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- ////////////////////////////////////////////////////////////////////////////////
- //
- // Copyright 2016 RWS Inc, All Rights Reserved
- //
- // This program is free software; you can redistribute it and/or modify
- // it under the terms of version 2 of the GNU General Public License as published by
- // the Free Software Foundation
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License along
- // with this program; if not, write to the Free Software Foundation, Inc.,
- // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- //
- // person.h
- // Project: Postal
- //
- // History:
- //
- // 04/28/97 BRH Started this generic enemy/victim class that will use
- // logic in CDoofus and an information strucutre in
- // Personatorium to determine the abilities and desired
- // logic for this person.
- //
- // 04/29/97 BRH Added m_ePersonType value which is the only thing that
- // needs to be loaded and saved.
- //
- // 05/09/97 BRH Moved took out m_lNextGroanTime and just used m_lTimer
- // since it is not being used in the Writhing state.
- //
- // 05/11/97 BRH Added an override to Logic_Writhing so that I can
- // do a special case for the cop since he crawls along
- // the ground.
- //
- // 05/19/97 JMI Added ms_u16IdLogAI.
- //
- // 05/19/97 JMI Added m_szLogicFile, m_sShowState, and Render() override.
- //
- // 05/19/97 BRH Added logic table pointer. Changed the string for the
- // logic file from a char* to an RString so it can be
- // loaded and saved easily.
- //
- // 05/20/97 BRH Added logic table variables as friend classes so their
- // Get functions can access the protected members via the
- // CPerson pointer.
- //
- // 06/14/97 BRH Added functions to choose and play various sound effects
- // using the sounds defined in the personatorium for each
- // person type.
- //
- // 06/18/97 JMI Changed PlaySoundWrithing() to return the duration of the
- // played sample.
- //
- // MJR Added ResetLogAI() to reset AI logging feature.
- //
- // 06/27/97 JMI Now hooks EditRender().
- //
- // 07/06/97 BRH Added another friend class for the logic table
- //
- // 07/17/97 JMI Changed RSnd*'s to SampleMaster::SoundInstances.
- // Now uses new SampleMaster interface for volume and play
- // instance reference.
- //
- // 08/03/97 BRH Added logic table friend class.
- //
- // 08/12/97 BRH Added m_bHitComment flag so that the comment made
- // when shot is only said once, and noises are used
- // for the rest of the shot reactions.
- //
- // 08/29/97 BRH Added a static variable for the logic tables to use
- // to set set the state of all of the kids for the
- // ending level.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #ifndef PERSON_H
- #define PERSON_H
- #include "RSPiX.h"
- #include "realm.h"
- #include "doofus.h"
- #include "personatorium.h"
- #include "logtab.h"
- // CPerson is the class for the enemy guys
- class CPerson : public CDoofus
- {
- friend class CLogTabVar_TargetDist;
- friend class CLogTabVar_GetAction;
- friend class CLogTabVar_SetAction;
- friend class CLogTabVar_PopoutAvailable;
- friend class CLogTabVar_RunShootAvailable;
- friend class CLogTabVar_SafetyAvailable;
- friend class CLogTabVar_PylonAvailable;
- friend class CLogTabVar_DudeHealth;
- friend class CLogTabVar_IsTriggered;
- friend class CLogTabVar_UserState1;
- friend class CLogTabVar_RecentlyShot;
- friend class CLogTabVar_IsPanic;
- friend class CLogTabVar_HelpCall;
- friend class CLogTabVar_RecentlyStuck;
- friend class CLogTabVar_UserGlobal;
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- protected:
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- public:
- RString m_rstrLogicName;
- protected:
- // General position, motion and time variables
- // Store what type of person you are
- Personatorium::Index m_ePersonType;
- // Logic Table for this person's behavior
- CLogTab<CPerson*>* m_pLogicTable;
- // Logic filename.
- RString m_rstrLogicFile;
-
- // If TRUE, the guy's state is shown by his hotspot.
- short m_sShowState;
- // This is a high level state variable for logic tables.
- short m_sUserState1;
- // This is set once the person has used their 1 shot comment, then
- // it will only use the noises after that.
- bool m_bHitComment;
- // Tracks file counter so we know when to load/save "common" data
- static short ms_sFileCount;
- // This is the one CPerson that can log its AI table transitions or
- // CIdBank::IdNil.
- static U16 ms_u16IdLogAI;
- // "Constant" values that we want to be able to tune using the editor
- static double ms_dLongRange; // Squared distance (500 pixels away)
- static double ms_dInRangeLow; // Squared distance to be in range with weapon
- static double ms_dInRangeHigh; // Squared distance to be in range with weapon
- static double ms_dThrowHorizVel; // Horizontal throw velocity
- static double ms_dMaxCrawlVel; // Speed at which cop crawls when writhing
- static long ms_lRandomAvoidTime; // Time to wander before looking again
- static long ms_lReseekTime; // Do a 'find' again
- static long ms_lWatchWaitTime; // Time to watch shot go
- static long ms_lReselectDudeTime;// Time to go without finding a dude
- // before calling SelectDude() to find
- // possibly a closer one.
