hostile-takeover/game/Andy.cpp
2014-07-06 17:47:28 -07:00

277 lines
6.1 KiB
C++

#include "ht.h"
namespace wi {
static MobileUnitConsts gmuntcAndy;
#if defined(DEBUG_HELPERS)
char *AndyGob::GetName()
{
return "Andy";
}
#endif
static int s_anFiringStripIndices[8] = { 1, 2, 3, 4, 5, 6, 7, 8 };
static int s_anMovingStripIndices[8] = { 17, 18, 19, 20, 21, 22, 23, 24 };
static int s_anIdleStripIndices[8] = { 9, 10, 11, 12, 13, 14, 15, 16 };
bool AndyGob::InitClass(IniReader *pini)
{
gmuntcAndy.gt = kgtAndy;
gmuntcAndy.ut = kutAndy;
gmuntcAndy.wf |= kfUntcNotifyEnemyNearby | kfUntcLargeDefog;
// Initialize the frame indices arrays
gmuntcAndy.anFiringStripIndices = s_anFiringStripIndices;
gmuntcAndy.anMovingStripIndices = s_anMovingStripIndices;
gmuntcAndy.anIdleStripIndices = s_anIdleStripIndices;
// Sound effects
gmuntcAndy.sfxFire = ksfxAndyFire;
gmuntcAndy.sfxImpact = ksfxNothing;
gmuntcAndy.sfxcDestroyed = ksfxcAndyDestroyed;
gmuntcAndy.sfxcSelect = ksfxcAndySelect;
gmuntcAndy.sfxcMove = ksfxcAndyMove;
gmuntcAndy.sfxcAttack = ksfxcAndyAttack;
return MobileUnitGob::InitClass(&gmuntcAndy, pini);
}
void AndyGob::ExitClass()
{
MobileUnitGob::ExitClass(&gmuntcAndy);
}
AndyGob::AndyGob() : MobileUnitGob(&gmuntcAndy)
{
}
// For the benefit of Fox
AndyGob::AndyGob(MobileUnitConsts *pmuntc) : MobileUnitGob(pmuntc)
{
}
bool AndyGob::Init(WCoord wx, WCoord wy, Player *pplr, fix fxHealth, dword ff, const char *pszName)
{
bool f = MobileUnitGob::Init(wx, wy, pplr, fxHealth, ff, pszName);
// Start the healing process
gsmm.SendDelayedMsg(kmidHeal, 100, m_gid, m_gid); // 1 second
return f;
}
bool AndyGob::Fire(UnitGob *puntTarget, WCoord wx, WCoord wy, WCoord wdx, WCoord wdy)
{
// MobileUnitGob handles rotating towards the target, firing delay,
// and starting the fire animation
if (!MobileUnitGob::Fire(puntTarget, wx, wy, wdx, wdy))
return false;
// Fire off the shot!
WCoord wdxRnd = ((GetRandom() & 7) - 3) * kwcTile16th;
WCoord wdyRnd = ((GetRandom() & 7) - 3) * kwcTile16th;
Point ptSpecial;
m_ani.GetSpecialPoint(&ptSpecial, 1); // frame #1 (second frame) has the firing point
CreateAndyShotGob(m_wx + WcFromPc(ptSpecial.x), m_wy + WcFromPc(ptSpecial.y), wx + wdxRnd, wy + wdyRnd,
GetDamageTo(puntTarget), m_gid, puntTarget->GetId());
// Play sound
gsndm.PlaySfx(m_pmuntc->sfxFire);
return true;
}
void AndyGob::Idle()
{
// 1/4 of the time we pivot left, 1/4 we pivot right, and 1/2 we play the idle
switch (GetRandom() & 3) {
case 0:
m_dir--;
if (m_dir < 0)
m_dir = 7;
StartAnimation(&m_ani, m_pmuntc->anIdleStripIndices[m_dir], 0, kfAniResetWhenDone);
break;
case 1:
m_dir++;
if (m_dir > 7)
m_dir = 0;
StartAnimation(&m_ani, m_pmuntc->anIdleStripIndices[m_dir], 0, kfAniResetWhenDone);
break;
default:
StartAnimation(&m_ani, m_pmuntc->anIdleStripIndices[m_dir], 0, kfAniResetWhenDone);
break;
}
}
int AndyGob::ProcessStateMachineMessage(State st, Message *pmsg)
{
BeginStateMachine
// Andy recovers full health in 1 minute
OnMsg(kmidHeal)
if (m_ff & kfGobActive)
