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

387 lines
8.9 KiB
C++

#include "ht.h"
namespace wi {
static MobileUnitConsts gConsts;
#if defined(DEBUG_HELPERS)
char *LRInfantryGob::GetName()
{
return "LRInfantry";
}
#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 LRInfantryGob::InitClass(IniReader *pini)
{
gConsts.gt = kgtLongRangeInfantry;
gConsts.ut = kutLongRangeInfantry;
gConsts.upgmPrerequisites = kupgmAdvancedHRC;
gConsts.wf |= kfUntcNotifyEnemyNearby;
// Initialize the frame indices arrays
gConsts.anFiringStripIndices = s_anFiringStripIndices;
gConsts.anMovingStripIndices = s_anMovingStripIndices;
gConsts.anIdleStripIndices = s_anIdleStripIndices;
// Sound effects
gConsts.sfxFire = ksfxRocketInfantryFire;
gConsts.sfxImpact = ksfxRocketInfantryImpact;
gConsts.sfxcDestroyed = ksfxcInfantryDestroyed;
gConsts.sfxcSelect = ksfxcMajor02Select;
gConsts.sfxcMove = ksfxcMajor02Move;
gConsts.sfxcAttack = ksfxcMajor02Attack;
return MobileUnitGob::InitClass(&gConsts, pini);
}
void LRInfantryGob::ExitClass()
{
MobileUnitGob::ExitClass(&gConsts);
}
LRInfantryGob::LRInfantryGob() : MobileUnitGob(&gConsts)
{
}
bool LRInfantryGob::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!
wdx += ((GetRandom() & 7) - 3) * kwcTile16th;
wdy += ((GetRandom() & 7) - 3) * kwcTile16th;
Point ptSpecial;
m_ani.GetSpecialPoint(&ptSpecial); // from the tip of the launcher
CreateRocketGob(m_wx + WcFromPc(ptSpecial.x), m_wy + WcFromPc(ptSpecial.y), m_wx + wdx, m_wy + wdy,
GetDamageTo(puntTarget), m_gid, puntTarget->GetId());
// Play sfx
gsndm.PlaySfx(m_pmuntc->sfxFire);
return true;
}
void LRInfantryGob::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 LRInfantryGob::ProcessStateMachineMessage(State st, Message *pmsg)
{
BeginStateMachine
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();
// Fade corpse away in 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
}
//
// RocketGob implementation
//
AnimationData *RocketGob::s_panidRocket = NULL;
int RocketGob::s_nTrailStrip;
RocketGob *CreateRocketGob(WCoord wx, WCoord wy, WCoord wxTarget, WCoord wyTarget, int nDamage, Gid gidOwner, Gid gidTarget)
{
if (!ggobm.IsBelowLimit(knLimitSupport))
return NULL;
RocketGob *pgob = new RocketGob();
Assert(pgob != NULL, "out of memory!");
if (pgob == NULL)
return NULL;
if (!pgob->Init(wx, wy, wxTarget, wyTarget, nDamage, gidOwner, gidTarget)) {
delete pgob;
return NULL;
}
return pgob;
}
bool RocketGob::InitClass(IniReader *pini)
{
s_panidRocket = LoadAnimationData("rocket.anir");
if (s_panidRocket == NULL)
return false;
s_nTrailStrip = s_panidRocket->GetStripIndex("trail");
return true;
}
void RocketGob::ExitClass()
{
delete s_panidRocket;
s_panidRocket = NULL;
}
RocketGob::RocketGob()
{
m_ff |= kfGobStateMachine | kfGobLayerSmokeFire;
}
bool RocketGob::Init(WCoord wx, WCoord wy, WCoord wxTarget, WCoord wyTarget, int nDamage, Gid gidOwner, Gid gidTarget)
{
// Units fire from their special point which may be off the edge of the map.
// We cannot allow Gobs to be off the map so here we bring it on.
BringInBounds(&wx, &wy);
#ifdef DEBUG
TileMap *ptmap = gsim.GetLevel()->GetTileMap();
Size sizT;
ptmap->GetTCoordMapSize(&sizT);
Assert(wx < WcFromTc(sizT.cx) && wy < WcFromTc(sizT.cy));
Assert(wxTarget < WcFromTc(sizT.cx) && wyTarget < WcFromTc(sizT.cy));
#endif
m_gidOwner = gidOwner;
m_gidTarget = gidTarget;
m_nDamage = nDamage;
// TUNE: rocket movement rate
m_li.Init(wx, wy, wxTarget, wyTarget, kwcTile / 3); // was 6.0
// LineIterator initializes x,y to the first step-integral point on the line,
// presuming that the final step should be at the target x,y
m_wx = m_li.GetWX();
m_wy = m_li.GetWY();
m_ani.Init(s_panidRocket);
StartAnimation(&m_ani, 0, CalcDir(wxTarget - wx, wyTarget - wy), kfAniDone);
// Add the fresh Gob to the GobMgr. GobMgr::AddGob assigns this Gob a gid
ggobm.AddGob(this);
// Let the target know when it will be hit. Doing it this way
// means the hit will arrive in the same number of updates for all
// players (the number of updates calc'd by the shooter). Depending
// on screen resolution, the animated travel time may be off by an update
Message msgT;
msgT.mid = kmidHit;
msgT.smidSender = m_gidOwner;
msgT.smidReceiver = m_gidTarget;
msgT.Hit.gidAssailant = m_gidOwner;
msgT.Hit.sideAssailant = ggobm.GetGob(m_gidOwner)->GetSide();
msgT.Hit.nDamage = m_nDamage;
// BUGBUG: m_li.GetStepsRemaining is influenced by the firing point which is resolution dependent.
