| | 1 | #include "npc_common.h" |
| | 2 | #include "npc_sentrygun.h" |
| | 3 | #include "sequnces.h" |
| | 4 | #include "lighting.h" |
| | 5 | #include "particle.h" |
| | 6 | #include <stdlib.h> |
| | 7 | |
| | 8 | #define SENTRYGUN_DRAMA 0 |
| | 9 | |
| | 10 | int SentrygunSpread = 5; |
| | 11 | int sentrygun_infinity_ammo = 0; |
| | 12 | int sentrygun_reload_ammo = 0; |
| | 13 | |
| | 14 | SOUND3DDATA SentryFire_SoundData = |
| | 15 | { |
| | 16 | {0,0,0,}, |
| | 17 | {0,0,0,}, |
| | 18 | 20000, |
| | 19 | 40000, |
| | 20 | }; |
| | 21 | |
| | 22 | SOUND3DDATA SentryWhirr_SoundData = |
| | 23 | { |
| | 24 | {0,0,0,}, |
| | 25 | {0,0,0,}, |
| | 26 | 0, |
| | 27 | 32000, |
| | 28 | }; |
| | 29 | |
| | 30 | static int make_new_sentrygun(STRATEGYBLOCK *sbPtr, int start_ammo, AG_STATE start_state) |
| | 31 | { |
| | 32 | sbPtr->dataptr = malloc(sizeof(AUTOGUN_STATUS_BLOCK)); |
| | 33 | sbPtr->maintainVisibility = 1; |
| | 34 | sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_DEFAULT); |
| | 35 | |
| | 36 | if((NULL == sbPtr->dataptr) || (NULL == sbPtr->DynPtr)) |
| | 37 | { |
| | 38 | RemoveBehaviourStrategy(sbPtr); |
| | 39 | return 0; |
| | 40 | } |
| | 41 | |
| | 42 | sbPtr->DynPtr->Mass = 400; |
| | 43 | sbPtr->DynPtr->CanClimbStairs = 0; |
| | 44 | AUTOGUN_STATUS_BLOCK *new_sentrygun = sbPtr->dataptr; |
| | 45 | new_sentrygun->behaviourState = start_state; |
| | 46 | |
| | 47 | new_sentrygun->HModelController.Deltas = NULL; |
| | 48 | new_sentrygun->HModelController.Root_Section = NULL; |
| | 49 | new_sentrygun->HModelController.section_data = NULL; |
| | 50 | new_sentrygun->gun_pan = NULL; |
| | 51 | new_sentrygun->gun_tilt = NULL; |
| | 52 | new_sentrygun->Target = NULL; |
| | 53 | COPY_NAME(new_sentrygun->Target_SBname, Null_Name); |
| | 54 | |
| | 55 | new_sentrygun->targetTrackPos.vx = 0; |
| | 56 | new_sentrygun->targetTrackPos.vy = 0; |
| | 57 | new_sentrygun->targetTrackPos.vz = 0; |
| | 58 | |
| | 59 | new_sentrygun->Gun_Pan = 0; |
| | 60 | new_sentrygun->Gun_Tilt = 0; |
| | 61 | new_sentrygun->GunFlash = NULL; |
| | 62 | |
| | 63 | new_sentrygun->incidentFlag = 0; |
| | 64 | new_sentrygun->incidentTimer = 0; |
| | 65 | |
| | 66 | new_sentrygun->ammo = start_ammo; |
| | 67 | new_sentrygun->roundsFired = 0; |
| | 68 | new_sentrygun->volleyFired = 0; |
| | 69 | |
| | 70 | new_sentrygun->soundHandle = SOUND_NOACTIVEINDEX; |
| | 71 | new_sentrygun->soundHandle2 = SOUND_NOACTIVEINDEX; |
| | 72 | new_sentrygun->Firing = 0; |
| | 73 | new_sentrygun->WhirrSoundOn = 0; |
| | 74 | new_sentrygun->Drama = 0; |
| | 75 | new_sentrygun->createdByPlayer = 0; |
| | 76 | new_sentrygun->gunpandir = 0; |
| | 77 | new_sentrygun->guntiltdir = 0; |
| | 78 | new_sentrygun->OnTarget = 0; |
| | 79 | new_sentrygun->OnTarget_LastFrame = 0; |
| | 80 | new_sentrygun->death_target_sbptr = NULL; |
| | 81 | new_sentrygun->death_target_request = 0; |
| | 82 | |
| | 83 | { |
| | 84 | int i = 0; |
| | 85 | for(i=0; i < SB_NAME_LENGTH; i++) |
| | 86 | new_sentrygun->death_target_ID[i] = 0; |
| | 87 | } |
| | 88 | |
| | 89 | { |
| | 90 | const NPC_DATA *NpcData = &NpcDataList[I_NPC_SentryGun]; |
| | 91 | sbPtr->DamageBlock = NpcData->StartingStats; |
| | 92 | sbPtr->DamageBlock.Health = NpcData->StartingStats.Health << ONE_FIXED_SHIFT; |
| | 93 | sbPtr->DamageBlock.Armour = NpcData->StartingStats.Armour << ONE_FIXED_SHIFT; |
| | 94 | } |
| | 95 | |
| | 96 | SECTION *root_section = GetNamedHierarchyFromLibrary("sentry", "gun"); |
| | 97 | |
| | 98 | if (!root_section) |
| | 99 | { |
| | 100 | RemoveBehaviourStrategy(sbPtr); |
| | 101 | return 0; |
| | 102 | } |
| | 103 | |
| | 104 | Create_HModel(&new_sentrygun->HModelController,root_section); |
| | 105 | InitHModelSequence(&new_sentrygun->HModelController, HMSQT_Xenoborg, XBSS_Powered_Up_Standard, ONE_FIXED); |
| | 106 | |
| | 107 | { |
| | 108 | DELTA_CONTROLLER *delta = Add_Delta_Sequence(&new_sentrygun->HModelController, "GunTilt", (int)HMSQT_Xenoborg,
(int)XBSS_Head_Vertical_Delta, 0); |
| | 109 | assert(delta); |
| | 110 | delta->timer = 32767; |
| | 111 | delta->Active = 0; |
| | 112 | |
| | 113 | delta = Add_Delta_Sequence(&new_sentrygun->HModelController, "GunPan", (int)HMSQT_Xenoborg, (int)XBSS_Head_Horizontal_Delta, 0); |
| | 114 | assert(delta); |
| | 115 | delta->timer = 32767; |
| | 116 | delta->Active = 0; |
| | 117 | } |
| | 118 | |
| | 119 | return 1; |
| | 120 | } |
| | 121 | |
| | 122 | void MakeSentrygunNear(STRATEGYBLOCK *sbPtr) |
| | 123 | { |
| | 124 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 125 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 126 | |
| | 127 | DISPLAYBLOCK *dPtr = CreateActiveObject(); |
| | 128 | |
| | 129 | if(dPtr == NULL) |
| | 130 | return; /* if cannot create displayblock, leave far */ |
| | 131 | |
| | 132 | sbPtr->DisplayBlock = dPtr; |
| | 133 | dPtr->ObStrategyBlock = sbPtr; |
| | 134 | |
| | 135 | /* need to initialise positional information in the new display block */ |
| | 136 | dPtr->ObWorld = dynPtr->Position; |
| | 137 | dPtr->ObEuler = dynPtr->OrientEuler; |
| | 138 | dPtr->ObMat = dynPtr->OrientMat; |
| | 139 | |
| | 140 | /* state and sequence init */ |
| | 141 | dPtr->HModelControlBlock = &agunStatusPointer->HModelController; |
| | 142 | |
| | 143 | ProveHModel(dPtr->HModelControlBlock, dPtr); |
| | 144 | } |
| | 145 | |
| | 146 | void CreateSentrygun(VECTORCH *Position) |
| | 147 | { |
| | 148 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourAutoGun); |
| | 149 | |
| | 150 | if((NULL != sbPtr) && make_new_sentrygun(sbPtr, 500, I_tracking)) |
| | 151 | { |
| | 152 | AUTOGUN_STATUS_BLOCK *agunStatus = (AUTOGUN_STATUS_BLOCK *)sbPtr->dataptr; |
| | 153 | agunStatus->createdByPlayer = 1; |
| | 154 | |
| | 155 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 156 | dynPtr->PrevPosition = dynPtr->Position = *Position; |
| | 157 | dynPtr->OrientEuler.EulerY = PlayerStatus.DisplayBlock->ObEuler.EulerY; |
| | 158 | CreateEulerMatrix(&dynPtr->OrientEuler, &dynPtr->OrientMat); |
| | 159 | TransposeMatrixCH(&dynPtr->OrientMat); |
| | 160 | AssignNewSBName(sbPtr); |
| | 161 | //if(AvP.Network != I_No_Network) AddNetGameObjectID(sbPtr); |
| | 162 | sbPtr->containingModule = ModuleFromPosition(&sbPtr->DynPtr->Position, NULL); |
| | 163 | |
| | 164 | if(!sbPtr->containingModule) |
| | 165 | RemoveBehaviourStrategy(sbPtr); |
| | 166 | } |
| | 167 | } |
| | 168 | |
| | 169 | void CastSentrygunBot() |
| | 170 | { |
| | 171 | #define BOTRANGE 2000 |
| | 172 | |
| | 173 | VECTORCH position; |
