// ----------------------------------------------------------------------- // // // MODULE : ShikariAI.cpp // // PURPOSE : ShikariAI - Definition // // CREATED : 10/07/97 // // ----------------------------------------------------------------------- // // 10.2.7 Shikari // This creature is fairly tough (2 to 3 shotgun blasts to kill), and fast. It runs directly // at the player as soon as it sees him/her and shreds them with its long razor fingers. Alone // and at a distance they don't pose much of a threat, but close up and in groups they can rip // the player to shreds. I've called it a Demon for now because it is similar to the demon in // Doom 2. // Blender Variant: This variant may appear only once or twice in the game. It is a Demon that // inhabits a human and takes on their form. It waits for the perfect time and then rips its way // out of the human form and attacks anything nearby. // Physical Description: None. // Threat Assessment: Low to Medium #include #include "ShikariAI.h" #include "cpp_server_de.h" #include "smellhint.h" BEGIN_CLASS(ShikariAI) ADD_REALPROP(RandomHitPoints, 50.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ ADD_VECTORPROP_VAL_FLAG(Dims, 19.0f, 30.0f, 24.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) END_CLASS_DEFAULT(ShikariAI, AI_Mgr, NULL, NULL) //static data member initialization DBOOL ShikariAI::m_bLoadAnims = DTRUE; CAnim_Sound ShikariAI::m_Anim_Sound; // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // ShikariAI::ShikariAI() : AI_Mgr() { m_fHearingDist = 2000.0f; m_fSensingDist = 500.0f; m_fSmellingDist = 2000.0f; m_fSeeingDist = 1000.0f; m_fWalkSpeed = 180.0f; m_fRunSpeed = 320.0f; m_fRollSpeed = 320.0f; m_fJumpSpeed = 600.0f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"SHIKARI_CLAW" ); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"SHIKARI_SPIT" ); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = FLAG_CRAWL | FLAG_JUMP | FLAG_DODGE; m_bCabal = DFALSE; // [blg] m_fAIHitPoints = 175; m_fAIRandomHP = 0; m_fAIArmorPoints = 50; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD ShikariAI::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 != PRECREATE_SAVEGAME) PostPropRead((ObjectCreateStruct*)pData); return dwRet; } break; case MID_INITIALUPDATE: { InitialUpdate((DVector *)pData); CacheFiles(); break; } default : break; } return AI_Mgr::EngineMessageFn(messageID, pData, fData); } // ----------------------------------------------------------------------- // // // ROUTINE: PostPropRead() // // PURPOSE: Update properties // // ----------------------------------------------------------------------- // void ShikariAI::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models\\Enemies\\Shikari.abc"; char* pSkin = "Skins\\Enemies\\Shikari.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 ShikariAI::InitialUpdate(DVector *pMovement) { m_pServerDE = BaseClass::GetServerDE(); if (!m_pServerDE) return DFALSE; m_hObject = m_pServerDE->ObjectToHandle(this); if (!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\\enemies\\shikari"); m_bLoadAnims = DFALSE; } AI_Mgr::InitStatics(&m_Anim_Sound); return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : ShikariAI::MC_Jump // DESCRIPTION : Run the jump animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void ShikariAI::MC_Jump() { DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0; if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_JUMP) { SetAnimation(m_pAnim_Sound->m_nAnim_JUMP[4]); m_pServerDE->SetModelLooping(m_hObject, DFALSE); DVector vVel; vVel.y = m_MoveObj.GetUpVector().y * m_fJumpSpeed; vVel.x = m_MoveObj.GetForwardVector().x * m_fRunSpeed * 3; vVel.z = m_MoveObj.GetForwardVector().z * m_fRunSpeed * 