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cog_actor_robotsm.cog
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Text File
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1999-11-15
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6KB
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234 lines
# Jones 3D Cog Script
#
# actor_RobotSm.cog
#
# Special case behavior for the spinning robot
#
# [MDR]
#
# (C) 1999 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
message startup
message created
message aievent
message damaged
message killed
message callback
# *********************** SUBROUTINES **************************
flex RobotTakeOff local
flex RobotLand local
# ************************** TEMPLATES *************************
template tpl_glow=+robotglow_xsm local
# *********************** MISC LOCAL VARS **********************
thing t_sender local
thing t_glow local
int eventType local
int n_damageType local
flex f_userData local
int FLAG_SETARMEDMODE local
int FLAG_FIRE local
vector vec_pos local
end
# ========================================================================================
code
# ........................................................................................
startup:
FLAG_SETARMEDMODE = 0x20;
FLAG_FIRE = 0x40;
return;
# ........................................................................................
created:
t_sender = GetSenderRef();
SetActorFlags(t_sender, 0x40000); # Set AF_IMMOBILE
SetActorFlags(t_sender, 0x08); # Set AF_INVULNERABLE
AISetMode(t_sender, 0x8000000); # Set MODE_ARMOREDSKIN
AISetMode(t_sender, 0x10000); # Set MODE_WANTALLEVENTS
AISetMode(t_sender, 0x2000000); # Set MODE_NOCHASING
SetArmedMode(t_sender, 7); # Switch to non-active armed mode
SetThingUserData(t_sender, 0);
return;
# ........................................................................................
aievent:
eventType = GetParam(0);
t_sender = GetSenderRef();
f_userData = GetThingUserData(t_sender);
if ( BITTEST(f_userData, FLAG_SETARMEDMODE) ) # If an armed mode change pending, bail
return;
if ( eventType == 0x40 ) #---- EVENT_MOVETARGETCHANGED
{
if ( AIGetArmedMode(t_sender) == 7 ) # Non-active armed mode?
{
call RobotTakeOff;
}
}
if ( BITTEST(eventType, 0x80800 ) ) #---- EVENT_GOAL(UNREACHABLE|REACHED)
{
if ( !BITTEST(AIGetMode(t_sender), 0x202) )
{
call RobotLand;
}
}
if ( eventType == 0x4000 ) #---- EVENT_FIRE
{
StopMode(t_sender, 65, 0);
f_userData = BITSET(f_userData, FLAG_FIRE); # Set "shot pending" flag
}
SetThingUserData(t_sender, f_userData); # Record flag settings
return;
# ........................................................................................
damaged:
t_sender = GetSenderRef();
n_damageType = GetParam(1);
if ( BITTEST(GetActorFlags(t_sender), 0x40000) )
{
if ( BITTEST(n_damageType, 0x01) ) # DAMAGE_IMPACT?
{
PlaySoundClass(t_sender, 85); # Play ricochet sound
}
ReturnEx(0);
}
if ( BITTEST(n_damageType, 0x18) ) # DAMAGE_(FISTS|WHIP)?
{
ReturnEx(0);
}
return;
# ........................................................................................
killed:
t_sender = GetSenderRef();
t_glow = GetThingAttachedThing(t_sender, 13);
if ( t_glow > -1 )
{
DestroyThing(t_glow);
}
return;
# ........................................................................................
callback:
t_sender = GetSenderRef();
f_userData = GetThingUserData(t_sender);
if ( BITTEST(f_userData, FLAG_FIRE) )
{
PlayMode(t_sender, 65, 0); # Play fire animation.
f_userData = BITCLEAR(f_userData, FLAG_FIRE); # Clear "shot pending" flag
}
SetThingUserData(t_sender, f_userData); # Record flag settings
return;
# ===================================================================
# Subroutines
# ===================================================================
# ........................................................................................
# Assumes t_sender has been set
# ........................................................................................
RobotTakeOff:
f_userData = GetThingUserData(t_sender);
ClearPhysicsFlags(t_sender, 0x01); # Clear PF_USEGRAVITY
ClearActorFlags(t_sender, 0x40000); # Clear AF_IMMOBILE
ClearActorFlags(t_sender, 0x08); # Clear AF_INVULNERABLE
ResetThing(t_sender);
PlayMode(t_sender, 69, 0); # Play the stand to walk anim
PlaySoundClass(t_sender, 131); # Play spin up sound
SetArmedMode(t_sender, 0); # Switch to active armed mode
PlaySoundClass(t_sender, 123); # Play hover sound
vec_pos = VectorAdd( GetThingPos(t_sender), '0 0 -0.03' );
t_glow = CreateThingAtPos(tpl_glow, FindNewSectorFromThing(t_sender, vec_pos), vec_pos, '0 0 0');
if ( t_glow > -1 )
{
AttachThingToThingEx(t_glow, t_sender, 0x08);
}
SetThingUserData(t_sender, f_userData);
return;
# ........................................................................................
# Assumes t_sender has been set
# ........................................................................................
RobotLand:
f_userData = GetThingUserData(t_sender);
f_userData = BITSET(f_userData, FLAG_SETARMEDMODE);
SetThingUserData(t_sender, f_userData);
StopThing(t_sender);
ResetThing(t_sender);
SetArmedMode(t_sender, 7); # Switch to non-active armed mode
StopSoundClass(t_sender, 123); # Stop hover sound
PlaySoundClass(t_sender, 132); # Play spin down sound
PlayMode(t_sender, 70, 0); # Play the walk to stand anim
SetPhysicsFlags(t_sender, 0x01); # Set PF_USEGRAVITY
SetActorFlags(t_sender, 0x40000); # Set AF_IMMOBILE
SetActorFlags(t_sender, 0x08); # Set AF_INVULNERABLE
t_glow = GetThingAttachedThing(t_sender, 13);
if ( t_glow > -1 )
{
DestroyThing(t_glow);
}
f_userData = GetThingUserData(t_sender);
f_userData = BITCLEAR(f_userData, FLAG_SETARMEDMODE);
SetThingUserData(t_sender, f_userData);
return;
end