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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** 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, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : combat *
- * *
- * $Archive:: /Commando/Code/Combat/raveshawbossgameobj.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 1/20/02 4:40p $*
- * *
- * $Revision:: 14 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "raveshawbossgameobj.h"
- #include "wwhack.h"
- #include "simpledefinitionfactory.h"
- #include "persistfactory.h"
- #include "combatchunkid.h"
- #include "debug.h"
- #include "animcontrol.h"
- #include "crandom.h"
- #include "weapons.h"
- #include "rendobj.h"
- #include "wwaudio.h"
- #include "audiblesound.h"
- #include "explosion.h"
- #include "phys.h"
- #include "pscene.h"
- #include "waypath.h"
- #include "waypoint.h"
- #include "pathfind.h"
- #include "pathmgr.h"
- #include "string_ids.h"
- #include "translateobj.h"
- #include "translatedb.h"
- #include "wwprofile.h"
- #include "conversationmgr.h"
- #include "activeconversation.h"
- #include "conversation.h"
- #include "combat.h"
- #include "assetmgr.h"
- #include "ccamera.h"
- #include "gameobjmanager.h"
- #include "transitioneffect.h"
- #include "coltest.h"
- #include "phys3.h"
- #include "animobj.h"
- #include "powerup.h"
- #include "weaponbag.h"
- #include "humanphys.h"
- #include "physcoltest.h"
- #include "objlibrary.h"
- #include "hudinfo.h"
- #include "stealtheffect.h"
- #include "damageablestaticphys.h"
- #include "boxrobj.h"
- DECLARE_FORCE_LINK (RaveshawBoss)
- //////////////////////////////////////////////////////////////////////////
- // ManualTransitionEffectClass
- //////////////////////////////////////////////////////////////////////////
- class ManualTransitionEffectClass : public TransitionEffectClass
- {
- public:
- ///////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- ///////////////////////////////////////////////////////////////////
- ManualTransitionEffectClass (void)
- {
- RenderBaseMaterial = true;
- RenderTransitionMaterial = true;
- IntensityScale = 0;
- RemoveOnComplete = false;
- return ;
- }
- ///////////////////////////////////////////////////////////////////
- // Public methods
- ///////////////////////////////////////////////////////////////////
-
- //
- // Inherited
- //
- void Timestep (float dt)
- {
- //
- // Stolen from base class
- //
- Vector2 uv_rate = MinUVRate + IntensityScale * IntensityScale * (MaxUVRate - MinUVRate);
- UVOffset += uv_rate * dt;
- UVOffset.X = fmod(UVOffset.X , 2.0f);
- UVOffset.Y = fmod(UVOffset.Y , 2.0f);
- return ;
- }
- //
- // Manual control
- //
- void Enable_Effect (bool onoff) { RenderTransitionMaterial = onoff; }
- bool Is_Effect_Enabled (void) const { return RenderTransitionMaterial; }
- void Set_Intensity (float value) { IntensityScale = value; }
- float Get_Intensity (void) const { return IntensityScale; }
- };
- //////////////////////////////////////////////////////////////////////////
- // Constants
- //////////////////////////////////////////////////////////////////////////
- static const float UNINITIALIZED_TIMER = -5000.0F;
- static const Vector3 TIBERIUM_POS (-130.499F, 483.243F, -189.617F);
- static const float TIBERIUM_RADIUS = 1.35F;
- static const float SAFE_JUMP_RADIUS = 12.0F;
- static const float CAMERA_RADIUS = 10.0F;
- static const float HEAL_TIME = 3.0F;
- static const float EFFECT_FADE_TIME = 12.0F;
- static const float EFFECT_INTENSITY = 0.75F;
- static const char *ARC_BONE_NAMES[6] =
- {
- "BONE02",
- "BONE03",
- "BONE04",
- "BONE05",
- "BONE06",
- "BONE07",
- };
- //////////////////////////////////////////////////////////////////////////
- // Waypath IDs
- //////////////////////////////////////////////////////////////////////////
- static const int CATWALK_WAYPATH_ID = 3000100;
- //////////////////////////////////////////////////////////////////////////
- // Weapon and state enumerations
- //////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////
- // Taunt constants
- //////////////////////////////////////////////////////////////////////////
- static const char *TAUNT_IDS[6] =
- {
- "IDS_SAKURA_BOSS_TAUNT1",
- "IDS_SAKURA_BOSS_TAUNT2",
- "IDS_SAKURA_BOSS_TAUNT3",
- "IDS_SAKURA_BOSS_TAUNT4",
- "IDS_SAKURA_BOSS_TAUNT5",
- "IDS_SAKURA_BOSS_TAUNT6"
- };
- //////////////////////////////////////////////////////////////////////////
- // Save/load constants
- //////////////////////////////////////////////////////////////////////////
- enum
- {
- CHUNKID_DEF_PARENT = 0x09230242,
- CHUNKID_DEF_VARIABLES,
- VARID_DEF_GATLING_DEF_ID = 1,
- VARID_DEF_ROCKET_DEF_ID,
- VARID_DEF_GATLING_REV_SOUND_ID,
- VARID_DEF_ROCKET_DOOR_SOUND_ID,
- VARID_DEF_ROCKET_DESTROYED_EXPLOSION_ID
- };
- enum
- {
- CHUNKID_PARENT = 0x09230243,
- CHUNKID_VARIABLES,
- CHUNKID_TIBERIUM_EFFECT,
- CHUNKID_OVERALL_STATE_MACHINE,
- CHUNKID_RAVESHAW_STATE_MACHINE,
- CHUNKID_ENGORGED_STATE_MACHINE,
- CHUNKID_MOVE_STATE_MACHINE,
- CHUNKID_STEALTH_SOLDIER_STATE_MACHINE,
- CHUNKID_THROWN_OBJ_STATE_MACHINE,
- CHUNKID_JUMP_STATE_MACHINE,
- CHUNKID_LIGHTNING_ROD_STATE_MACHINE,
- CHUNKID_STEALTH_SOLDIER,
- CHUNKID_HAVOC_STATE_MACHINE,
- XXX_VARID_STEALTH_SOLIDER_PTR = 0,
- VARID_THROWN_OBJECT_PTR,
- VARID_IS_TIBERIUM_EFFECT_APPLIED,
- VARID_CURRENT_DEST_POS,
- VARID_OVERALL_STATE_TIMER,
- VARID_ENGORGED_STATE_TIMER,
- VARID_MOVE_STATE_TIMER,
- VARID_BODY_SLAM_TIMER,
- VARID_RAVESHAW_STATE_TIMER,
- VARID_STEALTHSOLDIER_STATE_TIMER,
- VARID_LIGHTNINGROD_STATE_TIMER,
- VARID_START_TIMER,
- VARID_LAST_MELEE_ANIM_FRAME,
- VARID_HAS_MELEE_ATTACK_HIT,
- VARID_FLYING_OBJECT_VECTOR,
- VARID_FLYING_OBJECT_DEST,
- VARID_FLYING_DIST,
- VARID_RELOBJ_TM,
- VARID_ARC_OBJ_PTR,
- VARID_CURR_JUMP_POS,
- VARID_CAMERA_BONE_PTR,
- VARID_CAMERA_BONE_TM,
- VARID_RESTORE_FIRST_PERSON,
- };
- //////////////////////////////////////////////////////////////////////////
- // Factories
- //////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<RaveshawBossGameObjDefClass, CHUNKID_GAME_OBJECT_DEF_RAVESHAW_BOSS> _RaveshawBossGameObjDefPersistFactory;
- SimplePersistFactoryClass<RaveshawBossGameObjClass, CHUNKID_GAME_OBJECT_RAVESHAW_BOSS> _RaveshawBossGameObjPersistFactory;
- DECLARE_DEFINITION_FACTORY(RaveshawBossGameObjDefClass, CLASSID_GAME_OBJECT_DEF_RAVESHAW_BOSS, "Raveshaw Boss") _RaveshawBossGameObjDefDefFactory;
- //////////////////////////////////////////////////////////////////////////
- //
- // RaveshawBossGameObjDefClass
- //
- //////////////////////////////////////////////////////////////////////////
- RaveshawBossGameObjDefClass::RaveshawBossGameObjDefClass (void)
- {
- UseInnateBehavior = false;
- PARAM_SEPARATOR (RaveshawBossGameObjDefClass, "Boss Settings");
- PARAM_SEPARATOR (RaveshawBossGameObjDefClass, "");
- return ;
- }
- //////////////////////////////////////////////////////////////////////////
- //
- // ~RaveshawBossGameObjDefClass
- //
- //////////////////////////////////////////////////////////////////////////
- RaveshawBossGameObjDefClass::~RaveshawBossGameObjDefClass (void)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////
- //
- // Get_Class_ID
- //
- //////////////////////////////////////////////////////////////////////////
- uint32
- RaveshawBossGameObjDefClass::Get_Class_ID (void) const
- {
- return CLASSID_GAME_OBJECT_DEF_RAVESHAW_BOSS;
- }
- //////////////////////////////////////////////////////////////////////////
- //
- // Create
- //
- //////////////////////////////////////////////////////////////////////////
- PersistClass *
- RaveshawBossGameObjDefClass::Create (void) const
- {
- RaveshawBossGameObjClass *obj = new RaveshawBossGameObjClass;
- obj->Init(*this);
- return obj;
- }
- //////////////////////////////////////////////////////////////////////////
- //
- // Save
- //
- //////////////////////////////////////////////////////////////////////////
- bool
- RaveshawBossGameObjDefClass::Save (ChunkSaveClass &csave)
- {
- csave.Begin_Chunk (CHUNKID_DEF_PARENT);
- SoldierGameObjDef::Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_DEF_VARIABLES);
- Save_Variables (csave);
- csave.End_Chunk();
- return true;
- }
- //////////////////////////////////////////////////////////////////////////
- //
- // Load
- //
- //////////////////////////////////////////////////////////////////////////
- bool
- RaveshawBossGameObjDefClass::Load (ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk ()) {
- switch(cload.Cur_Chunk_ID ()) {
- case CHUNKID_DEF_PARENT:
- SoldierGameObjDef::Load (cload);
- break;
- case CHUNKID_DEF_VARIABLES:
- Load_Variables (cload);
- break;
- default:
- Debug_Say (("Unrecognized RaveshawBossGameObjDefClass chunkID\n"));
- break;
- }
- cload.Close_Chunk ();
- }
- return true;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Save_Variables
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjDefClass::Save_Variables (ChunkSaveClass &csave)
- {
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Load_Variables
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjDefClass::Load_Variables (ChunkLoadClass &cload)
- {
- /*while (cload.Open_Micro_Chunk ()) {
- switch (cload.Cur_Micro_Chunk_ID ()) {
- default:
- Debug_Say (("Unrecognized RaveshawBossGameObjDefClass Variable chunkID %d\n", cload.Cur_Micro_Chunk_ID ()));
- break;
- }
- cload.Close_Micro_Chunk ();
- }*/
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ///////////////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- RaveshawBossGameObjDefClass::Get_Factory (void) const
- {
- return _RaveshawBossGameObjDefPersistFactory;
- }
- /*
- **
- ** Start of RaveshawBossGameObjClass
- **
- */
- ///////////////////////////////////////////////////////////////////////////
- //
- // RaveshawBossGameObjClass
- //
- ///////////////////////////////////////////////////////////////////////////
- RaveshawBossGameObjClass::RaveshawBossGameObjClass (void) :
- RaveshawTauntTimeLeft (0),
- AvailableTaunts (0xFFFFFF),
- OverallState (this),
- RaveshawState (this),
- EngorgedState (this),
- MoveState (this),
- StealthSoldierState (this),
- HavocState (this),
- ThrownObjectState (this),
- JumpState (this),
- LightningRodState (this),
- OverallStateTimer (0),
- StealthSoldierStateTimer (0),
- LightningRodStateTimer (0),
- RaveshawStateTimer (0),
- EngorgedStateTimer (0),
- MoveStateTimer (0),
- BodySlamTimer (0),
- TiberiumEffect (NULL),
- IsTiberiumEffectApplied (false),
- StealthSoldier (NULL),
- StealthEffect (NULL),
- ThrownObject (NULL),
- RaveshawPos (0, 0, 0),
- StarPos (0, 0, 0),
- StartTimer (0),
- FlyingDist (0),
- FlyingObjectVector (0, 0, 0),
- FlyingObjectDest (0, 0, 0),
- LastMeleeAnimFrame (0),
- HasMeleeAttackHit (false),
- CameraBoneModel (NULL),
- RestoreFirstPerson (true)
- {
- Shuffle_Taunt_List ();
- TauntList[0] = 1;//IDS_SAKURA_BOSS_TAUNT1;
- TauntList[1] = 2;//IDS_SAKURA_BOSS_TAUNT2;
- TauntList[2] = 3;//IDS_SAKURA_BOSS_TAUNT3;
- TauntList[3] = 4;//IDS_SAKURA_BOSS_TAUNT4;
- TauntList[4] = 5;//IDS_SAKURA_BOSS_TAUNT5;
- TauntList[5] = 6;//IDS_SAKURA_BOSS_TAUNT6;
- ::memset (ArcObjects, 0, sizeof (ArcObjects));
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- ArcLifeRemaining[index] = 0;
- }
- //
- // Register the Overall states with its state machine
- //
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_NOTHING);
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_HEALING);
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_THROWING_OBJECT);
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_THROWING_SOLDIER);
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_THROWING_STAR);
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_GRAB_STAR);
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_JUMP_TO_CATWALK);
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_ON_CATWALK);
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_BODYSLAM);
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_CHASE_STAR);
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_DAZED);
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_FLEE);
- ADD_STATE_TO_MACHINE (OverallState, OVERALL_STATE_DEATH_SEQUENCE);
- //
- // Register the Raveshaw states with its state machine
- //
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_NOTHING);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_ROAR);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_GRAB_TIBERIUM);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_GRAB_SOLDIER);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_THROW_SOLDIER);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_GRAB_OBJECT);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_THROW_OBJECT);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_GRAB_STAR);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_BODYSLAM);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_JUMP_DOWN);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_STUMBLE);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_LOOK_CONFUSED);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_DYING);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_FALL);
- ADD_STATE_TO_MACHINE (RaveshawState, RAVESHAW_STATE_DEATH_LANDING);
-
- //
- // Register the Move states with its state machine
- //
- ADD_STATE_TO_MACHINE (MoveState, MOVE_STATE_STOP);
- ADD_STATE_TO_MACHINE (MoveState, MOVE_STATE_GOTO_TIBERIUM);
- ADD_STATE_TO_MACHINE (MoveState, MOVE_STATE_GOTO_CATWALK);
- ADD_STATE_TO_MACHINE (MoveState, MOVE_STATE_JUMP_TO_CATWALK);
- ADD_STATE_TO_MACHINE (MoveState, MOVE_STATE_CIRCLE_CATWALK);
- ADD_STATE_TO_MACHINE (MoveState, MOVE_STATE_GOTO_THROW_OBJECT);
- ADD_STATE_TO_MACHINE (MoveState, MOVE_STATE_JUMP_TO_STAR);
- ADD_STATE_TO_MACHINE (MoveState, MOVE_STATE_FOLLOW_STAR);
- //
- // Register the Engorged states with its state machine
- //
- ADD_STATE_TO_MACHINE (EngorgedState, ENGORGED_STATE_NONE);
- ADD_STATE_TO_MACHINE (EngorgedState, ENGORGED_STATE_ABSORBING_TIBERIUM);
- ADD_STATE_TO_MACHINE (EngorgedState, ENGORGED_STATE_FADING);
- //
- // Register the Jump states with its state machine
- //
- ADD_STATE_TO_MACHINE (JumpState, JUMP_STATE_NONE);
- ADD_STATE_TO_MACHINE (JumpState, JUMP_STATE_CROUCHING);
- ADD_STATE_TO_MACHINE (JumpState, JUMP_STATE_JUMPING);
- ADD_STATE_TO_MACHINE (JumpState, JUMP_STATE_LANDING);
- JumpState.Set_State (JUMP_STATE_NONE);
-
- //
- // Register the Stealth Soldier states with its state machine
- //
- ADD_STATE_TO_MACHINE (StealthSoldierState, STEALTH_SOLDIER_STATE_NONE);
- ADD_STATE_TO_MACHINE (StealthSoldierState, STEALTH_SOLDIER_STATE_DISPLAY);
- ADD_STATE_TO_MACHINE (StealthSoldierState, STEALTH_SOLDIER_STATE_FLYING);
- StealthSoldierState.Set_State (STEALTH_SOLDIER_STATE_NONE);
- //
- // Register the Stealth Soldier states with its state machine
- //
- ADD_STATE_TO_MACHINE (HavocState, HAVOC_STATE_NONE);
- ADD_STATE_TO_MACHINE (HavocState, HAVOC_STATE_GRABBED);
- ADD_STATE_TO_MACHINE (HavocState, HAVOC_STATE_FLYING);
- HavocState.Set_State (HAVOC_STATE_NONE);
- //
- // Register the Thrown object states with its state machine
- //
- ADD_STATE_TO_MACHINE (ThrownObjectState, THROWN_OBJECT_STATE_NONE);
- ADD_STATE_TO_MACHINE (ThrownObjectState, THROWN_OBJECT_STATE_PICKUP);
- ADD_STATE_TO_MACHINE (ThrownObjectState, THROWN_OBJECT_STATE_FLYING);
- ThrownObjectState.Set_State (THROWN_OBJECT_STATE_NONE);
- //
- // Register the Lightning Rod states with its state machine
- //
- ADD_STATE_TO_MACHINE (LightningRodState, LIGHTNING_ROD_STATE_NONE);
- ADD_STATE_TO_MACHINE (LightningRodState, LIGHTNING_ROD_STATE_ACTIVE);
- LightningRodState.Set_State (LIGHTNING_ROD_STATE_NONE);
- //
- // Allocate a new stealth effect to use...
