEnvironment = 0; |
| | 3493 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->OrientMat = IdentityMatrix; |
| | 3494 | //queen will need to choose a new objective |
| | 3495 | queenStatusPointer->QueenState = QBS_Reconsider; |
| | 3496 | queenStatusPointer->QueenTargetSB = PlayerStatus.sbptr; |
| | 3497 | queenStatusPointer->TargetInfoValid = 0; |
| | 3498 | } |
| | 3499 | else |
| | 3500 | { |
| | 3501 | //continue heading for target |
| | 3502 | if(queenStatusPointer->current_move == QM_Standby) |
| | 3503 | queenStatusPointer->next_move = QM_Close; |
| | 3504 | } |
| | 3505 | } |
| | 3506 | else |
| | 3507 | { |
| | 3508 | //Queen needs to turn some more |
| | 3509 | if(queenStatusPointer->current_move == QM_Standby) |
| | 3510 | queenStatusPointer->next_move=QM_Close; |
| | 3511 | } |
| | 3512 | } |
| | 3513 | //if in standby , need to choose a move |
| | 3514 | else if(queenStatusPointer->current_move == QM_Standby && queenStatusPointer->QueenState != QBS_Reconsider) |
| | 3515 | { |
| | 3516 | QueenCalculateTargetInfo(sbPtr); |
| | 3517 | //queen is heading towards object , or player |
| | 3518 | |
| | 3519 | if(((queenStatusPointer->TargetDistance > 8000)||(queenStatusPointer->TargetDistance > 2000 && queenStatusPointer->TargetRelSpeed
> QUEEN_CLOSE_SPEED)) && |
| | 3520 | queenStatusPointer->TargetDirection.vz > queenStatusPointer->TargetDirection.vx && |
| | 3521 | queenStatusPointer->TargetDirection.vz > -queenStatusPointer->TargetDirection.vx) |
| | 3522 | { |
| | 3523 | queenStatusPointer->next_move = QM_Charge; |
| | 3524 | if(queenStatusPointer->QueenTargetSB == PlayerStatus.sbptr) |
| | 3525 | { |
| | 3526 | //going for player. possibility of butting player |
| | 3527 | //Nb. queen can't actually colide with player , if the player is in the locker area |
| | 3528 | |
| | 3529 | if((FastRandom()&0xffff) < (ONE_FIXED/2) && !PlayerInLocker) |
| | 3530 | queenStatusPointer->next_move = QM_ButtCharge; |
| | 3531 | } |
| | 3532 | |
| | 3533 | if(PlayerInTrench) |
| | 3534 | queenStatusPointer->next_move = QM_ComeToPoint; |
| | 3535 | } |
| | 3536 | else if (queenStatusPointer->TargetDistance > 3000 || queenStatusPointer->TargetRelSpeed > 0) |
| | 3537 | { |
| | 3538 | if(queenStatusPointer->QueenTargetSB == PlayerStatus.sbptr && !queenStatusPointer->TempTarget) |
| | 3539 | queenStatusPointer->next_move = QM_Close; |
| | 3540 | else |
| | 3541 | queenStatusPointer->next_move = QM_ComeToPoint; |
| | 3542 | } |
| | 3543 | else |
| | 3544 | { |
| | 3545 | if(queenStatusPointer->QueenState != QBS_ClimbingOutOfAirlock) |
| | 3546 | { |
| | 3547 | if(queenStatusPointer->TempTarget) |
| | 3548 | { |
| | 3549 | queenStatusPointer->TempTarget = 0; |
| | 3550 | queenStatusPointer->TargetInfoValid = 0; |
| | 3551 | } |
| | 3552 | } |
| | 3553 | |
| | 3554 | if(queenStatusPointer->QueenState == QBS_GoingForObject) |
| | 3555 | { |
| | 3556 | //have to keep going until queen hits object |
| | 3557 | queenStatusPointer->next_move = QM_Close; |
| | 3558 | } |
| | 3559 | else |
| | 3560 | { |
| | 3561 | //queen right next to target now , so wait |
| | 3562 | queenStatusPointer->next_move = QM_Standby; |
| | 3563 | //assuming queen is facing her target , that is. |
| | 3564 | |
| | 3565 | if(queenStatusPointer->TargetDirection.vz < queenStatusPointer->TargetDirection.vx*2 || |
| | 3566 | queenStatusPointer->TargetDirection.vz < -queenStatusPointer->TargetDirection.vx*2) |
| | 3567 | { |
| | 3568 | //queen isn't facing target , so she needs to continue closing after all |
| | 3569 | queenStatusPointer->next_move = QM_Close; |
| | 3570 | } |
| | 3571 | } |
| | 3572 | } |
| | 3573 | } |
| | 3574 | //printf("Queen target distance %d\n",queenStatusPointer->TargetDistance); |
| | 3575 | //printf("Queen target position %d : %d :
%d\n",queenStatusPointer->TargetPos.vx,queenStatusPointer->TargetPos.vy,queenStatusPointer->TargetPos.vz); |
| | 3576 | |
| | 3577 | QueenCheckForAvoidAirlock(sbPtr); |
| | 3578 | |
