// ----------------------------------------------------------------------- // // // MODULE : BirdAI.cpp // // PURPOSE : BirdAI - Definition // // CREATED : 12/15/97 // // ----------------------------------------------------------------------- // // 10.4 Incidental Creatures // This section covers benign creatures whose only purpose // in the game is atmosphere or target practice. // 1.1.210.4.2 Birds // Birds are your basic crows. They are carrion eaters, and will feed off any corpses // laying around. They fly away when anything approaches. #include #include "BirdAI.h" #include "ObjectUtilities.h" #include "cpp_server_de.h" BEGIN_CLASS(BirdAI) ADD_BASEAI_AGGREGATE() ADD_REALPROP(SightDistance, 1000.0f) \ ADD_REALPROP(SenseDistance, 400.0f) \ ADD_REALPROP(SmellDistance, 300.0f) \ ADD_REALPROP(ListenDistance, 0.0f) \ ADD_REALPROP(Mass, 2.0f) \ ADD_REALPROP(HitPoints, 5.0f) \ ADD_REALPROP(RandomHitPoints, 5.0f) \ ADD_REALPROP(ArmorPoints, 0.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ ADD_STRINGPROP(AIBrain, "WEAK") \ ADD_STRINGPROP(AIWeapon1, "MELEE") \ END_CLASS_DEFAULT(BirdAI, AI_Mgr, NULL, NULL) //static data member initialization DBOOL BirdAI::m_bLoadAnims = DTRUE; CAnim_Sound BirdAI::m_Anim_Sound; // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // BirdAI::BirdAI() : AI_Mgr() { _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE" ); _mbscpy((unsigned char*)m_szAIBrain, (const unsigned char*)"STRONG" ); _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"MELEE" ); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_nMoveFlags = 0; } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD BirdAI::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); if (fData == 1.0) AI_Mgr::ReadProp((ObjectCreateStruct*)pData); // inside BaseCharacter PostPropRead((ObjectCreateStruct*)pData); return dwRet; } break; case MID_INITIALUPDATE: { InitialUpdate((DVector *)pData); break; } default : break; } return AI_Mgr::EngineMessageFn(messageID, pData, fData); } // ----------------------------------------------------------------------- // // // ROUTINE: PostPropRead() // // PURPOSE: Update properties // // ----------------------------------------------------------------------- // void BirdAI::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models\\Enemies\\bird.abc"; char* pSkin = "Skins\\Enemies\\bird.dtx"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); // pStruct->m_Flags = FLAG_VISIBLE; pStruct->m_Flags = FLAG_VISIBLE | FLAG_SOLID | FLAG_TOUCH_NOTIFY | FLAG_GRAVITY | FLAG_STAIRSTEP | FLAG_SHADOW; } // ----------------------------------------------------------------------- // // // ROUTINE: InitialUpdate() // // PURPOSE: Handle initial update // // ----------------------------------------------------------------------- // DBOOL BirdAI::InitialUpdate(DVector *pMovement) { CServerDE* pServerDE = GetServerDE(); if (!pServerDE) return DFALSE; //Load up animation indexes if first model instance if(m_bLoadAnims) { m_Anim_Sound.SetAnimationIndexes(m_hObject); m_Anim_Sound.GenerateHitSpheres(m_hObject); m_Anim_Sound.SetSoundRoot("sounds\\enemies\\bird"); m_bLoadAnims = DFALSE; } //randomize the size/weight DFLOAT fScale = pServerDE->Random(-0.1f, 0.1f); VEC_SET(m_vScale,1.0f - fScale, 1.0f + fScale, 1.0f - fScale); // Init the objects m_InventoryMgr.Init(m_hObject); m_damage.Init(m_hObject); m_damage.SetHitPoints(m_fAIHitPoints + pServerDE->Random(1,m_fAIRandomHP)); m_damage.SetMaxHitPoints(100.0f); m_damage.SetArmorPoints(m_fAIArmorPoints); m_damage.SetMaxArmorPoints(200.0f); m_damage.SetMass(m_fAIMass); AI_Mgr::InitStatics(&m_Anim_Sound); return DTRUE; } // ----------------------------------------------------------------------- // // // ROUTINE: AI_Fanatic::MC_NS_Threat // // PURPOSE: This function is the primary definition of the AI's // behavior/tactics. // // ----------------------------------------------------------------------- // /* void AI_Bird::MC_NS_Threat() { AI_ComputeThreat(); //We are dying so go into appropriate death state if(m_Condition == DYING) { NewState(STATE_Dying,0,0,0,0); return; } // Analyze the threat level switch(m_AIThreat) { case THREAT_IGNORE : { if(m_nState != STATE_FindCarrion) { NewState(STATE_FindCarrion,0,0,0,0); } break; } case THREAT_LOW : { break; } case THREAT_MED : { if(m_nState != STATE_EscapeEnemy && AI_CheckSenseEnemy()) { NewState(STATE_EscapeEnemy,0,0,0,0); } break; } case THREAT_HIGH : { if(m_nState != STATE_EscapeEnemy && AI_CheckSenseEnemy()) { NewState(STATE_EscapeEnemy,0,0,0,0); } break; } } return; } void AI_Bird::AI_STATE_FindCarrion() { // // Set the SubState // if (m_nSubState == SS_EMPTY) { if(AI_CheckSenseEnemy()) { m_nSubState = SS_SENSE_ENEMY; } } // // Execute the SubState Meta commands // switch(m_nSubState) { case SS_SENSE_ENEMY: { switch(Metacmd) { case 1: MC_Facetarget(); break; case 2: MC_Scared(); break; case 3: MC_Turn180(); break; case 4: MC_Jump(); break; case 5: MC_Run(); break; case 6: NewState(STATE_EscapeEnemy,0,0,0,0); break; } } break; // Make the SS_DEFAULT the default default: { AI_Mgr::AI_STATE_FindCarrion(); return; } } MC_NS_Threat(); return; } // ----------------------------------------------------------------------- // // // ROUTINE: AI_STATE_EscapeEnemy // // PURPOSE: Escape the Enemy // // ----------------------------------------------------------------------- // void AI_Bird::AI_STATE_EscapeEnemy() { // // Set the SubState // if (m_nSubState == SS_EMPTY) { // Always check each one... if ( AI_CheckSenseEnemy() ) m_nSubState = SS_SENSE_ENEMY; else if ( AI_CheckIsThereNoTarget() ) m_nSubState = SS_NO_TARGET; else if ( AI_CheckIsTargetOutofSite() ) m_nSubState = SS_TARGET_OUTOSITE; } if (m_nSubState == SS_EMPTY) m_nSubState = SS_DEFAULT; // // Execute the SubState Meta commands // switch(m_nSubState) { case SS_NO_TARGET: { switch(Metacmd) { case 1: if(m_fHeight) MC_Crouch(); else MC_Idle(); break; case 2: NewState(STATE_FindCarrion,0,0,0,0); break; } } break; case SS_TARGET_OUTOSITE: { switch(Metacmd) { case 1: if(m_fHeight) MC_Crouch(); else MC_Idle(); break; case 2: MC_Taunt(); break; case 3: MC_Walk(); break; case 4: MC_Walk(); break; case 5: NewState(STATE_FindCarrion,0,0,0,0); break; } } break; case SS_SENSE_ENEMY: { switch(Metacmd) { case 1: MC_Scared(); break; case 2: if(m_fHeight) MC_Run(); else MC_Jump(); break; case 3: MC_Turnlr(); break; case 4: MC_Run(); break; case 5: NewState(STATE_EscapeEnemy,0,0,0,0); break; } } break; // Make the SS_DEFAULT the default default: { switch(Metacmd) { case 1: if(m_fHeight) MC_Crouch(); else