| | 174 | |
| | 175 | position = PlayerStatus.sbptr->DynPtr->Position; |
| | 176 | position.vx += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat31, BOTRANGE); |
| | 177 | position.vy += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat32, BOTRANGE); |
| | 178 | position.vz += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat33, BOTRANGE); |
| | 179 | |
| | 180 | CreateSentrygun(&position); |
| | 181 | } |
| | 182 | |
| | 183 | void AutoGunBehaveInit(void *bhdata, STRATEGYBLOCK *sbPtr) |
| | 184 | { |
| | 185 | int i; |
| | 186 | |
| | 187 | AUTOGUN_TOOLS_TEMPLATE *toolsData = (AUTOGUN_TOOLS_TEMPLATE *)bhdata; |
| | 188 | |
| | 189 | for(i=0; i < SB_NAME_LENGTH; i++) |
| | 190 | sbPtr->SBname[i] = toolsData->nameID[i]; |
| | 191 | |
| | 192 | if(make_new_sentrygun(sbPtr, toolsData->ammo, (toolsData->startInactive ? I_inactive : I_tracking))) |
| | 193 | { |
| | 194 | AUTOGUN_STATUS_BLOCK *agunStatus = (AUTOGUN_STATUS_BLOCK *)sbPtr->dataptr; |
| | 195 | agunStatus->death_target_request = toolsData->death_target_request; |
| | 196 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 197 | dynPtr->PrevPosition = dynPtr->Position = toolsData->position; |
| | 198 | dynPtr->OrientEuler = toolsData->orientation; |
| | 199 | CreateEulerMatrix(&dynPtr->OrientEuler, &dynPtr->OrientMat); |
| | 200 | TransposeMatrixCH(&dynPtr->OrientMat); |
| | 201 | sbPtr->containingModule = ModuleFromPosition(&sbPtr->DynPtr->Position, NULL); |
| | 202 | |
| | 203 | if(!sbPtr->containingModule) |
| | 204 | RemoveBehaviourStrategy(sbPtr); |
| | 205 | } |
| | 206 | } |
| | 207 | |
| | 208 | void MakeSentrygunFar(STRATEGYBLOCK *sbPtr) |
| | 209 | { |
| | 210 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 211 | assert(agunStatusPointer); |
| | 212 | |
| | 213 | DestroyActiveObject(&sbPtr->DisplayBlock); |
| | 214 | DestroyActiveObject(&agunStatusPointer->GunFlash); |
| | 215 | |
| | 216 | /* agun data block init */ |
| | 217 | if(agunStatusPointer->behaviourState != I_disabled) |
| | 218 | agunStatusPointer->stateTimer = 0; |
| | 219 | |
| | 220 | /* zero linear velocity in dynamics block */ |
| | 221 | sbPtr->DynPtr->LinVelocity.vx = sbPtr->DynPtr->LinVelocity.vy = sbPtr->DynPtr->LinVelocity.vz = 0; |
| | 222 | } |
| | 223 | |
| | 224 | static void Autogun_VerifyDeltaControllers(STRATEGYBLOCK *sbPtr) |
| | 225 | { |
| | 226 | assert(sbPtr); |
| | 227 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 228 | assert(agunStatusPointer); |
| | 229 | |
| | 230 | /* Nothing has deltas like a xenoborg does. */ |
| | 231 | /* But sentryguns try their best. */ |
| | 232 | |
| | 233 | agunStatusPointer->gun_pan = Get_Delta_Sequence(&agunStatusPointer->HModelController,"GunPan"); |
| | 234 | assert(agunStatusPointer->gun_pan); |
| | 235 | |
| | 236 | agunStatusPointer->gun_tilt = Get_Delta_Sequence(&agunStatusPointer->HModelController,"GunTilt"); |
| | 237 | assert(agunStatusPointer->gun_tilt); |
| | 238 | } |
| | 239 | |
| | 240 | static void AGun_ComputeDeltaValues(STRATEGYBLOCK *sbPtr) |
| | 241 | { |
| | 242 | assert(sbPtr); |
| | 243 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 244 | assert(agunStatusPointer); |
| | 245 | |
| | 246 | /* Interpret all status block values, and apply to deltas. */ |
| | 247 | /* Gun Pan first. */ |
| | 248 | |
| | 249 | int angle = agunStatusPointer->Gun_Pan >> 4; |
| | 250 | |
| | 251 | if (angle >= 3072) |
| | 252 | angle -= 4096; |
| | 253 | |
| | 254 | if (angle >= 2048) |
| | 255 | angle -= 4096; |
| | 256 | |
| | 257 | assert(agunStatusPointer->gun_pan); |
| | 258 | |
| | 259 | /* Now, we have an angle. */ |
| | 260 | |
| | 261 | if (angle > SGUN_PAN_GIMBALL) |
| | 262 | { |
| | 263 | angle = SGUN_PAN_GIMBALL; |
| | 264 | } |
| | 265 | else if (angle < -SGUN_PAN_GIMBALL) |
| | 266 | { |
| | 267 | angle = -SGUN_PAN_GIMBALL; |
| | 268 | } |
| | 269 | |
| | 270 | { |
| | 271 | int fake_timer; |
| | 272 | |
| | 273 | if (angle > 0) |
| | 274 | { |
| | 275 | fake_timer = DIV_FIXED(angle,(SGUN_PAN_GIMBALL<<1)); |
| | 276 | fake_timer += 32767; |
| | 277 | |
| | 278 | if (fake_timer > 65536) |
| | 279 | fake_timer = 65535; |
| | 280 | else if (fake_timer < 0) |
| | 281 | fake_timer = 0; |
| | 282 | } |
| | 283 | else |
| | 284 | { |
| | 285 | fake_timer = DIV_FIXED(angle,(SGUN_PAN_GIMBALL<<1)); |
| | 286 | fake_timer += 32767; |
| | 287 | |
| | 288 | if (fake_timer > 65536) |
| | 289 | fake_timer = 65535; |
| | 290 | else if (fake_timer < 0) |
| | 291 | fake_timer = 0; |
| | 292 | } |
| | 293 | |
| | 294 | if (agunStatusPointer->gun_pan->timer != fake_timer) |
| | 295 | agunStatusPointer->WhirrSoundOn = 1; |
| | 296 | |
| | 297 | agunStatusPointer->gun_pan->timer = fake_timer; |
| | 298 | } |
| | 299 | |
| | 300 | /* Gun Tilt... */ |
| | 301 | |
| | 302 | angle = agunStatusPointer->Gun_Tilt>>4; |
| | 303 | |
| | 304 | if (angle >= 3072) |
| | 305 | angle -= 4096; |
| | 306 | |
| | 307 | if (angle >= 2048) |
| | 308 | angle = angle - 3072; |
| | 309 | |
| | 310 | if (angle > 1024) |
| | 311 | angle = 2048-angle; |
| | 312 | |
| | 313 | assert(agunStatusPointer->gun_tilt); |
| | 314 | |
| | 315 | /* Now, we have an angle. */ |
| | 316 | |
| | 317 | if (angle > SGUN_PITCH_GIMBALL) |
| | 318 | { |
| | 319 | angle = SGUN_PITCH_GIMBALL; |
| | 320 | } |
| | 321 | else if (angle < -SGUN_PITCH_GIMBALL) |
| | 322 | { |
| | 323 | angle = -SGUN_PITCH_GIMBALL; |
| | 324 | } |
| | 325 | |
| | 326 | assert(angle >= -1024); |
| | 327 | assert(angle <= 1024); |
| | 328 | |
| | 329 | { |
| | 330 | int fake_timer = 1024 - angle; |
| | 331 | |
| | 332 | fake_timer <<= 5; |
| | 333 | |
| | 334 | if (fake_timer == 65536) |
| | 335 | fake_timer = 65535; |
| | 336 | |
| | 337 | fake_timer = 65536 - fake_timer; |
| | 338 | |
| | 339 | assert(fake_timer >= 0); |
| | 340 | assert(fake_timer < 65536); |
| | 341 | |
| | 342 | if (agunStatusPointer->gun_tilt->timer != fake_timer) |
| | 343 | agunStatusPointer->WhirrSoundOn = 1; |
| | 344 | |
| | 345 | agunStatusPointer->gun_tilt->timer = fake_timer; |
| | 346 | } |
| | 347 | } |
| | 348 | |
| | 349 | static int Autogun_TargetFilter(STRATEGYBLOCK *candidate) |
| | 350 | { |
| | 351 | // Reject NULLs and far targets. |
| | 352 | if (candidate->DisplayBlock == NULL) |
| | 353 | return 0; |
| | 354 | |
| | 355 | // Shoot pretty much anything. |
| | 356 | switch (candidate->type) |
| | 357 | { |
| | 358 | case I_BehaviourAlien: |
| | 359 | case I_BehaviourPredator: |
| | 360 | case I_BehaviourFaceHugger: |
| | 361 | case I_BehaviourAlienPlayer: |