- //
- StealthEffect = NEW_REF (StealthEffectClass, ());
- //
- // Allocate a new tiberium effect to use...
- //
- TiberiumEffect = NEW_REF (ManualTransitionEffectClass, ());
- TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture ("bluetibeffect.tga");
- TiberiumEffect->Set_Texture (texture);
- REF_PTR_RELEASE (texture);
- //
- // Create the camera bone model...
- //
- CameraBoneModel = WW3DAssetManager::Get_Instance ()->Create_Render_Obj ("CAMBONE");
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // ~RaveshawBossGameObjClass
- //
- ///////////////////////////////////////////////////////////////////////////
- RaveshawBossGameObjClass::~RaveshawBossGameObjClass (void)
- {
- REF_PTR_RELEASE (TiberiumEffect);
- REF_PTR_RELEASE (StealthEffect);
- REF_PTR_RELEASE (CameraBoneModel);
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- ArcObjects[index] = NULL;
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ///////////////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- RaveshawBossGameObjClass::Get_Factory (void) const
- {
- return _RaveshawBossGameObjPersistFactory;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Init
- //
- ////////////////////////////////////////////////////////////////
- void RaveshawBossGameObjClass::Init (void)
- {
- Init ( Get_Definition ());
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Init
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Init (const RaveshawBossGameObjDefClass &definition)
- {
- SoldierGameObj::Init (definition);
- //
- // Make Raveshaw big and beefy...
- //
- Peek_Model ()->Scale (1.5F);
- //
- // Make a list of the lightning rods in the area
- //
- Collect_Lightning_Rods ();
- Create_Arc_Effects ();
- Prepare_Arc_Effect_Data ();
- //
- // Start fresh...
- //
- Get_Action ()->Reset (100);
- StartTimer = 2.0F;
- //
- // Determine which state to do...
- //
- Determine_New_Overall_State ();
- Get_Human_State ()->Set_Human_Anim_Override ("Raveshaw Boss Override");
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Get_Definition
- //
- ///////////////////////////////////////////////////////////////////////////
- const RaveshawBossGameObjDefClass &
- RaveshawBossGameObjClass::Get_Definition (void) const
- {
- return (const RaveshawBossGameObjDefClass &)BaseGameObj::Get_Definition ();
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Save
- //
- ///////////////////////////////////////////////////////////////////////////
- bool
- RaveshawBossGameObjClass::Save (ChunkSaveClass & csave)
- {
- csave.Begin_Chunk (CHUNKID_PARENT);
- SoldierGameObj::Save (csave);
- csave.End_Chunk ();
- //
- // Save the tiberium effect to its own chunk
- //
- csave.Begin_Chunk (CHUNKID_STEALTH_SOLDIER);
- StealthSoldier.Save (csave);
- csave.End_Chunk ();
-
- //
- // Save the tiberium effect to its own chunk
- //
- csave.Begin_Chunk (CHUNKID_TIBERIUM_EFFECT);
- TiberiumEffect->Save (csave);
- csave.End_Chunk ();
- //
- // Save the state machines to their own chunk
- //
- csave.Begin_Chunk (CHUNKID_OVERALL_STATE_MACHINE);
- OverallState.Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_RAVESHAW_STATE_MACHINE);
- RaveshawState.Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_ENGORGED_STATE_MACHINE);
- EngorgedState.Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_MOVE_STATE_MACHINE);
- MoveState.Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_STEALTH_SOLDIER_STATE_MACHINE);
- StealthSoldierState.Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_HAVOC_STATE_MACHINE);
- HavocState.Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_THROWN_OBJ_STATE_MACHINE);
- ThrownObjectState.Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_JUMP_STATE_MACHINE);
- JumpState.Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_LIGHTNING_ROD_STATE_MACHINE);
- LightningRodState.Save (csave);
- csave.End_Chunk ();
- //
- // Save the variables
- //
- csave.Begin_Chunk (CHUNKID_VARIABLES);
- Save_Variables (csave);
- csave.End_Chunk ();
- return true;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Load
- //
- ///////////////////////////////////////////////////////////////////////////
- bool
- RaveshawBossGameObjClass::Load (ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk ()) {
- switch(cload.Cur_Chunk_ID ()) {
- case CHUNKID_PARENT:
- SoldierGameObj::Load (cload);
- break;
- case CHUNKID_STEALTH_SOLDIER:
- StealthSoldier.Load (cload);
- break;
- case CHUNKID_TIBERIUM_EFFECT:
- TiberiumEffect->Load (cload);
- break;
- case CHUNKID_OVERALL_STATE_MACHINE:
- OverallState.Load (cload);
- break;
- case CHUNKID_RAVESHAW_STATE_MACHINE:
- RaveshawState.Load (cload);
- break;
- case CHUNKID_ENGORGED_STATE_MACHINE:
- EngorgedState.Load (cload);
- break;
- case CHUNKID_MOVE_STATE_MACHINE:
- MoveState.Load (cload);
- break;
- case CHUNKID_STEALTH_SOLDIER_STATE_MACHINE:
- StealthSoldierState.Load (cload);
- break;
- case CHUNKID_HAVOC_STATE_MACHINE:
- HavocState.Load (cload);
- break;
- case CHUNKID_THROWN_OBJ_STATE_MACHINE:
- ThrownObjectState.Load (cload);
- break;
- case CHUNKID_JUMP_STATE_MACHINE:
- JumpState.Load (cload);
- break;
- case CHUNKID_LIGHTNING_ROD_STATE_MACHINE:
- LightningRodState.Load (cload);
- break;
- case CHUNKID_VARIABLES:
- Load_Variables (cload);
- break;
- default:
- Debug_Say (("Unrecognized RaveshawBossGameObjClass chunk ID\n"));
- break;
- }
- cload.Close_Chunk ();
- }
- SaveLoadSystemClass::Register_Post_Load_Callback (this);
- return true;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // On_Post_Load
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::On_Post_Load (void)
- {
- SoldierGameObj::On_Post_Load ();
- //
- // Make Raveshaw big and beefy...
- //
- Peek_Model ()->Scale (1.5F);
- //
- // Make a list of the lightning rods in the area
- //
- Collect_Lightning_Rods ();
- Prepare_Arc_Effect_Data ();
- //
- // Override the walking animations for this guy
- //
- Get_Human_State ()->Set_Human_Anim_Override ("Raveshaw Boss Override");
- //
- // Apply the blue tiberium effect as necessary
- //
- if (IsTiberiumEffectApplied) {
- Peek_Physical_Object ()->Add_Effect_To_Me (TiberiumEffect);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Save_Variables
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Save_Variables (ChunkSaveClass &csave)
- {
- //
- // Save a pointer for each arc-object
- //
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- WRITE_MICRO_CHUNK (csave, VARID_ARC_OBJ_PTR, ArcObjects[index]);
- }
- Matrix3D cam_tm = CameraBoneModel->Get_Transform ();
- WRITE_MICRO_CHUNK (csave, VARID_CAMERA_BONE_PTR, CameraBoneModel);
- WRITE_MICRO_CHUNK (csave, VARID_CAMERA_BONE_TM, cam_tm);
- WRITE_MICRO_CHUNK (csave, VARID_RESTORE_FIRST_PERSON, RestoreFirstPerson);
- WRITE_MICRO_CHUNK (csave, VARID_THROWN_OBJECT_PTR, ThrownObject);
- WRITE_MICRO_CHUNK (csave, VARID_IS_TIBERIUM_EFFECT_APPLIED, IsTiberiumEffectApplied);
- WRITE_MICRO_CHUNK (csave, VARID_CURRENT_DEST_POS, CurrentDestPos);
- WRITE_MICRO_CHUNK (csave, VARID_OVERALL_STATE_TIMER, OverallStateTimer);
- WRITE_MICRO_CHUNK (csave, VARID_ENGORGED_STATE_TIMER, EngorgedStateTimer);
- WRITE_MICRO_CHUNK (csave, VARID_MOVE_STATE_TIMER, MoveStateTimer);
- WRITE_MICRO_CHUNK (csave, VARID_BODY_SLAM_TIMER, BodySlamTimer);
- WRITE_MICRO_CHUNK (csave, VARID_RAVESHAW_STATE_TIMER, RaveshawStateTimer);
- WRITE_MICRO_CHUNK (csave, VARID_STEALTHSOLDIER_STATE_TIMER, StealthSoldierStateTimer);
- WRITE_MICRO_CHUNK (csave, VARID_LIGHTNINGROD_STATE_TIMER, LightningRodStateTimer);
- WRITE_MICRO_CHUNK (csave, VARID_START_TIMER, StartTimer);
- WRITE_MICRO_CHUNK (csave, VARID_LAST_MELEE_ANIM_FRAME, LastMeleeAnimFrame);
- WRITE_MICRO_CHUNK (csave, VARID_HAS_MELEE_ATTACK_HIT, HasMeleeAttackHit);
- WRITE_MICRO_CHUNK (csave, VARID_FLYING_OBJECT_VECTOR, FlyingObjectVector);
- WRITE_MICRO_CHUNK (csave, VARID_FLYING_OBJECT_DEST, FlyingObjectDest);
- WRITE_MICRO_CHUNK (csave, VARID_FLYING_DIST, FlyingDist);
- WRITE_MICRO_CHUNK (csave, VARID_RELOBJ_TM, RelObjTM);
- WRITE_MICRO_CHUNK (csave, VARID_CURR_JUMP_POS, CurrentJumpToPos);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Load_Variables
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Load_Variables (ChunkLoadClass &cload)
- {
- RenderObjClass *old_camera_bone_ptr = NULL;
- Matrix3D cam_tm (1);
- int arc_obj_index = 0;
- while (cload.Open_Micro_Chunk ()) {
- switch (cload.Cur_Micro_Chunk_ID ()) {
- case VARID_ARC_OBJ_PTR:
- LOAD_MICRO_CHUNK (cload, ArcObjects[arc_obj_index++]);
- break;
- READ_MICRO_CHUNK (cload, VARID_CAMERA_BONE_PTR, old_camera_bone_ptr);
- READ_MICRO_CHUNK (cload, VARID_CAMERA_BONE_TM, cam_tm);
- READ_MICRO_CHUNK (cload, VARID_RESTORE_FIRST_PERSON, RestoreFirstPerson);
- READ_MICRO_CHUNK (cload, VARID_THROWN_OBJECT_PTR, ThrownObject);
- READ_MICRO_CHUNK (cload, VARID_IS_TIBERIUM_EFFECT_APPLIED, IsTiberiumEffectApplied);
- READ_MICRO_CHUNK (cload, VARID_CURRENT_DEST_POS, CurrentDestPos);
- READ_MICRO_CHUNK (cload, VARID_OVERALL_STATE_TIMER, OverallStateTimer);
- READ_MICRO_CHUNK (cload, VARID_ENGORGED_STATE_TIMER, EngorgedStateTimer);
- READ_MICRO_CHUNK (cload, VARID_MOVE_STATE_TIMER, MoveStateTimer);
- READ_MICRO_CHUNK (cload, VARID_BODY_SLAM_TIMER, BodySlamTimer);
- READ_MICRO_CHUNK (cload, VARID_RAVESHAW_STATE_TIMER, RaveshawStateTimer);
- READ_MICRO_CHUNK (cload, VARID_STEALTHSOLDIER_STATE_TIMER, StealthSoldierStateTimer);
- READ_MICRO_CHUNK (cload, VARID_LIGHTNINGROD_STATE_TIMER, LightningRodStateTimer);
- READ_MICRO_CHUNK (cload, VARID_START_TIMER, StartTimer);
- READ_MICRO_CHUNK (cload, VARID_LAST_MELEE_ANIM_FRAME, LastMeleeAnimFrame);
- READ_MICRO_CHUNK (cload, VARID_HAS_MELEE_ATTACK_HIT, HasMeleeAttackHit);
- READ_MICRO_CHUNK (cload, VARID_FLYING_OBJECT_VECTOR, FlyingObjectVector);
- READ_MICRO_CHUNK (cload, VARID_FLYING_OBJECT_DEST, FlyingObjectDest);
- READ_MICRO_CHUNK (cload, VARID_FLYING_DIST, FlyingDist);
- READ_MICRO_CHUNK (cload, VARID_RELOBJ_TM, RelObjTM);
- READ_MICRO_CHUNK (cload, VARID_CURR_JUMP_POS, CurrentJumpToPos);
- default:
- Debug_Say (("Unrecognized RaveshawBossGameObjClass Variable chunkID %d\n", cload.Cur_Micro_Chunk_ID ()));
- break;
- }
- cload.Close_Micro_Chunk ();
- }
- //
- // Remap the arc-object pointers
- //
- for (int index = 0; index < arc_obj_index; index ++) {
- REQUEST_POINTER_REMAP ((void **)&ArcObjects[index]);
- }
- if (ThrownObject != NULL) {
- REQUEST_POINTER_REMAP ((void **)&ThrownObject);
- }
- //
- // Register the camera bone pointers...
