// ----------------------------------------------------------------------- // // // MODULE : DrudgePriest.cpp // // PURPOSE : Drudge Priest - Definition // // CREATED : 11/20/97 // // ----------------------------------------------------------------------- // #include #include "DrudgePriest.h" #include "cpp_server_de.h" #include "SoundTypes.h" BEGIN_CLASS(DrudgePriest) ADD_REALPROP(RandomHitPoints, 0.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ ADD_VECTORPROP_VAL_FLAG(Dims, 40.0f, 30.0f, 37.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) END_CLASS_DEFAULT(DrudgePriest, AI_Mgr, NULL, NULL) //static data member initialization DBOOL DrudgePriest::m_bLoadAnims = DTRUE; CAnim_Sound DrudgePriest::m_Anim_Sound; // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // DrudgePriest::DrudgePriest() : AI_Mgr() { m_fHearingDist = 3000.0f; m_fSensingDist = 3000.0f; m_fSmellingDist = 0.0f; m_fSeeingDist = 1500.0f; m_fWalkSpeed = 100.0f; m_fRunSpeed = 180.0f; m_fRollSpeed = 3.5f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"FIREBALL" ); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"LIGHTNING" ); _mbscpy((unsigned char*)m_szAIWeapon[2], (const unsigned char*)"SOUL_HOOK" ); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = 0; m_bCabal = DFALSE; m_fLastSpawn = 0.0f; // [blg] m_fAIHitPoints = 1000; m_fAIRandomHP = 0; m_fAIArmorPoints = 100; m_damage.SetApplyDamagePhysics(DFALSE); _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); m_hLoopSound = DNULL; } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD DrudgePriest::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); DDWORD dwRet = AI_Mgr::EngineMessageFn(messageID, pData, fData); //turn off gravity since he flies constantly DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject); dwFlags &= ~FLAG_GRAVITY; m_pServerDE->SetObjectFlags(m_hObject, dwFlags); CacheFiles(); return dwRet; } 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); } // ----------------------------------------------------------------------- // // // ROUTINE: PostPropRead() // // PURPOSE: Update properties // // ----------------------------------------------------------------------- // void DrudgePriest::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models\\Enemies\\drudgepriest.abc"; char* pSkin = "Skins\\Enemies\\drudgepriest.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 DrudgePriest::InitialUpdate(DVector *pMovement) { m_pServerDE = BaseClass::GetServerDE(); if (!m_pServerDE) return DFALSE; if(m_bLoadAnims) { m_Anim_Sound.SetAnimationIndexes(m_hObject); m_Anim_Sound.GenerateHitSpheres(m_hObject); m_Anim_Sound.SetSoundRoot("sounds\\enemies\\drudgepriest"); m_bLoadAnims = DFALSE; } m_bMoveToGround = DFALSE; AI_Mgr::InitStatics(&m_Anim_Sound); //play ambient looping sound PlaySoundInfo playSoundInfo; PLAYSOUNDINFO_INIT( playSoundInfo ); playSoundInfo.m_dwFlags = PLAYSOUND_3D | PLAYSOUND_ATTACHED | PLAYSOUND_GETHANDLE | PLAYSOUND_REVERB; playSoundInfo.m_dwFlags |= PLAYSOUND_LOOP | PLAYSOUND_CTRL_VOL; _mbsncpy((unsigned char*)playSoundInfo.m_szSoundName, (const unsigned char*)"sounds\\enemies\\drudgepriest\\dp-looptry1.wav", _MAX_PATH ); playSoundInfo.m_hObject = m_hObject; playSoundInfo.m_nPriority = SOUNDPRIORITY_AI_MEDIUM; playSoundInfo.m_fOuterRadius = 1000; playSoundInfo.m_fInnerRadius = 1000 * 0.1f; playSoundInfo.m_nVolume = 60; g_pServerDE->PlaySound( &playSoundInfo ); m_hLoopSound = playSoundInfo.m_hSound; return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : DrudgePriest::MC_Taunt_Bold // DESCRIPTION : Spawn boner leeches // RETURN TYPE : DBOOL // ----------------------------------------------------------------------- // void DrudgePriest::MC_Taunt_Bold() { HCLASS hClass = m_pServerDE->GetClass("BoneLeech"); if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_TAUNT_BOLD) { if(m_pServerDE->GetTime() - m_fLastSpawn < 30.0f) { m_bAnimating = DFALSE; Metacmd++; return; } //have to change cabal setting to search the right list m_bCabal = DTRUE; if(FindObjectInRadius(hClass, m_fSeeingDist, FIND_SPECIFIC_OBJ)) { m_bCabal = DFALSE; m_bAnimating = DFALSE; Metacmd++; return; } m_pServerDE->DebugOut("Spawning leeaches...