| | 362 | case I_BehaviourPredatorPlayer: |
| | 363 | case I_BehaviourXenoborg: |
| | 364 | case I_BehaviourQueenAlien: |
| | 365 | return 1; |
| | 366 | case I_BehaviourDummy: |
| | 367 | { |
| | 368 | DUMMY_STATUS_BLOCK *dummyStatusPointer = (DUMMY_STATUS_BLOCK *)(candidate->dataptr); |
| | 369 | assert(dummyStatusPointer); |
| | 370 | switch (dummyStatusPointer->PlayerType) |
| | 371 | { |
| | 372 | case I_Alien: |
| | 373 | case I_Predator: |
| | 374 | return 1; |
| | 375 | default: |
| | 376 | return 0; |
| | 377 | } |
| | 378 | } |
| | 379 | default: |
| | 380 | return 0; |
| | 381 | } |
| | 382 | } |
| | 383 | |
| | 384 | static STRATEGYBLOCK *Autogun_GetNewTarget(STRATEGYBLOCK *sbPtr) |
| | 385 | { |
| | 386 | int neardist = ONE_FIXED; |
| | 387 | int a; |
| | 388 | STRATEGYBLOCK *nearest = NULL; |
| | 389 | |
| | 390 | for (a=0; a < NumActiveStBlocks; a++) |
| | 391 | { |
| | 392 | STRATEGYBLOCK *candidate = ActiveStBlockList[a]; |
| | 393 | |
| | 394 | if ((candidate != sbPtr) && candidate->DynPtr && Autogun_TargetFilter(candidate)) |
| | 395 | { |
| | 396 | VECTORCH offset; |
| | 397 | |
| | 398 | offset.vx = (&sbPtr->DynPtr->Position)->vx - candidate->DynPtr->Position.vx; |
| | 399 | offset.vy = (&sbPtr->DynPtr->Position)->vy - candidate->DynPtr->Position.vy; |
| | 400 | offset.vz = (&sbPtr->DynPtr->Position)->vz - candidate->DynPtr->Position.vz; |
| | 401 | |
| | 402 | int dist = Approximate3dMagnitude(&offset); |
| | 403 | |
| | 404 | if ((dist < neardist) && NPCCanSeeTarget(sbPtr, candidate) && !NPC_IsDead(candidate)) |
| | 405 | { |
| | 406 | MODULE *dmod = ModuleFromPosition(&sbPtr->DynPtr->Position, PlayerStatus.sbptr->containingModule); |
| | 407 | assert(dmod); |
| | 408 | |
| | 409 | if (IsModuleVisibleFromModule(dmod, candidate->containingModule)) |
| | 410 | nearest = candidate; |
| | 411 | } |
| | 412 | } |
| | 413 | } |
| | 414 | |
| | 415 | return(nearest); |
| | 416 | } |
| | 417 | |
| | 418 | int AGunSight_FrustrumReject(VECTORCH *localOffset) |
| | 419 | { |
| | 420 | VECTORCH fixed_offset = *localOffset; |
| | 421 | |
| | 422 | // printf("Local Offset: %d %d %d\n",localOffset->vx,localOffset->vy,localOffset->vz); |
| | 423 | |
| | 424 | fixed_offset.vy -= 300; /* ish */ |
| | 425 | |
| | 426 | return (((fixed_offset.vz < 0) && ( ((fixed_offset.vy) < (-fixed_offset.vz)) && (fixed_offset.vy >= 0))) |
| | 427 | ||((fixed_offset.vy < 0) && ((-fixed_offset.vy) < (-fixed_offset.vz)))); |
| | 428 | /* |
| | 429 | return 1; // 180 horizontal, 90 vertical. |
| | 430 | else |
| | 431 | return 0; |
| | 432 | */ |
| | 433 | } |
| | 434 | |
| | 435 | void AGunMovement_ScanLeftRight(STRATEGYBLOCK *sbPtr,int rate) |
| | 436 | { |
| | 437 | assert(sbPtr); |
| | 438 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 439 | assert(agunStatusPointer); |
| | 440 | |
| | 441 | /* Let's wave the gun around, half full tracking. */ |
| | 442 | if (agunStatusPointer->gunpandir) |
| | 443 | { |
| | 444 | agunStatusPointer->Gun_Pan += (NormalFrameTime >> rate); |
| | 445 | |
| | 446 | if (agunStatusPointer->Gun_Pan > (SGUN_PAN_GIMBALL << 3)) |
| | 447 | { |
| | 448 | agunStatusPointer->Gun_Pan = (SGUN_PAN_GIMBALL << 3); |
| | 449 | agunStatusPointer->gunpandir = 0; |
| | 450 | } |
| | 451 | } |
| | 452 | else |
| | 453 | { |
| | 454 | agunStatusPointer->Gun_Pan -= (NormalFrameTime >> rate); |
| | 455 | |
| | 456 | if (agunStatusPointer->Gun_Pan < -(SGUN_PAN_GIMBALL << 3)) |
| | 457 | { |
| | 458 | agunStatusPointer->Gun_Pan = -(SGUN_PAN_GIMBALL << 3); |
| | 459 | agunStatusPointer->gunpandir = 1; |
| | 460 | } |
| | 461 | } |
| | 462 | |
| | 463 | if (agunStatusPointer->gun_pan) |
| | 464 | agunStatusPointer->gun_pan->Active = 1; |
| | 465 | |
| | 466 | /* And centre tilt. */ |
| | 467 | if (agunStatusPointer->Gun_Tilt < 0) |
| | 468 | { |
| | 469 | agunStatusPointer->Gun_Tilt+=(NormalFrameTime>>rate); |
| | 470 | |
| | 471 | if (agunStatusPointer->Gun_Tilt > (SGUN_PAN_GIMBALL << 3)) |
| | 472 | { |
| | 473 | agunStatusPointer->Gun_Tilt = (SGUN_PAN_GIMBALL << 3); |
| | 474 | } |
| | 475 | else if (agunStatusPointer->Gun_Tilt > 0) |
| | 476 | { |
| | 477 | agunStatusPointer->Gun_Tilt = 0; |
| | 478 | } |
| | 479 | |
| | 480 | } |
| | 481 | else if (agunStatusPointer->Gun_Tilt > 0) |
| | 482 | { |
| | 483 | agunStatusPointer->Gun_Tilt -= (NormalFrameTime >> rate); |
| | 484 | |
| | 485 | if (agunStatusPointer->Gun_Tilt < -(SGUN_PAN_GIMBALL << 3)) |
| | 486 | { |
| | 487 | agunStatusPointer->Gun_Tilt = -(SGUN_PAN_GIMBALL << 3); |
| | 488 | |
| | 489 | } |
| | 490 | else if (agunStatusPointer->Gun_Tilt < 0) |
| | 491 | { |
| | 492 | agunStatusPointer->Gun_Tilt = 0; |
| | 493 | } |
| | 494 | } |
| | 495 | |
| | 496 | if (agunStatusPointer->gun_tilt) |
| | 497 | agunStatusPointer->gun_tilt->Active = 1; |
| | 498 | } |
| | 499 | |
| | 500 | void AGunMovement_Centre(STRATEGYBLOCK *sbPtr,int rate) |
| | 501 | { |
| | 502 | assert(sbPtr); |
| | 503 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 504 | assert(agunStatusPointer); |
| | 505 | |
| | 506 | /* Let's centre pan... */ |
| | 507 | if (agunStatusPointer->Gun_Pan < 0) |
| | 508 | { |
| | 509 | agunStatusPointer->Gun_Pan += (NormalFrameTime >> rate); |
| | 510 | |
| | 511 | if (agunStatusPointer->Gun_Pan > (SGUN_PAN_GIMBALL << 3)) |
| | 512 | { |
| | 513 | agunStatusPointer->Gun_Pan = (SGUN_PAN_GIMBALL << 3); |
| | 514 | |
| | 515 | } |
| | 516 | else if (agunStatusPointer->Gun_Pan > 0) |
| | 517 | { |
| | 518 | agunStatusPointer->Gun_Pan = 0; |
| | 519 | } |
| | 520 | } |
| | 521 | else if (agunStatusPointer->Gun_Pan > 0) |
| | 522 | { |
| | 523 | agunStatusPointer->Gun_Pan -= (NormalFrameTime >> rate); |
| | 524 | |
| | 525 | if (agunStatusPointer->Gun_Pan < -(SGUN_PAN_GIMBALL << 3)) |
| | 526 | { |
| | 527 | agunStatusPointer->Gun_Pan = -(SGUN_PAN_GIMBALL << 3); |
| | 528 | } |
| | 529 | else if (agunStatusPointer->Gun_Pan < 0) |
| | 530 | { |
| | 531 | agunStatusPointer->Gun_Pan = 0; |
| | 532 | } |
| | 533 | } |
| | 534 | |
| | 535 | if (agunStatusPointer->gun_pan) |
| | 536 | agunStatusPointer->gun_pan->Active = 1; |
| | 537 | |
| | 538 | /* And centre tilt. */ |
| | 539 | if (agunStatusPointer->Gun_Tilt < 0) |
| | 540 | { |
| | 541 | agunStatusPointer->Gun_Tilt += (NormalFrameTime >> rate); |
| | 542 | |
| | 543 | if (agunStatusPointer->Gun_Tilt > (SGUN_PAN_GIMBALL << 3)) |
| | 544 | { |
| | 545 | agunStatusPointer->Gun_Tilt = (SGUN_PAN_GIMBALL << 3); |
| | 546 | |
| | 547 | } |
| | 548 | else if (agunStatusPointer->Gun_Tilt > 0) |