- //
- if (old_camera_bone_ptr != NULL) {
- SaveLoadSystemClass::Register_Pointer (old_camera_bone_ptr, CameraBoneModel);
- CameraBoneModel->Set_Transform (cam_tm);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Apply_Control
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Apply_Control (void)
- {
- SoldierGameObj::Apply_Control ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Think
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Think (void)
- {
- WWPROFILE ("Raveshaw Think");
- bool ok_to_think = true;
- //
- // Don't do this in the editor
- //
- #ifdef PARAM_EDITING_ON
- ok_to_think = false;
- #endif
- if (COMBAT_STAR == NULL || COMBAT_STAR->Is_Dead () || COMBAT_STAR->Is_Destroyed ()) {
- ok_to_think = false;
- }
- if (ok_to_think) {
- Verify_Stealth_Soldier ();
- //
- // Get the position of both Raveshaw and the star (this information
- // is used throughout the AI)
- //
- Get_Position (&RaveshawPos);
- COMBAT_STAR->Get_Position (&StarPos);
- //
- // Check to see if its OK to kick off the boss logic
- //
- if (StartTimer > UNINITIALIZED_TIMER) {
- StartTimer -= TimeManager::Get_Frame_Seconds ();
- if (StartTimer <= 0) {
- StartTimer = UNINITIALIZED_TIMER;
- OverallState.Set_State (OVERALL_STATE_CHASE_STAR);
- }
- } else {
- //
- // Let the state machines think
- //
- OverallState.Think ();
- RaveshawState.Think ();
- MoveState.Think ();
- EngorgedState.Think ();
- StealthSoldierState.Think ();
- HavocState.Think ();
- ThrownObjectState.Think ();
- JumpState.Think ();
- LightningRodState.Think ();
- }
- }
- //
- // Give Raveshaw 100 extra health points so he doesn't get "killed" due to any
- // "special" damage such as fire or electricity
- //
- float old_health = DefenseObject.Get_Health ();
- float old_health_max = DefenseObject.Get_Health_Max ();
- old_health += 100.0F;
- old_health_max += 100.0F;
- DefenseObject.Set_Health_Max (old_health_max);
- DefenseObject.Set_Health (old_health);
- //
- // Let the soldier think
- //
- SoldierGameObj::Think ();
- //
- // Restore his health
- //
- float curr_health = DefenseObject.Get_Health ();
- curr_health -= 100.0F;
- old_health_max -= 100.0F;
- DefenseObject.Set_Health (max (curr_health, 1.0F));
- DefenseObject.Set_Health_Max (old_health_max);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Verify_Stealth_Soldier
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Verify_Stealth_Soldier (void)
- {
- if (StealthSoldierState.Get_State () == STEALTH_SOLDIER_STATE_NONE) {
- return ;
- }
- //
- // Check to see if the stealth soldier has been destroyed...
- //
- SoldierGameObj *stealth_soldier = Peek_Stealth_Soldier ();
- if ( stealth_soldier != NULL &&
- (stealth_soldier->Is_Dead () || stealth_soldier->Is_Destroyed ()))
- {
- //
- // Get rid of the stealth soldier
- //
- stealth_soldier->Peek_Physical_Object ()->Remove_Effect_From_Me (StealthEffect);
- stealth_soldier->Get_Human_State ()->Stop_Scripted_Animation ();
- stealth_soldier->Set_Delete_Pending ();
- StealthSoldier = NULL;
- OverallState.Set_State (OVERALL_STATE_NOTHING);
- RaveshawState.Set_State (RAVESHAW_STATE_ROAR);
- MoveState.Set_State (MOVE_STATE_STOP);
- StealthSoldierState.Set_State (STEALTH_SOLDIER_STATE_NONE);
- Determine_New_Overall_State ();
- return ;
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Shuffle_Taunt_List
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Shuffle_Taunt_List (void)
- {
- ::memset (TauntList, 0, sizeof (TauntList));
-
- //
- // Grab an entry from the taunt id list
- //
- for (int index = 0; index < MAX_TAUNTS; index ++) {
- //
- // Choose a random list entry to plug this taunt ID into
- //
- int list_index = 0;
- do
- {
- list_index = FreeRandom.Get_Int (MAX_TAUNTS);
- } while (TauntList[list_index] != 0);
- //
- // Stick this taunt ID into the list
- //
- TauntList[list_index] = index + 1;
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Apply_Damage_Extended
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Apply_Damage_Extended
- (
- const OffenseObjectClass & damager,
- float scale,
- const Vector3 & direction,
- const char * collision_box_name
- )
- {
- if ( !CombatManager::I_Am_Server () ||
- OverallState.Get_State () == OVERALL_STATE_DEATH_SEQUENCE)
- {
- return ;
- }
- //
- // Apply the damage
- //
- DefenseObject.Set_Can_Object_Die (false);
- SoldierGameObj::Apply_Damage_Extended (damager, scale, direction, collision_box_name);
- //
- // Get the boss's current health
- //
- float curr_health = DefenseObject.Get_Health ();
- if (FreeRandom.Get_Int (7) == 1) {
- //
- // Play a hurt sound
- //
- WWAudioClass::Get_Instance ()->Create_Instant_Sound ("Rav_Hurt_Twidder", Get_Transform ());
- }
- //
- // If he's circling the catwalk, and badly damaged, then
- // proceed to his death
- //
- if (MoveState.Get_State () == MOVE_STATE_CIRCLE_CATWALK && curr_health <= 20.0F) {
- if (FreeRandom.Get_Int (5) == 1) {
- OverallState.Set_State (OVERALL_STATE_DEATH_SEQUENCE);
- }
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Attach_Sound
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Attach_Sound (const char *sound_name, const char *bone_name)
- {
- //
- // Create the sound object from its preset
- //
- AudibleSoundClass *sound = WWAudioClass::Get_Instance ()->Create_Sound (sound_name);
- if (sound != NULL) {
- //
- // Attach the sound to the object
- //
- sound->Attach_To_Object (Peek_Model (), bone_name);
- //
- // Add the sound to the world and release our hold on it
- //
- sound->Add_To_Scene ();
- REF_PTR_RELEASE (sound);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(OVERALL_STATE_HEALING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(OVERALL_STATE_HEALING) (void)
- {
- //
- // Pull the strings to get the mutant to run to the blue tiberium
- //
- RaveshawState.Set_State (RAVESHAW_STATE_NOTHING);
- MoveState.Set_State (MOVE_STATE_GOTO_TIBERIUM);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(OVERALL_STATE_THROWING_OBJECT)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(OVERALL_STATE_THROWING_OBJECT) (void)
- {
- ThrownObject = Find_Object_To_Throw ();
- if (ThrownObject != NULL) {
- //
- // Pull the strings to get the mutant to grab a stealth soldier...
- //
- RaveshawState.Set_State (RAVESHAW_STATE_NOTHING);
- MoveState.Set_State (MOVE_STATE_GOTO_THROW_OBJECT);
- } else {
- OverallState.Set_State (OVERALL_STATE_CHASE_STAR);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(OVERALL_STATE_THROWING_SOLDIER)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(OVERALL_STATE_THROWING_SOLDIER) (void)
- {
- //
- // Pull the strings to get the mutant to grab a stealth soldier...
- //
- RaveshawState.Set_State (RAVESHAW_STATE_GRAB_SOLDIER);
- MoveState.Set_State (MOVE_STATE_STOP);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(OVERALL_STATE_GRAB_STAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(OVERALL_STATE_GRAB_STAR) (void)
- {
- //
- // Pull the strings to get the mutant to grab the player
- //
- RaveshawState.Set_State (RAVESHAW_STATE_GRAB_STAR);
- MoveState.Set_State (MOVE_STATE_STOP);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(OVERALL_STATE_CHASE_STAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(OVERALL_STATE_CHASE_STAR) (void)
- {
- //
- // Pull the strings to get the mutant to run to the blue tiberium
- //
- RaveshawState.Set_State (RAVESHAW_STATE_NOTHING);
- MoveState.Set_State (MOVE_STATE_FOLLOW_STAR);
- //
- // Chase the player for a random amount of time
- //
- OverallStateTimer = WWMath::Random_Float (6.0F, 20.0F);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(OVERALL_STATE_CHASE_STAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(OVERALL_STATE_CHASE_STAR) (void)
- {
- const float ARMS_REACH = 3.8F;
- //
- // Check to see if Raveshaw is close enough to the player to do some damage.
- //
- float dist2 = (RaveshawPos - StarPos).Length2 ();
- if (dist2 <= ARMS_REACH && JumpState.Get_State () == JUMP_STATE_NONE) {
-
- //
- // Grab for the star
- //
- OverallState.Set_State (OVERALL_STATE_GRAB_STAR);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(OVERALL_STATE_JUMP_TO_CATWALK)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(OVERALL_STATE_JUMP_TO_CATWALK) (void)
- {
- //
- // Pull the strings to get the mutant to run to a spot where he
- // can jump to the catwalk
- //
- RaveshawState.Set_State (RAVESHAW_STATE_NOTHING);
- MoveState.Set_State (MOVE_STATE_GOTO_CATWALK);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(OVERALL_STATE_ON_CATWALK)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(OVERALL_STATE_ON_CATWALK) (void)
- {
- //
- // Get the mutant to run around the catwalk for a bit...
- //
- RaveshawState.Set_State (RAVESHAW_STATE_NOTHING);
- MoveState.Set_State (MOVE_STATE_CIRCLE_CATWALK);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(OVERALL_STATE_BODYSLAM)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(OVERALL_STATE_BODYSLAM) (void)
- {
- //
- // Get Raveshaw to do his bodyslam
- //
- RaveshawState.Set_State (RAVESHAW_STATE_BODYSLAM);
- MoveState.Set_State (MOVE_STATE_STOP);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(OVERALL_STATE_DEATH_SEQUENCE)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(OVERALL_STATE_DEATH_SEQUENCE) (void)
- {
- RaveshawState.Set_State (RAVESHAW_STATE_DYING);
- MoveState.Set_State (MOVE_STATE_STOP);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(MOVE_STATE_STOP)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(MOVE_STATE_STOP) (void)
- {
- Get_Action ()->Reset (100);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(MOVE_STATE_GOTO_TIBERIUM)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(MOVE_STATE_GOTO_TIBERIUM) (void)
- {
- //
- // Find the "closest" position around the tiberium for Raveshaw to run to
- //
- Vector3 dir_vector = (RaveshawPos - TIBERIUM_POS);
- dir_vector.Normalize ();
- CurrentDestPos = TIBERIUM_POS + (TIBERIUM_RADIUS * dir_vector);
- //
- // Make the mutant move to that position
- //
- ActionParamsStruct params;
- params.Set_Basic ((long)0, 100, 777);
- params.Set_Movement (CurrentDestPos, 0.6F, 0.5F);
- Get_Action ()->Goto (params);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(MOVE_STATE_GOTO_TIBERIUM)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(MOVE_STATE_GOTO_TIBERIUM) (void)
- {
- //
- // Put Raveshaw in the "healing" state
- //
- if (Get_Action ()->Is_Active () == false) {
- RaveshawState.Set_State (RAVESHAW_STATE_GRAB_TIBERIUM);
- MoveState.Set_State (MOVE_STATE_STOP);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(MOVE_STATE_GOTO_CATWALK)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(MOVE_STATE_GOTO_CATWALK) (void)
- {
- //const float MIN_JUMP_DIST = 4.0F;
- //const float MAX_JUMP_DIST = 10.0F;
- //
- // Find the closest catwlk position to our current position
- //
- Find_Closest_Catwalk_Pos (RaveshawPos, &CurrentJumpToPos);
- //
- // Detemine what the "most" aligned ground position would be...
- //
- Vector3 dir_vector = (CurrentJumpToPos - TIBERIUM_POS);
- dir_vector.Normalize ();
- CurrentDestPos.X = CurrentJumpToPos.X + (dir_vector.X * 8.0F);
- CurrentDestPos.Y = CurrentJumpToPos.Y + (dir_vector.Y * 8.0F);
- CurrentDestPos.Z = TIBERIUM_POS.Z;
- //
- // Make the mutant move into position
- //
- ActionParamsStruct params;
- params.Set_Basic ((long)0, 100, 777);
- params.Set_Movement (CurrentDestPos, 0.6F, 0.5F);
- Get_Action ()->Goto (params);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Find_Closest_Catwalk_Pos
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Find_Closest_Catwalk_Pos (const Vector3 &curr_pos, Vector3 *catwalk_pos)
- {
- float best_dist2 = 99999.0F;
- //
- // Get the catwalk waypath
- //
- WaypathClass *waypath = PathfindClass::Get_Instance ()->Find_Waypath (CATWALK_WAYPATH_ID);
- WWASSERT (waypath != NULL);
- //
- // Now find the closest point which is in-between the waypath points
- //
- for (int index = 0; index < waypath->Get_Point_Count (); index ++) {
-
- //
- // Determine what the current and next waypath points are
- //
- int curr_index = index;
- int next_index = index + 1;
- if (index + 1 >= waypath->Get_Point_Count ()) {
- next_index = 0;
- }
- //
- // Get the position of the current and next waypoint
- //
- Vector3 curr_waypath_pos = waypath->Get_Point (curr_index)->Get_Position ();
- Vector3 next_waypath_pos = waypath->Get_Point (next_index)->Get_Position ();
-
- //
- // Evaluate this jump to position (is it the closest?)