| | 3579 | if(queenStatusPointer->TempTarget) |
| | 3580 | { |
| | 3581 | QueenCalculateTargetInfo(sbPtr); |
| | 3582 | |
| | 3583 | if(queenStatusPointer->TargetDistance < 4000) |
| | 3584 | { |
| | 3585 | queenStatusPointer->TempTarget = 0; |
| | 3586 | queenStatusPointer->TargetInfoValid = 0; |
| | 3587 | } |
| | 3588 | |
| | 3589 | queenStatusPointer->TempTargetTimer -= NormalFrameTime; |
| | 3590 | |
| | 3591 | if(queenStatusPointer->TempTargetTimer < 0) |
| | 3592 | { |
| | 3593 | queenStatusPointer->TempTarget = 0; |
| | 3594 | queenStatusPointer->TargetInfoValid = 0; |
| | 3595 | } |
| | 3596 | } |
| | 3597 | |
| | 3598 | /*-------------------------------------------------------------------** |
| | 3599 | ** check for redirecting the queen , if the player is in the locker ** |
| | 3600 | **-------------------------------------------------------------------*/ |
| | 3601 | |
| | 3602 | if(!queenStatusPointer->TempTarget && queenStatusPointer->QueenTargetSB == PlayerStatus.sbptr && PlayerInLocker) |
| | 3603 | { |
| | 3604 | //is the queen in line with the locker area? |
| | 3605 | if((dynPtr->Position.vz-HangarLockerMaxZ)*2 > dynPtr->Position.vx-HangarLockerMaxX || |
| | 3606 | (HangarLockerMinZ-dynPtr->Position.vz)*2 > dynPtr->Position.vx-HangarLockerMaxX) |
| | 3607 | { |
| | 3608 | //nope |
| | 3609 | queenStatusPointer->TempTarget = 1; |
| | 3610 | queenStatusPointer->TempTargetTimer = 2*ONE_FIXED; |
| | 3611 | queenStatusPointer->TargetInfoValid = 0; |
| | 3612 | |
| | 3613 | //move the queen so that she is lined up with the locker |
| | 3614 | queenStatusPointer->TargetPos.vx = dynPtr->Position.vx; |
| | 3615 | queenStatusPointer->TargetPos.vy = dynPtr->Position.vy; |
| | 3616 | queenStatusPointer->TargetPos.vz = HangarLockerCentreZ; |
| | 3617 | } |
| | 3618 | } |
| | 3619 | |
| | 3620 | if(queenStatusPointer->QueenTauntTimer > 0) |
| | 3621 | { |
| | 3622 | queenStatusPointer->QueenTauntTimer -= NormalFrameTime; |
| | 3623 | |
| | 3624 | if(queenStatusPointer->QueenTargetSB == PlayerStatus.sbptr && DistanceToPlayer > 10000) |
| | 3625 | { |
| | 3626 | QueenCalculateTargetInfo(sbPtr); |
| | 3627 | |
| | 3628 | if(queenStatusPointer->TargetDirection.vz > queenStatusPointer->TargetDirection.vx && |
| | 3629 | queenStatusPointer->TargetDirection.vz > -queenStatusPointer->TargetDirection.vx) |
| | 3630 | { |
| | 3631 | queenStatusPointer->QueenTauntTimer = 0; |
| | 3632 | //Queen has recently hit player , and is facing player time to taunt |
| | 3633 | queenStatusPointer->next_move = QM_Taunt; |
| | 3634 | } |
| | 3635 | } |
| | 3636 | } |
| | 3637 | |
| | 3638 | /*-------------------------------** |
| | 3639 | ** Flamethrower avoidance stuff ** |
| | 3640 | **-------------------------------*/ |
| | 3641 | |
| | 3642 | //only if queen is trying to attack the player in close combat |
| | 3643 | if(queenStatusPointer->QueenState == QBS_Engagement) |
| | 3644 | { |
| | 3645 | if(queenStatusPointer->QueenFireTimer > QueenMinimumFireTime) |
| | 3646 | { |
| | 3647 | /*stop and hiss for a bit*/ |
| | 3648 | switch(queenStatusPointer->current_move) |
| | 3649 | { |
| | 3650 | case QM_Standby: |
| | 3651 | case QM_ComeToPoint: |
| | 3652 | case QM_ButtCharge: |
| | 3653 | case QM_Charge: |
| | 3654 | case QM_Close: |
| | 3655 | queenStatusPointer->current_move = QM_Hiss; |
| | 3656 | queenStatusPointer->moveTimer = 0; |
| | 3657 | default: |
| | 3658 | break; |
| | 3659 | } |
| | 3660 | } |
| | 3661 | else if(!queenStatusPointer->QueenFireTimer) |
| | 3662 | { |
| | 3663 | if(queenStatusPointer->next_move == QM_Hiss) |
| | 3664 | queenStatusPointer->next_move = QM_Standby; |
| | 3665 | |
| | 3666 | if(queenStatusPointer->current_move == QM_Hiss) |
| | 3667 | { |
| | 3668 | queenStatusPointer->moveTimer = 0; |
| | 3669 | queenStatusPointer->current_move = queenStatusPointer->next_move; |
| | 3670 | queenStatusPointer->next_move = QM_Standby; |
| | 3671 | } |
| | 3672 | } |
| | 3673 | |
| | 3674 | //update the timer |