| | 549 | { |
| | 550 | agunStatusPointer->Gun_Tilt = 0; |
| | 551 | } |
| | 552 | } |
| | 553 | else if (agunStatusPointer->Gun_Tilt > 0) |
| | 554 | { |
| | 555 | agunStatusPointer->Gun_Tilt -= (NormalFrameTime >> rate); |
| | 556 | |
| | 557 | if (agunStatusPointer->Gun_Tilt < -(SGUN_PAN_GIMBALL << 3)) |
| | 558 | { |
| | 559 | agunStatusPointer->Gun_Tilt = -(SGUN_PAN_GIMBALL << 3); |
| | 560 | |
| | 561 | } |
| | 562 | else if (agunStatusPointer->Gun_Tilt < 0) |
| | 563 | { |
| | 564 | agunStatusPointer->Gun_Tilt = 0; |
| | 565 | } |
| | 566 | } |
| | 567 | |
| | 568 | if (agunStatusPointer->gun_tilt) |
| | 569 | agunStatusPointer->gun_tilt->Active = 1; |
| | 570 | } |
| | 571 | |
| | 572 | void AGun_GetRelativeAngles(STRATEGYBLOCK *sbPtr, int *anglex, int *angley, VECTORCH *pivotPoint) |
| | 573 | { |
| | 574 | VECTORCH targetPos; |
| | 575 | |
| | 576 | assert(sbPtr); |
| | 577 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 578 | assert(agunStatusPointer); |
| | 579 | |
| | 580 | /* First, extract relative angle. */ |
| | 581 | |
| | 582 | MATRIXCH WtoL = sbPtr->DynPtr->OrientMat; |
| | 583 | TransposeMatrixCH(&WtoL); |
| | 584 | targetPos = agunStatusPointer->targetTrackPos; |
| | 585 | targetPos.vx -= pivotPoint->vx; |
| | 586 | targetPos.vy -= pivotPoint->vy; |
| | 587 | targetPos.vz -= pivotPoint->vz; |
| | 588 | RotateVector(&targetPos,&WtoL); |
| | 589 | |
| | 590 | /* Now... */ |
| | 591 | { |
| | 592 | int offsetx = targetPos.vx; |
| | 593 | int offsety = targetPos.vz; |
| | 594 | int offseta = -(targetPos.vy); |
| | 595 | |
| | 596 | while( (offsetx > (ONE_FIXED>>2)) |
| | 597 | ||(offsety > (ONE_FIXED>>2)) |
| | 598 | ||(offseta > (ONE_FIXED>>2)) |
| | 599 | ||(offsetx < -(ONE_FIXED>>2)) |
| | 600 | ||(offsety < -(ONE_FIXED>>2)) |
| | 601 | ||(offseta < -(ONE_FIXED>>2))) |
| | 602 | { |
| | 603 | offsetx >>= 1; |
| | 604 | offsety >>= 1; |
| | 605 | offseta >>= 1; |
| | 606 | } |
| | 607 | |
| | 608 | int offsetz = SqRoot32((offsetx*offsetx)+(offsety*offsety)); |
| | 609 | |
| | 610 | if (angley) |
| | 611 | { |
| | 612 | *angley = ArcTan(offseta, offsetz); |
| | 613 | |
| | 614 | if (*angley >= 3072) |
| | 615 | *angley -= 4096; |
| | 616 | |
| | 617 | if (*angley >= 2048) |
| | 618 | *angley = (*angley) - 3072; |
| | 619 | |
| | 620 | if (*angley > 1024) |
| | 621 | *angley = 2048 - *angley; |
| | 622 | } |
| | 623 | |
| | 624 | if (anglex) |
| | 625 | { |
| | 626 | *anglex = ArcTan(offsetx, offsety); |
| | 627 | |
| | 628 | if (*anglex >= 3072) |
| | 629 | *anglex -= 4096; |
| | 630 | |
| | 631 | if (*anglex >= 2048) |
| | 632 | *anglex = *anglex - 4096; |
| | 633 | } |
| | 634 | } |
| | 635 | } |
| | 636 | |
| | 637 | int AGunMovement_TrackToAngles(STRATEGYBLOCK *sbPtr,int rate,int in_anglex,int in_angley) |
| | 638 | { |
| | 639 | int real_anglex = in_anglex; |
| | 640 | int angley = in_angley; |
| | 641 | int online = 0; |
| | 642 | |
| | 643 | assert(sbPtr); |
| | 644 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 645 | assert(agunStatusPointer); |
| | 646 | |
| | 647 | /* Now fix multiples. */ |
| | 648 | while ((real_anglex > 4095) || (real_anglex < 0)) |
| | 649 | { |
| | 650 | if (real_anglex <0) |
| | 651 | { |
| | 652 | real_anglex += 4096; |
| | 653 | } |
| | 654 | else if (real_anglex > 4095) |
| | 655 | { |
| | 656 | real_anglex -= 4096; |
| | 657 | } |
| | 658 | } |
| | 659 | |
| | 660 | if (real_anglex >= 3072) |
| | 661 | real_anglex -= 4096; |
| | 662 | |
| | 663 | if (real_anglex >= 2048) |
| | 664 | real_anglex = real_anglex - 3072; |
| | 665 | |
| | 666 | if (real_anglex > 1024) |
| | 667 | real_anglex = 2048 - real_anglex; |
| | 668 | |
| | 669 | if (angley >= 3072) |
| | 670 | angley -= 4096; |
| | 671 | |
| | 672 | if (angley >= 2048) |
| | 673 | angley = angley-3072; |
| | 674 | |
| | 675 | if (angley > 1024) |
| | 676 | angley = 2048-angley; |
| | 677 | |
| | 678 | real_anglex <<= 4; |
| | 679 | angley <<= 4; |
| | 680 | |
| | 681 | if (agunStatusPointer->Gun_Pan<real_anglex) |
| | 682 | { |
| | 683 | agunStatusPointer->Gun_Pan += (NormalFrameTime >> rate); |
| | 684 | |
| | 685 | if (agunStatusPointer->Gun_Pan > (SGUN_PAN_GIMBALL << 4)) |
| | 686 | { |
| | 687 | agunStatusPointer->Gun_Pan = (SGUN_PAN_GIMBALL << 4); |
| | 688 | } |
| | 689 | else if (agunStatusPointer->Gun_Pan > real_anglex) |
| | 690 | { |
| | 691 | agunStatusPointer->Gun_Pan = real_anglex; |
| | 692 | online++; |
| | 693 | } |
| | 694 | } |
| | 695 | else if (agunStatusPointer->Gun_Pan > real_anglex) |
| | 696 | { |
| | 697 | agunStatusPointer->Gun_Pan -= (NormalFrameTime >> rate); |
| | 698 | |
| | 699 | if (agunStatusPointer->Gun_Pan < -(SGUN_PAN_GIMBALL << 4)) |
| | 700 | { |
| | 701 | agunStatusPointer->Gun_Pan = -(SGUN_PAN_GIMBALL << 4); |
| | 702 | } |
| | 703 | else if (agunStatusPointer->Gun_Pan < real_anglex) |
| | 704 | { |
| | 705 | agunStatusPointer->Gun_Pan = real_anglex; |
| | 706 | online++; |
| | 707 | } |
| | 708 | } |
| | 709 | else |
| | 710 | { |
| | 711 | online++; |
| | 712 | } |
| | 713 | |
| | 714 | if (agunStatusPointer->gun_pan) |
| | 715 | agunStatusPointer->gun_pan->Active = 1; |
| | 716 | |
| | 717 | /* Now y. */ |
| | 718 | angley = -angley; |
| | 719 | /* Oops. */ |
| | 720 | |
| | 721 | /* Note that Sentryguns now only track vertically HALF their full traverse. */ |
| | 722 | /* Those shifts used to be <<4. */ |
| | 723 | |
| | 724 | if (agunStatusPointer->Gun_Tilt < angley) |
| | 725 | { |
| | 726 | agunStatusPointer->Gun_Tilt += (NormalFrameTime >> rate); |
| | 727 | |
| | 728 | if (agunStatusPointer->Gun_Tilt > (SGUN_PITCH_GIMBALL << 3)) |
| | 729 | { |
| | 730 | agunStatusPointer->Gun_Tilt = (SGUN_PITCH_GIMBALL << 3); |
| | 731 | } |
| | 732 | else if (agunStatusPointer->Gun_Tilt > angley) |
| | 733 | { |
| | 734 | agunStatusPointer->Gun_Tilt = angley; |
| | 735 | online++; |
| | 736 | } |
| | 737 | } |
| | 738 | else if (agunStatusPointer->Gun_Tilt > angley) |
| | 739 | { |
| | 740 | agunStatusPointer->Gun_Tilt -= (NormalFrameTime >> rate); |
| | 741 | |
| | 742 | if (agunStatusPointer->Gun_Tilt < -(SGUN_PITCH_GIMBALL << 3)) |
| | 743 | { |
| | 744 | agunStatusPointer->Gun_Tilt = -(SGUN_PITCH_GIMBALL << 3); |
| | 745 | } |
| | 746 | else if (agunStatusPointer->Gun_Tilt < angley) |
| | 747 | { |
| | 748 | agunStatusPointer->Gun_Tilt = angley; |
| | 749 | online++; |
| | 750 | } |
| | 751 | } |
| | 752 | else |
| | 753 | { |
| | 754 | online++; |
| | 755 | } |
| | 756 | |
| | 757 | if (agunStatusPointer->gun_tilt) |