- //
- Vector3 jump_to_pos = curr_waypath_pos + ((next_waypath_pos - curr_waypath_pos) * 0.5F);
- Vector3 dir_vector = (curr_pos - jump_to_pos);
- dir_vector.Z = 0;
- float dist2 = dir_vector.Length2 ();
- if (dist2 < best_dist2) {
- best_dist2 = dist2;
- (*catwalk_pos) = jump_to_pos;
- }
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(MOVE_STATE_GOTO_CATWALK)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(MOVE_STATE_GOTO_CATWALK) (void)
- {
- //
- // Face the tiberium as necessary
- //
- float dist2 = (RaveshawPos - CurrentDestPos).Length2 ();
- if (dist2 < 4.0F) {
- Get_Action ()->Get_Parameters ().IgnoreFacing = true;
- Set_Targeting (TIBERIUM_POS);
- }
- //
- // Put Raveshaw in the jump to position stage
- //
- if (Get_Action ()->Is_Active () == false) {
- RaveshawState.Set_State (RAVESHAW_STATE_NOTHING);
- MoveState.Set_State (MOVE_STATE_JUMP_TO_CATWALK);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(MOVE_STATE_JUMP_TO_CATWALK)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(MOVE_STATE_JUMP_TO_CATWALK) (void)
- {
- //
- // Simply cause the physics to jump to the specified point
- //
- Jump_To_Point (CurrentJumpToPos);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(MOVE_STATE_JUMP_TO_CATWALK)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(MOVE_STATE_JUMP_TO_CATWALK) (void)
- {
- //
- // The state ends when the mutant lands
- //
- if (JumpState.Get_State () == JUMP_STATE_NONE) {
- OverallState.Set_State (OVERALL_STATE_ON_CATWALK);
- }
- Set_Targeting (TIBERIUM_POS);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(MOVE_STATE_CIRCLE_CATWALK)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(MOVE_STATE_CIRCLE_CATWALK) (void)
- {
- MoveStateTimer = 0.0F;
- BodySlamTimer = WWMath::Random_Float (1.0F, 5.0F);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(MOVE_STATE_CIRCLE_CATWALK)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(MOVE_STATE_CIRCLE_CATWALK) (void)
- {
- //
- // Always try to face the star
- //
- Set_Targeting (StarPos);
- //
- // Calculate Raveshaw's remaining health
- //
- float health = DefenseObject.Get_Health ();
- float health_percent = health / DefenseObject.Get_Health_Max ();
- //
- // Is it time to bodyslam?
- //
- BodySlamTimer -= TimeManager::Get_Frame_Seconds ();
- if (health_percent > 0.05F && BodySlamTimer <= 0) {
- OverallState.Set_State (OVERALL_STATE_BODYSLAM);
- } else {
- //
- // Is it time to choose a new spot on the catwalk?
- //
- MoveStateTimer -= TimeManager::Get_Frame_Seconds ();
- if (MoveStateTimer <= 0) {
- MoveStateTimer = 0.5F;
- //
- // Find the closest catwalk position to our current position
- //
- Find_Closest_Catwalk_Pos (StarPos, &CurrentDestPos);
- //
- // Now, simply make the mutant move to this position
- //
- ActionParamsStruct params;
- params.Set_Basic ((long)0, 100, 777);
- params.Set_Movement (CurrentDestPos, 0.5F, 0.5F);
- params.IgnoreFacing = true;
- Get_Action ()->Goto (params);
- }
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(MOVE_STATE_GOTO_THROW_OBJECT)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(MOVE_STATE_GOTO_THROW_OBJECT) (void)
- {
- //
- // Walk to the position of the throw object
- //
- ActionParamsStruct params;
- params.Set_Basic ((long)0, 100, 777);
- params.Set_Movement (ThrownObject, 0.5F, 1.25F);
- Get_Action ()->Goto (params);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(MOVE_STATE_GOTO_THROW_OBJECT)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(MOVE_STATE_GOTO_THROW_OBJECT) (void)
- {
- Vector3 obj_pos;
- ThrownObject->Get_Position (&obj_pos);
- if ((RaveshawPos - obj_pos).Length2 () < 3.0F || Get_Action ()->Is_Active () == false) {
- //}
- //
- // Stop and pick up the object once we get there
- //
- //if (Get_Action ()->Is_Active () == false) {
- MoveState.Set_State (MOVE_STATE_STOP);
- RaveshawState.Set_State (RAVESHAW_STATE_GRAB_OBJECT);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(MOVE_STATE_JUMP_TO_STAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(MOVE_STATE_JUMP_TO_STAR) (void)
- {
- //
- // Stop any current action and jump to the star's position
- //
- Get_Action ()->Reset (100);
- Jump_To_Point (StarPos);
- //Peek_Human_Phys ()->Jump_To_Point (StarPos);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(MOVE_STATE_JUMP_TO_STAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(MOVE_STATE_JUMP_TO_STAR) (void)
- {
- //
- // Face the star
- //
- Set_Targeting (StarPos);
- //
- // The state ends when the mutant lands
- //
- if (JumpState.Get_State () == JUMP_STATE_NONE) {
- MoveState.Set_State (MOVE_STATE_FOLLOW_STAR);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(MOVE_STATE_FOLLOW_STAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(MOVE_STATE_FOLLOW_STAR) (void)
- {
- MoveStateTimer = 0.0F;
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_END(MOVE_STATE_FOLLOW_STAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_END(MOVE_STATE_FOLLOW_STAR) (void)
- {
- //
- // Simply stop any action
- //
- Get_Action ()->Reset (100);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(MOVE_STATE_FOLLOW_STAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(MOVE_STATE_FOLLOW_STAR) (void)
- {
- //
- // Is it time to track down the player again?
- //
- MoveStateTimer -= TimeManager::Get_Frame_Seconds ();
- if (MoveStateTimer <= 0) {
- MoveStateTimer = 0.75F;
- //
- // Should we jump to the player's position?
- //
- float dist2 = (RaveshawPos - StarPos).Length2 ();
- if ((dist2 > 64.0F) && FreeRandom.Get_Int (5) == 1) {
- MoveState.Set_State (MOVE_STATE_JUMP_TO_STAR);
- } else {
- //
- // Track down the player
- //
- ActionParamsStruct params;
- params.Set_Basic ((long)0, 100, 777);
- params.Set_Movement (COMBAT_STAR, 1.0F, 1.0F);
- params.MoveFollow = true;
- Get_Action ()->Goto (params);
- }
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_NOTHING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_NOTHING) (void)
- {
- //
- // Choose a random time to do something a little different (i.e. roar, etc)
- //
- RaveshawStateTimer = WWMath::Random_Float (5.0F, 15.0F);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_NOTHING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_NOTHING) (void)
- {
- RaveshawStateTimer -= TimeManager::Get_Frame_Seconds ();
- if (RaveshawStateTimer <= 0) {
- //
- // Just throw your head back and roar
- //
- RaveshawState.Set_State (RAVESHAW_STATE_ROAR);
- }
-
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_ROAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_ROAR) (void)
- {
- //
- // Play the roar animation and sound
- //
- Set_Blended_Animation ("S_C_HUMAN.H_C_A0A0_L07", false);
- Attach_Sound ("Rav_Long_Yell_Twiddler", "C HEAD");
- //
- // Stop whatever action he's doing (temporarily)
- //
- Get_Action ()->Pause (true);
- JumpState.Halt_State ();
- MoveState.Halt_State ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_END(RAVESHAW_STATE_ROAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_END(RAVESHAW_STATE_ROAR) (void)
- {
- //
- // Release our lock on the animation state
- //
- Get_Human_State ()->Stop_Scripted_Animation ();
- //
- // Resume the action
- //
- MoveState.Resume_State ();
- JumpState.Resume_State ();
- Get_Action ()->Pause (false);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_ROAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_ROAR) (void)
- {
- //
- // Reset the state when complete
- //
- if (Get_Anim_Control ()->Is_Complete ()) {
- RaveshawState.Set_State (RAVESHAW_STATE_NOTHING);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_GRAB_TIBERIUM)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_GRAB_TIBERIUM) (void)
- {
- //
- // Play the grab the tiberium animation
- //
- Set_Blended_Animation ("S_A_HUMAN.RAV_HEAL", false);
- Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- //
- // Stop the animation at frame 34
- //
- Get_Anim_Control ()->Set_Mode (ANIM_MODE_TARGET, 0);
- Get_Anim_Control ()->Set_Target_Frame (34);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_END(RAVESHAW_STATE_GRAB_TIBERIUM)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_END(RAVESHAW_STATE_GRAB_TIBERIUM) (void)
- {
- //
- // Release our lock on the animation state
- //
- Get_Human_State ()->Stop_Scripted_Animation ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_GRAB_TIBERIUM)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_GRAB_TIBERIUM) (void)
- {
- //
- // Face the tiberium
- //
- Set_Targeting (TIBERIUM_POS);
- //
- // Handy macro
- //
- float curr_frame = Get_Anim_Control ()->Get_Current_Frame ();
- #define PASSED_FRAME(frame) (LastMeleeAnimFrame < frame && curr_frame >= frame)
- if (PASSED_FRAME (9.0F)) {
-
- //
- // Start healing
- //
- EngorgedState.Set_State (ENGORGED_STATE_ABSORBING_TIBERIUM);
- }
- //
- // Loop the animation between frames 12 and 34
- //
- if (Get_Anim_Control ()->Is_Complete ()) {
- Get_Anim_Control ()->Set_Mode (ANIM_MODE_TARGET, 12);
- Get_Anim_Control ()->Set_Target_Frame (34);
- }
- //
- // Cache the last frame number...
- //
- LastMeleeAnimFrame = Get_Anim_Control ()->Get_Current_Frame ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_GRAB_SOLDIER)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_GRAB_SOLDIER) (void)
- {
- //
- // Play the grab the soldier animation
- //
- Set_Blended_Animation ("S_A_HUMAN.RAV_GRABTHROW", false);
- Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- //
- // Stop the animation at frame 27
- //
- Get_Anim_Control ()->Set_Mode (ANIM_MODE_TARGET, 0);
- Get_Anim_Control ()->Set_Target_Frame (27);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_END(RAVESHAW_STATE_GRAB_SOLDIER)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_END(RAVESHAW_STATE_GRAB_SOLDIER) (void)
- {
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_GRAB_SOLDIER)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_GRAB_SOLDIER) (void)
- {
- //
- // Is it time to show the soldier?
- //
- if ( StealthSoldierState.Get_State () == STEALTH_SOLDIER_STATE_NONE &&
- Get_Anim_Control ()->Is_Complete ())
- {
- StealthSoldierState.Set_State (STEALTH_SOLDIER_STATE_DISPLAY);
- }
- //
- // Make sure we face the star...
- //
- if (StealthSoldierState.Get_State () != STEALTH_SOLDIER_STATE_NONE) {
- Set_Targeting (StarPos);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_THROW_SOLDIER)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_THROW_SOLDIER) (void)
- {
- //
- // Play the throw the soldier animation
- //
- /*Set_Blended_Animation ("S_A_HUMAN.GRABTHROW", false);
- Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- //
- // Start the animation at frame 27
- //
- Get_Anim_Control ()->Set_Mode (ANIM_MODE_ONCE, 27);*/
-
- //
- // Advance to frame 49
- //
- Get_Anim_Control ()->Set_Target_Frame (49);
- //
- // Play an exertion sound
- //
- WWAudioClass::Get_Instance ()->Create_Instant_Sound ("Rav_Exert_01", Get_Transform ());
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_END(RAVESHAW_STATE_THROW_SOLDIER)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_END(RAVESHAW_STATE_THROW_SOLDIER) (void)
- {
- //
- // Release our lock on the animation state
- //
- Get_Human_State ()->Stop_Scripted_Animation ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_THROW_SOLDIER)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_THROW_SOLDIER) (void)
- {
- //
- // Handy macro
- //
- float curr_frame = Get_Anim_Control ()->Get_Current_Frame ();
- #define PASSED_FRAME(frame) (LastMeleeAnimFrame < frame && curr_frame >= frame)
- if (PASSED_FRAME (36.0F)) {
- //
- // Let the soldier fly!
- //
- StealthSoldierState.Set_State (STEALTH_SOLDIER_STATE_FLYING);
- }
- //
- // Decide on what to do when finished
- //
- if (Get_Anim_Control ()->Is_Complete ()) {
- Determine_New_Overall_State ();
- }
- //
- // Cache the last frame number...
- //
- LastMeleeAnimFrame = Get_Anim_Control ()->Get_Current_Frame ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_GRAB_OBJECT)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_GRAB_OBJECT) (void)
- {
- //
- // Play the pickup the object animation
- //
- Set_Blended_Animation ("S_A_HUMAN.RAV_THROW", false);
- Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- //
- // Stop the animation at frame 22
- //
- Get_Anim_Control ()->Set_Mode (ANIM_MODE_TARGET, 0);
- Get_Anim_Control ()->Set_Target_Frame (22);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_GRAB_OBJECT)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_GRAB_OBJECT) (void)
- {
- //
- // Throw the object
- //
- if (Get_Anim_Control ()->Is_Complete ()) {
- RaveshawState.Set_State (RAVESHAW_STATE_THROW_OBJECT);
- }
- //
- // Handy macro
- //
- float curr_frame = Get_Anim_Control ()->Get_Current_Frame ();
- #define PASSED_FRAME(frame) (LastMeleeAnimFrame < frame && curr_frame >= frame)
- if (PASSED_FRAME (9.0F)) {
-
- //
- // Pickup the object
- //
- ThrownObjectState.Set_State (THROWN_OBJECT_STATE_PICKUP);
- }
- //
- // Cache the last frame number...
- //
- LastMeleeAnimFrame = Get_Anim_Control ()->Get_Current_Frame ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_THROW_OBJECT)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_THROW_OBJECT) (void)
- {
- //
- // Play the throw the object animation
- //
- //Set_Blended_Animation ("S_A_HUMAN.A_HOST_L3A", false);
- //Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- //
- // Stop the animation at frame 29
- //
- //Get_Anim_Control ()->Set_Mode (ANIM_MODE_TARGET, 0);
- //Get_Anim_Control ()->Set_Target_Frame (29);
- RaveshawStateTimer = 1.0F;
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_END(RAVESHAW_STATE_THROW_OBJECT)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_END(RAVESHAW_STATE_THROW_OBJECT) (void)
- {
- //
- // Release our lock on the animation state
- //
- Get_Human_State ()->Stop_Scripted_Animation ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_THROW_OBJECT)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_THROW_OBJECT) (void)
- {
- if (RaveshawStateTimer != UNINITIALIZED_TIMER) {
- RaveshawStateTimer -= TimeManager::Get_Frame_Seconds ();
- if (RaveshawStateTimer <= 0) {
- RaveshawStateTimer = UNINITIALIZED_TIMER;
- //
- // Finish the animation
- //
- Get_Anim_Control ()->Set_Target_Frame (58);
- }
- } else {
- //
- // Handy macro
- //
- float curr_frame = Get_Anim_Control ()->Get_Current_Frame ();
- #define PASSED_FRAME(frame) (LastMeleeAnimFrame < frame && curr_frame >= frame)
- if (PASSED_FRAME (36.0F)) {
-
- //
- // Let the object fly!
