// ----------------------------------------------------------------------- // // // MODULE : Prophet.cpp // // PURPOSE : Prophet - Definition // // CREATED : 11/11.97 // // ----------------------------------------------------------------------- // #include #include "Prophet.h" #include "cpp_server_de.h" BEGIN_CLASS(Prophet) ADD_REALPROP(RandomHitPoints, 0.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ ADD_STRINGPROP(AIWeapon1, "BERETTA") \ ADD_STRINGPROP(AIWeapon2, "COMBAT") \ ADD_STRINGPROP(AIWeapon3, "ASSAULTRIFLE") \ ADD_STRINGPROP(AIWeapon4, "COMBAT") \ ADD_STRINGPROP(AIWeapon5, "ASSAULTRIFLE") \ ADD_REALPROP(Bullets, 750.0f) \ ADD_REALPROP(BMG, 150.0f) \ ADD_REALPROP(Shells, 150.0f) \ ADD_REALPROP(Grenades, 50.0f) \ ADD_REALPROP(Rockets, 100.0f) \ ADD_REALPROP(Flares, 100.0f) \ ADD_REALPROP(Cells, 600.0f) \ ADD_REALPROP(Charges, 400.0f) \ ADD_REALPROP(Fuel, 200.0f) \ ADD_VECTORPROP_VAL_FLAG(Dims, 19.0f, 43.0f, 15.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) END_CLASS_DEFAULT(Prophet, AI_Mgr, NULL, NULL) //static data member initialization DBOOL Prophet::m_bLoadAnims = DTRUE; CAnim_Sound Prophet::m_Anim_Sound; // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // Prophet::Prophet() : 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_LIMP | FLAG_DODGE; m_bCabal = DTRUE; // [blg] m_fAIHitPoints = 200; m_fAIRandomHP = 0; m_fAIArmorPoints = 100; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"BERETTA"); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"COMBAT"); _mbscpy((unsigned char*)m_szAIWeapon[2], (const unsigned char*)"ASSAULTRIFLE"); _mbscpy((unsigned char*)m_szAIWeapon[3], (const unsigned char*)"COMBAT"); _mbscpy((unsigned char*)m_szAIWeapon[4], (const unsigned char*)"ASSAULTRIFLE"); m_fAIBullets = 750; m_fAIShells = 150; m_fAIGrenades = 50; m_fAIRockets = 100; m_fAIFlares = 100; m_fAICells = 600; m_fAICharges = 400; m_fAIFuel = 200; } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD Prophet::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); AI_Mgr::EngineMessageFn(messageID, pData, fData); m_InventoryMgr.ObtainWeapon(WEAP_MELEE); CacheFiles(); return 0; } default : break; } return AI_Mgr::EngineMessageFn(messageID, pData, fData); } // ----------------------------------------------------------------------- // // // ROUTINE: PostPropRead() // // PURPOSE: Update properties // // ----------------------------------------------------------------------- // void Prophet::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models\\Enemies\\Prophet.abc"; char* pSkin = "Skins\\Enemies\\Prophet.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 Prophet::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\\Prophet"); m_bLoadAnims = DFALSE; } m_InventoryMgr.AddDamageMultiplier(0.5f); AI_Mgr::InitStatics(&m_Anim_Sound); return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : Prophet::Fire // DESCRIPTION : Fire current weapon forward // RETURN TYPE : DBOOL // ----------------------------------------------------------------------- // DBOOL Prophet::Fire(DBOOL bAltFire) { DBOOL bFire = DFALSE; CWeapon* pW = m_InventoryMgr.GetCurrentWeapon(); if(pW == DNULL) { SetNewState(STATE_Idle); return DFALSE; } 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 : Prophet::MC_Fire_Stand // DESCRIPTION : Run the fire_stand animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void Prophet::MC_Fire_Stand() { CWeapon* pW = m_InventoryMgr.GetCurrentWeapon(); if(pW == DNULL) { SetNewState(STATE_Idle); return; } if(pW->GetType() == WEAP_MELEE) { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND) { DBOOL 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; m_pServerDE->SetNextUpdate(m_hObject, 0.1f); } else { if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE) { m_bAnimating = DFALSE; Metacmd++; return; } } } else { AI_Mgr::MC_Fire_Stand(); } return; } // ----------------------------------------------------------------------- // // ROUTINE : Prophet::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void Prophet::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: if(m_nLastState == STATE_GuardLocation) SetNewState(STATE_GuardLocation); else if(fHeight <= m_vDims.y && m_fStimuli[HEALTH] < 0.30f) SetNewState(STATE_SearchVisualTarget); else SetNewState(STATE_Idle); 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_nState == STATE_Escape_RunAway) { SetNewState(STATE_FindAmmo); } else { if(m_fStimuli[SIGHT] <= 0.5f || fHeight > m_vDims.y) SetNewState(STATE_AttackFar); else SetNewState(STATE_AttackClose); } } return; } // ----------------------------------------------------------------------- // // ROUTINE : Prophet::STATE_AttackClose // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void Prophet::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; 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 : Prophet::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void Prophet::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) { 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 : Prophet::AI_STATE_Escape_Runaway // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void Prophet::AI_STATE_Escape_RunAway() { 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; } switch(Metacmd) { case 1: MC_FaceTarget(); m_InventoryMgr.ChangeWeapon(WEAP_MELEE); break; case 2: m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); if(m_fStimuli[SIGHT] <= 75.0f) MC_Fire_Stand(); else { MC_FaceTarget(); Metacmd--; if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y) { MC_Run(); } else { MC_Idle(); } } break; case 3: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : Prophet::AI_STATE_Dodge // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void Prophet::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 { Metacmd++; } break; case 3: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void Prophet::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\\prophet"); CacheSoundFileRange("anger", 1, 3); CacheSoundFileRange("death", 1, 3); CacheSoundFileRange("idle", 1, 3); CacheSoundFileRange("laugh", 1, 3); CacheSoundFileRange("onfire", 1, 3); CacheSoundFileRange("pain", 1, 3); CacheSoundFileRange("spot", 1, 3); }