\r\n"); m_bCabal = DFALSE; SetAnimation(m_pAnim_Sound->m_nAnim_TAUNT[4]); m_pServerDE->SetModelLooping(m_hObject, DFALSE); m_bAnimating = DTRUE; m_nCurMetacmd = MC_TAUNT_BOLD; } else { if(m_pServerDE->GetTime() - m_fLastSpawn >= 1.5f) { ObjectCreateStruct ocStruct; INIT_OBJECTCREATESTRUCT(ocStruct); VEC_ADDSCALED( ocStruct.m_Pos, m_MoveObj.GetPos(), m_MoveObj.GetForwardVector(), 20.0f); ROT_COPY( ocStruct.m_Rotation, m_MoveObj.GetRotation()); // Create the object... BaseClass *pObj = g_pServerDE->CreateObject( hClass, &ocStruct); m_fLastSpawn = m_pServerDE->GetTime(); } //Are we done? if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE) { m_fLastSpawn = m_pServerDE->GetTime(); m_bAnimating = DFALSE; Metacmd++; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : DrudgePriest::MC_Dead // DESCRIPTION : Run death animation based on node hit // RETURN TYPE : void // ----------------------------------------------------------------------- // void DrudgePriest::MC_Dead() { if(m_hLoopSound) { m_pServerDE->KillSound(m_hLoopSound); m_hLoopSound = DNULL; } AI_Mgr::MC_Dead(); } // ----------------------------------------------------------------------- // // ROUTINE : DrudgePriest::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void DrudgePriest::ComputeState(int nStimType) { int nStim = nStimType; if(nStimType == -1) nStim = ComputeStimuli(); 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; default: SetNewState(STATE_SearchVisualTarget); break; } } else { //if health is low or threat is high, attack close if(m_fStimuli[HEALTH] < 0.25f || m_fStimuli[THREAT] > 0.75f) { SetNewState(STATE_AttackFar); return; } if(m_fStimuli[SIGHT] > 0.50f) SetNewState(STATE_AttackClose); else SetNewState(STATE_AttackFar); } return; } // ----------------------------------------------------------------------- // // ROUTINE : DrudgePriest::MC_Fire_Stand // DESCRIPTION : Run the fire_stand animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void DrudgePriest::MC_Fire_Stand() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND) { DBOOL bRet = DFALSE; DVector vVel; VEC_INIT(vVel); Move(vVel, MATH_EPSILON); if(m_nState == STATE_AttackFar) { if(m_InventoryMgr.ChangeWeapon(WEAP_DRUDGE_FIREBALL) == CHWEAP_WEAPONBUSY) return; bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[0]); } else { if(m_InventoryMgr.ChangeWeapon(WEAP_DRUDGE_LIGHTNING) == CHWEAP_WEAPONBUSY) return; 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_DRUDGE_FIREBALL); m_bAnimating = DFALSE; Metacmd++; return; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : DrudgePriest::AI_STATE_AttackClose // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void DrudgePriest::AI_STATE_AttackClose() { //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL && m_nCurMetacmd != MC_FIRE_STAND) { SetNewState(STATE_SearchVisualTarget); return; } m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); MC_FaceTarget(); Metacmd--; switch(Metacmd) { case 1: MC_Taunt_Bold(); break; case 2: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.33) || m_nCurMetacmd == MC_FIRE_STAND) { MC_Fire_Stand(); } else { if(m_fStimuli[SIGHT] >= (m_fSeeingDist * 0.50)) ComputeState(); else MC_Run(); } break; case 3: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : DrudgePriest::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void DrudgePriest::AI_STATE_AttackFar() { //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL && m_nCurMetacmd != MC_FIRE_STAND) { SetNewState(STATE_SearchVisualTarget); return; } m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); MC_FaceTarget(); Metacmd--; switch(Metacmd) { case 1: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.75) || m_nCurMetacmd == MC_FIRE_STAND) { MC_Fire_Stand(); } else { if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.50)) ComputeState(); else MC_Run(); } break; case 2: if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.50)) ComputeState(); else MC_Run(); break; case 3: ComputeState(); break; } return; } void DrudgePriest::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags) { m_pServerDE->WriteToMessageFloat(hWrite, m_fLastSpawn); } void DrudgePriest::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags) { m_fLastSpawn = m_pServerDE->ReadFromMessageFloat(hRead); } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void DrudgePriest::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\\drudgepriest"); CacheSoundFileRange("dp_attack_", 1, 3); CacheSoundFileRange("dp_death_", 1, 3); CacheSoundFileRange("dp_idle_", 1, 3); CacheSoundFileRange("dp_pain_", 1, 3); CacheSoundFileRange("dp_spot", 1, 3); CacheSoundFileRange("dp_taunt_", 1, 3); CacheSoundFileRange("priestsplat_", 1, 3); CacheSoundFile("dp_attacktesla"); CacheSoundFile("dp_looptry1"); }