- //
- ThrownObjectState.Set_State (THROWN_OBJECT_STATE_FLYING);
- }
- if (Get_Anim_Control ()->Is_Complete ()) {
- //
- // Decide on what to do next...
- //
- Determine_New_Overall_State ();
- }
- }
- //
- // Make sure to face the star
- //
- Set_Targeting (StarPos);
- //
- // Cache the last frame number...
- //
- LastMeleeAnimFrame = Get_Anim_Control ()->Get_Current_Frame ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_GRAB_STAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_GRAB_STAR) (void)
- {
- HasMeleeAttackHit = false;
- LastMeleeAnimFrame = 0.0F;
- //
- // Play the grab the star animation
- //
- //Set_Blended_Animation ("S_A_HUMAN.RAV_HIT", false);
- //Set_Blended_Animation ("S_C_HUMAN.H_C_A0A0_L02", false);
- //
- // Play the grab the soldier animation
- //
- Set_Blended_Animation ("S_A_HUMAN.RAV_GRABTHROW", false, 14.0F);
- Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- ((HumanAnimControlClass *)Get_Anim_Control ())->Set_Anim_Speed_Scale (0.5F);
- //
- // Grab the player
- //
- HavocState.Set_State (HAVOC_STATE_GRABBED);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_END(RAVESHAW_STATE_GRAB_STAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_END(RAVESHAW_STATE_GRAB_STAR) (void)
- {
- //
- // Release our lock on the animation state
- //
- Get_Human_State ()->Stop_Scripted_Animation ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_GRAB_STAR)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_GRAB_STAR) (void)
- {
- //
- // Decide on something new to do if finished
- //
- if (Get_Anim_Control ()->Is_Complete ()) {
- RaveshawState.Set_State (RAVESHAW_STATE_NOTHING);
- Determine_New_Overall_State ();
- } else {
- float curr_frame = Get_Anim_Control ()->Get_Current_Frame ();
- //
- // Handy macro
- //
- #define PASSED_FRAME(frame) (LastMeleeAnimFrame < frame && curr_frame >= frame)
- if (PASSED_FRAME (37.0F)) {
- HavocState.Set_State (HAVOC_STATE_FLYING);
- } else if (PASSED_FRAME (25.0F)) {
- ((HumanAnimControlClass *)Get_Anim_Control ())->Set_Anim_Speed_Scale (1.0F);
- }
- LastMeleeAnimFrame = curr_frame;
- }
- //
- // Always try to face the star
- //
- //Set_Targeting (StarPos);
- /*float curr_frame = Get_Anim_Control ()->Get_Current_Frame ();
- if (curr_frame >= 7.0F) {
- //
- // Decide on something new to do if finished
- //
- if (Get_Anim_Control ()->Is_Complete ()) {
- RaveshawState.Set_State (RAVESHAW_STATE_NOTHING);
- Determine_New_Overall_State ();
- }
-
- //
- // Apply hefty damage if we connect
- //
- if (HasMeleeAttackHit == false) {
- HasMeleeAttackHit |= Apply_Bone_Collision_Damage (15.0F, "C R HAND");
- HasMeleeAttackHit |= Apply_Bone_Collision_Damage (15.0F, "C L HAND");
- }
-
- //
- // Cache the last frame number...
- //
- LastMeleeAnimFrame = Get_Anim_Control ()->Get_Current_Frame ();
- }*/
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_BODYSLAM)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_BODYSLAM) (void)
- {
- //
- // Find the "closest" position around the tiberium for Raveshaw to run to
- //
- Vector3 star_vector_from_tib = (StarPos - TIBERIUM_POS);
- star_vector_from_tib.Z = 0;
- //
- // Check to see if the player is in the right spot for a body slam
- //
- if (star_vector_from_tib.Length2 () < (SAFE_JUMP_RADIUS * SAFE_JUMP_RADIUS)) {
- RaveshawState.Set_State (RAVESHAW_STATE_JUMP_DOWN);
- } else {
- HasMeleeAttackHit = false;
- LastMeleeAnimFrame = 0.0F;
- //
- // Play the bodyslam animation
- //
- Set_Blended_Animation ("S_A_HUMAN.H_A_BODYSLAM", false);
- Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- //
- // Stop the animation at frame 69
- //
- Get_Anim_Control ()->Set_Mode (ANIM_MODE_TARGET, 0);
- Get_Anim_Control ()->Set_Target_Frame (69);
- //
- // Play a yell sound.
- //
- WWAudioClass::Get_Instance ()->Create_Instant_Sound ("Rav_Body_Slam_Yell", Get_Transform ());
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_END(RAVESHAW_STATE_BODYSLAM)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_END(RAVESHAW_STATE_BODYSLAM) (void)
- {
- //
- // Release our lock on the animation state
- //
- Get_Human_State ()->Stop_Scripted_Animation ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_BODYSLAM)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_BODYSLAM) (void)
- {
- //
- // Have we finished the body slam?
- //
- float curr_frame = Get_Anim_Control ()->Get_Current_Frame ();
- if (curr_frame >= 174.0F) {
-
- //
- // Determine which state to goto next...
- //
- Determine_New_Overall_State ();
- } else {
- //
- // Handy macro
- //
- #define PASSED_FRAME(frame) (LastMeleeAnimFrame < frame && curr_frame >= frame)
- if (PASSED_FRAME (37.0F)) {
- //
- // Get the mutant to jump to the star's position
- //
- Peek_Human_Phys ()->Jump_To_Point (StarPos);
- } else if (PASSED_FRAME (90.0F)) {
- //
- // Create an explision when he lands
- //
- DefinitionClass *definition = DefinitionMgrClass::Find_Named_Definition ("Explosion_Raveshaw_Bodyslam");
- if (definition != NULL) {
- //
- // Position the explosion at the mutants pelvis
- //
- const Matrix3D &pelvis_tm = Peek_Model ()->Get_Bone_Transform ("C PELVIS");
- ExplosionManager::Create_Explosion_At (definition->Get_ID (), pelvis_tm.Get_Translation (), NULL);
- }
- }
-
- //
- // Do we need to check for the ground?
- //
- if (Get_Anim_Control ()->Get_Target_Frame () != 174.0F) {
-
- //
- // Now determine if the mutant is within a few feet of the ground
- //
- float distance = Get_Distance_From_Ground ();
- if (distance < 1.0F) {
- Get_Anim_Control ()->Set_Target_Frame (174.0F);
- }
- }
- //
- // Apply massive damage if we connect
- //
- Apply_Bone_Collision_Damage (500.0F, "C PELVIS");
-
- //
- // Cache the last frame number...
- //
- LastMeleeAnimFrame = Get_Anim_Control ()->Get_Current_Frame ();
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_JUMP_DOWN)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_JUMP_DOWN) (void)
- {
- //
- // Find the "closest" position to the star that Raveshaw can jump to
- //
- Vector3 dir_vector = (StarPos - TIBERIUM_POS);
- dir_vector.Normalize ();
- CurrentDestPos = TIBERIUM_POS + (SAFE_JUMP_RADIUS * dir_vector);
- //
- // Now, jump to this position
- //
- Jump_To_Point (CurrentDestPos);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_JUMP_DOWN)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_JUMP_DOWN) (void)
- {
- //
- // Apply massive damage if we connect
- //
- Apply_Bone_Collision_Damage (500.0F, "C L FOOT");
- Apply_Bone_Collision_Damage (500.0F, "C R FOOT");
- //
- // The state ends when the mutant lands
- //
- if (JumpState.Get_State () == JUMP_STATE_NONE) {
- RaveshawState.Set_State (RAVESHAW_STATE_NOTHING);
- OverallState.Set_State (OVERALL_STATE_CHASE_STAR);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_DYING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_DYING) (void)
- {
- //
- // Play the crouching animation
- //
- Set_Blended_Animation ("S_A_HUMAN.RAV_DEATH", false);
- Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- //
- // Stop the animation at frame 49
- //
- Get_Anim_Control ()->Set_Mode (ANIM_MODE_TARGET, 0);
- Get_Anim_Control ()->Set_Target_Frame (49);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_DYING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_DYING) (void)
- {
- /*Vector3 delta_vector = RaveshawPos - TIBERIUM_POS;
- Vector3 dir_vector = (RaveshawPos - TIBERIUM_POS);
- dir_vector.Normalize ();
- Vector3 target_pos = TIBERIUM_POS + (8.0F * dir_vector);*/
- Vector3 target_pos (0, 0, 0);
- Find_Death_Facing_Pos (&target_pos);
- Set_Targeting (target_pos);
- //
- // Handy macro
- //
- float curr_frame = Get_Anim_Control ()->Get_Current_Frame ();
- #define PASSED_FRAME(frame) (LastMeleeAnimFrame < frame && curr_frame >= frame)
- if (PASSED_FRAME (43.0F)) {
-
- //
- // Start falling when the animation gets to the correct frame
- //
- RaveshawState.Set_State (RAVESHAW_STATE_FALL);
- }
- //
- // Cache the last frame number...
- //
- LastMeleeAnimFrame = Get_Anim_Control ()->Get_Current_Frame ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_FALL)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_FALL) (void)
- {
- RaveshawStateTimer = 0.125F;
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_FALL)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_FALL) (void)
- {
- RaveshawStateTimer += TimeManager::Get_Frame_Seconds ();
- float velocity = (22.0F * RaveshawStateTimer);
- Vector3 new_pos = RaveshawPos;
- new_pos.Z -= velocity * TimeManager::Get_Frame_Seconds ();
- //
- // Simply stop falling when he reaches the "ground". (We hard-code the ground's
- // Z-position for simplicity.)
- //
- const float FLOOR_POS1 = -189.1F;
- const float FLOOR_POS2 = -191.0F;
-
- if ( (new_pos.X >= -133.1F && new_pos.Z <= FLOOR_POS1) ||
- (new_pos.X < -133.1F && new_pos.Z <= FLOOR_POS2))
- {
- if (new_pos.X >= -133.1F) {
- new_pos.Z = FLOOR_POS1;
- } else {
- new_pos.Z = FLOOR_POS2;
- }
- //
- // Move onto the "landing" state
- //
- RaveshawState.Set_State (RAVESHAW_STATE_DEATH_LANDING);
- }
- //
- // Move Raveshaw
- //
- Set_Position (new_pos);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(RAVESHAW_STATE_DEATH_LANDING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(RAVESHAW_STATE_DEATH_LANDING) (void)
- {
- //
- // Play the rest of the animation
- //
- Get_Anim_Control ()->Set_Target_Frame (63);
- RaveshawStateTimer = UNINITIALIZED_TIMER;
- //
- // Play a landing sound.
- //
- WWAudioClass::Get_Instance ()->Create_Instant_Sound ("Rav_Death_Fall", Get_Transform ());
- COMBAT_SCENE->Add_Camera_Shake (RaveshawPos, 40.0, 0.75F, 0.125F);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(RAVESHAW_STATE_DEATH_LANDING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(RAVESHAW_STATE_DEATH_LANDING) (void)
- {
- if (RaveshawStateTimer != UNINITIALIZED_TIMER) {
- RaveshawStateTimer -= TimeManager::Get_Frame_Seconds ();
- if (RaveshawStateTimer <= 0) {
- //
- // Trigger mission success
- //
- CombatManager::Mission_Complete (true);
- }
- } else {
- //
- // When the animation's complete, sit and wait for
- // a couple of seconds
- //
- if (Get_Anim_Control ()->Is_Complete ()) {
- RaveshawStateTimer = 2.0F;
- }
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(ENGORGED_STATE_ABSORBING_TIBERIUM)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(ENGORGED_STATE_ABSORBING_TIBERIUM) (void)
- {
- EngorgedStateTimer = HEAL_TIME;
- LightningRodState.Set_State (LIGHTNING_ROD_STATE_ACTIVE);
- //
- // Configure the effect
- //
- TiberiumEffect->Set_Intensity (0.0F);
- Peek_Physical_Object ()->Add_Effect_To_Me (TiberiumEffect);
- IsTiberiumEffectApplied = true;
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(ENGORGED_STATE_ABSORBING_TIBERIUM)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(ENGORGED_STATE_ABSORBING_TIBERIUM) (void)
- {
- const float HEAL_RATE = 50.0F;
- //
- // If he's finished absorbing the tiberium, then start chasing the player
- //
- EngorgedStateTimer -= TimeManager::Get_Frame_Seconds ();
- if (EngorgedStateTimer <= 0) {
- EngorgedState.Set_State (ENGORGED_STATE_FADING);
- OverallState.Set_State (OVERALL_STATE_CHASE_STAR);
- } else {
-
- //
- // Configure the intensity
- //
- float percent = 1.0F - WWMath::Clamp ((EngorgedStateTimer / HEAL_TIME), 0.0F, 1.0F);
- TiberiumEffect->Set_Intensity (percent * EFFECT_INTENSITY);
- //
- // Heal the mutant a little bit
- //
- float health = DefenseObject.Get_Health ();
- health += HEAL_RATE * TimeManager::Get_Frame_Seconds ();
- DefenseObject.Set_Health (health);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(ENGORGED_STATE_FADING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(ENGORGED_STATE_FADING) (void)
- {
- LightningRodState.Set_State (ENGORGED_STATE_NONE);
- EngorgedStateTimer = TiberiumEffect->Get_Intensity () * EFFECT_FADE_TIME;
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_END(ENGORGED_STATE_FADING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_END(ENGORGED_STATE_FADING) (void)
- {
- //
- // Remove the blue shimmering effect
- //
- Peek_Physical_Object ()->Remove_Effect_From_Me (TiberiumEffect);
- IsTiberiumEffectApplied = false;
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(ENGORGED_STATE_FADING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(ENGORGED_STATE_FADING) (void)
- {
- //
- // If he's finished absorbing the tiberium, then start chasing the player
- //
- EngorgedStateTimer -= TimeManager::Get_Frame_Seconds ();
- if (EngorgedStateTimer <= 0) {
- EngorgedState.Set_State (ENGORGED_STATE_NONE);
- } else {
-
- //
- // Configure the intensity
- //
- float percent = WWMath::Clamp ((EngorgedStateTimer / EFFECT_FADE_TIME), 0.0F, 1.0F);
- TiberiumEffect->Set_Intensity (percent * EFFECT_INTENSITY);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(JUMP_STATE_CROUCHING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(JUMP_STATE_CROUCHING) (void)
- {
- //
- // Play the crouching animation
- //
- Set_Blended_Animation ("S_A_HUMAN.RAV_JUMP", false);
- Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- //
- // Stop the animation at frame 10
- //
- Get_Anim_Control ()->Set_Mode (ANIM_MODE_TARGET, 0);
- Get_Anim_Control ()->Set_Target_Frame (10);
- //
- // Stop any current action
- //
- Get_Action ()->Pause (true);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(JUMP_STATE_CROUCHING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(JUMP_STATE_CROUCHING) (void)
- {
- if (Get_Anim_Control ()->Is_Complete ()) {
- JumpState.Set_State (JUMP_STATE_JUMPING);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(JUMP_STATE_JUMPING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(JUMP_STATE_JUMPING) (void)
- {
- //
- // Play the jumping animation
- //
- Set_Blended_Animation ("S_A_HUMAN.H_A_A0D0", false);
- //Get_Anim_Control ()->Set_Target_Frame (11);
- Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- //
- // Jump to the given position
- //
- Peek_Human_Phys ()->Jump_To_Point (CurrentJumpToPos);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(JUMP_STATE_JUMPING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(JUMP_STATE_JUMPING) (void)
- {
- Vector3 velocity;
- Peek_Human_Phys ()->Get_Velocity (&velocity);
- //
- // Is Raveshaw close to the ground?
