// ----------------------------------------------------------------------- // // // MODULE : DrudgeLord.cpp // // PURPOSE : Drudge Lord - Definition // // CREATED : 11/20/97 // // ----------------------------------------------------------------------- // #include #include "DrudgeLord.h" #include "cpp_server_de.h" BEGIN_CLASS(DrudgeLord) ADD_REALPROP(RandomHitPoints, 0.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ ADD_VECTORPROP_VAL_FLAG(Dims, 31.0f, 51.0f, 25.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) END_CLASS_DEFAULT(DrudgeLord, AI_Mgr, NULL, NULL) //static data member initialization DBOOL DrudgeLord::m_bLoadAnims = DTRUE; CAnim_Sound DrudgeLord::m_Anim_Sound; // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // DrudgeLord::DrudgeLord() : AI_Mgr() { m_fHearingDist = 2000.0f; m_fSensingDist = 200.0f; m_fSmellingDist = 0.0f; m_fSeeingDist = 1200.0f; m_fWalkSpeed = 70.0f; 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*)"SOUL_HOOK"); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"FIREBALL"); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = 0; m_bCabal = DFALSE; // [blg] m_fAIHitPoints = 500; m_fAIRandomHP = 0; m_fAIArmorPoints = 100; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD DrudgeLord::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 DrudgeLord::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models\\Enemies\\drudge_lord.abc"; char* pSkin = "Skins\\Enemies\\drudge_lord.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 DrudgeLord::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\\drudgelord"); m_bLoadAnims = DFALSE; } AI_Mgr::InitStatics(&m_Anim_Sound); return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : DrudgeLord::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void DrudgeLord::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) { SetNewState(STATE_AttackFar); return; } if(m_fStimuli[SIGHT] > 0.70f) SetNewState(STATE_AttackClose); else SetNewState(STATE_AttackFar); } return; } // ----------------------------------------------------------------------- // // ROUTINE : DrudgeLord::MC_Fire_Stand // DESCRIPTION : Run the fire_stand animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void DrudgeLord::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); if(m_nState == STATE_AttackFar || fHeight > m_vDims.y) { m_InventoryMgr.ChangeWeapon(WEAP_DRUDGE_FIREBALL); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[0]); } else { m_InventoryMgr.ChangeWeapon(WEAP_SOUL_HOOK); 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_SOUL_HOOK); m_bAnimating = DFALSE; Metacmd++; return; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : DrudgeLord::AI_STATE_AttackClose // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void DrudgeLord::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); 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 { if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y && m_nCurMetacmd != MC_FIRE_STAND) { MC_Walk(); } else { MC_Fire_Stand(); } } } break; case 3: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : DrudgeLord::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void DrudgeLord::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); switch(Metacmd) { case 1: MC_FaceTarget(); Metacmd--; if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.75) || m_nCurMetacmd == MC_FIRE_STAND) { MC_Fire_Stand(); } else { if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.30)) ComputeState(); else { if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y && m_nCurMetacmd != MC_FIRE_STAND) { MC_Walk(); } else { MC_Fire_Stand(); } } } break; case 2: MC_Taunt_Bold(); break; case 3: MC_FaceTarget(); Metacmd--; if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.30)) ComputeState(); else { if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y && m_nCurMetacmd != MC_FIRE_STAND) { MC_Walk(); } else { MC_Fire_Stand(); } } break; case 4: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void DrudgeLord::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\\drudgelord"); CacheSoundFileRange("bodyfall_", 1, 3); CacheSoundFileRange("dl_angry", 1, 3); CacheSoundFileRange("dl_blade", 1, 3); CacheSoundFileRange("dl_death", 1, 3); CacheSoundFileRange("dl_idle", 1, 3); CacheSoundFileRange("dl_idleblade", 1, 3); CacheSoundFileRange("dl_pain", 1, 3); CacheSoundFileRange("dl_spot", 1, 3); CacheSoundFileRange("dl_walk", 1, 3); CacheSoundFileRange("lordfoot_", 1, 3); CacheSoundFileRange("lordfoot_drag", 1, 3); CacheSoundFile("babyfacefall"); }