| | 3675 | if(TargetIsFiringFlamethrowerAtQueen(sbPtr)) |
| | 3676 | { |
| | 3677 | queenStatusPointer->QueenFireTimer+=NormalFrameTime; |
| | 3678 | |
| | 3679 | if(queenStatusPointer->QueenFireTimer > 2*ONE_FIXED) |
| | 3680 | queenStatusPointer->QueenFireTimer = 2*ONE_FIXED; |
| | 3681 | } |
| | 3682 | else |
| | 3683 | { |
| | 3684 | queenStatusPointer->QueenFireTimer -= NormalFrameTime; |
| | 3685 | |
| | 3686 | if(queenStatusPointer->QueenFireTimer < 0) |
| | 3687 | queenStatusPointer->QueenFireTimer = 0; |
| | 3688 | } |
| | 3689 | } |
| | 3690 | else |
| | 3691 | { |
| | 3692 | //make sure queen isn't hissing |
| | 3693 | if(queenStatusPointer->next_move == QM_Hiss) |
| | 3694 | queenStatusPointer->next_move = QM_Standby; |
| | 3695 | |
| | 3696 | if(queenStatusPointer->current_move == QM_Hiss) |
| | 3697 | { |
| | 3698 | queenStatusPointer->moveTimer = 0; |
| | 3699 | queenStatusPointer->current_move = queenStatusPointer->next_move; |
| | 3700 | queenStatusPointer->next_move = QM_Standby; |
| | 3701 | } |
| | 3702 | |
| | 3703 | queenStatusPointer->QueenFireTimer = 0; |
| | 3704 | } |
| | 3705 | |
| | 3706 | if(!queenStatusPointer->TempTarget) |
| | 3707 | { |
| | 3708 | //update target location |
| | 3709 | queenStatusPointer->TargetPos = queenStatusPointer->QueenTargetSB->DynPtr->Position; |
| | 3710 | } |
| | 3711 | |
| | 3712 | /*---------------------------** |
| | 3713 | ** Handle Queeen's movement ** |
| | 3714 | **---------------------------*/ |
| | 3715 | |
| | 3716 | dynPtr->Displacement.vx = dynPtr->Displacement.vy = dynPtr->Displacement.vz = 0; |
| | 3717 | |
| | 3718 | if (queenStatusPointer->QueenState != QBS_Dead) |
| | 3719 | { |
| | 3720 | switch (queenStatusPointer->current_move) |
| | 3721 | { |
| | 3722 | case QM_Standby: |
| | 3723 | { |
| | 3724 | //printf("Queen State: Standby\n"); |
| | 3725 | |
| | 3726 | if (queenStatusPointer->next_move == QM_Standby || queenStatusPointer->PlayingHitDelta) |
| | 3727 | { |
| | 3728 | /* Do not much. */ |
| | 3729 | QueenMove_Standby(sbPtr); |
| | 3730 | } |
| | 3731 | else |
| | 3732 | { |
| | 3733 | queenStatusPointer->current_move = queenStatusPointer->next_move; |
| | 3734 | queenStatusPointer->next_move = QM_Standby; |
| | 3735 | queenStatusPointer->moveTimer = 0; |
| | 3736 | } |
| | 3737 | |
| | 3738 | } |
| | 3739 | break; |
| | 3740 | case QM_Stun: |
| | 3741 | { |
| | 3742 | //printf("Queen State: Stunned\n"); |
| | 3743 | //don't do anything |
| | 3744 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 3745 | } |
| | 3746 | break; |
| | 3747 | case QM_StepForward: |
| | 3748 | { |
| | 3749 | //printf("Queen State: Step Forward\n"); |
| | 3750 | /* Move function. */ |
| | 3751 | // QueenMove_StepForward(sbPtr); |
| | 3752 | } |
| | 3753 | break; |
| | 3754 | case QM_StepBack: |
| | 3755 | { |
| | 3756 | //printf("Queen State: Step Back\n"); |
| | 3757 | /* Move function. */ |
| | 3758 | QueenMove_StepBack(sbPtr); |
| | 3759 | } |
| | 3760 | break; |
| | 3761 | case QM_TurnLeft: |
| | 3762 | { |
| | 3763 | //printf("Queen State: Turn Left\n"); |
| | 3764 | /* Move function. */ |
| | 3765 | } |
| | 3766 | break; |
| | 3767 | case QM_TurnRight: |
| | 3768 | { |
| | 3769 | //printf("Queen State: Turn Right\n"); |
| | 3770 | /* Move function. */ |
| | 3771 | } |
| | 3772 | break; |
| | 3773 | case QM_ComeToPoint: |
| | 3774 | { |
| | 3775 | //printf("Queen State: Come To Point\n"); |
| | 3776 | /* Move function. */ |
| | 3777 | |
| | 3778 | if(JumpDesired) |
| | 3779 | { |
| | 3780 | printf("Jumping\n"); |
| | 3781 | sbPtr->DynPtr->LinImpulse.vy -= 10000; |
| | 3782 | queenStatusPointer->next_move = QM_Standby; |
| | 3783 | queenStatusPointer->current_move = QM_Jump; |
| | 3784 | } |
| | 3785 | else |
| | 3786 | { |
| | 3787 | QueenMove_Walk(sbPtr); |
| | 3788 | } |
| | 3789 | |
| | 3790 | } |
| | 3791 | break; |
| | 3792 | case QM_Taunt: |
| | 3793 | { |
| | 3794 | //printf("Queen State: Taunt\n"); |
| | 3795 | /* Move function. */ |