| | 758 | agunStatusPointer->gun_tilt->Active = 1; |
| | 759 | |
| | 760 | return (online > 1); |
| | 761 | } |
| | 762 | |
| | 763 | void Execute_AGun_Target(STRATEGYBLOCK *sbPtr) |
| | 764 | { |
| | 765 | int anglex,angley; |
| | 766 | |
| | 767 | assert(sbPtr); |
| | 768 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 769 | assert(agunStatusPointer); |
| | 770 | |
| | 771 | { |
| | 772 | SECTION_DATA *gun_section = GetThisSectionData(agunStatusPointer->HModelController.section_data,"gun"); |
| | 773 | assert(gun_section); |
| | 774 | |
| | 775 | AGun_GetRelativeAngles(sbPtr,&anglex,&angley,&gun_section->World_Offset); |
| | 776 | } |
| | 777 | |
| | 778 | agunStatusPointer->OnTarget_LastFrame = agunStatusPointer->OnTarget; |
| | 779 | |
| | 780 | if (AGunMovement_TrackToAngles(sbPtr,2,anglex,angley)) |
| | 781 | { |
| | 782 | /* Pointing at target! */ |
| | 783 | agunStatusPointer->OnTarget = 1; |
| | 784 | |
| | 785 | if (!agunStatusPointer->OnTarget_LastFrame) |
| | 786 | { |
| | 787 | /* Newly aquired! */ |
| | 788 | //Sound_Play(SID_SENTRYGUN_LOCK,"d",&sbPtr->DynPtr->Position); |
| | 789 | agunStatusPointer->Drama = SENTRYGUN_DRAMA; |
| | 790 | } |
| | 791 | |
| | 792 | if (agunStatusPointer->Drama <= 0) |
| | 793 | { |
| | 794 | if (!agunStatusPointer->Firing) |
| | 795 | { |
| | 796 | /* Renew firing. */ |
| | 797 | agunStatusPointer->Firing = ONE_FIXED >> 1; |
| | 798 | } |
| | 799 | } |
| | 800 | else |
| | 801 | { |
| | 802 | agunStatusPointer->Firing = 0; |
| | 803 | agunStatusPointer->Drama -= NormalFrameTime; |
| | 804 | |
| | 805 | if (agunStatusPointer->Drama < 0) |
| | 806 | agunStatusPointer->Drama = 0; |
| | 807 | } |
| | 808 | } |
| | 809 | else |
| | 810 | { |
| | 811 | agunStatusPointer->OnTarget = 0; |
| | 812 | } |
| | 813 | } |
| | 814 | |
| | 815 | static void AGun_MaintainGun(STRATEGYBLOCK *sbPtr) |
| | 816 | { |
| | 817 | VECTORCH alpha; |
| | 818 | VECTORCH beta; |
| | 819 | |
| | 820 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 821 | |
| | 822 | SECTION_DATA *dum = GetThisSectionData(agunStatusPointer->HModelController.section_data, "flash dummy"); |
| | 823 | |
| | 824 | if (!agunStatusPointer->Firing || (dum == NULL) || !sbPtr->DisplayBlock) |
| | 825 | { |
| | 826 | DestroyActiveObject(&agunStatusPointer->GunFlash); |
| | 827 | return; |
| | 828 | } |
| | 829 | |
| | 830 | if (sentrygun_reload_ammo) |
| | 831 | { |
| | 832 | agunStatusPointer->ammo = 500; |
| | 833 | sentrygun_reload_ammo = 0; |
| | 834 | } |
| | 835 | |
| | 836 | /* Okay, must be firing. Did we get anyone? */ |
| | 837 | |
| | 838 | int volley_section = AGUN_ROF * NormalFrameTime; |
| | 839 | |
| | 840 | agunStatusPointer->volleyFired += volley_section; |
| | 841 | |
| | 842 | if (agunStatusPointer->volleyFired > (AGUN_VOLLEYSIZE << ONE_FIXED_SHIFT)) |
| | 843 | agunStatusPointer->volleyFired = (AGUN_VOLLEYSIZE << ONE_FIXED_SHIFT); |
| | 844 | |
| | 845 | int totalrounds = agunStatusPointer->volleyFired >> ONE_FIXED_SHIFT; |
| | 846 | assert(totalrounds >= agunStatusPointer->roundsFired); |
| | 847 | int multiple = totalrounds-agunStatusPointer->roundsFired; |
| | 848 | |
| | 849 | if (multiple && !agunStatusPointer->ammo) |
| | 850 | { |
| | 851 | /* Click ineffectually. */ |
| | 852 | if (agunStatusPointer->soundHandle != SOUND_NOACTIVEINDEX) |
| | 853 | { |
| | 854 | if (ActiveSounds[agunStatusPointer->soundHandle].soundIndex != SID_NOAMMO) |
| | 855 | Sound_Stop(agunStatusPointer->soundHandle); |
| | 856 | } |
| | 857 | else |
| | 858 | //if (agunStatusPointer->soundHandle == SOUND_NOACTIVEINDEX) |
| | 859 | { |
| | 860 | Sound_Play(SID_NOAMMO, "del", &sbPtr->DynPtr->Position, &agunStatusPointer->soundHandle); |
| | 861 | } |
| | 862 | |
| | 863 | DestroyActiveObject(&agunStatusPointer->GunFlash); |
| | 864 | return; |
| | 865 | } |
| | 866 | |
| | 867 | if (!sentrygun_infinity_ammo) |
| | 868 | { |
| | 869 | if (multiple > agunStatusPointer->ammo) |
| | 870 | { |
| | 871 | multiple = agunStatusPointer->ammo; |
| | 872 | agunStatusPointer->ammo = 0; |
| | 873 | } |
| | 874 | else |
| | 875 | agunStatusPointer->ammo -= multiple; |
| | 876 | } |
| | 877 | |
| | 878 | agunStatusPointer->roundsFired += multiple; |
| | 879 | |
| | 880 | /* End of volley? */ |
| | 881 | if (agunStatusPointer->volleyFired == (AGUN_VOLLEYSIZE << ONE_FIXED_SHIFT)) |
| | 882 | { |
| | 883 | agunStatusPointer->volleyFired= 0; |
| | 884 | agunStatusPointer->roundsFired = 0; |
| | 885 | agunStatusPointer->Target= NULL; |
| | 886 | } |
| | 887 | |
| | 888 | while (multiple) |
| | 889 | { |
| | 890 | /* Set up LOS. */ |
| | 891 | //get a random rotation , for error in firing direction |
| | 892 | MATRIXCH rotate; |
| | 893 | |
| | 894 | multiple--; |
| | 895 | |
| | 896 | { |
| | 897 | EULER e; |
| | 898 | //convert angle from degrees to the engine units |
| | 899 | int spread = (SentrygunSpread* 4096) / 360; |
| | 900 | e.EulerX = (MUL_FIXED(FastRandom()&0xffff,spread*2)-spread)&wrap360; |
| | 901 | e.EulerY =(MUL_FIXED(FastRandom()&0xffff,spread*2)-spread)&wrap360; |
| | 902 | e.EulerZ = 0; |
| | 903 | CreateEulerMatrix(&e,&rotate); |
| | 904 | } |
| | 905 | |
| | 906 | alpha = dum->World_Offset; |
| | 907 | beta.vx = dum->SecMat.mat31; |
| | 908 | beta.vy = dum->SecMat.mat32; |
| | 909 | beta.vz = dum->SecMat.mat33; |
| | 910 | |
| | 911 | RotateVector(&beta, &rotate); |
| | 912 | |
| | 913 | if(FindPolygonInLineOfSight(&beta, &alpha, sbPtr->DisplayBlock)) |
| | 914 | { |
| | 915 | #if DEBUG |
| | 916 | if (LOS_HModel_Section && LOS_ObjectHitPtr->ObStrategyBlock && LOS_ObjectHitPtr->ObStrategyBlock->DisplayBlock) |
| | 917 | { |
| | 918 | assert(LOS_ObjectHitPtr->ObStrategyBlock->DisplayBlock->HModelControlBlock == LOS_HModel_Section->my_controller); |
| | 919 | } |
| | 920 | #endif |
| | 921 | |
| | 922 | /*Don't allow the sentrygun to destroy 'special' inanimate objects. Doing so ruins some puzzles*/ |
| | 923 | |
| | 924 | if (LOS_ObjectHitPtr->Module) |
| | 925 | { |
| | 926 | /* bad idea to put bullethole on a morphing object */ |
| | 927 | if(!LOS_ObjectHitPtr->ObMorphCtrl) |
| | 928 | MakeDecal(DECAL_BULLETHOLE, &LOS_ObjectNormal, &LOS_Point, LOS_ObjectHitPtr->Module->m_index); |
| | 929 | |
| | 930 | /* cause a ricochet 1 in 8 times */ |
| | 931 | if ((FastRandom() & 65535) < 8192) |
| | 932 | MakeImpactSparks(&beta, &LOS_ObjectNormal, &LOS_Point); |
| | 933 | } |
| | 934 | else if(LOS_ObjectHitPtr->ObStrategyBlock) |
| | 935 | { |
| | 936 | STRATEGYBLOCK* hit_sbptr = LOS_ObjectHitPtr->ObStrategyBlock; |