// Instead, this message's delay should be derived using the distance from the world coordinate
// centers of the source and target
gsmm.SendDelayedMsg(&msgT, (m_li.GetStepsRemaining() + 1) * (kcmsUpdate / 10));
return true;
}
// RocketGobs don't get loaded
bool RocketGob::Init(IniReader *pini, FindProp *pfind, const char *pszName)
{
return true;
}
bool RocketGob::IsSavable()
{
return false;
}
GobType RocketGob::GetType()
{
return kgtRocket;
}
void RocketGob::GetClippingBounds(Rect *prc)
{
// hardcoded that the travel is strip 0 and the impact is strip 1
if (m_ani.GetStrip() == 0) {
if (!(gwfPerfOptions & kfPerfRocketShots)) {
prc->SetEmpty();
return;
}
} else {
if (!(gwfPerfOptions & kfPerfRocketImpacts)) {
prc->SetEmpty();
return;
}
}
m_ani.GetBounds(prc);
prc->Offset(PcFromUwc(m_wx), PcFromUwc(m_wy));
}
void RocketGob::Draw(DibBitmap *pbm, int xViewOrigin, int yViewOrigin, int nLayer)
{
if (nLayer == knLayerSmokeFire) {
// hardcoded that the travel is strip 0 and the impact is strip 1
if (m_ani.GetStrip() == 0) {
if (!(gwfPerfOptions & kfPerfRocketShots))
return;
} else {
if (!(gwfPerfOptions & kfPerfRocketImpacts))
return;
}
m_ani.Draw(pbm, PcFromUwc(m_wx) - xViewOrigin, PcFromUwc(m_wy) - yViewOrigin, m_pplr->GetSide());
}
}
#if defined(DEBUG_HELPERS)
char *RocketGob::GetName()
{
return "Rocket";
}
#endif
int RocketGob::ProcessStateMachineMessage(State st, Message *pmsg)
{
BeginStateMachine
OnUpdate
// Advance the Rocket animation
if (m_ani.GetStrip() == 0) {
AdvanceAnimation(&m_ani);
// Advance the Rocket position
if (m_li.Step()) {
WCoord wxOld = m_wx;
WCoord wyOld = m_wy;
m_wx = m_li.GetWX();
m_wy = m_li.GetWY();
// Keep GobMgr in the loop so it can maintain proper depth sorting
if (m_wx != wxOld || m_wy != wyOld) {
ggobm.MoveGob(this, wxOld, wyOld, m_wx, m_wy);
MarkRedraw();
}
// Spawn a puff at the old position
if (gwfPerfOptions & kfPerfRocketTrails) {
if (m_li.GetStepsRemaining() & 1)
CreateAnimGob(wxOld, wyOld, kfAnmDeleteWhenDone | kfAnmSmokeFireLayer, NULL, s_panidRocket, s_nTrailStrip, ksmidNull, NULL);
}
// Rocket gobs require every update
m_unvl.MinSkip();
} else {
// Play impact sound
UnitGob *punt = (UnitGob *)ggobm.GetGob(m_gidOwner);
if (punt != NULL) {
UnitConsts *puntc = (UnitConsts *)punt->GetConsts();
gsndm.PlaySfx(puntc->sfxImpact);
}
// Start the impact animation
StartAnimation(&m_ani, 1, 0, 0);
// Expect to get called next update
m_unvl.MinSkip();
}
// Assume valid if we're not drawing rockets
if (!(gwfPerfOptions & kfPerfRocketShots))
m_ff &= ~kfGobRedraw;
} else {
// Advance the impact animation
if (!AdvanceAnimation(&m_ani)) {
// Kill this Rocket
ggobm.RemoveGob(this);
delete this;
return knDeleted;
}
// Assume valid if we're not drawing rocket impacts
if (!(gwfPerfOptions & kfPerfRocketImpacts))
m_ff &= ~kfGobRedraw;
}
EndStateMachine
}
} // namespace wi