MC_Idle(); break; case 2: m_nSubState = SS_EMPTY; AI_Mgr::AI_STATE_FindCarrion(); return; } } break; } MC_NS_Threat(); return; } // ----------------------------------------------------------------------- // // // ROUTINE: MC_Jump // // PURPOSE: This is a modified jump for birds that puts them into // the air so that they can then fly(run) // // ----------------------------------------------------------------------- // void AI_Bird::MC_Jump() { CServerDE* pServerDE = BaseClass::GetServerDE(); if (!pServerDE) return; DVector vPos,m_vDown; static bAnimating = DFALSE; if (b_Animating == DFALSE || bAnimating == DFALSE) { m_fTimeStart = pServerDE->GetTime(); CWeapon *pW = m_pInventoryMgr->GetCurrentWeapon(); m_pAnim_Sound->SetAnimation(m_hObject, m_pAnim_Sound->m_nAnim_RUN[pW->GetFireType()]); //Calculate our desired take-off speed pServerDE->GetObjectPos(m_hObject, &vPos); float speed = 400.0f; float upSpeed = 200.0f; vPos.y = m_vForward.y + upSpeed; vPos.x = m_vForward.x * speed; vPos.z = m_vForward.z * speed; //Turn off gravity so we can now fly pServerDE->SetObjectFlags(m_hObject,FLAG_VISIBLE | FLAG_SOLID | FLAG_TOUCH_NOTIFY | FLAG_STAIRSTEP | FLAG_SHADOW); PlaySoundFromObject(m_hObject, "Sounds\\jump.wav", 400, SOUNDTYPE_AI, SOUNDPRIORITY_MEDIUM); Move(vPos, MATH_EPSILON); //Randomize the end flying height float fDist = AIShared.DistToWorld(m_hObject, m_vUp); m_fHeight = pServerDE->Random(fDist/2,fDist-10.0f); b_Animating = bAnimating = DTRUE; } else { VEC_INIT(m_vDown); //Get the down vector VEC_MULSCALAR(m_vDown, m_vUp, -1.0f); //Check if we are at desired altitude float fDist = AIShared.DistToWorld(m_hObject, m_vDown); if ( fDist >= m_fHeight ) { //Set up velocity to zero so we don't keep flying up VEC_INIT(m_vUp); Move(m_vUp, MATH_EPSILON); b_Animating = bAnimating = DFALSE; Metacmd++; return; } } return; } // ----------------------------------------------------------------------- // // // ROUTINE: MC_Crouch // // PURPOSE: // // ----------------------------------------------------------------------- // void AI_Bird::MC_Crouch() { CServerDE* pServerDE = BaseClass::GetServerDE(); if (!pServerDE) return; DVector vPos,m_vDown; static bAnimating = DFALSE; if (b_Animating == DFALSE || bAnimating == DFALSE) { m_fTimeStart = pServerDE->GetTime(); CWeapon *pW = m_pInventoryMgr->GetCurrentWeapon(); m_pAnim_Sound->SetAnimation(m_hObject, m_pAnim_Sound->m_nAnim_CROUCH[pW->GetFireType()]); pServerDE->GetObjectPos(m_hObject, &vPos); float speed = 800.0f; vPos.y = m_vForward.y; vPos.x = m_vForward.x * speed; vPos.z = m_vForward.z * speed; //Turn on gravity so we can now land pServerDE->SetObjectFlags(m_hObject,FLAG_VISIBLE | FLAG_SOLID | FLAG_TOUCH_NOTIFY | FLAG_GRAVITY | FLAG_STAIRSTEP | FLAG_SHADOW); Move(vPos, MATH_EPSILON); b_Animating = bAnimating = DTRUE; } else { //Get the down vector VEC_MULSCALAR(m_vDown, m_vUp, -1.0f); //Check if we are at desired altitude float fDist = AIShared.DistToWorld(m_hObject, m_vDown); if ( fDist <= 10.0f ) { m_fTimeStart = pServerDE->GetTime(); m_pAnim_Sound->SetAnimation(m_hObject, m_pAnim_Sound->m_nAnim_IDLE[0]); //Set up velocity to zero so we don't keep flying up VEC_INIT(m_vUp); Move(m_vUp, MATH_EPSILON); m_fHeight = 0; b_Animating = bAnimating = DFALSE; Metacmd++; return; } } return; } */