- //
- if (velocity.Z < 0 && Get_Distance_From_Ground () < 2.0F) {
- JumpState.Set_State (JUMP_STATE_LANDING);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(JUMP_STATE_LANDING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(JUMP_STATE_LANDING) (void)
- {
- //
- // Play the landing animation
- //
- //Set_Blended_Animation ("S_A_HUMAN.H_A_A0L0", false, 0.0F, true);
- //Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- Set_Blended_Animation ("S_A_HUMAN.RAV_JUMP", false);
- Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- Get_Anim_Control ()->Set_Mode (ANIM_MODE_TARGET, 11);
- Get_Anim_Control ()->Set_Target_Frame (31);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_END(JUMP_STATE_LANDING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_END(JUMP_STATE_LANDING) (void)
- {
- //
- // Release our lock on the animation state
- //
- Get_Human_State ()->Stop_Scripted_Animation ();
- //
- // Resume the current action
- //
- Get_Action ()->Pause (false);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(JUMP_STATE_LANDING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(JUMP_STATE_LANDING) (void)
- {
- //
- // Handy macro
- //
- float curr_frame = Get_Anim_Control ()->Get_Current_Frame ();
- #define PASSED_FRAME(frame) (LastMeleeAnimFrame < frame && curr_frame >= frame)
- if (PASSED_FRAME (20.0F)) {
-
- //
- // Play the landing sound
- //
- WWAudioClass::Get_Instance ()->Create_Instant_Sound ("Rav_Land_On_Metal", Get_Transform ());
- COMBAT_SCENE->Add_Camera_Shake (RaveshawPos, 40.0, 0.75F, 0.125F);
- }
- LastMeleeAnimFrame = curr_frame;
- //
- // End the state when the animation is complete
- //
- if (Get_Anim_Control ()->Is_Complete ()) {
- JumpState.Set_State (JUMP_STATE_NONE);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(HAVOC_STATE_GRABBED)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(HAVOC_STATE_GRABBED) (void)
- {
- if (COMBAT_STAR != NULL) {
- COMBAT_STAR->Peek_Physical_Object ()->Enable_Objects_Simulation (false);
- COMBAT_STAR->Control_Enable (false);
- }
- //
- // Now snap to 3rd person so we are rendered
- //
- RestoreFirstPerson = CombatManager::Is_First_Person ();
- CombatManager::Set_First_Person (false);
- //
- // Lock Havoc into a struggling state
- //
- COMBAT_STAR->Set_Blended_Animation ("S_A_HUMAN.STL_STRUGGLE", true);
- COMBAT_STAR->Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(HAVOC_STATE_GRABBED)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(HAVOC_STATE_GRABBED) (void)
- {
- Link_Player_To_Hands ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(HAVOC_STATE_FLYING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(HAVOC_STATE_FLYING) (void)
- {
- Vector3 dir_vector = Get_Transform ().Get_X_Vector ();
- dir_vector.Z = 0.2F;
- dir_vector.Normalize ();
- //
- // Calculate the direction that the soldier will fly through the air
- //
- FlyingObjectVector = dir_vector * 15.0F;
- FlyingDist = FlyingObjectVector.Length ();
- FlyingObjectDest = StarPos + FlyingObjectVector;
- FlyingObjectVector.Normalize ();
- //
- // Restore control to the player
- //
- COMBAT_STAR->Control_Enable (true);
- CombatManager::Set_First_Person (RestoreFirstPerson);
- //
- // Release Havoc from his struggles
- //
- COMBAT_STAR->Get_Human_State ()->Stop_Scripted_Animation ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(HAVOC_STATE_FLYING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(HAVOC_STATE_FLYING) (void)
- {
- const float RATE = 15.0F;
- float percent = RATE * TimeManager::Get_Frame_Seconds ();
- Vector3 move_vector = FlyingObjectVector * percent;
- //
- // Simulate gravity
- //
- Vector3 delta = StarPos - FlyingObjectDest;
- delta.Z = 0;
- float dist = delta.Length ();
- float dist_percent = 1.0F - WWMath::Clamp ((dist / FlyingDist), 0.0F, 1.0F);
- if (dist_percent > 0.3F) {
- move_vector.Z -= (dist_percent - 0.3F) * (8.0F * TimeManager::Get_Frame_Seconds ());
- }
- //
- // Do the move and check to see if we hit anything
- //
- if (Fly_Move (COMBAT_STAR, move_vector)) {
- //
- // Restore physics simulation
- //
- COMBAT_STAR->Peek_Physical_Object ()->Enable_Objects_Simulation (true);
- //
- // Apply some damage to the player
- //
- OffenseObjectClass offense_obj (20.0F, 1);
- COMBAT_STAR->Apply_Damage_Extended (offense_obj, 1.0F);
- //
- // Restore Havoc's state
- //
- HavocState.Set_State (HAVOC_STATE_NONE);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(STEALTH_SOLDIER_STATE_DISPLAY)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(STEALTH_SOLDIER_STATE_DISPLAY) (void)
- {
- //
- // Create the stealth solider and position its neck at Raveshaw's hand
- //
- Create_Stealth_Soldier (Matrix3D (1));
- Link_Stealth_Soldier_To_Hand ();
- //
- // Check to see if the stealth soldier has been destroyed...
- //
- SoldierGameObj *stealth_soldier = Peek_Stealth_Soldier ();
- if (stealth_soldier == NULL) {
- OverallState.Set_State (OVERALL_STATE_NOTHING);
- RaveshawState.Set_State (RAVESHAW_STATE_ROAR);
- MoveState.Set_State (MOVE_STATE_STOP);
- StealthSoldierState.Set_State (STEALTH_SOLDIER_STATE_NONE);
- Determine_New_Overall_State ();
- return ;
- }
- //
- // Play a looping animation on the soldier
- //
- stealth_soldier->Set_Blended_Animation ("S_A_HUMAN.STL_STRUGGLE", true);
- stealth_soldier->Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- StealthSoldierStateTimer = 3.0F;
- //
- // Play the stealth broken sound and the gurgle sound
- //
- WWAudioClass::Get_Instance ()->Create_Instant_Sound ("Rav_Stealth_Broken", Get_Transform ());
- WWAudioClass::Get_Instance ()->Create_Instant_Sound ("Rav_Throat_Grab_Twiddler", Get_Transform ());
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(STEALTH_SOLDIER_STATE_DISPLAY)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(STEALTH_SOLDIER_STATE_DISPLAY) (void)
- {
- //
- // Move the soldier with Ravesahw
- //
- Link_Stealth_Soldier_To_Hand ();
- //
- // Is it time for the soldier to be thrown yet?
- //
- StealthSoldierStateTimer -= TimeManager::Get_Frame_Seconds ();
- if (StealthSoldierStateTimer <= 0) {
- RaveshawState.Set_State (RAVESHAW_STATE_THROW_SOLDIER);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(STEALTH_SOLDIER_STATE_FLYING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(STEALTH_SOLDIER_STATE_FLYING) (void)
- {
- //
- // Check to see if the stealth soldier has been destroyed...
- //
- SoldierGameObj *stealth_soldier = Peek_Stealth_Soldier ();
- if (stealth_soldier == NULL) {
- OverallState.Set_State (OVERALL_STATE_NOTHING);
- RaveshawState.Set_State (RAVESHAW_STATE_ROAR);
- MoveState.Set_State (MOVE_STATE_STOP);
- StealthSoldierState.Set_State (STEALTH_SOLDIER_STATE_NONE);
- Determine_New_Overall_State ();
- return ;
- }
- Vector3 solider_pos;
- stealth_soldier->Get_Position (&solider_pos);
- //
- // Calculate the direction that the soldier will fly through the air
- //
- FlyingObjectDest = StarPos;
- FlyingObjectVector = (StarPos - solider_pos);
- FlyingDist = FlyingObjectVector.Length ();
- FlyingObjectVector.Normalize ();
- //
- // Check to see which animation we should be play.
- // (Fly forwards, fly backwards, fly right, fly left)
- //
- Vector3 relative_vector = stealth_soldier->Get_Transform ().Inverse_Rotate_Vector (FlyingObjectVector);
- if (WWMath::Fabs (relative_vector.X) > WWMath::Fabs (relative_vector.Y)) {
- if (relative_vector.X > 0) {
- stealth_soldier->Set_Blended_Animation ("S_A_HUMAN.H_A_FLY1", true);
- stealth_soldier->Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- } else {
- stealth_soldier->Set_Blended_Animation ("S_A_HUMAN.H_A_FLY2", true);
- stealth_soldier->Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- }
- } else {
- if (relative_vector.Y > 0) {
- stealth_soldier->Set_Blended_Animation ("S_A_HUMAN.H_A_FLY4", true);
- stealth_soldier->Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- } else {
- stealth_soldier->Set_Blended_Animation ("S_A_HUMAN.H_A_FLY3", true);
- stealth_soldier->Get_Human_State ()->Set_State (HumanStateClass::LOCKED_ANIMATION);
- }
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(STEALTH_SOLDIER_STATE_FLYING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(STEALTH_SOLDIER_STATE_FLYING) (void)
- {
- //
- // Check to see if the stealth soldier has been destroyed...
- //
- SoldierGameObj *stealth_soldier = Peek_Stealth_Soldier ();
- if (stealth_soldier == NULL) {
- OverallState.Set_State (OVERALL_STATE_NOTHING);
- RaveshawState.Set_State (RAVESHAW_STATE_ROAR);
- MoveState.Set_State (MOVE_STATE_STOP);
- StealthSoldierState.Set_State (STEALTH_SOLDIER_STATE_NONE);
- Determine_New_Overall_State ();
- return ;
- }
- const float RATE = 15.0F;
- Vector3 soldier_pos;
- stealth_soldier->Get_Position (&soldier_pos);
-
- float dist = (soldier_pos - FlyingObjectDest).Length ();
- float dist_percent = (dist / FlyingDist);
- float percent = RATE * TimeManager::Get_Frame_Seconds ();
- Vector3 move_vector = FlyingObjectVector * percent;
- move_vector.Z += (dist_percent - 0.5F) * (4.0F * TimeManager::Get_Frame_Seconds ());
- //
- // Do the move and check to see if we hit anything
- //
- if (Fly_Move (stealth_soldier, move_vector)) {
- //
- // Kill the soldier (which should create a very large explosion)
- //
- OffenseObjectClass offense_obj (10000.0F, 1);
- stealth_soldier->Apply_Damage_Extended (offense_obj, 1.0F);
-
- //
- // Restore our state
- //
- StealthSoldierState.Set_State (STEALTH_SOLDIER_STATE_NONE);
- stealth_soldier->Peek_Physical_Object ()->Remove_Effect_From_Me (StealthEffect);
- StealthSoldier = NULL;
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(THROWN_OBJECT_STATE_PICKUP)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(THROWN_OBJECT_STATE_PICKUP) (void)
- {
- if (ThrownObject == NULL) {
- return ;
- }
- //
- // Get the transform of Raveshaw's right hand
- //
- const Matrix3D &r_hand_tm = Peek_Model ()->Get_Bone_Transform ("C R HAND");
- //
- // Now, calculate the object's transform relative to Raveshaw's right hand
- //
- Matrix3D world_to_hand_tm;
- r_hand_tm.Get_Orthogonal_Inverse (world_to_hand_tm);
-
- const Matrix3D &obj_tm = ThrownObject->Get_Transform ();
- RelObjTM = world_to_hand_tm * obj_tm;
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(THROWN_OBJECT_STATE_PICKUP)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(THROWN_OBJECT_STATE_PICKUP) (void)
- {
- //
- // Move the object with Raveshaw
- //
- Link_Thrown_Object_To_Hands ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(THROWN_OBJECT_STATE_FLYING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(THROWN_OBJECT_STATE_FLYING) (void)
- {
- Vector3 object_pos;
- ThrownObject->Get_Position (&object_pos);
- //
- // Calculate the direction that the object will fly through the air
- //
- FlyingObjectDest = StarPos;
- FlyingObjectVector = (StarPos - object_pos);
- FlyingDist = FlyingObjectVector.Length ();
- FlyingObjectVector.Normalize ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(THROWN_OBJECT_STATE_FLYING)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(THROWN_OBJECT_STATE_FLYING) (void)
- {
- const float RATE = 15.0F;
- Vector3 object_pos;
- ThrownObject->Get_Position (&object_pos);
-
- float dist = (object_pos - FlyingObjectDest).Length ();
- float dist_percent = (dist / FlyingDist);
- float percent = RATE * TimeManager::Get_Frame_Seconds ();
- Vector3 move_vector = FlyingObjectVector * percent;
- move_vector.Z += (dist_percent - 0.5F) * (4.0F * TimeManager::Get_Frame_Seconds ());
- //
- // Do the move and check to see if we hit anything
- //
- if (Fly_Move (ThrownObject, move_vector)) {
- //
- // Fake-destroy the object
- //
- OffenseObjectClass offense_obj (10000.0F, 1);
- ThrownObject->Completely_Damaged (offense_obj);
- ThrownObject->Set_Delete_Pending ();
- ThrownObject = NULL;
- //
- // Now, revert back to the nothing state
- //
- ThrownObjectState.Set_State (THROWN_OBJECT_STATE_NONE);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_BEGIN(LIGHTNING_ROD_STATE_ACTIVE)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_BEGIN(LIGHTNING_ROD_STATE_ACTIVE) (void)
- {
- LightningRodStateTimer = 0;
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_END(LIGHTNING_ROD_STATE_ACTIVE)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_END(LIGHTNING_ROD_STATE_ACTIVE) (void)
- {
- //
- // Hide all the arc effects
- //
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- PhysClass *phys_obj = ArcObjects[index]->Peek_Physical_Object ();
- phys_obj->Peek_Model ()->Set_Hidden (true);
- ArcLifeRemaining[index] = 0;
- }
-
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // STATE_IMPL_THINK(LIGHTNING_ROD_STATE_ACTIVE)
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::STATE_IMPL_THINK(LIGHTNING_ROD_STATE_ACTIVE) (void)
- {
- LightningRodStateTimer -= TimeManager::Get_Frame_Seconds ();
- if (LightningRodStateTimer <= 0) {
- LightningRodStateTimer = 0.125F;
-
- int count = LightningRodList.Count ();
- int index0 = FreeRandom.Get_Int (count - 1);
- int index1 = index0 + 1;
- const Matrix3D &start_tm = LightningRodList[index0]->Peek_Model ()->Get_Bone_Transform ("BBZZZT");
- const Matrix3D &end_tm = LightningRodList[index1]->Peek_Model ()->Get_Bone_Transform ("BBZZZT");
- Add_Lightning_Arc (start_tm.Get_Translation (), end_tm.Get_Translation ());
- //
- // Randomly strike the mutant
- //
- if (FreeRandom.Get_Int (6) == 1) {
- Add_Lightning_Arc (start_tm.Get_Translation (), RaveshawPos + Vector3 (0, 0, 1.0F));
- //
- // Play an electric sound.