| | 3796 | QueenMove_Taunt(sbPtr); |
| | 3797 | } |
| | 3798 | break; |
| | 3799 | case QM_Hiss: |
| | 3800 | { |
| | 3801 | //printf("Queen State: Hiss\n"); |
| | 3802 | /* Move function. */ |
| | 3803 | QueenMove_Hiss(sbPtr); |
| | 3804 | } |
| | 3805 | break; |
| | 3806 | case QM_LeftSwipe: |
| | 3807 | { |
| | 3808 | //printf("Queen State: Left Swipe\n"); |
| | 3809 | // QueenMove_LeftSwipe(sbPtr); |
| | 3810 | } |
| | 3811 | break; |
| | 3812 | case QM_RightSwipe: |
| | 3813 | { |
| | 3814 | //printf("Queen State: Right Swipe\n"); |
| | 3815 | // QueenMove_RightSwipe(sbPtr); |
| | 3816 | } |
| | 3817 | break; |
| | 3818 | case QM_ButtAttack: |
| | 3819 | { |
| | 3820 | //printf("Queen State: Butt attack\n"); |
| | 3821 | QueenMove_ButtAttack(sbPtr); |
| | 3822 | } |
| | 3823 | break; |
| | 3824 | case QM_Charge: |
| | 3825 | { |
| | 3826 | //printf("Queen State: Charging\n"); |
| | 3827 | /* Move function. */ |
| | 3828 | |
| | 3829 | if(JumpDesired) |
| | 3830 | { |
| | 3831 | //printf("Jumping\n"); |
| | 3832 | sbPtr->DynPtr->LinImpulse.vy-=10000; |
| | 3833 | queenStatusPointer->next_move=QM_Standby; |
| | 3834 | queenStatusPointer->current_move=QM_Jump; |
| | 3835 | } |
| | 3836 | else |
| | 3837 | { |
| | 3838 | QueenMove_Charge(sbPtr); |
| | 3839 | } |
| | 3840 | |
| | 3841 | } |
| | 3842 | break; |
| | 3843 | case QM_Close: |
| | 3844 | { |
| | 3845 | //printf("Queen State: Closing\n"); |
| | 3846 | /* Move function. */ |
| | 3847 | |
| | 3848 | if(JumpDesired) |
| | 3849 | { |
| | 3850 | printf("Jumping\n"); |
| | 3851 | sbPtr->DynPtr->LinImpulse.vy -= 10000; |
| | 3852 | queenStatusPointer->next_move = QM_Standby; |
| | 3853 | queenStatusPointer->current_move = QM_Jump; |
| | 3854 | } |
| | 3855 | else |
| | 3856 | { |
| | 3857 | QueenMove_Close(sbPtr); |
| | 3858 | } |
| | 3859 | } |
| | 3860 | break; |
| | 3861 | case QM_ButtCharge: |
| | 3862 | { |
| | 3863 | //printf("Queen State: Butt charging\n"); |
| | 3864 | /* Move function. */ |
| | 3865 | |
| | 3866 | if(JumpDesired) |
| | 3867 | { |
| | 3868 | printf("Jumping\n"); |
| | 3869 | sbPtr->DynPtr->LinImpulse.vy -= 10000; |
| | 3870 | queenStatusPointer->next_move = QM_Standby; |
| | 3871 | queenStatusPointer->current_move = QM_Jump; |
| | 3872 | } |
| | 3873 | else |
| | 3874 | { |
| | 3875 | QueenMove_ButtCharge(sbPtr); |
| | 3876 | } |
| | 3877 | } |
| | 3878 | break; |
| | 3879 | case QM_Jump: |
| | 3880 | { |
| | 3881 | //printf("Queen State: Jumping\n"); |
| | 3882 | //stay in jump mode until queen hits the floor again |
| | 3883 | |
| | 3884 | if(!dynPtr->IsInContactWithFloor) |
| | 3885 | { |
| | 3886 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->OrientMat.mat31/10; |
| | 3887 | sbPtr->DynPtr->LinVelocity.vy = 0; |
| | 3888 | sbPtr->DynPtr->LinVelocity.vz = sbPtr->DynPtr->OrientMat.mat33/10; |
| | 3889 | } |
| | 3890 | else |
| | 3891 | { |
| | 3892 | queenStatusPointer->current_move = queenStatusPointer->next_move; |
| | 3893 | queenStatusPointer->next_move = QM_Standby; |
| | 3894 | queenStatusPointer->moveTimer = 0; |
| | 3895 | } |
| | 3896 | } |
| | 3897 | break; |
| | 3898 | case QM_Climbing: |
| | 3899 | { |
| | 3900 | //printf("Queen State: Climbing\n"); |
| | 3901 | sbPtr->DynPtr->LinVelocity.vx = 0; |
| | 3902 | sbPtr->DynPtr->LinVelocity.vy = 0; |
| | 3903 | sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 3904 | QueenMove_Climb(sbPtr); |
| | 3905 | } |
| | 3906 | break; |
| | 3907 | default: |
| | 3908 | { |
| | 3909 | assert(0); |
| | 3910 | return; |
| | 3911 | } |
| | 3912 | } |
| | 3913 | |
| | 3914 | HModel_Regen(&queenStatusPointer->HModelController,(20*ONE_FIXED)); |
| | 3915 | } |
| | 3916 | |
| | 3917 | queenStatusPointer->LastVelocity = dynPtr->LinVelocity; |
| | 3918 | |
| | 3919 | /*----------------------------------** |
| | 3920 | ** Update object queen is carrying ** |
| | 3921 | **----------------------------------*/ |
| | 3922 | |
| | 3923 | if(queenStatusPointer->QueenState == QBS_CarryingObject) |