| | 937 | VECTORCH incoming, *invec = NULL; |
| | 938 | |
| | 939 | switch(hit_sbptr->type) |
| | 940 | { |
| | 941 | case I_BehaviourInanimateObject: |
| | 942 | { |
| | 943 | INANIMATEOBJECT_STATUSBLOCK* objectstatusptr = (INANIMATEOBJECT_STATUSBLOCK*)hit_sbptr->dataptr; |
| | 944 | |
| | 945 | if(objectstatusptr->event_target) |
| | 946 | continue; /*This object has best be left*/ |
| | 947 | } |
| | 948 | break; |
| | 949 | case I_BehaviourQueenAlien: |
| | 950 | { |
| | 951 | if ((FastRandom() & 65535) < 8192) |
| | 952 | MakeImpactSparks(&beta, &LOS_ObjectNormal, &LOS_Point); |
| | 953 | } |
| | 954 | default: |
| | 955 | break; |
| | 956 | } |
| | 957 | |
| | 958 | if (hit_sbptr->DynPtr) |
| | 959 | { |
| | 960 | MATRIXCH WtoLMat = hit_sbptr->DynPtr->OrientMat; |
| | 961 | /* Consider incoming hit direction. */ |
| | 962 | TransposeMatrixCH(&WtoLMat); |
| | 963 | RotateAndCopyVector(&beta, &incoming, &WtoLMat); |
| | 964 | invec = &incoming; |
| | 965 | } |
| | 966 | |
| | 967 | if (LOS_HModel_Section && hit_sbptr->DisplayBlock && hit_sbptr->DisplayBlock->HModelControlBlock) |
| | 968 | { |
| | 969 | AddDecalToHModel(&LOS_ObjectNormal, &LOS_Point, LOS_HModel_Section); |
| | 970 | CauseDamageToHModel(hit_sbptr->DisplayBlock->HModelControlBlock, hit_sbptr, &TemplateAmmo[AMMO_AUTOGUN].MaxDamage, ONE_FIXED,
LOS_HModel_Section, invec, &LOS_Point, 0); |
| | 971 | } |
| | 972 | else |
| | 973 | { |
| | 974 | CauseDamageToObject(hit_sbptr, &TemplateAmmo[AMMO_AUTOGUN].MaxDamage, ONE_FIXED, invec); |
| | 975 | } |
| | 976 | |
| | 977 | if (hit_sbptr->DynPtr) |
| | 978 | { |
| | 979 | DYNAMICSBLOCK *dynPtr = hit_sbptr->DynPtr; |
| | 980 | EULER rotation; |
| | 981 | int magnitudeOfForce = (5000 * TotalKineticDamage(&TemplateAmmo[AMMO_AUTOGUN].MaxDamage)) / dynPtr->Mass; |
| | 982 | /* okay, not too sure yet what this should do */ |
| | 983 | dynPtr->LinImpulse.vx += MUL_FIXED(beta.vx, magnitudeOfForce); |
| | 984 | dynPtr->LinImpulse.vy += MUL_FIXED(beta.vy, magnitudeOfForce); |
| | 985 | dynPtr->LinImpulse.vz += MUL_FIXED(beta.vz, magnitudeOfForce); |
| | 986 | } |
| | 987 | } |
| | 988 | } |
| | 989 | } |
| | 990 | |
| | 991 | if (agunStatusPointer->GunFlash == NULL) |
| | 992 | { |
| | 993 | DISPLAYBLOCK *dPtr = CreateSFXObject(SFX_MUZZLE_FLASH_SMARTGUN); |
| | 994 | |
| | 995 | if(dPtr) |
| | 996 | { |
| | 997 | dPtr->ObWorld = dum->World_Offset; |
| | 998 | dPtr->ObMat = dum->SecMat; |
| | 999 | AddLightingEffectToObject(dPtr, LFX_MUZZLEFLASH); |
| | 1000 | dPtr->SfxPtr->EffectDrawnLastFrame = 0; |
| | 1001 | agunStatusPointer->GunFlash = dPtr; |
| | 1002 | } |
| | 1003 | } |
| | 1004 | else |
| | 1005 | { |
| | 1006 | |
| | 1007 | agunStatusPointer->GunFlash->ObWorld = dum->World_Offset; |
| | 1008 | agunStatusPointer->GunFlash->ObMat = dum->SecMat; |
| | 1009 | AddLightingEffectToObject(agunStatusPointer->GunFlash, LFX_MUZZLEFLASH); |
| | 1010 | } |
| | 1011 | |
| | 1012 | if (agunStatusPointer->soundHandle == SOUND_NOACTIVEINDEX) |
| | 1013 | { |
| | 1014 | SentryFire_SoundData.position = sbPtr->DynPtr->Position; |
| | 1015 | //Sound_Play(SID_SENTRY_GUN, "nel", &SentryFire_SoundData, &agunStatusPointer->soundHandle); |
| | 1016 | Sound_Play(SID_SENTRY_GUN, "ed", &agunStatusPointer->soundHandle, &sbPtr->DynPtr->Position); |
| | 1017 | } |
| | 1018 | else |
| | 1019 | { |
| | 1020 | if (ActiveSounds[agunStatusPointer->soundHandle].soundIndex != SID_SENTRY_GUN) |
| | 1021 | Sound_Stop(agunStatusPointer->soundHandle); |
| | 1022 | } |
| | 1023 | } |
| | 1024 | |
| | 1025 | void Execute_AGun_Dying(STRATEGYBLOCK *sbPtr) |
| | 1026 | { |
| | 1027 | assert(sbPtr); |
| | 1028 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1029 | assert(agunStatusPointer); |
| | 1030 | |
| | 1031 | /* Droop the gun. */ |
| | 1032 | if (agunStatusPointer->Gun_Tilt < 8192) |
| | 1033 | { |
| | 1034 | agunStatusPointer->Gun_Tilt += NormalFrameTime >> 3; |
| | 1035 | |
| | 1036 | if (agunStatusPointer->Gun_Tilt > (SGUN_PITCH_GIMBALL << 3)) |
| | 1037 | { |
| | 1038 | agunStatusPointer->Gun_Tilt = SGUN_PITCH_GIMBALL << 3; |
| | 1039 | } |
| | 1040 | else if (agunStatusPointer->Gun_Tilt > 8192) |
| | 1041 | { |
| | 1042 | agunStatusPointer->Gun_Tilt = 8192; |
| | 1043 | } |
| | 1044 | } |
| | 1045 | |
| | 1046 | { |
| | 1047 | /* do we have a displayblock? */ |
| | 1048 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock; |
| | 1049 | |
| | 1050 | if (dispPtr) |
| | 1051 | { |
| | 1052 | dispPtr->SpecialFXFlags |= SFXFLAG_MELTINGINTOGROUND; |
| | 1053 | dispPtr->ObFlags2 = agunStatusPointer->stateTimer/2; |
| | 1054 | |
| | 1055 | if (dispPtr->ObFlags2 < ONE_FIXED) |
| | 1056 | agunStatusPointer->HModelController.DisableBleeding = 1; |
| | 1057 | } |
| | 1058 | } |
| | 1059 | |
| | 1060 | agunStatusPointer->stateTimer -= NormalFrameTime; |
| | 1061 | } |
| | 1062 | |
| | 1063 | void AutoGunBehaveFun(STRATEGYBLOCK* sbPtr) |
| | 1064 | { |
| | 1065 | assert(sbPtr); |
| | 1066 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1067 | assert(agunStatusPointer); |
| | 1068 | |
| | 1069 | /* test if we've got a containing module: if we haven't, do nothing. |
| | 1070 | This is important as the object could have been marked for deletion by the visibility |
| | 1071 | management system...*/ |
| | 1072 | |
| | 1073 | if(!sbPtr->containingModule) |
| | 1074 | { |
| | 1075 | sbPtr->please_destroy_me = 1; /* just to make sure */ |
| | 1076 | return; |
| | 1077 | } |
| | 1078 | |
| | 1079 | #if DEBUG |
| | 1080 | if(sbPtr->DisplayBlock) |
| | 1081 | { |
| | 1082 | assert(ModuleCurrVisArray[sbPtr->containingModule->m_index]); |
| | 1083 | } |
| | 1084 | #endif |
| | 1085 | |
| | 1086 | Autogun_VerifyDeltaControllers(sbPtr); |
| | 1087 | |
| | 1088 | if (NULL != agunStatusPointer->Target) |
| | 1089 | { |
| | 1090 | if (NULL == agunStatusPointer->Target->DisplayBlock) |
| | 1091 | { |
| | 1092 | agunStatusPointer->Target = Autogun_GetNewTarget(sbPtr); |
| | 1093 | |
| | 1094 | if (agunStatusPointer->Target) |
| | 1095 | { |
| | 1096 | COPY_NAME(agunStatusPointer->Target_SBname, agunStatusPointer->Target->SBname); |
| | 1097 | GetTargetingPointOfObject_Far(agunStatusPointer->Target, &agunStatusPointer->targetTrackPos); |
| | 1098 | } |
| | 1099 | else |
| | 1100 | { |
| | 1101 | agunStatusPointer->targetTrackPos.vx = agunStatusPointer->targetTrackPos.vy = agunStatusPointer->targetTrackPos.vz = 0; |
| | 1102 | } |
| | 1103 | } |
| | 1104 | else |
| | 1105 | { |
| | 1106 | /* We have a valid target that we can't see? */ |