gsmm.SendDelayedMsg(kmidHeal, 100, m_gid, m_gid); // 1 second
fix fxArmorStrength = m_pmuntc->GetArmorStrength();
if (m_fxHealth < fxArmorStrength) {
// Add 1/60th of total health
fix fxHealth = addfx(m_fxHealth, divfx(fxArmorStrength, itofx(60)));
if (fxHealth > fxArmorStrength)
fxHealth = fxArmorStrength;
SetHealth(fxHealth);
}
State(kstDying)
OnEnter
TRect trc;
GetTileRect(&trc);
Deactivate();
// Redraw this part of minimap. It will skip inactive munts
gpmm->RedrawTRect(&trc);
m_ff ^= kfGobLayerDepthSorted | kfGobLayerSurfaceDecal;
gsndm.PlaySfx(SfxFromCategory(m_pmuntc->sfxcDestroyed));
m_ani.Start("die 3", kfAniIgnoreFirstAdvance);
MarkRedraw();
// Remove corpse after 10 seconds
gsmm.SendDelayedMsg(kmidDelete, 1000, m_gid, m_gid);
OnUpdate
AdvanceAnimation(&m_ani);
#if 0
EndStateMachineInherit(MobileUnitGob)
#else
return knHandled;
}
} else {
return (int)MobileUnitGob::ProcessStateMachineMessage(st, pmsg);
}
return (int)MobileUnitGob::ProcessStateMachineMessage(st, pmsg);
#endif
}
//
// Fox is a clone of Andy with tweaked GobTemplates.ini parameters
//
static MobileUnitConsts gmuntcFox;
#if defined(DEBUG_HELPERS)
char *FoxGob::GetName()
{
return "Fox";
}
#endif
FoxGob::FoxGob() : AndyGob(&gmuntcFox)
{
}
bool FoxGob::InitClass(IniReader *pini)
{
gmuntcFox.gt = kgtFox;
gmuntcFox.ut = kutFox;
gmuntcFox.wf |= kfUntcNotifyEnemyNearby | kfUntcLargeDefog;
// Initialize the frame indices arrays
gmuntcFox.anFiringStripIndices = s_anFiringStripIndices;
gmuntcFox.anMovingStripIndices = s_anMovingStripIndices;
gmuntcFox.anIdleStripIndices = s_anIdleStripIndices;
// Sound effects
//gmuntcFox.sfxFire = ksfxAndyFire; he never shoots
gmuntcFox.sfxFire = ksfxLightTankFire;
gmuntcFox.sfxImpact = ksfxNothing;
gmuntcFox.sfxcDestroyed = ksfxcFoxDestroyed;
gmuntcFox.sfxcSelect = ksfxcMale03Select;
gmuntcFox.sfxcMove = ksfxcMale03Move;
gmuntcFox.sfxcAttack = ksfxcMale03Attack;
return MobileUnitGob::InitClass(&gmuntcFox, pini);
}
void FoxGob::ExitClass()
{
MobileUnitGob::ExitClass(&gmuntcFox);
}
//
// AndyShotGob implementation
//
AnimationData *AndyShotGob::s_panidShot = NULL;
// this will actually create & fire
AndyShotGob *CreateAndyShotGob(WCoord wx, WCoord wy, WCoord wxTarget, WCoord wyTarget, int nDamage, Gid gidOwner, Gid gidTarget, bool fEagle)
{
if (!ggobm.IsBelowLimit(knLimitSupport))
return NULL;
AndyShotGob *pgob = new AndyShotGob();
Assert(pgob != NULL, "out of memory!");
if (pgob == NULL)
return NULL;
if (!pgob->Init(AndyShotGob::s_panidShot, wx, wy, wxTarget, wyTarget, nDamage, gidOwner, gidTarget, kwcTile)) {
delete pgob;
return NULL;
}
pgob->Launch();
return pgob;
}
bool AndyShotGob::InitClass(IniReader *pini)
{
s_panidShot = LoadAnimationData("andyshot.anir");
if (s_panidShot == NULL)
return false;
return true;
}
void AndyShotGob::ExitClass()
{
delete s_panidShot;
s_panidShot = NULL;
}
GobType AndyShotGob::GetType()
{
return kgtAndyShot;
}
#if defined(DEBUG_HELPERS)
char *AndyShotGob::GetName()
{
return "AndyShot";
}
#endif
} // namespace wi