| | 3924 | { |
| | 3925 | ProveHModel(sbPtr->DisplayBlock->HModelControlBlock,sbPtr->DisplayBlock); |
| | 3926 | |
| | 3927 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->Position = queenStatusPointer->QueenRightHand->World_Offset; |
| | 3928 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->PrevPosition = queenStatusPointer->QueenRightHand->World_Offset; |
| | 3929 | QueenObjectList[queenStatusPointer->CurrentQueenObject]->DynPtr->OrientMat = queenStatusPointer->QueenRightHand->SecMat; |
| | 3930 | } |
| | 3931 | |
| | 3932 | sbPtr->DamageBlock.IsOnFire = 0; |
| | 3933 | /* That would be silly. */ |
| | 3934 | |
| | 3935 | /*----------------------------------------------------------------------------------------** |
| | 3936 | ** Monitor the queen's objects , and check for any high speed collisions with the player ** |
| | 3937 | **----------------------------------------------------------------------------------------*/ |
| | 3938 | { |
| | 3939 | int i=0; |
| | 3940 | for(; i < NumQueenObjects; i++) |
| | 3941 | { |
| | 3942 | if(!QueenObjectList[i]->destroyed_but_preserved) |
| | 3943 | { |
| | 3944 | int doneBounceNoise = 0; |
| | 3945 | COLLISIONREPORT *nextReport = QueenObjectList[i]->DynPtr->CollisionReportPtr; |
| | 3946 | |
| | 3947 | while(nextReport) |
| | 3948 | { |
| | 3949 | int impulse = Approximate3dMagnitude(&QueenObjectList[i]->DynPtr->LinImpulse); |
| | 3950 | |
| | 3951 | if(impulse > 10000) |
| | 3952 | { |
| | 3953 | //object hit something while moving quickly , so play a bounce sound |
| | 3954 | if(!doneBounceNoise) |
| | 3955 | { |
| | 3956 | ThrownObjectBounceNoise(i,&nextReport->ObstaclePoint); |
| | 3957 | doneBounceNoise = 1; |
| | 3958 | } |
| | 3959 | |
| | 3960 | if(nextReport->ObstacleSBPtr) |
| | 3961 | { |
| | 3962 | if(nextReport->ObstacleSBPtr == PlayerStatus.sbptr || |
| | 3963 | nextReport->ObstacleSBPtr->type == I_BehaviourInanimateObject || |
| | 3964 | (nextReport->ObstacleSBPtr->name && !strcmp(nextReport->ObstacleSBPtr->name, "locker door"))) |
| | 3965 | { |
| | 3966 | //object has hit the player at speed. |
| | 3967 | |
| | 3968 | DAMAGE_PROFILE impact_damage = {0,0,0,0,0,0,0,0,0,0,0,AMMO_NONE}; |
| | 3969 | VECTORCH direction; |
| | 3970 | VECTORCH hit_object_direction; |
| | 3971 | int dotproduct; |
| | 3972 | |
| | 3973 | //adjust the object's position so it is ear the player |
| | 3974 | //back in the direction that it came from |
| | 3975 | |
| | 3976 | direction = QueenObjectList[i]->DynPtr->Position; |
| | 3977 | |
| | 3978 | direction.vx -= QueenObjectList[i]->DynPtr->PrevPosition.vx; |
| | 3979 | direction.vy -= QueenObjectList[i]->DynPtr->PrevPosition.vy; |
| | 3980 | direction.vz -= QueenObjectList[i]->DynPtr->PrevPosition.vz; |
| | 3981 | |
| | 3982 | if(direction.vx || direction.vy || direction.vz) |
| | 3983 | Normalise(&direction); |
| | 3984 | |
| | 3985 | hit_object_direction.vx = nextReport->ObstacleSBPtr->DynPtr->Position.vx -
nextReport->ObstacleSBPtr->DynPtr->PrevPosition.vx; |
| | 3986 | hit_object_direction.vy = nextReport->ObstacleSBPtr->DynPtr->Position.vy -
nextReport->ObstacleSBPtr->DynPtr->PrevPosition.vy; |
| | 3987 | hit_object_direction.vz = nextReport->ObstacleSBPtr->DynPtr->Position.vz -
nextReport->ObstacleSBPtr->DynPtr->PrevPosition.vz; |
| | 3988 | |
| | 3989 | if(hit_object_direction.vx || hit_object_direction.vy || hit_object_direction.vz) |
| | 3990 | Normalise(&hit_object_direction); |
| | 3991 | |
| | 3992 | dotproduct = DotProduct(&direction,&hit_object_direction); |
| | 3993 | |
| | 3994 | //damage the player |
| | 3995 | impact_damage.Impact = 40+MUL_FIXED(15,dotproduct); |
| | 3996 | CauseDamageToObject(nextReport->ObstacleSBPtr, &impact_damage, ONE_FIXED,NULL); |
| | 3997 | |
| | 3998 | //damage the thrown object as well (almost certainly destroying it) |
| | 3999 | impact_damage.Impact *= 10; |
| | 4000 | CauseDamageToObject(QueenObjectList[i], &impact_damage, ONE_FIXED,NULL); |