3; Move(vVel, MATH_EPSILON); m_nCurMetacmd = MC_JUMP; m_bAnimating = DTRUE; } else { CollisionInfo collisionInfo; DVector vVel; m_pServerDE->GetVelocity(m_hObject,&vVel); vVel.x = m_MoveObj.GetForwardVector().x * m_fRunSpeed * 3; vVel.z = m_MoveObj.GetForwardVector().z * m_fRunSpeed * 3; Move(vVel, MATH_EPSILON); m_pServerDE->GetStandingOn(m_hObject, &collisionInfo); if (collisionInfo.m_hObject) { StopVelocity(); m_bAnimating = DFALSE; Metacmd++; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : ShikariAI::MC_Fire_Stand // DESCRIPTION : Run the fire_stand animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void ShikariAI::MC_Fire_Stand() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND) { DBOOL bRet = DFALSE; DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0; if(m_nState == STATE_AttackFar || m_nState == STATE_GuardLocation || (bAbove && fHeight > m_vDims.y)) { m_InventoryMgr.ChangeWeapon(WEAP_SHIKARI_SPIT); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[0]); } else { m_InventoryMgr.ChangeWeapon(WEAP_SHIKARI_CLAW); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[m_pServerDE->IntRandom(4,6)]); } //SCHLEGZ 4/22/98 3:27:12 PM: if we can't stand up, crawl out from underneath if(!bRet) { SetNewState(STATE_CrawlUnderObj); return; } m_pServerDE->SetModelLooping(m_hObject, DFALSE); m_bAnimating = DTRUE; m_nCurMetacmd = MC_FIRE_STAND; } else { if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE) { m_InventoryMgr.ChangeWeapon(WEAP_SHIKARI_CLAW); m_bAnimating = DFALSE; Metacmd++; return; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : ShikariAI::MC_Dodge_Left // DESCRIPTION : Run the dodge animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void ShikariAI::MC_Dodge_Left() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_DODGE_LEFT) { SetAnimation(m_pAnim_Sound->m_nAnim_DODGE_RIGHT); m_pServerDE->SetModelLooping(m_hObject, DFALSE); DVector vVel, vLeft; VEC_MULSCALAR(vLeft, m_MoveObj.GetRightVector(), -1.0f); vVel.y = m_MoveObj.GetUpVector().y * m_fJumpSpeed; vVel.x = vLeft.x * m_fRunSpeed; vVel.z = vLeft.z * m_fRunSpeed; Move(vVel, MATH_EPSILON); m_nCurMetacmd = MC_DODGE_LEFT; m_bAnimating = DTRUE; } else { CollisionInfo collisionInfo; m_pServerDE->GetStandingOn(m_hObject, &collisionInfo); if (collisionInfo.m_hObject) { DVector vVel; VEC_INIT(vVel); Move(vVel, MATH_EPSILON); m_bAnimating = DFALSE; Metacmd++; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : ShikariAI::MC_Dodge_Right // DESCRIPTION : Run the dodge animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void ShikariAI::MC_Dodge_Right() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_DODGE_RIGHT) { SetAnimation(m_pAnim_Sound->m_nAnim_DODGE_RIGHT); m_pServerDE->SetModelLooping(m_hObject, DFALSE); DVector vVel; vVel.y = m_MoveObj.GetUpVector().y * m_fJumpSpeed; vVel.x = m_MoveObj.GetRightVector().x * m_fRunSpeed; vVel.z = m_MoveObj.GetRightVector().z * m_fRunSpeed; Move(vVel, MATH_EPSILON); m_nCurMetacmd = MC_DODGE_RIGHT; m_bAnimating = DTRUE; } else { CollisionInfo collisionInfo; m_pServerDE->GetStandingOn(m_hObject, &collisionInfo); if (collisionInfo.m_hObject) { DVector vVel; VEC_INIT(vVel); Move(vVel, MATH_EPSILON); m_bAnimating = DFALSE; Metacmd++; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : ShikariAI::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void ShikariAI::ComputeState(int nStimType) { int nStim = nStimType; if(nStimType == -1) nStim = ComputeStimuli(); DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); if(nStim == 0) { switch(m_nState) { case STATE_Idle: SetNewState(STATE_Idle); break; case STATE_SearchVisualTarget: SetNewState(STATE_Idle); break; case STATE_SearchSmellTarget: SetNewState(STATE_Idle); break; default: SetNewState(STATE_SearchSmellTarget); break; } } else { if(nStimType == STIM_SMELL) SetNewState(STATE_SearchSmellTarget); else if(m_fStimuli[SIGHT] <= 0.66f || fHeight > m_vDims.y) SetNewState(STATE_AttackFar); else SetNewState(STATE_AttackClose); } return; } // ----------------------------------------------------------------------- // // ROUTINE : ShikariAI::AI_STATE_AttackClose // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void ShikariAI::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) { 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; MC_FaceTarget(); Metacmd--; switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: if(m_fStimuli[SIGHT] <= 75.0f || m_nCurMetacmd == MC_FIRE_STAND || (bAbove && fHeight > m_vDims.y)) { MC_Fire_Stand(); } else { if(m_fStimuli[SIGHT] > (m_fSeeingDist * 0.33)) ComputeState(); else MC_Run(); } break; case 3: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : ShikariAI::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void ShikariAI::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_JUMP) { 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; MC_FaceTarget(); Metacmd--; switch(Metacmd) { case 1: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.75) || m_nCurMetacmd == MC_FIRE_STAND || (bAbove && fHeight > m_vDims.y)) { MC_Fire_Stand(); } else { if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.33)) ComputeState(); else MC_Walk(); } break; case 2: if((m_fStimuli[SIGHT] < (m_fSeeingDist * 0.33)) && m_nCurMetacmd != MC_JUMP || (bAbove && fHeight > m_vDims.y)) { ComputeState(); } else if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.4) || m_nCurMetacmd == MC_JUMP || IsLedge(m_MoveObj.GetForwardVector())) { MC_Jump(); } else MC_Roll_Forward(DTRUE); break; case 3: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : ShikariAI::AI_STATE_Dodge // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void ShikariAI::AI_STATE_Dodge() { switch(Metacmd) { case 1: m_nDodgeFlags = CalculateDodge(m_vTrackObjPos); Metacmd++; break; case 2: if(m_nDodgeFlags & RIGHT) MC_Dodge_Right(); else if(m_nDodgeFlags & LEFT) MC_Dodge_Left(); else Metacmd++; break; case 3: SetNewState(m_nLastState); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : ShikariAI::AI_STATE_GuardLocation // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void ShikariAI::AI_STATE_GuardLocation() { int nStimType = ComputeStimuli(); MC_FaceTarget(); Metacmd--; switch(Metacmd) { case 1: if(nStimType != STIM_SMELL && nStimType > 0) Metacmd++; break; case 2: MC_Taunt_Bold(); break; case 3: if(m_fStimuli[SIGHT] <= m_fSeeingDist || m_nCurMetacmd == MC_FIRE_STAND) { MC_Fire_Stand(); } else Metacmd++; break; case 4: if(m_fStimuli[HEALTH] <= 0.50f) ComputeState(); else Metacmd = 1; break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : ShikariAI::AI_STATE_Special1 // DESCRIPTION : EATING state // RETURN TYPE : void // ----------------------------------------------------------------------- // void ShikariAI::AI_STATE_Special1() { if(m_damage.GetLastDamager()) { ComputeState(); return; } m_pServerDE->SetNextUpdate(m_hObject, 0.1f); switch(Metacmd) { case 1: MC_Special(0); break; case 2: Metacmd = 1; break; } return; } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void ShikariAI::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\\shikari"); CacheSoundFileRange("sh_attack_", 1, 3); CacheSoundFileRange("sh_death_", 1, 3); CacheSoundFileRange("sh_howl_", 1, 3); CacheSoundFileRange("sh_idle_", 1, 3); CacheSoundFileRange("sh_pain_", 1, 3); CacheSoundFileRange("sh_spit_", 1, 3); CacheSoundFileRange("sh_spot_", 1, 3); CacheSoundFileRange("sh_taunt_", 1, 3); CacheSoundFileRange("shikfall_", 1, 3); CacheSoundFileRange("shikfoot1_", 1, 3); }