// ----------------------------------------------------------------------- // // // MODULE : AncientOne.cpp // // PURPOSE : Soul Drudge - Definition // // CREATED : 11/20/97 // // ----------------------------------------------------------------------- // #include #include "AncientOne.h" #include "cpp_server_de.h" BEGIN_CLASS(AncientOne) ADD_REALPROP(RandomHitPoints, 00.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ END_CLASS_DEFAULT(AncientOne, AI_Mgr, NULL, NULL) //static data member initialization DBOOL AncientOne::m_bLoadAnims = DTRUE; CAnim_Sound AncientOne::m_Anim_Sound; #define TENTACLE_SPAWN_AREA 500.0f #define TENTACLE_SPAWN_MIN 300.0f // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructord // // ----------------------------------------------------------------------- // AncientOne::AncientOne() : AI_Mgr() { m_fHearingDist = 10000.0f; m_fSensingDist = 10000.0f; m_fSmellingDist = 0.0f; m_fSeeingDist = 18000.0f; m_fWalkSpeed = 0.0f; m_fRunSpeed = 0.0f; m_fRollSpeed = 0.0f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"ANCIENTONE_BEAM" ); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"ANCIENTONE_TENTACLE" ); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = 0; m_fLastFire = 0; m_bCabal = DFALSE; m_dwFlags = FLAG_ALWAYSCLEAR; m_damage.SetApplyDamagePhysics(DFALSE); // [blg] m_fAIHitPoints = 22000; m_fAIRandomHP = 0; m_fAIArmorPoints = 2000; m_fFullHealth = 0.0f; m_bCreateHealth = DTRUE; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD AncientOne::EngineMessageFn(DDWORD messageID, void *pData, DFLOAT fData) { switch(messageID) { case MID_PRECREATE: { // Need to call base class to have the object name read in before // we call PostPropRead() DDWORD dwRet = AI_Mgr::EngineMessageFn(messageID, pData, fData); PostPropRead((ObjectCreateStruct*)pData); return dwRet; } break; case MID_INITIALUPDATE: { InitialUpdate((DVector *)pData); CacheFiles(); break; } case MID_UPDATE: { if (m_bCreateHealth) { if (!m_fFullHealth) { HMESSAGEWRITE hWrite = m_pServerDE->StartMessage(NULL, SMSG_BOSSHEALTH); m_pServerDE->WriteToMessageFloat(hWrite,1.0f); m_pServerDE->EndMessage(hWrite); m_bCreateHealth = DFALSE; m_fFullHealth = m_damage.GetHitPoints(); } else { DFLOAT fTemp = m_damage.GetHitPoints() / m_fFullHealth; HMESSAGEWRITE hWrite = m_pServerDE->StartMessage(NULL, SMSG_BOSSHEALTH); m_pServerDE->WriteToMessageFloat(hWrite,fTemp); m_pServerDE->EndMessage(hWrite); } } } break; case MID_SAVEOBJECT: Save((HMESSAGEWRITE)pData, (DDWORD)fData); break; case MID_LOADOBJECT: Load((HMESSAGEREAD)pData, (DDWORD)fData); break; default : break; } return AI_Mgr::EngineMessageFn(messageID, pData, fData); } DDWORD AncientOne::ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead) { switch (messageID) { case MID_DAMAGE: { if (!m_pServerDE) break; CBaseCharacter::ObjectMessageFn(hSender, messageID, hRead); DFLOAT fTemp = m_damage.GetHitPoints() / m_fFullHealth; HMESSAGEWRITE hWrite = m_pServerDE->StartMessage(NULL, SMSG_BOSSHEALTH); m_pServerDE->WriteToMessageFloat(hWrite,fTemp); m_pServerDE->EndMessage(hWrite); } default: break; } return AI_Mgr::ObjectMessageFn(hSender, messageID, hRead); } // ----------------------------------------------------------------------- // // // ROUTINE: PostPropRead() // // PURPOSE: Update properties // // ----------------------------------------------------------------------- // void AncientOne::PostPropRead(ObjectCreateStruct *pStruct) { CServerDE* pServerDE = GetServerDE(); if (!pServerDE || !pStruct) return; char* pFilename = "Models\\Enemies\\AncientOne.abc"; char* pSkin = "Skins\\Enemies\\AncientOne.dtx"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); } // ----------------------------------------------------------------------- // // // ROUTINE: InitialUpdate() // // PURPOSE: Handle initial update // // ----------------------------------------------------------------------- // DBOOL AncientOne::InitialUpdate(DVector *pMovement) { m_pServerDE = BaseClass::GetServerDE(); if (!m_pServerDE) return DFALSE; VEC_SET(m_vScale,5.0f,5.0f,5.0f); m_bMoveToGround = DTRUE; if(m_bLoadAnims) { m_Anim_Sound.SetAnimationIndexes(m_hObject); m_Anim_Sound.GenerateHitSpheres(m_hObject); m_Anim_Sound.SetSoundRoot("sounds\\enemies\\AncientOne"); m_bLoadAnims = DFALSE; } //play ambient looping sound /* PlaySoundInfo playSoundInfo; PLAYSOUNDINFO_INIT( playSoundInfo ); playSoundInfo.m_dwFlags = PLAYSOUND_3D | PLAYSOUND_ATTACHED | PLAYSOUND_GETHANDLE; playSoundInfo.m_dwFlags |= PLAYSOUND_LOOP | PLAYSOUND_CTRL_VOL; _mbsncpy((unsigned char*)playSoundInfo.m_szSoundName, (const unsigned char*)"sounds\\enemies\\ancientone\\ao_loop_1.wav", _MAX_PATH ); playSoundInfo.m_hObject = m_hObject; playSoundInfo.m_nVoiceType = SOUNDTYPE_AI; playSoundInfo.m_nPriority = SOUNDPRIORITY_MEDIUM; playSoundInfo.m_fOuterRadius = 5000; playSoundInfo.m_fInnerRadius = 5000 * 0.2f; playSoundInfo.m_nVolume = 75; g_pServerDE->PlaySound( &playSoundInfo ); m_hLoopSound = playSoundInfo.m_hSound; */ AI_Mgr::InitStatics(&m_Anim_Sound); /* // Spawn in some extra tentacles int iTemp = m_pServerDE->IntRandom(2,5); for (int loop = 0; loop < iTemp; loop++) { SpawnTentacle(); } */ return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : AncientOne::MC_Fire_Stand // DESCRIPTION : Run the fire_stand animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void AncientOne::MC_Fire_Stand() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND) { DBOOL bRet = DFALSE; m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); if (m_fStimuli[SIGHT] < 300.0f) { m_InventoryMgr.ChangeWeapon(WEAP_ANCIENTONE_TENTACLE); } else { m_InventoryMgr.ChangeWeapon(WEAP_ANCIENTONE_BEAM); } CWeapon *pW = m_InventoryMgr.GetCurrentWeapon(); if (pW) { m_fAttackLoadTime = pW->GetReloadTime(); } bRet = SetAnimation( m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_MELEE]); m_pServerDE->SetModelLooping(m_hObject, DFALSE); m_bAnimating = DTRUE; m_nCurMetacmd = MC_FIRE_STAND; } else { if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE) { m_bAnimating = DFALSE; Metacmd++; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : AncientOne::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void AncientOne::ComputeState(int nStimType) { int nStim = nStimType; if(nStimType == -1) nStim = ComputeStimuli(); if(!nStim) { switch(m_nState) { case STATE_Idle: SetNewState(STATE_SearchVisualTarget); break; case STATE_SearchVisualTarget: SetNewState(STATE_Idle); break; default: SetNewState(STATE_SearchVisualTarget); break; } } else { SetNewState(STATE_AttackFar); } return; } // ----------------------------------------------------------------------- // // ROUTINE : AncientOne::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void AncientOne::AI_STATE_AttackFar() { //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL) { SetNewState(STATE_SearchVisualTarget); return; } MC_FaceTarget(); Metacmd--; switch(Metacmd) { case 1: MC_Idle(); break; case 2: MC_Fire_Stand(); break; case 3: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : AncientOne::AI_STATE_Idle // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void AncientOne::AI_STATE_Idle() { int nStimType = ComputeStimuli(); if(nStimType) { ComputeState(nStimType); return; } switch(Metacmd) { case 1: MC_Idle(); break; case 2: ComputeState(); break; } return; } void AncientOne::SpawnTentacle() { m_pServerDE = BaseClass::GetServerDE(); if (!m_pServerDE) return; DVector vPos; DFLOAT fTemp; m_pServerDE->GetObjectPos(m_hObject,&vPos); fTemp = m_pServerDE->Random(0,TENTACLE_SPAWN_AREA); fTemp = (m_pServerDE->IntRandom(0,1)) ? fTemp : -fTemp; vPos.x = vPos.x + fTemp; fTemp = m_pServerDE->Random(0,TENTACLE_SPAWN_AREA); fTemp = (m_pServerDE->IntRandom(0,1)) ? fTemp : -fTemp; vPos.z = vPos.z + fTemp; if ((abs((int)(vPos.x)) < TENTACLE_SPAWN_MIN) && (abs((int)(vPos.z)) < TENTACLE_SPAWN_MIN)) { // Move outward from the origin vPos.x += TENTACLE_SPAWN_MIN * ((vPos.x < 0) ? -1 : 1); vPos.z += TENTACLE_SPAWN_MIN * ((vPos.z < 0) ? -1 : 1); vPos.y += 200; } ObjectCreateStruct ocStruct; INIT_OBJECTCREATESTRUCT(ocStruct); VEC_COPY(ocStruct.m_Pos,vPos); ocStruct.m_ObjectType = OT_MODEL; HCLASS hClass = m_pServerDE->GetClass("AncientOneTentacle"); m_pServerDE->CreateObject(hClass,&ocStruct); } void AncientOne::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags) { CServerDE* pServerDE = BaseClass::GetServerDE(); if (!pServerDE) return; pServerDE->WriteToMessageFloat(hWrite, m_fLastFire); pServerDE->WriteToMessageFloat(hWrite, m_fFullHealth); } void AncientOne::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags) { CServerDE* pServerDE = BaseClass::GetServerDE(); if (!pServerDE) return; m_fLastFire = pServerDE->ReadFromMessageFloat(hRead); m_fFullHealth = m_pServerDE->ReadFromMessageFloat(hRead); } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void AncientOne::CacheFiles() { // Sanity checks... CServerDE* pServerDE = GetServerDE(); if (!pServerDE) return; if(!(pServerDE->GetServerFlags() & SS_CACHING)) { return; } if (!m_hObject) return; // Get the model filenames... char sModel[256] = { "" }; char sSkin[256] = { "" }; pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255); // Cache models... pServerDE->CacheFile(FT_MODEL, sModel); // Cache textures... pServerDE->CacheFile(FT_TEXTURE, sSkin); // Cache sounds... SetCacheDirectory("sounds\\enemies\\ancientone"); CacheSoundFileRange("ancient", 1, 3); CacheSoundFileRange("ao_beam_", 1, 3); CacheSoundFileRange("ao_loop_", 1, 3); CacheSoundFileRange("ao_tent_", 1, 3); CacheSoundFileRange("ao_vox_", 1, 3); CacheSoundFile("dying"); }