| | 4001 | |
| | 4002 | { |
| | 4003 | //knock the object back |
| | 4004 | VECTORCH* impulse; |
| | 4005 | impulse = &nextReport->ObstacleSBPtr->DynPtr->LinImpulse; |
| | 4006 | impulse->vx += direction.vx/4; |
| | 4007 | impulse->vz += direction.vz/4; |
| | 4008 | } |
| | 4009 | |
| | 4010 | QueenObjectList[i]->DynPtr->Position.vx=nextReport->ObstacleSBPtr->DynPtr->Position.vx+direction.vx/100; |
| | 4011 | QueenObjectList[i]->DynPtr->Position.vz=nextReport->ObstacleSBPtr->DynPtr->Position.vz+direction.vz/100; |
| | 4012 | QueenObjectList[i]->DynPtr->PrevPosition.vx=QueenObjectList[i]->DynPtr->Position.vx; |
| | 4013 | QueenObjectList[i]->DynPtr->PrevPosition.vz=QueenObjectList[i]->DynPtr->Position.vz; |
| | 4014 | |
| | 4015 | //set the taunt timer |
| | 4016 | queenStatusPointer->QueenTauntTimer = ONE_FIXED/2; |
| | 4017 | |
| | 4018 | break; |
| | 4019 | } |
| | 4020 | } |
| | 4021 | } |
| | 4022 | nextReport = nextReport->NextCollisionReportPtr; |
| | 4023 | } |
| | 4024 | } |
| | 4025 | } |
| | 4026 | } |
| | 4027 | |
| | 4028 | QueenSoundHiss(sbPtr); |
| | 4029 | } |
| | 4030 | |
| | 4031 | /*--------------------** |
| | 4032 | ** Loading and Saving ** |
| | 4033 | **--------------------*/ |
| | 4034 | #include "savegame.h" |
| | 4035 | |
| | 4036 | typedef struct queen_save_block |
| | 4037 | { |
| | 4038 | SAVE_BLOCK_STRATEGY_HEADER header; |
| | 4039 | |
| | 4040 | //behaviour block stuff |
| | 4041 | |
| | 4042 | QUEEN_BEHAVIOUR_STATE QueenState; |
| | 4043 | QUEEN_MANOEUVRE current_move; |
| | 4044 | QUEEN_MANOEUVRE next_move; |
| | 4045 | |
| | 4046 | QUEEN_FOOT fixed_foot; |
| | 4047 | VECTORCH fixed_foot_oldpos; |
| | 4048 | |
| | 4049 | VECTORCH TargetPos; |
| | 4050 | |
| | 4051 | int moveTimer; |
| | 4052 | |
| | 4053 | NPC_WANDERDATA wanderData; |
| | 4054 | |
| | 4055 | int TempTarget;//going for an intermediate point |
| | 4056 | int TempTargetTimer;//time before queen gives up going for intermediate point |
| | 4057 | int CurrentQueenObject; |
| | 4058 | int QueenStateTimer; |
| | 4059 | int QueenObjectBias; |
| | 4060 | int QueenPlayerBias; |
| | 4061 | int QueenTauntTimer; |
| | 4062 | int QueenFireTimer; |
| | 4063 | VECTORCH LastVelocity; |
| | 4064 | int BeenInAirlock; |
| | 4065 | int QueenActivated; //queen is inactive until seen |
| | 4066 | |
| | 4067 | int TargetInfoValid; //have the next three items been set |
| | 4068 | int TargetDistance; //distance of current target from queen |
| | 4069 | int TargetRelSpeed; //targets speed in queen's direction |
| | 4070 | VECTORCH TargetDirection; //targets direction relative to queen |
| | 4071 | VECTORCH VectToTarget; |
| | 4072 | |
| | 4073 | unsigned int PlayingHitDelta :1; |
| | 4074 | |
| | 4075 | int SwerveTimer; |
| | 4076 | int SwerveDirection; |
| | 4077 | |
| | 4078 | QUEEN_SOUND_CATEGORY lastSoundCategory; |
| | 4079 | |
| | 4080 | VECTORCH ClimbStartPosition; //used when climing out of the airlock |
| | 4081 | int AttackDoneItsDamage; |
| | 4082 | |
| | 4083 | //and now those evil globals... |
| | 4084 | int PlayerInTrench; |
| | 4085 | int PlayerInLocker; |
| | 4086 | int AirlockTimeOpen; |
| | 4087 | int UpperAirlockDoorOpen; |
| | 4088 | int LowerAirlockDoorOpen; |
| | 4089 | VECTORCH UpperAirlockDoorStart; |
| | 4090 | VECTORCH LowerAirlockDoorStart; |
| | 4091 | |
| | 4092 | //annoying pointer related things |
| | 4093 | char Target_SBname[SB_NAME_LENGTH]; |
| | 4094 | |
| | 4095 | SECTION_DATA *fixed_foot_section; |
| | 4096 | SECTION_DATA* QueenRightHand; |
| | 4097 | |
| | 4098 | //strategyblock stuff |
| | 4099 | DAMAGEBLOCK DamageBlock; |
| | 4100 | DYNAMICSBLOCK dynamics; |
| | 4101 | |
| | 4102 | } QUEEN_SAVE_BLOCK; |
| | 4103 | |
| | 4104 | //defines for load/save macros |
| | 4105 | #define SAVELOAD_BLOCK block |
| | 4106 | #define SAVELOAD_BEHAV queenStatusPointer |
| | 4107 | |
| | 4108 | void LoadStrategy_Queen(SAVE_BLOCK_STRATEGY_HEADER* header) |
| | 4109 | { |
| | 4110 | STRATEGYBLOCK* sbPtr; |
