/*========================================================================= npc.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #include "enemy\npc.h" #ifndef __LEVEL_LEVEL_H__ #include "level\level.h" #endif #ifndef __FILE_EQUATES_H__ #include #endif #ifndef __SPR_UIGFX_H__ #include #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif #ifndef __ENEMY_NPCPATH_H__ #include "enemy\npcpath.h" #endif #ifndef __UTILS_HEADER__ #include "utils\utils.h" #endif #ifndef __GAME_CONVO_H__ #include "game\convo.h" #endif #include "Gfx\Skel.h" #ifndef __VID_HEADER_ #include "system\vid.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Friend NPCs //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class CLayerCollision *CNpcFriend::m_layerCollision; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::init() { CNpcThing::init(); // sActorHdr *Hdr=m_skel.Load(ACTORS_SPONGEBOB_A3D); // m_skel.Init(Hdr); m_skel.Init(ACTORS_SPONGEBOB_A3D); m_actorTPage = TPLoadTex(ACTORS_ACTOR_SPONGEBOB_TEX); Pos.vx = 100; Pos.vy = 100; m_extension = EXTEND_RIGHT; // temporary m_animNo = 0; m_frame = 0; m_type = NPC_FRIEND_GARY; //m_spriteBank=new ("enemy sprites") SpriteBank(); //m_spriteBank->load(UI_UIGFX_SPR); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::shutdown() { //m_spriteBank->dump(); delete m_spriteBank; // temporary //TPFree( m_actorTPage ); //CAnimDB::Dump( m_data[m_type].animData ); CNpcThing::shutdown(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::think(int _frames) { CNpcThing::think(_frames); switch( m_data[m_type].movementFunc ) { case NPC_FRIEND_MOVEMENT_GARY: processGaryMovement( _frames ); break; case NPC_FRIEND_MOVEMENT_STATIC: default: break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::render() { CNpcThing::render(); // Render DVECTOR renderPos; DVECTOR offset = CLevel::getCameraPos(); renderPos.vx = ( Pos.vx - offset.vx - ( VidGetScrW() >> 1 ) ) * 20; renderPos.vy = ( Pos.vy - offset.vy - ( VidGetScrH() >> 1 ) ) * 20; m_skel.setPos( renderPos ); m_skel.setFrame(m_frame); m_skel.setAnimNo(m_animNo); m_skel.Animate(this); m_skel.Render(this); /*s32 x,y; s32 scrnWidth = VidGetScrW(); s32 scrnHeight = VidGetScrH(); s32 spriteWidth = m_spriteBank->getFrameWidth(FRM_BARNACLEBOY); s32 spriteHeight = m_spriteBank->getFrameHeight(FRM_BARNACLEBOY); x = Pos.vx - offset.vx - ( spriteWidth >> 1 ); y = Pos.vy - offset.vy - ( spriteHeight >> 1 ); //if ( x < -spriteWidth || y < -spriteHeight || x > scrnWidth || y > scrnHeight ) //{ //return; //} m_spriteBank->printFT4(FRM_BARNACLEBOY,x,y,0,0,0);*/ } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::processEvent( GAME_EVENT evt, CThing *sourceThing ) { switch( evt ) { case USER_REQUEST_TALK_EVENT: { if ( m_data[this->m_type].canTalk ) { DVECTOR sourcePos; s32 xDiffSqr, yDiffSqr; // check talk distance sourcePos = sourceThing->getPos(); xDiffSqr = this->Pos.vx - sourcePos.vx; xDiffSqr *= xDiffSqr; yDiffSqr = this->Pos.vy - sourcePos.vy; yDiffSqr *= yDiffSqr; if ( xDiffSqr + yDiffSqr < 10000 ) { if( !CConversation::isActive() ) { CConversation::trigger( SCRIPTS_SPEECHTEST_DAT ); } } } break; } default: // ignore break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Enemy NPCs //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// s32 CNpcEnemy::playerXDist; s32 CNpcEnemy::playerYDist; s32 CNpcEnemy::playerXDistSqr; s32 CNpcEnemy::playerYDistSqr; class CLayerCollision *CNpcEnemy::m_layerCollision; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::init() { CEnemyThing::init(); m_type = NPC_SUB_SHARK; // sActorHdr *Hdr = m_skel.Load( m_data[m_type].skelType ); // m_skel.Init( Hdr ); m_skel.Init(m_data[m_type].skelType); m_actorTPage = TPLoadTex( ACTORS_ACTOR_ENEMY_TEX ); m_skel.setAng(1024); m_animPlaying = true; m_animNo = m_data[m_type].initAnim; m_frame = 0; m_heading = m_fireHeading = 0; m_movementTimer = 0; m_timerTimer = 0; m_velocity = 0; m_extension = 0; m_rotation = 0; m_reversed = false; m_salvoCount = 0; m_health = m_data[this->m_type].initHealth; m_extension = EXTEND_RIGHT; Pos.vx = 400; Pos.vy = 100; m_base = Pos; m_timerFunc = m_data[this->m_type].timerFunc; m_sensorFunc = m_data[this->m_type].sensorFunc; m_controlFunc = NPC_CONTROL_MOVEMENT; m_layerCollision = NULL; m_npcPath.initPath(); switch ( m_data[this->m_type].initFunc ) { case NPC_INIT_DEFAULT: { DVECTOR newPos; newPos.vx = 100; //newPos.vy = 10; newPos.vy = 100; m_npcPath.addWaypoint( newPos ); newPos.vx = 500; //newPos.vy = 10; newPos.vy = 100; m_npcPath.addWaypoint( newPos ); newPos.vx = 500; //newPos.vy = 100; newPos.vy = 300; m_npcPath.addWaypoint( newPos ); newPos.vx = 100; //newPos.vy = 100; newPos.vy = 300; m_npcPath.addWaypoint( newPos ); m_npcPath.setPathType( PONG_PATH ); break; } case NPC_INIT_GHOST_PIRATE: m_heading = m_fireHeading = 3072; break; case NPC_INIT_SKULL_STOMPER: { m_extendDir = EXTEND_DOWN; break; } case NPC_INIT_MOTHER_JELLYFISH: { m_state = MOTHER_JELLYFISH_RETURN_TO_START_1; break; } case NPC_INIT_FLYING_DUTCHMAN: { m_state = FLYING_DUTCHMAN_ATTACK_PLAYER_1; m_extendDir = EXTEND_UP; break; } case NPC_INIT_SUB_SHARK: { m_state = SUB_SHARK_MINE_1; m_extendDir = EXTEND_RIGHT; break; } case NPC_INIT_IRON_DOGFISH: { m_state = IRON_DOGFISH_THUMP_1; m_extendDir = EXTEND_RIGHT; break; } case NPC_INIT_FISH_HOOK: { m_heading = m_fireHeading = 3072; DVECTOR newPos; newPos.vx = 100; newPos.vy = -100; m_npcPath.addWaypoint( newPos ); m_npcPath.setPathType( SINGLE_USE_PATH ); break; } case NPC_INIT_PENDULUM: { m_extendDir = EXTEND_LEFT; m_extension = 0; m_heading = 1024; break; } case NPC_INIT_FIREBALL: { DVECTOR newPos; newPos.vx = 300; newPos.vy = 100; m_npcPath.addWaypoint( newPos ); m_npcPath.setPathType( SINGLE_USE_PATH ); m_extension = 0; m_velocity = m_data[m_type].speed; m_timerTimer = GameState::getOneSecondInFrames() * 4; break; } case NPC_INIT_RETURNING_HAZARD: { DVECTOR newPos; newPos.vx = 100; newPos.vy = 10; m_npcPath.addWaypoint( newPos ); newPos.vx = 500; newPos.vy = 10; m_npcPath.addWaypoint( newPos ); m_npcPath.setPathType( SINGLE_USE_PATH ); break; } case NPC_INIT_FISH_FOLK: { m_heading = m_fireHeading = 0; DVECTOR newPos; newPos.vx = 200; newPos.vy = 400; m_npcPath.addWaypoint( newPos ); newPos.vx = 500; newPos.vy = 400; m_npcPath.addWaypoint( newPos ); m_npcPath.setPathType( PONG_PATH ); break; } case NPC_INIT_FLAMING_SKULL: { m_state = FLAMING_SKULL_ATTACK; break; } case NPC_INIT_CIRCULAR_PLATFORM: { Pos.vx = 300; Pos.vy = 300; m_base = Pos; m_extendDir = EXTEND_CLOCKWISE; m_extension = 100; break; } default: break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::shutdown() { m_npcPath.removeAllWaypoints(); // temporary TPFree( m_actorTPage ); CEnemyThing::shutdown(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::think(int _frames) { CEnemyThing::think(_frames); processGenericGetUserDist( _frames, &playerXDist, &playerYDist ); playerXDistSqr = playerXDist * playerXDist; playerYDistSqr = playerYDist * playerYDist; if ( m_animPlaying ) { int frameCount = m_skel.getFrameCount(); if ( frameCount - m_frame > _frames ) { m_frame += _frames; } else { m_frame = frameCount; m_animPlaying = false; } } if ( m_heading > 1024 && m_heading < 3072 ) { m_skel.setAng( 3072 ); m_reversed = true; } else { m_skel.setAng( 1024 ); m_reversed = false; } switch ( this->m_controlFunc ) { case NPC_CONTROL_NONE: return; case NPC_CONTROL_MOVEMENT: if ( !processSensor() ) { processMovement(_frames); } else { processClose(_frames); } break; case NPC_CONTROL_SHOT: processShot(); break; case NPC_CONTROL_CLOSE: processClose(_frames); break; case NPC_CONTROL_COLLISION: processCollision(); break; } processTimer(_frames); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::collidedWith( CThing *_thisThing ) { switch(_thisThing->getThingType()) { case TYPE_PLAYER: { if ( m_data[m_type].detectCollision ) { if ( m_data[m_type].damageToUserType == DAMAGE__NONE ) { // if we can detect a collision, but the collision does no damage, this must be a platform CPlayer *player = (CPlayer *) _thisThing; player->setPlatform( this ); } else { m_oldControlFunc = m_controlFunc; m_controlFunc = NPC_CONTROL_COLLISION; } } break; } default: ASSERT(0); break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CNpcEnemy::processSensor() { switch( m_sensorFunc ) { case NPC_SENSOR_NONE: return( false ); default: { switch( m_sensorFunc ) { case NPC_SENSOR_JELLYFISH_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 5625 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_evadeClockwise = getRnd() % 2; return( true ); } else { return( false ); } } case NPC_SENSOR_CLAM_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 10000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_extendDir = EXTEND_UP; m_extension = 0; m_movementTimer = GameState::getOneSecondInFrames() >> 3; m_velocity = ( getRnd() % 6 ) + 1; return( true ); } else { return( false ); } } case NPC_SENSOR_SPIDER_CRAB_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 10000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_extension = 0; m_velocity = 5; m_base = Pos; if ( playerXDist < 0 ) { m_extendDir = EXTEND_LEFT; } else { m_extendDir = EXTEND_RIGHT; } return( true ); } else { return( false ); } } case NPC_SENSOR_OIL_BLOB_USER_CLOSE: case NPC_SENSOR_NINJA_STARFISH_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 10000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_velocity = m_data[m_type].speed; return( true ); } else { return( false ); } } case NPC_SENSOR_GHOST_PIRATE_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 10000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_extendDir = EXTEND_UP; m_extension = 0; m_movementTimer = GameState::getOneSecondInFrames() >> 1; m_velocity = 4; return( true ); } else { return( false ); } } case NPC_SENSOR_GENERIC_USER_VISIBLE: { s32 xDistWaypoint, yDistWaypoint; if ( abs( playerXDist ) < 500 ) { // within range // make sure user is closer to npc than next waypoint s32 xDistWaypoint, yDistWaypoint; m_npcPath.getDistToNextWaypoint( Pos, &xDistWaypoint, &yDistWaypoint ); if ( abs( playerXDist ) < abs( xDistWaypoint ) ) { s16 headingToPlayer = ratan2( playerYDist, playerXDist ); s16 decDir, incDir, moveDist; s32 headingToWaypoint = ratan2( yDistWaypoint, xDistWaypoint ); // check waypoint is in the same direction as the user decDir = headingToPlayer - headingToWaypoint; if ( decDir < 0 ) { decDir += ONE; } incDir = headingToWaypoint - headingToPlayer; if ( incDir < 0 ) { incDir += ONE; } if ( decDir < incDir ) { moveDist = decDir; } else { moveDist = incDir; } if ( moveDist > 512 ) { return( false ); } else { // check if npc is facing user decDir = m_heading - headingToPlayer; if ( decDir < 0 ) { decDir += ONE; } incDir = headingToPlayer - m_heading; if ( incDir < 0 ) { incDir += ONE; } if ( decDir < incDir ) { moveDist = decDir; } else { moveDist = incDir; } if ( moveDist < 1024 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_velocity = 8; return( true ); } else { return( false ); } } } else { return( false ); } } else { return( false ); } } case NPC_SENSOR_ANEMONE_USER_CLOSE: case NPC_SENSOR_EYEBALL_USER_CLOSE: case NPC_SENSOR_FLAMING_SKULL_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 40000 ) { m_controlFunc = NPC_CONTROL_CLOSE; return( true ); } else { return( false ); } } case NPC_SENSOR_SKULL_STOMPER_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 40000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_extendDir = EXTEND_DOWN; return( true ); } else { return( false ); } } case NPC_SENSOR_BOOGER_MONSTER_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 400 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_extendDir = EXTEND_UP; return( true ); } else { return( false ); } } case NPC_SENSOR_IRON_DOGFISH_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 10000 ) { m_controlFunc = NPC_CONTROL_CLOSE; return( true ); } else { return( false ); } } case NPC_SENSOR_FISH_HOOK_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 400 ) { m_controlFunc = NPC_CONTROL_CLOSE; return( true ); } else { return( false ); } } case NPC_SENSOR_FALLING_ITEM_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 40000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_movementTimer = GameState::getOneSecondInFrames() * 3; return( true ); } else { return( false ); } } default: return( false ); } } break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processMovement(int _frames) { if ( _frames > 2 ) { _frames = 2; } s32 moveX = 0, moveY = 0; s32 moveVel = 0; s32 moveDist = 0; switch( m_data[this->m_type].movementFunc ) { case NPC_MOVEMENT_STATIC: { break; } case NPC_MOVEMENT_FIXED_PATH: { processGenericFixedPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist ); break; } case NPC_MOVEMENT_FIXED_PATH_WALK: { processGenericFixedPathWalk( _frames, &moveX, &moveY ); break; } case NPC_MOVEMENT_MOTHER_JELLYFISH: { processMotherJellyfishMovement( _frames ); break; } case NPC_MOVEMENT_FLYING_DUTCHMAN: { processFlyingDutchmanMovement( _frames ); break; } case NPC_MOVEMENT_SUB_SHARK: { processSubSharkMovement( _frames ); break; } case NPC_MOVEMENT_IRON_DOGFISH: { processIronDogfishMovement( _frames ); break; } case NPC_MOVEMENT_PENDULUM: { processPendulumMovement( _frames ); break; } case NPC_MOVEMENT_FIREBALL: { processFireballMovement( _frames ); break; } case NPC_MOVEMENT_RETURNING_HAZARD: { processReturningHazardMovement( _frames ); break; } default: break; } processMovementModifier( _frames, moveX, moveY, moveVel, moveDist ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processMovementModifier(int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange) { switch( m_data[m_type].movementModifierFunc ) { case NPC_MOVEMENT_MODIFIER_NONE: { Pos.vx += distX; Pos.vy += distY; break; } case NPC_MOVEMENT_MODIFIER_BOB: { break; } case NPC_MOVEMENT_MODIFIER_JELLYFISH: { processSmallJellyfishMovementModifier( _frames, distX, distY, dist, headingChange ); break; } case NPC_MOVEMENT_MODIFIER_FISH_FOLK: { processFishFolkMovementModifier( _frames, distX, distY ); break; } case NPC_MOVEMENT_MODIFIER_OCTOPUS: { processBabyOctopusMovementModifier( _frames, dist, headingChange ); break; } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processShot() { } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processClose(int _frames) { switch( m_data[this->m_type].closeFunc ) { case NPC_CLOSE_JELLYFISH_EVADE: processCloseSmallJellyfishEvade( _frames ); break; case NPC_CLOSE_CLAM_JUMP_ATTACK: processCloseClamJumpAttack( _frames ); break; case NPC_CLOSE_CLAM_SNAP_ATTACK: processCloseClamSnapAttack( _frames ); break; case NPC_CLOSE_SPIDER_CRAB_ATTACK: processCloseSpiderCrabAttack( _frames ); break; case NPC_CLOSE_GENERIC_USER_SEEK: { processGenericGotoTarget( _frames, playerXDist, playerYDist, m_data[m_type].speed ); break; } case NPC_CLOSE_GHOST_PIRATE_ATTACK: processCloseGhostPirateAttack( _frames ); break; case NPC_CLOSE_SHARK_MAN_ATTACK: processCloseSharkManAttack( _frames ); break; case NPC_CLOSE_ANEMONE_1_ATTACK: processCloseAnemone1Attack( _frames ); break; case NPC_CLOSE_ANEMONE_2_ATTACK: processCloseAnemone2Attack( _frames ); break; case NPC_CLOSE_ANEMONE_3_ATTACK: processCloseAnemone3Attack( _frames ); break; case NPC_CLOSE_EYEBALL_ATTACK: processCloseEyeballAttack( _frames ); break; case NPC_CLOSE_SKULL_STOMPER_ATTACK: processCloseSkullStomperAttack( _frames ); break; case NPC_CLOSE_BOOGER_MONSTER_ATTACK: processCloseBoogerMonsterAttack( _frames ); break; case NPC_CLOSE_MOTHER_JELLYFISH_ATTACK: processCloseMotherJellyfishAttack( _frames ); break; case NPC_CLOSE_FLYING_DUTCHMAN_ATTACK: processCloseFlyingDutchmanAttack( _frames ); break; case NPC_CLOSE_SUB_SHARK_ATTACK: processCloseSubSharkAttack( _frames ); break; case NPC_CLOSE_IRON_DOGFISH_ATTACK: processCloseIronDogfishAttack( _frames ); break; case NPC_CLOSE_FALLING_ITEM_FALL: processCloseFallingItemFall( _frames ); break; case NPC_CLOSE_FISH_HOOK_RISE: processCloseFishHookRise( _frames ); break; case NPC_CLOSE_FLAMING_SKULL_ATTACK: processCloseFlamingSkullAttack( _frames ); break; case NPC_CLOSE_SKELETAL_FISH_ATTACK: processCloseSkeletalFishAttack( _frames ); break; default: break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processCollision() { CPlayer *player = GameScene.getPlayer(); //player->takeDamage( m_data[m_type].damageToUserType ); m_controlFunc = m_oldControlFunc; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processTimer(int _frames) { if ( m_timerTimer > 0 ) { this->m_timerTimer -= _frames; } switch( m_timerFunc ) { case NPC_TIMER_NONE: { break; } case NPC_TIMER_EVADE_DONE: case NPC_TIMER_ATTACK_DONE: { if ( m_timerTimer <= 0 ) { this->m_timerFunc = NPC_TIMER_NONE; this->m_sensorFunc = m_data[this->m_type].sensorFunc; } break; } default: break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::render() { CEnemyThing::render(); // Render DVECTOR renderPos; DVECTOR offset = CLevel::getCameraPos(); renderPos.vx = ( Pos.vx - offset.vx - ( VidGetScrW() >> 1 ) ) * 20; renderPos.vy = ( Pos.vy - offset.vy - ( VidGetScrH() >> 1 ) ) * 20; if ( m_reversed ) { m_skel.setZAng( ( m_heading + 2048 ) & 4095 ); } else { m_skel.setZAng( m_heading ); } m_skel.setPos( renderPos ); m_skel.setFrame(m_frame); m_skel.setAnimNo(m_animNo); m_skel.Animate(this); m_skel.Render(this); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processEvent( GAME_EVENT evt, CThing *sourceThing ) { switch( evt ) { case USER_REQUEST_TALK_EVENT: { if ( m_data[this->m_type].canTalk ) { DVECTOR sourcePos; s32 xDiffSqr, yDiffSqr; // check talk distance sourcePos = sourceThing->getPos(); xDiffSqr = this->Pos.vx - sourcePos.vx; xDiffSqr *= xDiffSqr; yDiffSqr = this->Pos.vy - sourcePos.vy; yDiffSqr *= yDiffSqr; if ( xDiffSqr + yDiffSqr < 10000 ) { if( !CConversation::isActive() ) { CConversation::trigger( SCRIPTS_SPEECHTEST_DAT ); } } } break; } case PROJECTILE_RETURNED_TO_SOURCE_EVENT: { m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; removeChild( sourceThing ); sourceThing->shutdown(); delete sourceThing; break; } } }