- static long ms_lMinCommentTime; // Min time before making a random comment
- static long ms_lCommentTimeVariance;// Random amount added on to comment timer.
- public:
- static short ms_sLogTabUserGlobal;// Global state set and read by logic tables
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- protected:
- // Constructor
- CPerson(CRealm* pRealm)
- : CDoofus(pRealm, CPersonID)
- {
- m_sSuspend = 0;
- m_dRot = 0;
- m_dX = m_dY = m_dZ = m_dVel = m_dAcc = 0;
- m_ePersonType = Personatorium::Grenader;
- m_eWeaponType = CThing::CGrenadeID;
- m_panimCur = m_panimPrev = NULL;
- m_sprite.m_pthing = this;
- m_rstrLogicFile = "res/logics/default.lgk";
- m_sShowState = FALSE;
- m_sUserState1 = 0; // Uninitialized
- m_bHitComment = false;
- }
- public:
- // Destructor
- ~CPerson()
- {
- // Remove sprite from scene (this is safe even if it was already removed!)
- m_pRealm->m_scene.RemoveSprite(&m_sprite);
- m_pRealm->m_smashatorium.Remove(&m_smash);
- // Free resources
- FreeResources();
- }
- //---------------------------------------------------------------------------
- // Required static functions
- //---------------------------------------------------------------------------
- public:
- // Construct object
- static short Construct( // Returns 0 if successfull, non-zero otherwise
- CRealm* pRealm, // In: Pointer to realm this object belongs to
- CThing** ppNew) // Out: Pointer to new object
- {
- short sResult = 0;
- *ppNew = new CPerson(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("CPerson::Construct(): Couldn't construct CPerson (that's a bad thing)\n");
- }
- return sResult;
- }
- //---------------------------------------------------------------------------
- // Required virtual functions (implimenting them as inlines doesn't pay!)
- //---------------------------------------------------------------------------
- public:
- // Load object (should call base class version!)
- short Load( // Returns 0 if successfull, non-zero otherwise
- RFile* pFile, // In: File to load from
- bool bEditMode, // In: True for edit mode, false otherwise
- short sFileCount, // In: File count (unique per file, never 0)
- ULONG ulFileVersion); // In: Version of file format to load.
- // Save object (should call base class version!)
- short Save( // Returns 0 if successfull, non-zero otherwise
- RFile* pFile, // In: File to save to
- short sFileCount); // In: File count (unique per file, never 0)
- // Startup object
- short Startup(void); // Returns 0 if successfull, non-zero otherwise
- // Shutdown object
- short Shutdown(void); // Returns 0 if successfull, non-zero otherwise
- // Init - set up object before running
- short Init(void);
- // Update object
- void Update(void);
- // Render object.
- void Render(void);
- // Called by editor to init new object at specified position
- short EditNew( // Returns 0 if successfull, non-zero otherwise
- short sX, // In: New x coord
- short sY, // In: New y coord
- short sZ); // In: New z coord
- // Called by editor to modify object
- short EditModify(void); // Returns 0 if successfull, non-zero otherwise
- // Called by editor to update object
- void EditUpdate(void);
- // Called by editor to render object.
- void EditRender(void);
- // Function to choose and play the writhing sound effect
- virtual SampleMaster::SoundInstance PlaySoundWrithing(
- long* plDuration); // Out: Duration of sample, if not NULL.
- // Function to choose and play the Shot sound effect
- virtual SampleMaster::SoundInstance PlaySoundShot(void);
- // Function to choose and play the Blown up sound effect
- virtual SampleMaster::SoundInstance PlaySoundBlownup(void);
- // Funciton to choose and play the Burning sound effect
- virtual SampleMaster::SoundInstance PlaySoundBurning(void);
- // Function to choose and play the shooting comment
- virtual SampleMaster::SoundInstance PlaySoundShooting(void);
- // Function to choose and play the dying sound.
- virtual SampleMaster::SoundInstance PlaySoundDying(void);
- // Function to choose and play the Random comments
- virtual SampleMaster::SoundInstance PlaySoundRandom(void);
- //---------------------------------------------------------------------------
- // Static functions
- //---------------------------------------------------------------------------
- public:
- static void ResetLogAI(void)
- {
- // Reset AI logging feature.
- ms_u16IdLogAI = CIdBank::IdNil;
- }
- //---------------------------------------------------------------------------
- // Internal functions
- //---------------------------------------------------------------------------
- protected:
- // Get all required resources
- short GetResources(void); // Returns 0 if successfull, non-zero otherwise
-
- // Free all resources
- short FreeResources(void); // Returns 0 if successfull, non-zero otherwise
- // Special case logic for the cop writhing since he crawls on the ground.
- virtual void Logic_Writhing(void);
- };
- #endif //PERSON_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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