| | 4111 | QUEEN_STATUS_BLOCK* queenStatusPointer; |
| | 4112 | QUEEN_SAVE_BLOCK* block = (QUEEN_SAVE_BLOCK*) header; |
| | 4113 | |
| | 4114 | //check the size of the save block |
| | 4115 | if(header->size != sizeof(*block)) |
| | 4116 | return; |
| | 4117 | |
| | 4118 | //find the existing strategy block |
| | 4119 | sbPtr = FindSBWithName(header->SBname); |
| | 4120 | |
| | 4121 | if(!sbPtr) |
| | 4122 | return; |
| | 4123 | |
| | 4124 | //make sure the strategy found is of the right type |
| | 4125 | if(sbPtr->type != I_BehaviourQueenAlien) |
| | 4126 | return; |
| | 4127 | |
| | 4128 | queenStatusPointer =(QUEEN_STATUS_BLOCK*) sbPtr->dataptr; |
| | 4129 | |
| | 4130 | //normally done on first frame , but need to do this here when loading |
| | 4131 | FindQueenObjects(); |
| | 4132 | |
| | 4133 | //start copying stuff |
| | 4134 | COPYELEMENT_LOAD(QueenState) |
| | 4135 | COPYELEMENT_LOAD(current_move) |
| | 4136 | COPYELEMENT_LOAD(next_move) |
| | 4137 | |
| | 4138 | COPYELEMENT_LOAD(fixed_foot) |
| | 4139 | COPYELEMENT_LOAD(fixed_foot_oldpos) |
| | 4140 | |
| | 4141 | COPYELEMENT_LOAD(TargetPos) |
| | 4142 | |
| | 4143 | COPYELEMENT_LOAD(moveTimer) |
| | 4144 | |
| | 4145 | COPYELEMENT_LOAD(wanderData) |
| | 4146 | |
| | 4147 | COPYELEMENT_LOAD(TempTarget)//going for an intermediate point |
| | 4148 | COPYELEMENT_LOAD(TempTargetTimer)//time before queen gives up going for intermediate point |
| | 4149 | |
| | 4150 | COPYELEMENT_LOAD(CurrentQueenObject) |
| | 4151 | COPYELEMENT_LOAD(QueenStateTimer) |
| | 4152 | COPYELEMENT_LOAD(QueenObjectBias) |
| | 4153 | COPYELEMENT_LOAD(QueenPlayerBias) |
| | 4154 | COPYELEMENT_LOAD(QueenTauntTimer) |
| | 4155 | COPYELEMENT_LOAD(QueenFireTimer) |
| | 4156 | COPYELEMENT_LOAD(LastVelocity) |
| | 4157 | |
| | 4158 | COPYELEMENT_LOAD(BeenInAirlock) |
| | 4159 | COPYELEMENT_LOAD(QueenActivated) //queen is inactive until seen |
| | 4160 | |
| | 4161 | COPYELEMENT_LOAD(TargetInfoValid) //have the next three items been set |
| | 4162 | COPYELEMENT_LOAD(TargetDistance) //distance of current target from queen |
| | 4163 | COPYELEMENT_LOAD(TargetRelSpeed) //targets speed in queen's direction |
| | 4164 | COPYELEMENT_LOAD(TargetDirection) //targets direction relative to queen |
| | 4165 | COPYELEMENT_LOAD(VectToTarget) |
| | 4166 | |
| | 4167 | COPYELEMENT_LOAD(PlayingHitDelta) |
| | 4168 | COPYELEMENT_LOAD(SwerveTimer) |
| | 4169 | COPYELEMENT_LOAD(SwerveDirection) |
| | 4170 | COPYELEMENT_LOAD(lastSoundCategory) |
| | 4171 | |
| | 4172 | COPYELEMENT_LOAD(ClimbStartPosition) //used when climing out of the airlock |
| | 4173 | COPYELEMENT_LOAD(AttackDoneItsDamage) |
| | 4174 | |
| | 4175 | //load globals |
| | 4176 | PlayerInTrench = block->PlayerInTrench; |
| | 4177 | PlayerInLocker = block->PlayerInLocker; |
| | 4178 | AirlockTimeOpen = block->AirlockTimeOpen; |
| | 4179 | UpperAirlockDoorOpen = block->UpperAirlockDoorOpen; |
| | 4180 | LowerAirlockDoorOpen = block->LowerAirlockDoorOpen; |
| | 4181 | UpperAirlockDoorStart = block->UpperAirlockDoorStart; |
| | 4182 | LowerAirlockDoorStart = block->LowerAirlockDoorStart; |
| | 4183 | |
| | 4184 | //load target |
| | 4185 | queenStatusPointer->QueenTargetSB = FindSBWithName(block->Target_SBname); |
| | 4186 | |
| | 4187 | //copy strategy block stuff |
| | 4188 | *sbPtr->DynPtr = block->dynamics; |
| | 4189 | sbPtr->DamageBlock = block->DamageBlock; |
| | 4190 | |
| | 4191 | //load hierarchy |
| | 4192 | { |
| | 4193 | SAVE_BLOCK_HEADER* hier_header = GetNextBlockIfOfType(SaveBlock_Hierarchy); |
| | 4194 | if(hier_header) |
| | 4195 | LoadHierarchy(hier_header,&queenStatusPointer->HModelController); |
| | 4196 | } |
| | 4197 | |
| | 4198 | //get delta controller pointers |
| | 4199 | queenStatusPointer->attack_delta = Get_Delta_Sequence(&queenStatusPointer->HModelController,"attack"); |
| | 4200 | queenStatusPointer->hit_delta = Get_Delta_Sequence(&queenStatusPointer->HModelController,"hit"); |
| | 4201 | |
| | 4202 | //get section data pointers |