- //
- WWAudioClass::Get_Instance ()->Create_Instant_Sound ("Rav_Elec_Twiddler", Get_Transform ());
- }
- //
- // Randomly strike the player
- //
- int star_dist = (StarPos - TIBERIUM_POS).Length ();
- if (FreeRandom.Get_Int (star_dist) == 1) {
- //
- // Apply 5 points of "steel" damage to the player
- //
- OffenseObjectClass offense_obj (5.0F, 1);
- COMBAT_STAR->Apply_Damage_Extended (offense_obj, 1.0F, Vector3 (-1, 0, 0));
- Add_Lightning_Arc (end_tm.Get_Translation (), StarPos + Vector3 (0, 0, 1.0F));
- //
- // Play an electric sound.
- //
- WWAudioClass::Get_Instance ()->Create_Instant_Sound ("Rav_Elec_Twiddler", Matrix3D (StarPos));
- }
- }
- //
- // Hide any arc-effects that have finished
- //
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- if (ArcLifeRemaining[index] > 0) {
- ArcLifeRemaining[index] -= TimeManager::Get_Frame_Seconds ();
- if (ArcLifeRemaining[index] <= 0) {
- PhysClass *phys_obj = ArcObjects[index]->Peek_Physical_Object ();
- phys_obj->Peek_Model ()->Set_Hidden (true);
- }
- }
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Apply_Bone_Collision_Damage
- //
- ///////////////////////////////////////////////////////////////////////////
- bool
- RaveshawBossGameObjClass::Apply_Bone_Collision_Damage (float damage_scale, const char *bone_name)
- {
- int bone_index = Peek_Model ()->Get_Bone_Index (bone_name);
- //
- // Lookup the current and last positions of the bone in question
- //
- Matrix3D last_bone_tm;
- Matrix3D curr_bone_tm;
- ((Animatable3DObjClass *)Peek_Model ())->Simple_Evaluate_Bone (bone_index, &curr_bone_tm);
- ((Animatable3DObjClass *)Peek_Model ())->Simple_Evaluate_Bone (bone_index, LastMeleeAnimFrame, &last_bone_tm);
- //
- // Calculate where the bone moved
- //
- Vector3 move_vector = curr_bone_tm.Get_Translation () - last_bone_tm.Get_Translation ();
- //
- // Build a box around the bone that we can use for collision detection
- //
- AABoxClass bone_box;
- bone_box.Center = curr_bone_tm.Get_Translation ();
- bone_box.Extent.Set (0.2F, 0.2F, 0.2F);
- //
- // Try to find where (if anywhere) we hit the player
- //
- CastResultStruct result;
- result.ComputeContactPoint = true;
- AABoxCollisionTestClass col_test (bone_box, move_vector, &result, COLLISION_TYPE_PROJECTILE);
-
- //
- // Find where we hit
- //
- bool retval = COMBAT_STAR->Peek_Model ()->Cast_AABox (col_test);
- if (retval) {
- //
- // Dig the name of the mesh out
- //
- StringClass obj_name;
- if (col_test.CollidedRenderObj != NULL) {
- obj_name = col_test.CollidedRenderObj->Get_Name ();
- }
-
- //
- // Apply 10 points of "steel" damage to the player
- //
- OffenseObjectClass offense_obj (damage_scale, 1);
- COMBAT_STAR->Apply_Damage_Extended (offense_obj, 1.0F, Vector3 (-1, 0, 0), obj_name);
- //
- // Knock the player back a little bit
- //
- Vector3 delta_vector = move_vector;
- delta_vector.Normalize ();
- COMBAT_STAR->Peek_Physical_Object ()->As_Phys3Class ()->Collide (delta_vector * 0.25F);
-
- if (delta_vector.Z > 0.0F) {
- delta_vector.Z = 0.5F;
- delta_vector.Normalize ();
- COMBAT_STAR->Peek_Physical_Object ()->As_Phys3Class ()->Apply_Impulse (delta_vector * 2.0F);
- }
- //
- // Play the hit sound...
- //
- Attach_Sound ("Fight Impact Sound Twiddler", "ROOTTRANSFORM");
- }
- return retval;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Get_Distance_From_Ground
- //
- ///////////////////////////////////////////////////////////////////////////
- float
- RaveshawBossGameObjClass::Get_Distance_From_Ground (void)
- {
- const float MAX_DISTANCE = 100.0F;
- float distance = 0.0F;
- //
- // Determine the start and end positions of the ray
- //
- Vector3 start;
- Get_Position (&start);
- Vector3 end = start - Vector3 (0, 0, MAX_DISTANCE);
- LineSegClass ray (start, end);
- //
- // Cast the ray into the world
- //
- CastResultStruct res;
- PhysRayCollisionTestClass raytest (ray, &res, DEFAULT_COLLISION_GROUP, COLLISION_TYPE_PHYSICAL);
- Peek_Physical_Object ()->Inc_Ignore_Counter ();
- COMBAT_SCENE->Cast_Ray (raytest);
- Peek_Physical_Object ()->Dec_Ignore_Counter ();
- //
- // Calculate where in the world this would hit
- //
- if (res.StartBad == false) {
- distance = (res.Fraction * MAX_DISTANCE);
- }
- return distance;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Create_Stealth_Soldier
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Create_Stealth_Soldier (const Matrix3D &tm)
- {
- //
- // Create the stealth soldier
- //
- PhysicalGameObj *phys_game_obj = ObjectLibraryManager::Create_Object ("Raveshaw Boss Fodder");
- WWASSERT (phys_game_obj != NULL);
- StealthSoldier = phys_game_obj;
- //
- // Position the stealth soldier accordingly
- //
- SoldierGameObj *soldier = phys_game_obj->As_SoldierGameObj ();
- soldier->Set_Transform (tm);
- //
- // Configure the stealth effect to be "on" (stealthed)
- //
- StealthEffect->Set_Current_State (1.0F);
- StealthEffect->Set_Target_State (0.0F);
-
- //
- // Add the effect to the object
- //
- soldier->Peek_Physical_Object ()->Add_Effect_To_Me (StealthEffect);
-
- //
- // Disable physics for this soldier
- //
- soldier->Peek_Physical_Object ()->Enable_Objects_Simulation (false);
- soldier->Start_Observers ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Link_Thrown_Object_To_Hands
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Link_Thrown_Object_To_Hands (void)
- {
- if (ThrownObject == NULL) {
- return ;
- }
- //
- // Get the transforms of Raveshaw's hands
- //
- const Matrix3D &r_hand_tm = Peek_Model ()->Get_Bone_Transform ("C R HAND");
- const Matrix3D &l_hand_tm = Peek_Model ()->Get_Bone_Transform ("C L HAND");
- //Vector3 z_axis = (l_hand_tm.Get_Translation () - r_hand_tm.Get_Translation ());
- //z_axis.Normalize ();
- Vector3 r_hand_pos = r_hand_tm.Get_Translation ();
- Vector3 l_hand_pos = l_hand_tm.Get_Translation ();
- Vector3 delta_vector = l_hand_pos - r_hand_pos;
- Matrix3D obj_tm;
- //obj_tm.Look_At (r_hand_pos, r_hand_pos - delta_vector, 0);
- Matrix3D::Multiply (r_hand_tm, RelObjTM, &obj_tm);
- ThrownObject->Set_Transform (obj_tm);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Link_Player_To_Hands
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Link_Player_To_Hands (void)
- {
- if (COMBAT_STAR == NULL) {
- return ;
- }
- //
- // Get the transform of Raveshaw's hand
- //
- const Matrix3D &hand_tm = Peek_Model ()->Get_Bone_Transform ("C L HAND");
- const Matrix3D &neck_tm = COMBAT_STAR->Peek_Model ()->Get_Bone_Transform ("C NECK");
- const Matrix3D &soldier_tm = COMBAT_STAR->Get_Transform ();
- //
- // Determine where to position the stealth soldier so he's embedded in Raveshaw's hand
- //
- Vector3 hand_pos = hand_tm.Get_Translation ();
- Vector3 delta_pos = neck_tm.Get_Translation () - soldier_tm.Get_Translation ();
- Vector3 new_pos = hand_pos - delta_pos;
- //
- // Disable collision on Raveshaw
- //
- Peek_Physical_Object ()->Inc_Ignore_Counter ();
- COMBAT_STAR->Peek_Physical_Object ()->Inc_Ignore_Counter ();
- //
- // Get the player's collision box
- //
- AABoxClass collision_box;
- collision_box = COMBAT_STAR->Peek_Physical_Object ()->As_HumanPhysClass ()->Get_Collision_Box ();
- collision_box.Center += StarPos;
- //
- // Calculate what vector we'll be teleporting the player through
- //
- Vector3 vector = (new_pos - StarPos);
- //
- // Check to see if we would hit something if we do this
- //
- CastResultStruct result;
- PhysAABoxCollisionTestClass col_test (collision_box, vector, &result, DEFAULT_COLLISION_GROUP, COLLISION_TYPE_PHYSICAL);
- bool retval = COMBAT_SCENE->Cast_AABox (col_test);
- if (retval == false && result.StartBad == false && result.Fraction == 1.0F) {
- //
- // New position should be fine, so allow the position change
- //
- Matrix3D new_soldier_tm (new_pos);
- COMBAT_STAR->Set_Transform (new_soldier_tm);
- }
- //
- // Restore collision on Raveshaw
- //
- Peek_Physical_Object ()->Dec_Ignore_Counter ();
- COMBAT_STAR->Peek_Physical_Object ()->Dec_Ignore_Counter ();
-
- //
- // Get the target relative to the head
- //
- //Vector3 rav_head_pos = Peek_Model ()->Get_Bone_Transform ("C HEAD").Get_Translation ();
-
- //COMBAT_STAR->Set_Targeting (rav_head_pos);
-
- /*Vector3 rav_head_rel;
- Matrix3D::Inverse_Transform_Vector (new_soldier_tm, rav_head_pos, &rav_head_rel);
- float angle = ::atan2 (rav_head_rel.Y, rav_head_rel.X);
- new_soldier_tm.Rotate_Z (angle - DEG_TO_RADF (90.0F));*/
- //
- // Choose a random orientation for the soldier
- //
- //new_soldier_tm.Rotate_Z (WWMath::Random_Float (0, DEG_TO_RADF (319.0F)));
-
- /*Matrix3D world_to_soldier_tm;
- soldier_tm.Get_Orthogonal_Inverse (world_to_soldier_tm);
- Matrix3D neck_rel_to_sol_tm = neck_tm * world_to_soldier_tm;
- Matrix3D sol_rel_to_neck_tm;
- neck_rel_to_sol_tm.Get_Orthogonal_Inverse (sol_rel_to_neck_tm);
- Matrix3D new_soldier_tm (hand_tm * sol_rel_to_neck_tm);*/
-
- //Matrix3D test_tm = hand_tm * sol_rel_to_neck_tm;
- //Matrix3D new_soldier_tm (test_tm.Get_Translation ());
- //new_soldier_tm = hand_tm * sol_rel_to_neck_tm;
-
- /*Matrix3D soldier_to_neck_tm;
- neck_to_soldier_tm.Get_Orthogonal_Inverse (soldier_to_neck_tm);
- Matrix3D world_to_neck_tm;
- neck_tm.Get_Orthogonal_Inverse (world_to_neck_tm);
- Matrix3D neck_to_soldier_tm = soldier_tm * world_to_neck_tm;
- Matrix3D
- Matrix3D new_soldier_tm = (hand_tm * neck_to_soldier_tm);*/
- //COMBAT_STAR->Set_Transform (new_soldier_tm);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Link_Stealth_Soldier_To_Hand
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Link_Stealth_Soldier_To_Hand (void)
- {
- //
- // Check to see if the stealth soldier has been destroyed...
- //
- SoldierGameObj *stealth_soldier = Peek_Stealth_Soldier ();
- if (stealth_soldier == NULL) {
- return ;
- }
- //
- // Get the transform of Raveshaw's hand
- //
- const Matrix3D &hand_tm = Peek_Model ()->Get_Bone_Transform ("C L HAND");
- const Matrix3D &neck_tm = stealth_soldier->Peek_Model ()->Get_Bone_Transform ("C NECK");
- const Matrix3D &soldier_tm = stealth_soldier->Get_Transform ();
- //
- // Determine where to position the stealth soldier so he's embedded in Raveshaw's hand
- //
- Vector3 hand_pos = hand_tm.Get_Translation ();
- Vector3 delta_pos = neck_tm.Get_Translation () - soldier_tm.Get_Translation ();
- Vector3 new_pos = hand_pos - delta_pos;
- Matrix3D new_soldier_tm (new_pos);
- //
- // Choose a random orientation for the soldier
- //
- //new_soldier_tm.Rotate_Z (WWMath::Random_Float (0, DEG_TO_RADF (319.0F)));
-
- /*Matrix3D world_to_soldier_tm;
- soldier_tm.Get_Orthogonal_Inverse (world_to_soldier_tm);
- Matrix3D neck_rel_to_sol_tm = neck_tm * world_to_soldier_tm;
- Matrix3D sol_rel_to_neck_tm;
- neck_rel_to_sol_tm.Get_Orthogonal_Inverse (sol_rel_to_neck_tm);
- Matrix3D new_soldier_tm (hand_tm * sol_rel_to_neck_tm);*/
-
- //Matrix3D test_tm = hand_tm * sol_rel_to_neck_tm;
- //Matrix3D new_soldier_tm (test_tm.Get_Translation ());
- //new_soldier_tm = hand_tm * sol_rel_to_neck_tm;
-
- /*Matrix3D soldier_to_neck_tm;
- neck_to_soldier_tm.Get_Orthogonal_Inverse (soldier_to_neck_tm);
- Matrix3D world_to_neck_tm;
- neck_tm.Get_Orthogonal_Inverse (world_to_neck_tm);
- Matrix3D neck_to_soldier_tm = soldier_tm * world_to_neck_tm;
- Matrix3D
- Matrix3D new_soldier_tm = (hand_tm * neck_to_soldier_tm);*/
- stealth_soldier->Set_Transform (new_soldier_tm);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Fly_Move
- //
- ///////////////////////////////////////////////////////////////////////////
- bool
- RaveshawBossGameObjClass::Fly_Move (PhysicalGameObj *game_obj, const Vector3 &vector)
- {
- Vector3 curr_pos;
- game_obj->Get_Position (&curr_pos);
- //
- // Get the object's collision box
- //
- AABoxClass collision_box;
-
- if (game_obj->As_SoldierGameObj () != NULL) {
- collision_box = game_obj->Peek_Physical_Object ()->As_HumanPhysClass ()->Get_Collision_Box ();
- collision_box.Center += curr_pos;
- } else {
- collision_box = game_obj->Peek_Model ()->Get_Bounding_Box ();
- }
- if (game_obj != COMBAT_STAR) {
- collision_box.Extent.Z -= 0.25F;
- }
-
- //
- // Disable collision on Raveshaw
- //
- Peek_Physical_Object ()->Inc_Ignore_Counter ();
- game_obj->Peek_Physical_Object ()->Inc_Ignore_Counter ();
- //
- // Check to see if we've hit something
- //
- CastResultStruct result;
- PhysAABoxCollisionTestClass col_test (collision_box, vector, &result, DEFAULT_COLLISION_GROUP, COLLISION_TYPE_PHYSICAL);
-
- //
- // Find where we hit
- //
- bool retval = COMBAT_SCENE->Cast_AABox (col_test);
- if (result.StartBad == false) {
-
- //
- // Calculate where to move to...