| | 1107 | if (NAME_ISEQUAL(agunStatusPointer->Target->SBname, agunStatusPointer->Target_SBname) |
| | 1108 | && !NPC_IsDead(agunStatusPointer->Target) && NPCCanSeeTarget(sbPtr, agunStatusPointer->Target)) |
| | 1109 | { |
| | 1110 | GetTargetingPointOfObject_Far(agunStatusPointer->Target, &agunStatusPointer->targetTrackPos); |
| | 1111 | } |
| | 1112 | else |
| | 1113 | { |
| | 1114 | agunStatusPointer->Target = NULL; |
| | 1115 | agunStatusPointer->targetTrackPos.vx = agunStatusPointer->targetTrackPos.vy = agunStatusPointer->targetTrackPos.vz = 0; |
| | 1116 | } |
| | 1117 | } |
| | 1118 | } |
| | 1119 | else |
| | 1120 | { |
| | 1121 | if (NULL != sbPtr->DisplayBlock) |
| | 1122 | { |
| | 1123 | agunStatusPointer->Target = Autogun_GetNewTarget(sbPtr); |
| | 1124 | |
| | 1125 | if (agunStatusPointer->Target) |
| | 1126 | { |
| | 1127 | COPY_NAME(agunStatusPointer->Target_SBname, agunStatusPointer->Target->SBname); |
| | 1128 | GetTargetingPointOfObject_Far(agunStatusPointer->Target, &agunStatusPointer->targetTrackPos); |
| | 1129 | } |
| | 1130 | else |
| | 1131 | { |
| | 1132 | agunStatusPointer->targetTrackPos.vx = agunStatusPointer->targetTrackPos.vy = agunStatusPointer->targetTrackPos.vz = 0; |
| | 1133 | } |
| | 1134 | } |
| | 1135 | } |
| | 1136 | |
| | 1137 | if (agunStatusPointer->Firing) |
| | 1138 | { |
| | 1139 | agunStatusPointer->Firing -= NormalFrameTime; |
| | 1140 | |
| | 1141 | if (agunStatusPointer->Firing < 0) |
| | 1142 | agunStatusPointer->Firing = 0; |
| | 1143 | } |
| | 1144 | |
| | 1145 | /* Unset incident flag. */ |
| | 1146 | agunStatusPointer->incidentFlag = 0; |
| | 1147 | agunStatusPointer->incidentTimer -= NormalFrameTime; |
| | 1148 | |
| | 1149 | if (agunStatusPointer->incidentTimer < 0) |
| | 1150 | { |
| | 1151 | agunStatusPointer->incidentFlag = 1; |
| | 1152 | agunStatusPointer->incidentTimer = 32767+(FastRandom()&65535); |
| | 1153 | } |
| | 1154 | |
| | 1155 | /* Now, switch by state. */ |
| | 1156 | switch (agunStatusPointer->behaviourState) |
| | 1157 | { |
| | 1158 | case I_inactive: |
| | 1159 | AGunMovement_Centre(sbPtr,2); |
| | 1160 | agunStatusPointer->Target = NULL; |
| | 1161 | break; |
| | 1162 | case I_tracking: |
| | 1163 | if (agunStatusPointer->Target == NULL) |
| | 1164 | AGunMovement_ScanLeftRight(sbPtr,2); |
| | 1165 | else |
| | 1166 | Execute_AGun_Target(sbPtr); |
| | 1167 | break; |
| | 1168 | case I_disabled: |
| | 1169 | /* Dying function. */ |
| | 1170 | Execute_AGun_Dying(sbPtr); |
| | 1171 | break; |
| | 1172 | default: |
| | 1173 | /* No action? */ |
| | 1174 | break; |
| | 1175 | } |
| | 1176 | |
| | 1177 | /* if we have actually died, we need to remove the strategyblock... so do this here */ |
| | 1178 | |
| | 1179 | if((agunStatusPointer->behaviourState == I_disabled) && (agunStatusPointer->stateTimer <= 0)) |
| | 1180 | sbPtr->please_destroy_me = 1; |
| | 1181 | |
| | 1182 | agunStatusPointer->WhirrSoundOn = 0; |
| | 1183 | AGun_ComputeDeltaValues(sbPtr); |
| | 1184 | |
| | 1185 | if (agunStatusPointer->WhirrSoundOn && (agunStatusPointer->behaviourState != I_disabled)) |
| | 1186 | { |
| | 1187 | int dist = VectorDistance(&PlayerStatus.DisplayBlock->ObWorld, &sbPtr->DynPtr->Position); |
| | 1188 | |
| | 1189 | if (dist < SentryWhirr_SoundData.outer_range) |
| | 1190 | { |
| | 1191 | /* Play whirr sound. Start and End sounds removed for artistic reasons. */ |
| | 1192 | |
| | 1193 | if (agunStatusPointer->soundHandle2 == SOUND_NOACTIVEINDEX) |
| | 1194 | { |
| | 1195 | SentryWhirr_SoundData.position = sbPtr->DynPtr->Position; |
| | 1196 | //Sound_Play(SID_SENTRYTURN, "nel", &SentryWhirr_SoundData, &agunStatusPointer->soundHandle2); |
| | 1197 | Sound_Play(SID_SENTRYTURN, "edl", &agunStatusPointer->soundHandle2, &sbPtr->DynPtr->Position); |
| | 1198 | } |
| | 1199 | #if DEBUG |
| | 1200 | else |
| | 1201 | { |
| | 1202 | assert(ActiveSounds[agunStatusPointer->soundHandle2].soundIndex == SID_SENTRYTURN); |
| | 1203 | } |
| | 1204 | #endif |
| | 1205 | } |
| | 1206 | else |
| | 1207 | { |
| | 1208 | /* Stop whirr sound. */ |
| | 1209 | if (agunStatusPointer->soundHandle2 != SOUND_NOACTIVEINDEX) |
| | 1210 | Sound_Stop(agunStatusPointer->soundHandle2); |
| | 1211 | } |
| | 1212 | } |
| | 1213 | else |
| | 1214 | { |
| | 1215 | /* Stop whirr sound. */ |
| | 1216 | if (agunStatusPointer->soundHandle2 != SOUND_NOACTIVEINDEX) |
| | 1217 | Sound_Stop(agunStatusPointer->soundHandle2); |
| | 1218 | } |
| | 1219 | |
| | 1220 | /* Verify firing. */ |
| | 1221 | if (agunStatusPointer->behaviourState == I_disabled) |
| | 1222 | agunStatusPointer->Firing = 0; |
| | 1223 | |
| | 1224 | ProveHModel_Far(&agunStatusPointer->HModelController, sbPtr); |
| | 1225 | |
| | 1226 | /* Now, are we firing? */ |
| | 1227 | |
| | 1228 | if(!sbPtr->DisplayBlock) |
| | 1229 | agunStatusPointer->Firing = 0; // Just to be sure, for now. |
| | 1230 | |
| | 1231 | AGun_MaintainGun(sbPtr); |
| | 1232 | |
| | 1233 | /* Think sounds. */ |
| | 1234 | if (!agunStatusPointer->Firing) |
| | 1235 | { |
| | 1236 | if (agunStatusPointer->soundHandle != SOUND_NOACTIVEINDEX) |
| | 1237 | { |
| | 1238 | if (ActiveSounds[agunStatusPointer->soundHandle].soundIndex == SID_SENTRY_GUN) |
| | 1239 | Sound_Play(SID_SENTRY_END, "d", &sbPtr->DynPtr->Position); |
| | 1240 | |
| | 1241 | Sound_Stop(agunStatusPointer->soundHandle); |
| | 1242 | } |
| | 1243 | |
| | 1244 | /* Sequences! */ |
| | 1245 | if (agunStatusPointer->HModelController.Sub_Sequence != XBSS_Powered_Up_Standard) |
| | 1246 | InitHModelTweening(&agunStatusPointer->HModelController, (ONE_FIXED>>3), (int)HMSQT_Xenoborg, XBSS_Powered_Up_Standard, (ONE_FIXED),
1); |
| | 1247 | } |
| | 1248 | else |
| | 1249 | { |
| | 1250 | if (agunStatusPointer->HModelController.Sub_Sequence != XBSS_Fire_Bolter) |
| | 1251 | InitHModelTweening(&agunStatusPointer->HModelController, (ONE_FIXED>>3), (int)HMSQT_Xenoborg, XBSS_Fire_Bolter, (ONE_FIXED>>2),
1); |
| | 1252 | } |
| | 1253 | |
| | 1254 | if (agunStatusPointer->soundHandle != SOUND_NOACTIVEINDEX) |
| | 1255 | Sound_Update3d(agunStatusPointer->soundHandle, &sbPtr->DynPtr->Position); |
| | 1256 | } |
| | 1257 | |
| | 1258 | void SentryGunIsDamaged(STRATEGYBLOCK *sbPtr, const DAMAGE_PROFILE *damage, int multiple, int wounds,VECTORCH *incoming) |
| | 1259 | { |
| | 1260 | if (sbPtr->DamageBlock.Health <= 0) |
| | 1261 | { |
| | 1262 | AUTOGUN_STATUS_BLOCK *agunStatusPointer = (AUTOGUN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 1263 | |
| | 1264 | /* Oh yes, kill them, too. */ |
