// ----------------------------------------------------------------------- // // // MODULE : DeathShroud.cpp // // PURPOSE : DeathShroud - Definition // // CREATED : 11/20/97 // // ----------------------------------------------------------------------- // #include #include "DeathShroud.h" #include "cpp_server_de.h" #include "SoundTypes.h" BEGIN_CLASS(DeathShroud) ADD_REALPROP(RandomHitPoints, 0.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ ADD_VECTORPROP_VAL_FLAG(Dims, 20.0f, 48.0f, 20.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) END_CLASS_DEFAULT(DeathShroud, AI_Mgr, NULL, NULL) //static data member initialization DBOOL DeathShroud::m_bLoadAnims = DTRUE; CAnim_Sound DeathShroud::m_Anim_Sound; // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // DeathShroud::DeathShroud() : AI_Mgr() { m_fHearingDist = 3000.0f; m_fSensingDist = 3000.0f; m_fSmellingDist = 0.0f; m_fSeeingDist = 3000.0f; m_fWalkSpeed = 100.0f; m_fRunSpeed = 180.0f; m_fRollSpeed = 3.5f; m_fAIMass = AI_DEFAULT_MASS; _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"SKULL"); m_nAIStrength = 5; m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = 0; m_bCabal = DFALSE; // [blg] m_fAIHitPoints = 800; m_fAIRandomHP = 00; m_fAIArmorPoints = 200; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD DeathShroud::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); VEC_SET(m_vScale, 1.5f, 1.5f, 1.5f); DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject); dwFlags &= ~FLAG_SHADOW; m_pServerDE->SetObjectFlags(m_hObject, dwFlags); CacheFiles(); return 0; } default : break; } return AI_Mgr::EngineMessageFn(messageID, pData, fData); } // ----------------------------------------------------------------------- // // // ROUTINE: PostPropRead() // // PURPOSE: Update properties // // ----------------------------------------------------------------------- // void DeathShroud::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models\\Enemies\\DeathShroud.abc"; char* pSkin = "Skins\\Enemies\\DeathShroud.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 DeathShroud::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\\DeathShroud"); m_bLoadAnims = DFALSE; } m_InventoryMgr.AddDamageMultiplier(0.5f); 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\\deathshroud\\de_loop_2.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 = 50; g_pServerDE->PlaySound( &playSoundInfo ); m_hLoopSound = playSoundInfo.m_hSound; //fade the deathshroud DVector vColor; DFLOAT fAlpha = 0.0f; m_pServerDE->GetObjectColor(m_hObject,&vColor.x, &vColor.y, &vColor.z, &fAlpha); fAlpha = 0.90f; m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha); return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : DeathShroud::MC_Fade // DESCRIPTION : Run an fade out/in animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void DeathShroud::MC_Fade(DBOOL bFade) { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_TAUNT_BOLD) { DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_TAUNT[4]); //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_TAUNT_BOLD; if(bFade) { DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject); dwFlags &= ~FLAG_SOLID; m_pServerDE->SetObjectFlags(m_hObject, dwFlags); } } else { DVector vColor; DFLOAT fAlpha = 0.0f; m_pServerDE->GetObjectColor(m_hObject,&vColor.x, &vColor.y, &vColor.z, &fAlpha); if(bFade) { fAlpha -= 0.05f; if(fAlpha <= 0.5f) fAlpha = 0.5f; m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha); if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE && fAlpha <= 0.5f) { m_bAnimating = DFALSE; Metacmd++; return; } } else { fAlpha += 0.05f; if(fAlpha >= 0.90f) fAlpha = 0.90f; m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha); if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE && fAlpha >= 0.90f) { DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject); dwFlags |= FLAG_SOLID; m_pServerDE->SetObjectFlags(m_hObject, dwFlags); m_bAnimating = DFALSE; Metacmd++; return; } } } return; } // ----------------------------------------------------------------------- // // ROUTINE : DeathShroud::MC_Fire_Stand // DESCRIPTION : Run the energy blast, shockwave, or fire animation and effect // RETURN TYPE : void // ----------------------------------------------------------------------- // void DeathShroud::MC_Fire_Stand() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND) { DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[8]); //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_bAnimating = DFALSE; Metacmd++; return; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : DeathShroud::MC_Dead // DESCRIPTION : Run death animation based on node hit // RETURN TYPE : void // ----------------------------------------------------------------------- // void DeathShroud::MC_Dead() { DVector vColor; DFLOAT fAlpha = 0.0f; m_pServerDE->GetObjectColor(m_hObject,&vColor.x, &vColor.y, &vColor.z, &fAlpha); if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_DEAD) { if(m_hLoopSound) { m_pServerDE->KillSound(m_hLoopSound); m_hLoopSound = DNULL; } m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, 1.0f); int nSideHit = m_damage.GetSideHit(); switch(m_damage.GetNodeHit()) { case NODE_NECK: m_nCorpseType = m_pAnim_Sound->m_nAnim_DEATH[0 + nSideHit]; break; case NODE_TORSO: m_nCorpseType = m_pAnim_Sound->m_nAnim_DEATH[1 + nSideHit]; break; case NODE_RARM: m_nCorpseType = m_pAnim_Sound->m_nAnim_DEATH[2 + nSideHit]; break; case NODE_LARM: m_nCorpseType = m_pAnim_Sound->m_nAnim_DEATH[3 + nSideHit]; break; case NODE_LLEG: m_nCorpseType = m_pAnim_Sound->m_nAnim_DEATH[4 + nSideHit]; break; case NODE_RLEG: m_nCorpseType = m_pAnim_Sound->m_nAnim_DEATH[5 + nSideHit]; break; } m_pServerDE->SetModelLooping(m_hObject, DFALSE); m_bAnimating = DTRUE; m_nCurMetacmd = MC_DEAD; } else { VEC_MULSCALAR(m_vScale, m_vScale, 0.9f); VEC_MULSCALAR(m_vDims, m_vDims, 0.9f); m_pServerDE->ScaleObject(m_hObject, &m_vScale); m_pServerDE->SetObjectDims2(m_hObject, &m_vDims); fAlpha -= 0.05f; if(fAlpha <= 0.0f) fAlpha = 0.0f; m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha); if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE) { m_bAnimating = DFALSE; Metacmd++; m_bRemoveMe = DTRUE; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : DeathShroud::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void DeathShroud::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 { SetNewState(STATE_AttackFar); } return; } // ----------------------------------------------------------------------- // // ROUTINE : DeathShroud::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void DeathShroud::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); MC_FaceTarget(); Metacmd--; switch(Metacmd) { case 1: MC_Fade(DFALSE); break; case 2: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.66) || m_nCurMetacmd == MC_FIRE_STAND || fHeight > m_vDims.y) { MC_Fire_Stand(); } else { Metacmd++; } break; case 3: MC_Fade(DTRUE); break; case 4: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.33) || fHeight > m_vDims.y) Metacmd++; else MC_Walk(); break; case 5: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void DeathShroud::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\\deathshroud"); CacheSoundFileRange("de_attack_", 1, 3); CacheSoundFileRange("de_idle_", 1, 3); CacheSoundFileRange("de_loop_", 1, 3); CacheSoundFileRange("de_pain_", 1, 3); CacheSoundFile("de_death_3verbed"); CacheSoundFile("flyskull"); }