// ----------------------------------------------------------------------- // // // MODULE : GabriellaAI.cpp // // PURPOSE : GabriellaAI - Definition // // CREATED : 10/4/98 // // ----------------------------------------------------------------------- // #include #include "GabriellaAI.h" #include "cpp_server_de.h" BEGIN_CLASS(GabriellaAI) ADD_STRINGPROP(AIState, "PASSIVE") \ ADD_STRINGPROP(AIWeapon1, "MINIGUN") \ ADD_STRINGPROP(AIWeapon2, "NAPALM") \ ADD_VECTORPROP_VAL_FLAG(Dims, 12.0f, 46.0f, 12.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) END_CLASS_DEFAULT(GabriellaAI, AI_Mgr, NULL, NULL) //static data member initialization DBOOL GabriellaAI::m_bLoadAnims = DTRUE; CAnim_Sound GabriellaAI::m_Anim_Sound; // ----------------------------------------------------------------------- // // // ROUTINE: GabriellaAI::GabriellaAI() // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // GabriellaAI::GabriellaAI() : AI_Mgr() { m_fHearingDist = 1500.0f; m_fSensingDist = 200.0f; m_fSmellingDist = 0.0f; m_fSeeingDist = 1500.0f; m_fWalkSpeed = 75.0f; m_fRunSpeed = 180.0f; m_fRollSpeed = 105.0f; m_fJumpSpeed = 400.0f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = FLAG_CRAWL | FLAG_JUMP | FLAG_DODGE; m_bCabal = DTRUE; // [blg] m_fAIHitPoints = 600; m_fAIRandomHP = 0; m_fAIArmorPoints = 600; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"PASSIVE"); _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"MINIGUN"); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"NAPALM"); m_fAIBullets = 500; m_fAIShells = 150; m_fAIGrenades = 50; m_fAIRockets = 100; m_fAIFlares = 100; m_fAICells = 600; m_fAICharges = 400; m_fAIFuel = 500; } // ----------------------------------------------------------------------- // // // ROUTINE: GabriellaAI::EngineMessageFn() // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD GabriellaAI::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 set the skin/filename... DDWORD dwRet = AI_Mgr::EngineMessageFn(messageID, pData, fData); ObjectCreateStruct* pStruct = (ObjectCreateStruct*)pData; if (pStruct) { _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)"Models\\Characters\\gabriella.abc"); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)"Skins\\Characters\\gabriella.dtx"); } return dwRet; } break; case MID_INITIALUPDATE: { FirstUpdate(); } break; default : break; } return AI_Mgr::EngineMessageFn(messageID, pData, fData); } // ----------------------------------------------------------------------- // // // ROUTINE: FirstUpdate() // // PURPOSE: Handle initial update // // ----------------------------------------------------------------------- // DBOOL GabriellaAI::FirstUpdate() { m_pServerDE = BaseClass::GetServerDE(); if (!m_pServerDE || !m_hObject) 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\\chosen\\gabriella"); m_bLoadAnims = DFALSE; } AI_Mgr::InitStatics(&m_Anim_Sound); return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : GabriellaAI::Fire // DESCRIPTION : Fire current weapon forward // RETURN TYPE : DBOOL // ----------------------------------------------------------------------- // DBOOL GabriellaAI::Fire(DBOOL bAltFire) { DBOOL bFire = DFALSE; CWeapon* pW = m_InventoryMgr.GetCurrentWeapon(); DVector vTargetVel, vVel; m_pServerDE->GetVelocity(m_hTarget, &vTargetVel); m_pServerDE->GetVelocity(m_hObject, &vVel); DFLOAT fTargetVel = VEC_MAG(vTargetVel); DFLOAT fVel = VEC_MAG(vVel); if(fTargetVel <= 5.0f && fVel <= 5.0f && pW->GetType() != WEAP_ASSAULTRIFLE && pW->GetType() != WEAP_NAPALMCANNON && pW->GetType() != WEAP_SNIPERRIFLE) { if(m_InventoryMgr.GetAmmoCount(pW->GetAmmoType(DFALSE)) >= pW->GetAltAmmoUse()) bFire = DTRUE; } // DDWORD m_nFiredWeapon = m_InventoryMgr.FireCurrentWeapon(&m_MoveObj.GetPos(), &m_MoveObj.GetRotation(), bFire); return AI_Mgr::Fire(bFire); } // ----------------------------------------------------------------------- // // ROUTINE : GabriellaAI::MC_BestWeapon // DESCRIPTION : Choose best weapon for attacking // RETURN TYPE : void // ----------------------------------------------------------------------- // void GabriellaAI::MC_BestWeapon() { CWeapon* pW = m_InventoryMgr.GetCurrentWeapon(); if (m_bAnimating == DFALSE) { if(pW) { if(m_InventoryMgr.GetAmmoCount(pW->GetAmmoType(DFALSE)) <= 0.0) { SetAnimation( m_pAnim_Sound->m_nAnim_SWITCH_WEAPON[pW->GetFireType()]); m_pServerDE->SetModelLooping(m_hObject, DFALSE); m_bAnimating = DTRUE; } else { m_bAnimating = DFALSE; Metacmd++; } } } else { //Are we done? if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE) { if(pW->GetType() == WEAP_MINIGUN) { m_InventoryMgr.ChangeWeapon(WEAP_NAPALMCANNON); pW = m_InventoryMgr.GetCurrentWeapon(); pW->ShowHandModel(DFALSE); SetAnimation( m_pAnim_Sound->m_nAnim_SWITCH_WEAPON[pW->GetFireType()]); } else { if(m_InventoryMgr.GetAmmoCount(pW->GetAmmoType(DFALSE)) <= 0.0) { SetNewState(STATE_FindAmmo); } else { m_bAnimating = DFALSE; Metacmd++; } } } } return; } // ----------------------------------------------------------------------- // // ROUTINE : GabriellaAI::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void GabriellaAI::ComputeState(int nStimType) { int nStim = nStimType; if(nStimType == -1) nStim = ComputeStimuli(); DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); if(!nStim) { switch(m_nState) { case STATE_Idle: SetNewState(STATE_Idle); break; case STATE_SearchVisualTarget: SetNewState(STATE_Idle); break; case STATE_SearchSmellTarget: SetNewState(STATE_Idle); break; case STATE_FindAmmo: SetNewState(m_nLastState); break; case STATE_FindHealth: SetNewState(m_nLastState); break; case STATE_Escape_RunAway: SetNewState(STATE_Idle); case STATE_AttackFar: case STATE_AttackClose: default: SetNewState(STATE_SearchVisualTarget); break; } } else { if(m_fStimuli[HEALTH] < 0.15f) { SetNewState(STATE_FindHealth); return; } else if(m_fStimuli[HEALTH] < 0.50f) { SetNewState(STATE_AttackFar); return; } else { if(m_fStimuli[SIGHT] <= 0.5f || fHeight > m_vDims.y) SetNewState(STATE_AttackFar); else SetNewState(STATE_AttackClose); } } return; } // ----------------------------------------------------------------------- // // ROUTINE : GabriellaAI::STATE_AttackClose // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void GabriellaAI::AI_STATE_AttackClose() { DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL && m_nCurMetacmd != MC_FIRE_STAND) { if(fHeight <= m_vDims.y) SetNewState(STATE_SearchVisualTarget); else ComputeState(); return; } m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0; switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: MC_BestWeapon(); break; case 3: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.33) || m_nCurMetacmd == MC_FIRE_STAND || m_nCurMetacmd == MC_FIRE_CROUCH) { if(m_nDodgeFlags & FORWARD || m_nDodgeFlags & BACKWARD || m_fStimuli[HEALTH] < 0.5f || m_nCurMetacmd == MC_FIRE_CROUCH || (fHeight > m_vDims.y && !bAbove)) { MC_Fire_Crouch(); } else { MC_Fire_Stand(); } } else Metacmd++; break; case 4: if(m_fStimuli[SIGHT] > (m_fSeeingDist * 0.33) && m_fStimuli[SIGHT] < (m_fSeeingDist * 0.5)) { MC_FaceTarget(); Metacmd--; if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y && m_nCurMetacmd != MC_FIRE_CROUCH) { if(m_nInjuredLeg) MC_Walk(); else { if(m_nDodgeFlags & FORWARD || m_nDodgeFlags & BACKWARD || m_fStimuli[HEALTH] < 0.5f) MC_Fire_Crawl(); else MC_Fire_Run(); } } else { MC_Fire_Crouch(); } } else Metacmd++; break; case 5: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : GabriellaAI::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void GabriellaAI::AI_STATE_AttackFar() { DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL && m_nCurMetacmd != MC_FIRE_STAND) { if(fHeight <= m_vDims.y) SetNewState(STATE_SearchVisualTarget); else ComputeState(); return; } m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0; switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: MC_BestWeapon(); break; case 3: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.75) || m_nCurMetacmd == MC_FIRE_STAND || m_nCurMetacmd == MC_FIRE_CROUCH || fHeight > m_vDims.y) { if((fHeight > m_vDims.y && !bAbove) || m_nCurMetacmd == MC_FIRE_CROUCH || m_fStimuli[HEALTH] < 0.5f) { MC_Fire_Crouch(); } else { MC_Fire_Stand(); } } else Metacmd++; break; case 4: if(m_fStimuli[SIGHT] > (m_fSeeingDist * 0.75)) { MC_FaceTarget(); Metacmd--; if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y && m_nCurMetacmd != MC_FIRE_CROUCH) { if(m_nInjuredLeg) MC_Walk(); else MC_Fire_Run(); } else { MC_Fire_Crouch(); } } else Metacmd++; break; case 5: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : GabriellaAI::AI_STATE_Escape // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void GabriellaAI::AI_STATE_Escape_RunAway() { if(Metacmd > 1) { int nStimType = ComputeStimuli(); if(nStimType > 0) { ComputeState(nStimType); return; } } DFLOAT fDim = (DFLOAT)sqrt((m_vDims.x * m_vDims.x) + (m_vDims.z * m_vDims.z)) + 0.1f; switch(Metacmd) { case 1: m_hTrackObject = FindObjectInRadius(m_pServerDE->GetClass("ExitHint"), m_fSeeingDist, FIND_VISIBLE | FIND_AVOID_TARGET); if(m_hTrackObject) { m_pServerDE->GetObjectPos(m_hTrackObject,&m_vTrackObjPos); MC_FacePos(m_vTrackObjPos); if(!m_MoveObj.CalculatePath(m_vTrackObjPos)) SetNewState(STATE_Idle); } else SetNewState(STATE_AttackFar); break; case 2: { DVector* pvPos = m_MoveObj.GetNextPathPoint(); if(pvPos) MC_FacePos(*pvPos); else SetNewState(STATE_Escape_RunAway); break; } case 3: { DVector vPoint = *m_MoveObj.GetNextPathPoint(); vPoint.y = m_MoveObj.GetPos().y; if(VEC_DIST(vPoint, m_MoveObj.GetPos()) <= fDim/2) { if(!m_MoveObj.MoveToNextPathPoint()) { MC_FacePos(m_vTargetPos); } else { Metacmd = 2; } } else MC_Run(); break; } case 4: ComputeState(); break; } return;} // ----------------------------------------------------------------------- // // ROUTINE : GabriellaAI::AI_STATE_Escape // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void GabriellaAI::AI_STATE_Escape_Hide() { switch(Metacmd) { case 1: m_hTrackObject = FindObjectInRadius(m_pServerDE->GetClass("ExitHint"), m_fSeeingDist); if(m_hTrackObject) { m_pServerDE->GetObjectPos(m_hTrackObject,&m_vDestPos); SetNewState(STATE_RunToPos); } else SetNewState(STATE_AttackClose); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : GabriellaAI::AI_STATE_Dodge // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void GabriellaAI::AI_STATE_Dodge() { switch(Metacmd) { case 1: m_nDodgeFlags = CalculateDodge(m_vTrackObjPos); Metacmd++; break; case 2: if(m_nDodgeFlags & ROLL) { if(m_nDodgeFlags & RIGHT) MC_Roll_Right(); else if(m_nDodgeFlags & LEFT) MC_Roll_Left(); else if(m_nDodgeFlags & FORWARD) MC_Roll_Forward(); else MC_Roll_Backward(); } else { if(m_nDodgeFlags & RIGHT) MC_Dodge_Right(); else if(m_nDodgeFlags & LEFT) MC_Dodge_Left(); else Metacmd++; } break; case 3: ComputeState(); break; } return; }