| | 1265 | |
| | 1266 | if (agunStatusPointer->behaviourState != I_disabled) |
| | 1267 | { |
| | 1268 | /* make an explosion sound */ |
| | 1269 | Sound_Play(SID_SENTRYGUNDEST, "d", &sbPtr->DynPtr->Position); |
| | 1270 | |
| | 1271 | agunStatusPointer->stateTimer = AGUN_DYINGTIME; |
| | 1272 | agunStatusPointer->HModelController.Looped = 0; |
| | 1273 | agunStatusPointer->HModelController.LoopAfterTweening = 0; |
| | 1274 | /* switch state */ |
| | 1275 | agunStatusPointer->behaviourState = I_disabled; |
| | 1276 | |
| | 1277 | if(agunStatusPointer->death_target_sbptr) |
| | 1278 | RequestState(agunStatusPointer->death_target_sbptr,agunStatusPointer->death_target_request, 0); |
| | 1279 | |
| | 1280 | if (agunStatusPointer->soundHandle != SOUND_NOACTIVEINDEX) |
| | 1281 | Sound_Stop(agunStatusPointer->soundHandle); // Well, it shouldn't be! |
| | 1282 | } |
| | 1283 | } |
| | 1284 | } |
| | 1285 | |
| | 1286 | /*--------------------** |
| | 1287 | ** Loading and Saving ** |
| | 1288 | **--------------------*/ |
| | 1289 | #include "savegame.h" |
| | 1290 | |
| | 1291 | typedef struct agun_save_block |
| | 1292 | { |
| | 1293 | SAVE_BLOCK_STRATEGY_HEADER header; |
| | 1294 | |
| | 1295 | //behaviour block stuff |
| | 1296 | AG_STATE behaviourState; |
| | 1297 | int stateTimer; |
| | 1298 | |
| | 1299 | VECTORCH targetTrackPos; |
| | 1300 | |
| | 1301 | int Gun_Pan; |
| | 1302 | int Gun_Tilt; |
| | 1303 | int incidentFlag; |
| | 1304 | int incidentTimer; |
| | 1305 | int ammo; |
| | 1306 | int roundsFired; |
| | 1307 | int volleyFired; |
| | 1308 | int Firing; |
| | 1309 | int WhirrSoundOn; |
| | 1310 | int Drama; |
| | 1311 | |
| | 1312 | unsigned int createdByPlayer:1; |
| | 1313 | unsigned int gunpandir :1; |
| | 1314 | unsigned int guntiltdir :1; |
| | 1315 | unsigned int OnTarget :1; |
| | 1316 | unsigned int OnTarget_LastFrame :1; |
| | 1317 | //annoying pointer related things |
| | 1318 | |
| | 1319 | char Target_SBname[SB_NAME_LENGTH]; |
| | 1320 | |
| | 1321 | //strategy block stuff |
| | 1322 | DAMAGEBLOCK DamageBlock; |
| | 1323 | DYNAMICSBLOCK dynamics; |
| | 1324 | |
| | 1325 | } AGUN_SAVE_BLOCK; |
| | 1326 | |
| | 1327 | //defines for load/save macros |
| | 1328 | #define SAVELOAD_BLOCK block |
| | 1329 | #define SAVELOAD_BEHAV agunStatusPointer |
| | 1330 | |
| | 1331 | void LoadStrategy_Autogun(SAVE_BLOCK_STRATEGY_HEADER* header) |
| | 1332 | { |
| | 1333 | AGUN_SAVE_BLOCK* block = (AGUN_SAVE_BLOCK*) header; |
| | 1334 | |
| | 1335 | //check the size of the save block |
| | 1336 | if(header->size != sizeof(*block)) |
| | 1337 | return; |
| | 1338 | |
| | 1339 | //find the existing strategy block |
| | 1340 | STRATEGYBLOCK* sbPtr = FindSBWithName(header->SBname); |
| | 1341 | |
| | 1342 | if(!sbPtr) |
| | 1343 | return; |
| | 1344 | |
| | 1345 | //make sure the strategy found is of the right type |
| | 1346 | if(sbPtr->type != I_BehaviourAutoGun) |
| | 1347 | return; |
| | 1348 | |
| | 1349 | AUTOGUN_STATUS_BLOCK* agunStatusPointer = (AUTOGUN_STATUS_BLOCK*) sbPtr->dataptr; |
| | 1350 | |
| | 1351 | //start copying stuff |
| | 1352 | COPYELEMENT_LOAD(behaviourState) |
| | 1353 | COPYELEMENT_LOAD(stateTimer) |
| | 1354 | COPYELEMENT_LOAD(targetTrackPos) |
| | 1355 | COPYELEMENT_LOAD(Gun_Pan) |
| | 1356 | COPYELEMENT_LOAD(Gun_Tilt) |
| | 1357 | COPYELEMENT_LOAD(incidentFlag) |
| | 1358 | COPYELEMENT_LOAD(incidentTimer) |
| | 1359 | COPYELEMENT_LOAD(ammo) |
| | 1360 | COPYELEMENT_LOAD(roundsFired) |
| | 1361 | COPYELEMENT_LOAD(volleyFired) |
| | 1362 | COPYELEMENT_LOAD(Firing) |
| | 1363 | COPYELEMENT_LOAD(WhirrSoundOn) |
| | 1364 | COPYELEMENT_LOAD(Drama) |
| | 1365 | COPYELEMENT_LOAD(createdByPlayer) |
| | 1366 | COPYELEMENT_LOAD(gunpandir) |
| | 1367 | COPYELEMENT_LOAD(guntiltdir) |
| | 1368 | COPYELEMENT_LOAD(OnTarget) |
| | 1369 | COPYELEMENT_LOAD(OnTarget_LastFrame) |
| | 1370 | |
| | 1371 | //load target |
| | 1372 | COPY_NAME(agunStatusPointer->Target_SBname,block->Target_SBname); |
| | 1373 | agunStatusPointer->Target = FindSBWithName(agunStatusPointer->Target_SBname); |
| | 1374 | |
| | 1375 | //copy strategy block stuff |
| | 1376 | *sbPtr->DynPtr = block->dynamics; |
| | 1377 | sbPtr->DamageBlock = block->DamageBlock; |
| | 1378 | |
| | 1379 | //load hierarchy |
| | 1380 | { |
| | 1381 | SAVE_BLOCK_HEADER* hier_header = GetNextBlockIfOfType(SaveBlock_Hierarchy); |
| | 1382 | |
| | 1383 | if(hier_header) |
| | 1384 | LoadHierarchy(hier_header,&agunStatusPointer->HModelController); |
| | 1385 | } |
| | 1386 | |
| | 1387 | //get delta controller pointers |
| | 1388 | Autogun_VerifyDeltaControllers(sbPtr); |
| | 1389 | |
| | 1390 | Load_SoundState(&agunStatusPointer->soundHandle); |
| | 1391 | Load_SoundState(&agunStatusPointer->soundHandle2); |
| | 1392 | } |
| | 1393 | |
| | 1394 | void SaveStrategy_Autogun(STRATEGYBLOCK* sbPtr) |
| | 1395 | { |
| | 1396 | AUTOGUN_STATUS_BLOCK* agunStatusPointer; |
| | 1397 | AGUN_SAVE_BLOCK* block; |
| | 1398 | |
| | 1399 | GET_STRATEGY_SAVE_BLOCK(block,sbPtr); |
| | 1400 | agunStatusPointer =(AUTOGUN_STATUS_BLOCK*) sbPtr->dataptr; |
| | 1401 | |
| | 1402 | //start copying stuff |
| | 1403 | COPYELEMENT_SAVE(behaviourState) |
| | 1404 | COPYELEMENT_SAVE(stateTimer) |
| | 1405 | COPYELEMENT_SAVE(targetTrackPos) |
| | 1406 | COPYELEMENT_SAVE(Gun_Pan) |
| | 1407 | COPYELEMENT_SAVE(Gun_Tilt) |
| | 1408 | COPYELEMENT_SAVE(incidentFlag) |
| | 1409 | COPYELEMENT_SAVE(incidentTimer) |
| | 1410 | COPYELEMENT_SAVE(ammo) |
| | 1411 | COPYELEMENT_SAVE(roundsFired) |
| | 1412 | COPYELEMENT_SAVE(volleyFired) |
| | 1413 | COPYELEMENT_SAVE(Firing) |
| | 1414 | COPYELEMENT_SAVE(WhirrSoundOn) |
| | 1415 | COPYELEMENT_SAVE(Drama) |
| | 1416 | COPYELEMENT_SAVE(createdByPlayer) |
| | 1417 | COPYELEMENT_SAVE(gunpandir) |
| | 1418 | COPYELEMENT_SAVE(guntiltdir) |
| | 1419 | COPYELEMENT_SAVE(OnTarget) |
| | 1420 | COPYELEMENT_SAVE(OnTarget_LastFrame) |
| | 1421 | |
| | 1422 | //save target |
| | 1423 | COPY_NAME(block->Target_SBname,agunStatusPointer->Target_SBname); |
| | 1424 | |
| | 1425 | //save strategy block stuff |
| | 1426 | block->dynamics = *sbPtr->DynPtr; |
| | 1427 | block->dynamics.CollisionReportPtr = NULL; |
| | 1428 | block->DamageBlock = sbPtr->DamageBlock; |
| | 1429 | |
| | 1430 | //save the hierarchy |
| | 1431 | SaveHierarchy(&agunStatusPointer->HModelController); |
| | 1432 | |
| | 1433 | Save_SoundState(&agunStatusPointer->soundHandle); |
| | 1434 | Save_SoundState(&agunStatusPointer->soundHandle2); |
| | 1435 | } |