- //
- Vector3 new_pos = curr_pos + (vector * (result.Fraction * 0.99F));
- //
- // Move the object
- //
- game_obj->Set_Position (new_pos);
- }
- //
- // Restore collision to Raveshaw
- //
- Peek_Physical_Object ()->Dec_Ignore_Counter ();
- game_obj->Peek_Physical_Object ()->Dec_Ignore_Counter ();
- return retval;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Find_Object_To_Throw
- //
- ///////////////////////////////////////////////////////////////////////////
- SimpleGameObj *
- RaveshawBossGameObjClass::Find_Object_To_Throw (void)
- {
- if (COMBAT_STAR == NULL) {
- return NULL;
- }
- SimpleGameObj *best_object = NULL;
- float best_object_rating = 100.0F;
- //
- // Loop over all the game objects in the world (looking for simple game objects)
- //
- SLNode<BaseGameObj> *obj_node = NULL;
- for (obj_node = GameObjManager::Get_Game_Obj_List ()->Head (); obj_node; obj_node = obj_node->Next ()) {
-
- //
- // Is this a simple game object?
- //
- PhysicalGameObj *phys_game_obj = obj_node->Data ()->As_PhysicalGameObj ();
- if (phys_game_obj != NULL && phys_game_obj->As_SimpleGameObj () != NULL) {
- SimpleGameObj *object = phys_game_obj->As_SimpleGameObj ();
- if (object != NULL) {
-
- //
- // Is this one of Raveshaw's throwable objects?
- //
- const StringClass &name = object->Get_Definition ().Get_Name ();
- if (::strstr (name, "(Raveshaw Ammo)") != NULL) {
- //
- // Get the position of the object
- //
- Vector3 object_pos;
- object->Get_Position (&object_pos);
-
- //
- // Is this object in the boss area?
- //
- object_pos.Z = 0;
- //
- // Calculate how far this object is from Raveshaw and the player
- //
- float dist_to_me = (object_pos - RaveshawPos).Length () / 10.0F;
- float dist_to_star = (object_pos - StarPos).Length () / 10.0F;
- dist_to_star = WWMath::Clamp (1.0F - dist_to_star, 0.0F, 1.0F);
- //
- // Is this the object that's closest to Raveshaw and farthest from the player?
- //
- float rating = (dist_to_me * 0.5F) + (dist_to_star * 0.5F);
- if (rating < best_object_rating) {
- best_object = object;
- best_object_rating = rating;
- }
- }
- }
- }
- }
- return best_object;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Determine_New_Overall_State
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Determine_New_Overall_State (void)
- {
- float health = DefenseObject.Get_Health ();
- float health_percent = health / DefenseObject.Get_Health_Max ();
- if (health_percent <= 0.05F) {
-
- //
- // Retreat to the catwalk if we're mostly damaged
- //
- if ( OverallState.Get_State () != OVERALL_STATE_JUMP_TO_CATWALK ||
- OverallState.Get_State () != OVERALL_STATE_ON_CATWALK ||
- OverallState.Get_State () != OVERALL_STATE_DEATH_SEQUENCE)
- {
- OverallState.Set_State (OVERALL_STATE_JUMP_TO_CATWALK);
- }
- } else {
-
- //
- // Should he heal himself?
- //
- int possibility = (10.0F * health_percent) + 0.5F;
- bool go_heal = (health_percent <= 0.75F && possibility > 0) && (FreeRandom.Get_Int (possibility) == 0);
- if (go_heal) {
- OverallState.Set_State (OVERALL_STATE_HEALING);
- } else {
- //
- // How far away is the player?
- //
- float dist2 = (RaveshawPos - StarPos).Length2 ();
- //
- // Roll a random die to determine which action to take
- //
- int choice = FreeRandom.Get_Int (100);
- if (choice < 35 && dist2 > 16.0F) {
- OverallState.Set_State (OVERALL_STATE_THROWING_SOLDIER);
- } else if (choice < 60 && (ThrownObject == NULL)) {
- OverallState.Set_State (OVERALL_STATE_THROWING_OBJECT);
- } else if (choice < 80) {
- OverallState.Set_State (OVERALL_STATE_CHASE_STAR);
- } else {
- OverallState.Set_State (OVERALL_STATE_JUMP_TO_CATWALK);
- }
- }
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Jump_To_Point
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Jump_To_Point (const Vector3 &pos)
- {
- //
- // Begin the jump state (if necessary)
- //
- if (JumpState.Get_State () == JUMP_STATE_NONE) {
- CurrentJumpToPos = pos;
- JumpState.Set_State (JUMP_STATE_CROUCHING);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Collect_Lightning_Rods
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Collect_Lightning_Rods (void)
- {
- LightningRodList.Delete_All ();
-
- //
- // Compute the box where the lightning rods in question should live
- //
- AABoxClass box;
- box.Center = TIBERIUM_POS;
- box.Extent.Set (40.0F, 40.0F, 20.0F);
- //
- // Collect all the static objects in this box
- //
- NonRefPhysListClass obj_list;
- COMBAT_SCENE->Collect_Objects (box, true, false, &obj_list);
- //
- // Loop over all the objects
- //
- NonRefPhysListIterator it (&obj_list);
- for (it.First (); !it.Is_Done (); it.Next ()) {
- DamageableStaticPhysClass *phys_obj = it.Peek_Obj ()->As_DamageableStaticPhysClass ();
-
- //
- // Add this object to our list
- //
- if (phys_obj != NULL) {
- if (phys_obj->Peek_Model ()->Get_Bone_Index ("BBZZZT") > 0) {
- LightningRodList.Add (phys_obj);
- }
- }
- }
- //
- // Sort the lightning rods based on the angle they make with the tiberium
- //
- int rod_count = LightningRodList.Count ();
- if (rod_count > 0) {
- ::qsort (&LightningRodList[0], rod_count, sizeof (DamageableStaticPhysClass *), fnSortLightningRodsCallback);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Create_Arc_Effects
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Create_Arc_Effects (void)
- {
- //
- // Create the simple game object's that we'll use to display the lightning effect
- //
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- ArcObjects[index] = (SimpleGameObj *)ObjectLibraryManager::Create_Object ("Arc Effect");
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Prepare_Arc_Effect_Data
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Prepare_Arc_Effect_Data (void)
- {
- //
- // Create the simple game object's that we'll use to display the lightning effect
- //
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- if ( ArcObjects[index]->Peek_Physical_Object () != NULL &&
- ArcObjects[index]->Peek_Physical_Object ()->Peek_Model () != NULL)
- {
- ArcObjects[index]->Peek_Physical_Object ()->Peek_Model ()->Set_Hidden (true);
- }
-
- ArcLifeRemaining[index] = 0;
- }
- //
- // Get information about the model
- //
- SimpleGameObj *temp_obj = (SimpleGameObj *)ObjectLibraryManager::Create_Object ("Arc Effect");
- if (temp_obj != NULL && temp_obj->Peek_Model () != NULL) {
- RenderObjClass *model = temp_obj->Peek_Model ();
- //
- // Store the original transforms of each bone
- //
- for (int index = 0; index < BONE_COUNT; index ++) {
- Bones[index] = model->Get_Bone_Transform (ARC_BONE_NAMES[index]);
- }
- //
- // Lookup the original transform of the end-bone
- //
- int end_index = model->Get_Bone_Index ("bone_end");
- EndTM = model->Get_Bone_Transform (end_index);
-
- //
- // Get rid of the temporary object
- //
- temp_obj->Peek_Model ()->Set_Hidden (true);
- temp_obj->Set_Delete_Pending ();
- }
- return ;
- }
- //BBZZZT
- ///////////////////////////////////////////////////////////////////////////
- //
- // Add_Lightning_Arc
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Add_Lightning_Arc (const Vector3 &start_point, const Vector3 &end_point)
- {
- //
- // Try to find an available welding-arc
- //
- for (int index = 0; index < ARC_OBJ_COUNT; index ++) {
- if ((ArcLifeRemaining[index] <= 0)) {
- //
- // Get the model of the object we'll be displaying
- //
- RenderObjClass *model = ArcObjects[index]->Peek_Physical_Object ()->Peek_Model ();
- //
- // Make the object "look" at its endpoint
- //
- Matrix3D start_tm;
- start_tm.Obj_Look_At (start_point, end_point, 0);
- ArcObjects[index]->Peek_Physical_Object ()->Set_Transform (start_tm);
- //
- // Now scale the bone's that control the length of the arc so it
- // will fit perfectly between the start and endpoints.
- //
- for (int bone_index = 0; bone_index < BONE_COUNT; bone_index ++) {
-
- float percent = WWMath::Fabs (Bones[bone_index].Get_Translation ().X / EndTM.Get_Translation ().X);
- Vector3 new_pos = start_point + (end_point - start_point) * percent;
- //
- // Calculate the world space position of the bone
- //
- Vector3 world_space_pos = start_tm * Bones[bone_index].Get_Translation ();
- Vector3 world_space_offset = new_pos - world_space_pos;
- Matrix3D bone_tm (world_space_offset);
-
- //
- // Control the bone
- //
- int bone_id = model->Get_Bone_Index (ARC_BONE_NAMES[bone_index]);
- model->Capture_Bone (bone_id);
- model->Control_Bone (bone_id, bone_tm, true);
- }
- //
- // Calculate the world space position of the endpoint
- //
- Vector3 world_space_end_pos = start_tm * EndTM.Get_Translation ();
- Vector3 world_space_offset = end_point - world_space_end_pos;
- Matrix3D end_tm (world_space_offset);
- //
- // Control the ending bone
- //
- int end_index = model->Get_Bone_Index ("bone_end");
- model->Capture_Bone (end_index);
- model->Control_Bone (end_index, end_tm, true);
- //
- // Start the animation
- //
- ArcLifeRemaining[index] = 3.0F;
- HAnimClass *anim = model->Peek_Animation ();
- if (anim != NULL) {
- model->Set_Animation (anim, 0, RenderObjClass::ANIM_MODE_ONCE);
- ArcLifeRemaining[index] = anim->Get_Total_Time ();
- }
- //
- // Show the model
- //
- model->Set_Hidden (false);
- break;
- }
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // fnSortLightningRodsCallback
- //
- ////////////////////////////////////////////////////////////////
- int __cdecl
- RaveshawBossGameObjClass::fnSortLightningRodsCallback
- (
- const void *elem1,
- const void *elem2
- )
- {
- WWASSERT (elem1 != NULL);
- WWASSERT (elem2 != NULL);
- DamageableStaticPhysClass *rod1 = *((DamageableStaticPhysClass **)elem1);
- DamageableStaticPhysClass *rod2 = *((DamageableStaticPhysClass **)elem2);
- //
- // Sort the rods based on the angle they make around the tiberium
- //
- int result = 0;
- if (rod1 != rod2) {
- Vector3 rod1_pos;
- Vector3 rod2_pos;
- rod1->Get_Position (&rod1_pos);
- rod2->Get_Position (&rod2_pos);
-
- rod1_pos -= TIBERIUM_POS;
- rod2_pos -= TIBERIUM_POS;
- //
- // Compute the angle assuming the tiberium to be the center of a circle
- //
- float angle1 = WWMath::Atan2 (rod1_pos.Y, rod1_pos.X);
- float angle2 = WWMath::Atan2 (rod2_pos.Y, rod2_pos.X);
- angle1 = WWMath::Wrap (angle1 + DEG_TO_RADF (90.0F), 0.0F, DEG_TO_RADF (360.0F));
- angle2 = WWMath::Wrap (angle2 + DEG_TO_RADF (90.0F), 0.0F, DEG_TO_RADF (360.0F));
- //
- // Sort based on this angle
- //
- if (angle1 < angle2) {
- result = -1;
- } else if (angle1 > angle2) {
- result = 1;
- } else {
- result = 0;
- }
- }
- return result;
- }
- ///////////////////////////////////////////////////////////////////////////
- //
- // Find_Death_Facing_Pos
- //
- ///////////////////////////////////////////////////////////////////////////
- void
- RaveshawBossGameObjClass::Find_Death_Facing_Pos (Vector3 *facing_pos)
- {
- float best_dist2 = 99999.0F;
- //
- // Get the catwalk waypath
- //
- WaypathClass *waypath = PathfindClass::Get_Instance ()->Find_Waypath (CATWALK_WAYPATH_ID);
- WWASSERT (waypath != NULL);
- //
- // Now find the closest point which is in-between the waypath points
- //
- for (int index = 0; index < waypath->Get_Point_Count (); index ++) {
-
- //
- // Determine what the current and next waypath points are
- //
- int curr_index = index;
- int next_index = index + 1;
- if (index + 1 >= waypath->Get_Point_Count ()) {
- next_index = 0;
- }
- //
- // Get the position of the current and next waypoint
- //
- Vector3 curr_waypath_pos = waypath->Get_Point (curr_index)->Get_Position ();
- Vector3 next_waypath_pos = waypath->Get_Point (next_index)->Get_Position ();
-
- //
- // Evaluate this jump to position (is it the closest?)
- //
- Vector3 jump_to_pos = curr_waypath_pos + ((next_waypath_pos - curr_waypath_pos) * 0.5F);
- Vector3 dir_vector = (RaveshawPos - jump_to_pos);
- dir_vector.Z = 0;
- float dist2 = dir_vector.Length2 ();
- if (dist2 < best_dist2) {
- best_dist2 = dist2;
- (*facing_pos) = curr_waypath_pos;
- }
- }
- return ;
- }
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