// ----------------------------------------------------------------------- // // // MODULE : Behemoth.cpp // // PURPOSE : Behemoth - Definition // // CREATED : 10/07/97 // // ----------------------------------------------------------------------- // #include #include "Behemoth.h" #include "cpp_server_de.h" #ifdef _ADD_ON #include "BloodServerShell.h" #endif BEGIN_CLASS(Behemoth) ADD_REALPROP(RandomHitPoints, 0.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ ADD_VECTORPROP_VAL_FLAG(Dims, 37.0f, 52.0f, 31.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) END_CLASS_DEFAULT(Behemoth, AI_Mgr, NULL, NULL) //static data member initialization DBOOL Behemoth::m_bLoadAnims = DTRUE; CAnim_Sound Behemoth::m_Anim_Sound; #ifdef _ADD_ON extern CBloodServerShell* g_pBloodServerShell; #endif // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // Behemoth::Behemoth() : AI_Mgr() { m_fHearingDist = 2000.0f; m_fSensingDist = 200.0f; m_fSmellingDist = 2000.0f; m_fSeeingDist = 1000.0f; m_fWalkSpeed = 100.0f; m_fRunSpeed = 320.0f; m_fRollSpeed = 3.5f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"BEHEMOTH_CLAW" ); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"BEHEMOTH_SHOCKWAVE" ); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = 0; m_bCabal = DFALSE; // [blg] #ifdef _ADD_ON if (g_pBloodServerShell->IsAddon()) { m_fAIHitPoints = 1000; } else #endif m_fAIHitPoints = 5000; m_fAIRandomHP = 0; m_fAIArmorPoints = 1000; m_damage.SetApplyDamagePhysics(DFALSE); _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD Behemoth::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 Behemoth::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models\\Enemies\\behemoth.abc"; char* pSkin = "Skins\\Enemies\\behemoth.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 Behemoth::InitialUpdate(DVector *pMovement) { m_pServerDE = BaseClass::GetServerDE(); if (!m_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\\Behemoth"); m_bLoadAnims = DFALSE; } m_damage.SetApplyDamagePhysics(DFALSE); AI_Mgr::InitStatics(&m_Anim_Sound); return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : Behemoth::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void Behemoth::ComputeState(int nStimType) { int nStim = nStimType; if(nStimType == -1) nStim = ComputeStimuli(); 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 health is low or threat is high, attack close if(m_fStimuli[HEALTH] < 0.25f) { SetNewState(STATE_AttackFar); return; } if(nStimType == STIM_SMELL) SetNewState(STATE_SearchSmellTarget); else if(m_fStimuli[SIGHT] > 0.70f) SetNewState(STATE_AttackClose); else SetNewState(STATE_AttackFar); } return; } // ----------------------------------------------------------------------- // // ROUTINE : Behemoth::MC_Fire_Stand // DESCRIPTION : Run the fire_stand animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void Behemoth::MC_Fire_Stand() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND) { DBOOL bRet = DFALSE; if(m_nState == STATE_AttackClose) { m_InventoryMgr.ChangeWeapon(WEAP_BEHEMOTH_CLAW); bRet = SetAnimation( m_pAnim_Sound->m_nAnim_FIRE_STAND[4]); } else { m_InventoryMgr.ChangeWeapon(WEAP_BEHEMOTH_SHOCKWAVE); if(m_fStimuli[HEALTH] <= 0.33f) bRet = SetAnimation( m_pAnim_Sound->m_nAnim_FIRE_STAND[6]); else bRet = SetAnimation( m_pAnim_Sound->m_nAnim_FIRE_STAND[5]); } //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_BEHEMOTH_CLAW); m_bAnimating = DFALSE; Metacmd++; return; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : Behemoth::AI_STATE_AttackClose // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void Behemoth::AI_STATE_AttackClose() { //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL) { SetNewState(STATE_SearchVisualTarget); return; } m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: if(m_fStimuli[SIGHT] <= 100.0f || m_nCurMetacmd == MC_FIRE_STAND) MC_Fire_Stand(); else { MC_FaceTarget(); Metacmd--; if(m_fStimuli[SIGHT] >= (m_fSeeingDist * 0.30)) ComputeState(); else { MC_Run(); } } break; case 3: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : Behemoth::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void Behemoth::AI_STATE_AttackFar() { //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL) { SetNewState(STATE_SearchVisualTarget); return; } m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.70) || m_nCurMetacmd == MC_FIRE_STAND) MC_Fire_Stand(); else { MC_FaceTarget(); Metacmd--; if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.30)) ComputeState(); else { MC_Walk(); } } break; case 3: MC_FaceTarget(); Metacmd--; if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.30)) ComputeState(); else { MC_Walk(); } break; case 4: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void Behemoth::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\\behemoth"); CacheSoundFileRange("be-angry", 1, 3); CacheSoundFileRange("be-attackvox", 1, 3); CacheSoundFileRange("be-death", 1, 3); CacheSoundFileRange("befall_", 1, 3); CacheSoundFileRange("be-growl", 1, 3); CacheSoundFileRange("be-idle", 1, 3); CacheSoundFileRange("be-pain", 1, 3); CacheSoundFileRange("be-spot", 1, 3); CacheSoundFileRange("be-step", 1, 3); CacheSoundFileRange("bestomp", 1, 3); }