| | 4203 | |
| | 4204 | if(queenStatusPointer->fixed_foot == LeftFoot) |
| | 4205 | queenStatusPointer->fixed_foot_section = GetThisSectionData(queenStatusPointer->HModelController.section_data, "left foot"); |
| | 4206 | else |
| | 4207 | queenStatusPointer->fixed_foot_section = GetThisSectionData(queenStatusPointer->HModelController.section_data, "right foot"); |
| | 4208 | |
| | 4209 | queenStatusPointer->QueenRightHand = GetThisSectionData(queenStatusPointer->HModelController.section_data,"rrrr fing"); |
| | 4210 | |
| | 4211 | Load_SoundState(&queenStatusPointer->soundHandle); |
| | 4212 | } |
| | 4213 | |
| | 4214 | void SaveStrategy_Queen(STRATEGYBLOCK* sbPtr) |
| | 4215 | { |
| | 4216 | QUEEN_STATUS_BLOCK* queenStatusPointer; |
| | 4217 | QUEEN_SAVE_BLOCK* block; |
| | 4218 | |
| | 4219 | GET_STRATEGY_SAVE_BLOCK(block,sbPtr); |
| | 4220 | queenStatusPointer = (QUEEN_STATUS_BLOCK*) sbPtr->dataptr; |
| | 4221 | |
| | 4222 | //start copying stuff |
| | 4223 | COPYELEMENT_SAVE(QueenState) |
| | 4224 | COPYELEMENT_SAVE(current_move) |
| | 4225 | COPYELEMENT_SAVE(next_move) |
| | 4226 | |
| | 4227 | COPYELEMENT_SAVE(fixed_foot) |
| | 4228 | COPYELEMENT_SAVE(fixed_foot_oldpos) |
| | 4229 | |
| | 4230 | COPYELEMENT_SAVE(TargetPos) |
| | 4231 | |
| | 4232 | COPYELEMENT_SAVE(moveTimer) |
| | 4233 | |
| | 4234 | COPYELEMENT_SAVE(wanderData) |
| | 4235 | |
| | 4236 | COPYELEMENT_SAVE(TempTarget)//going for an intermediate point |
| | 4237 | COPYELEMENT_SAVE(TempTargetTimer)//time before queen gives up going for intermediate point |
| | 4238 | |
| | 4239 | COPYELEMENT_SAVE(CurrentQueenObject) |
| | 4240 | COPYELEMENT_SAVE(QueenStateTimer) |
| | 4241 | COPYELEMENT_SAVE(QueenObjectBias) |
| | 4242 | COPYELEMENT_SAVE(QueenPlayerBias) |
| | 4243 | COPYELEMENT_SAVE(QueenTauntTimer) |
| | 4244 | COPYELEMENT_SAVE(QueenFireTimer) |
| | 4245 | COPYELEMENT_SAVE(LastVelocity) |
| | 4246 | |
| | 4247 | COPYELEMENT_SAVE(BeenInAirlock) |
| | 4248 | COPYELEMENT_SAVE(QueenActivated) //queen is inactive until seen |
| | 4249 | |
| | 4250 | COPYELEMENT_SAVE(TargetInfoValid) //have the next three items been set |
| | 4251 | COPYELEMENT_SAVE(TargetDistance) //distance of current target from queen |
| | 4252 | COPYELEMENT_SAVE(TargetRelSpeed) //targets speed in queen's direction |
| | 4253 | COPYELEMENT_SAVE(TargetDirection) //targets direction relative to queen |
| | 4254 | COPYELEMENT_SAVE(VectToTarget) |
| | 4255 | |
| | 4256 | COPYELEMENT_SAVE(PlayingHitDelta) |
| | 4257 | COPYELEMENT_SAVE(SwerveTimer) |
| | 4258 | COPYELEMENT_SAVE(SwerveDirection) |
| | 4259 | COPYELEMENT_SAVE(lastSoundCategory) |
| | 4260 | |
| | 4261 | COPYELEMENT_SAVE(ClimbStartPosition) //used when climing out of the airlock |
| | 4262 | COPYELEMENT_SAVE(AttackDoneItsDamage) |
| | 4263 | |
| | 4264 | //save globals |
| | 4265 | block->PlayerInTrench = PlayerInTrench; |
| | 4266 | block->PlayerInLocker = PlayerInLocker; |
| | 4267 | block->AirlockTimeOpen = AirlockTimeOpen; |
| | 4268 | block->UpperAirlockDoorOpen = UpperAirlockDoorOpen; |
| | 4269 | block->LowerAirlockDoorOpen = LowerAirlockDoorOpen; |
| | 4270 | block->UpperAirlockDoorStart = UpperAirlockDoorStart; |
| | 4271 | block->LowerAirlockDoorStart = LowerAirlockDoorStart; |
| | 4272 | |
| | 4273 | //save target |
| | 4274 | if(queenStatusPointer->QueenTargetSB) |
| | 4275 | { |
| | 4276 | COPY_NAME(block->Target_SBname,queenStatusPointer->QueenTargetSB->SBname); |
| | 4277 | } |
| | 4278 | else |
| | 4279 | { |
| | 4280 | COPY_NAME(block->Target_SBname,Null_Name); |
| | 4281 | } |
| | 4282 | |
| | 4283 | //save strategy block stuff |
| | 4284 | block->dynamics = *sbPtr->DynPtr; |
| | 4285 | block->dynamics.CollisionReportPtr=0; |
| | 4286 | block->DamageBlock = sbPtr->DamageBlock; |
| | 4287 | |
| | 4288 | //save the hierarchy |
| | 4289 | SaveHierarchy(&queenStatusPointer->HModelController); |
| | 4290 | |
| | 4291 | Save_SoundState(&queenStatusPointer->soundHandle); |
| | 4292 | } |