CScriptMovementAction::CScriptMovementAction		(Fvector *tPosition, float fSpeed)
{
	SetBodyState		(MonsterSpace::eBodyStateStand);
	SetMovementType		(MonsterSpace::eMovementTypeStand);
	SetPathType			(DetailPathManager::eDetailPathTypeSmooth);
	SetPosition			(*tPosition);
	SetSpeed			(fSpeed);
	m_tGoalType			= eGoalTypeNoPathPosition;
}
CScriptMovementAction::CScriptMovementAction		(MonsterSpace::EBodyState tBodyState, MonsterSpace::EMovementType tMovementType, DetailPathManager::EDetailPathType tPathType, CPatrolPathParams *tPatrolPathParams, float fSpeed)
{
	SetBodyState		(tBodyState);
	SetMovementType		(tMovementType);
	SetPathType			(tPathType);
	SetPatrolPath		(tPatrolPathParams->m_path,tPatrolPathParams->m_path_name);
	SetPatrolStart		(tPatrolPathParams->m_tPatrolPathStart);
	SetPatrolStop		(tPatrolPathParams->m_tPatrolPathStop);
	SetPatrolRandom		(tPatrolPathParams->m_bRandom);
	SetSpeed			(fSpeed);
}
CScriptMovementAction::CScriptMovementAction		()
{
	SetInputKeys		(eInputKeyNone);
	SetBodyState		(MonsterSpace::eBodyStateStand);
	SetMovementType		(MonsterSpace::eMovementTypeStand);
	SetPathType			(DetailPathManager::eDetailPathTypeSmooth);
	SetPatrolPath		(0,"");
	SetPatrolStart		(PatrolPathManager::ePatrolStartTypeNearest);
	SetPatrolStop		(PatrolPathManager::ePatrolRouteTypeContinue);
	SetPatrolRandom		(true);
	SetSpeed			(0);
	SetObjectToGo		(0);
	SetPosition			(Fvector().set(0,0,0));
	m_tGoalType			= eGoalTypeDummy;
	m_bCompleted		= true;
}
Пример #4
0
void CObject::Initialize (ubyte nType, ubyte nId, short nCreator, short nSegment, const CFixVector& vPos,
								  const CFixMatrix& mOrient, fix xSize, ubyte cType, ubyte mType, ubyte rType)
{
SetSignature (gameData.objs.nNextSignature++);
SetType (nType);
SetId (nId);
SetLastPos (vPos);
SetSize (xSize);
SetCreator ((sbyte) nCreator);
SetOrient (&mOrient);
SetControlType (cType);
SetMovementType (mType);
SetRenderType (rType);
SetContainsType (-1);
SetLifeLeft (
	 ((gameData.app.nGameMode & GM_ENTROPY) &&  (nType == OBJ_POWERUP) &&  (nId == POW_HOARD_ORB) &&  (extraGameInfo [1].entropy.nVirusLifespan > 0)) ?
		I2X (extraGameInfo [1].entropy.nVirusLifespan) : IMMORTAL_TIME);
SetAttachedObj (-1);
SetShields (I2X (20));
SetSegment (-1);					//set to zero by memset, above
LinkToSeg (nSegment);
}
Пример #5
0
int CObject::Create (ubyte nType, ubyte nId, short nCreator, short nSegment,
							const CFixVector& vPos, const CFixMatrix& mOrient,
							fix xSize, ubyte cType, ubyte mType, ubyte rType)
{
#if DBG
if (nType == OBJ_WEAPON) {
	nType = nType;
	if ((nCreator >= 0) && (OBJECTS [nCreator].info.nType == OBJ_ROBOT))
		nType = nType;
	if (nId == FLARE_ID)
		nType = nType;
	if (gameData.objs.bIsMissile [(int) nId])
		nType = nType;
	}
else if (nType == OBJ_ROBOT) {
#if 0
	if (ROBOTINFO ((int) nId).bossFlag && (BOSS_COUNT >= MAX_BOSS_COUNT))
		return -1;
#endif
	}
else if (nType == OBJ_HOSTAGE)
	nType = nType;
else if (nType == OBJ_FIREBALL)
	nType = nType;
else if (nType == OBJ_REACTOR)
	nType = nType;
else if (nType == OBJ_DEBRIS)
	nType = nType;
else if (nType == OBJ_MARKER)
	nType = nType;
else if (nType == OBJ_PLAYER)
	nType = nType;
else if (nType == OBJ_POWERUP)
	nType = nType;
#endif

SetSegment (FindSegByPos (vPos, nSegment, 1, 0));
if ((Segment () < 0) || (Segment () > gameData.segs.nLastSegment))
	return -1;

if (nType == OBJ_DEBRIS) {
	if (gameData.objs.nDebris >= gameStates.render.detail.nMaxDebrisObjects)
		return -1;
	}

// Zero out object structure to keep weird bugs from happening in uninitialized fields.
m_nId = OBJ_IDX (this);
SetSignature (gameData.objs.nNextSignature++);
SetType (nType);
SetId (nId);
SetLastPos (vPos);
SetPos (&vPos);
SetSize (xSize);
SetCreator ((sbyte) nCreator);
SetOrient (&mOrient);
SetControlType (cType);
SetMovementType (mType);
SetRenderType (rType);
SetContainsType (-1);
SetLifeLeft (
	((gameData.app.nGameMode & GM_ENTROPY) && (nType == OBJ_POWERUP) && (nId == POW_HOARD_ORB) && (extraGameInfo [1].entropy.nVirusLifespan > 0)) ?
	I2X (extraGameInfo [1].entropy.nVirusLifespan) : IMMORTAL_TIME);
SetAttachedObj (-1);
m_xCreationTime = gameData.time.xGame;
#if 0
if (GetControlType () == CT_POWERUP)
	CPowerupInfo::SetCount (1);
// Init physics info for this CObject
if (GetMovementType () == MT_PHYSICS)
	m_vStartVel.SetZero ();
if (GetRenderType () == RT_POLYOBJ)
	CPolyObjInfo::SetTexOverride (-1);

if (GetType () == OBJ_WEAPON) {
	CPhysicsInfo::SetFlags (CPhysInfo.GetFlags () | WI_persistent (m_info.nId) * PF_PERSISTENT);
	CLaserInfo::SetCreationTime (gameData.time.xGame);
	CLaserInfo::SetLastHitObj (0);
	CLaserInfo::SetScale (I2X (1));
	}
else if (GetType () == OBJ_DEBRIS)
	gameData.objs.nDebris++;
if (GetControlType () == CT_POWERUP)
	CPowerupInfo::SetCreationTime (gameData.time.xGame);
else if (GetControlType () == CT_EXPLOSION) {
	CAttachedInfo::SetPrev (-1);
	CAttachedInfo::SetNext (-1);
	CAttachedInfo::SetParent (-1);
	}
#endif
Link ();
LinkToSeg (nSegment);
return m_nId;
}