// ----------------------------------------------------------------------- // // // MODULE : Naga.cpp // // PURPOSE : Naga - Definition // // CREATED : 11/20/97 // // ----------------------------------------------------------------------- // #include #include "Naga.h" #include "cpp_server_de.h" BEGIN_CLASS(Naga) ADD_REALPROP(RandomHitPoints, 0.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ END_CLASS_DEFAULT(Naga, AI_Mgr, NULL, NULL) //static data member initialization DBOOL Naga::m_bLoadAnims = DTRUE; CAnim_Sound Naga::m_Anim_Sound; #define NAGA_MAX_WHOMPS 10 // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // Naga::Naga() : AI_Mgr() { m_fHearingDist = 4000.0f; m_fSensingDist = 4000.0f; m_fSmellingDist = 4000.0f; m_fSeeingDist = 4000.0f; m_fWalkSpeed = 0.0f; m_fRunSpeed = 0.0f; m_fRollSpeed = 3.5f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"NAGA_SPIKE" ); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"NAGA_BLAST" ); _mbscpy((unsigned char*)m_szAIWeapon[2], (const unsigned char*)"NAGA_DEBRIS" ); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = FLAG_ALWAYSCLEAR; m_bCabal = DFALSE; m_iCeilingWhomps = 0; m_damage.SetApplyDamagePhysics(DFALSE); // [blg] m_fAIHitPoints = 10000; m_fAIRandomHP = 0; m_fAIArmorPoints = 1000; m_fFullHealth = 0.0f; m_bCreateHealth = DTRUE; m_bTurning = DFALSE; m_fRadsLeft = 0.0f; m_fRadsTurned = 0.0f; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD Naga::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); if (fData != INITIALUPDATE_SAVEGAME) { // Remove shadow for 'dramatic purposes' at Bill V's request. DDWORD dwFlags; dwFlags = m_pServerDE->GetObjectFlags(m_hObject); dwFlags &= ~FLAG_SHADOW; dwFlags &= ~FLAG_SOLID; m_pServerDE->SetObjectFlags(m_hObject,dwFlags); } CacheFiles(); return dwRet; break; } case MID_UPDATE: { if (m_bCreateHealth) { if (!m_fFullHealth) { HMESSAGEWRITE hWrite = m_pServerDE->StartMessage(NULL, SMSG_BOSSHEALTH); m_pServerDE->WriteToMessageFloat(hWrite,1.0f); m_pServerDE->EndMessage(hWrite); m_bCreateHealth = DFALSE; m_fFullHealth = m_damage.GetHitPoints(); } else { DFLOAT fTemp = m_damage.GetHitPoints() / m_fFullHealth; HMESSAGEWRITE hWrite = m_pServerDE->StartMessage(NULL, SMSG_BOSSHEALTH); m_pServerDE->WriteToMessageFloat(hWrite,fTemp); m_pServerDE->EndMessage(hWrite); } } } break; 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); } DDWORD Naga::ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead) { switch (messageID) { case MID_DAMAGE: { if (!m_pServerDE) break; CBaseCharacter::ObjectMessageFn(hSender, messageID, hRead); DFLOAT fTemp = m_damage.GetHitPoints() / m_fFullHealth; HMESSAGEWRITE hWrite = m_pServerDE->StartMessage(NULL, SMSG_BOSSHEALTH); m_pServerDE->WriteToMessageFloat(hWrite,fTemp); m_pServerDE->EndMessage(hWrite); } default: break; } return AI_Mgr::ObjectMessageFn(hSender, messageID, hRead); } // ----------------------------------------------------------------------- // // // ROUTINE: PostPropRead() // // PURPOSE: Update properties // // ----------------------------------------------------------------------- // void Naga::PostPropRead(ObjectCreateStruct *pStruct) { CServerDE* pServerDE = GetServerDE(); if (!pServerDE || !pStruct) return; char* pFilename = "Models\\Enemies\\Naga.abc"; char* pSkin = "Skins\\Enemies\\Naga.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 Naga::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\\Naga"); m_bLoadAnims = DFALSE; } AI_Mgr::InitStatics(&m_Anim_Sound); // Create the spike ahead of time; we don't want to create // a spike each time, just to have one and hide/show it. ObjectCreateStruct ocStruct; INIT_OBJECTCREATESTRUCT(ocStruct); ocStruct.m_ObjectType = OT_MODEL; m_pServerDE->GetModelNodeTransform(m_hObject,"l_gun",&ocStruct.m_Pos,&ocStruct.m_Rotation); sprintf(ocStruct.m_Filename,"Models\\Ammo\\Nagaspike.abc"); sprintf(ocStruct.m_SkinName,"Skins\\Powerups\\Nagaspike_pu.dtx"); HCLASS hClass = m_pServerDE->GetClass("Model"); BaseClass* pObj = m_pServerDE->CreateObject(hClass, &ocStruct); m_hSpike = pObj->m_hObject; // Hide the Naga DVector vColor; DFLOAT fAlpha; m_pServerDE->GetObjectColor(m_hObject,&vColor.x, &vColor.y, &vColor.z, &fAlpha); fAlpha = 0.0f; m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha); DVector dVec; DRotation dRot; VEC_INIT(dVec); m_pServerDE->SetupEuler(&dRot, 0.0f, 0.0f, 0.0f); m_pServerDE->CreateAttachment(m_hObject, m_hSpike, "l_gun", &dVec, &dRot, &m_hSpikeAttach); m_bCreateHealth = DTRUE; return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : Naga::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void Naga::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; default: SetNewState(STATE_SearchVisualTarget); break; } } else { if(m_fStimuli[SENSE] > 0.0f && m_fStimuli[SIGHT] <= 0.0f) { SetNewState(STATE_AttackFar); return; } //if health is low or threat is high, attack close if(m_fStimuli[HEALTH] < 0.25f || m_fStimuli[THREAT] > 0.75f) { SetNewState(STATE_AttackClose); return; } if(m_fStimuli[SIGHT] > 0.85f) SetNewState(STATE_AttackClose); else SetNewState(STATE_AttackFar); } return; } // ----------------------------------------------------------------------- // // ROUTINE : Naga::MC_Extra // DESCRIPTION : Create or remove (and fire) the spike // RETURN TYPE : void // ----------------------------------------------------------------------- // void Naga::MC_Extra(const char *lpszParam) { if (m_bAnimating && lpszParam) { DDWORD dwFlags; if (_mbsicmp((const unsigned char*)lpszParam,(const unsigned char*)"take_spike") == 0) { // Make the spike visible dwFlags = m_pServerDE->GetObjectFlags(m_hSpike); dwFlags |= FLAG_VISIBLE; m_pServerDE->SetObjectFlags(m_hSpike, dwFlags); } if (_mbsicmp((const unsigned char*)lpszParam,(const unsigned char*)"fire_spike") == 0) { // Hide the hand-spike... dwFlags = m_pServerDE->GetObjectFlags(m_hSpike); dwFlags &= ~FLAG_VISIBLE; m_pServerDE->SetObjectFlags(m_hSpike, dwFlags); // ...and fire the spike weapon. Fire(); } } } // ----------------------------------------------------------------------- // // ROUTINE : Naga::MC_Fire_Stand // DESCRIPTION : Run the fire_stand animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void Naga::MC_Fire_Stand() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND) { if (m_nState == STATE_AttackFar) { if (m_fStimuli[SIGHT] > 0.0f && IsRandomChance(50)) { m_InventoryMgr.ChangeWeapon(WEAP_NAGA_EYEBEAM); DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_RIFLE]); } else { m_iCeilingWhomps++; if (m_iCeilingWhomps > NAGA_MAX_WHOMPS) { // Too many whomps, we use the eye beam for variety. m_iCeilingWhomps = 0; m_InventoryMgr.ChangeWeapon(WEAP_NAGA_EYEBEAM); DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_RIFLE]); } else { m_InventoryMgr.ChangeWeapon(WEAP_NAGA_DEBRIS); DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_MELEE]); } } } else { if (IsRandomChance(25)) { m_InventoryMgr.ChangeWeapon(WEAP_NAGA_EYEBEAM); DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_RIFLE]); } else { m_InventoryMgr.ChangeWeapon(WEAP_NAGA_SPIKE); DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_MAGIC]); } } 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 : Naga::AI_STATE_AttackClose // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void Naga::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; } switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: MC_Fire_Stand(); break; case 3: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : Naga::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void Naga::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; } switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: MC_Fire_Stand(); break; case 3: ComputeState(); break; } return; } void Naga::SetNewState(int nState) { DDWORD dwFlags; // Hide the spike, just in case dwFlags = m_pServerDE->GetObjectFlags(m_hSpike); dwFlags &= ~FLAG_VISIBLE; m_pServerDE->SetObjectFlags(m_hSpike, dwFlags); AI_Mgr::SetNewState(nState); } DBOOL Naga::Fire(DBOOL bAltFire) { DVector vPos, vDir; DRotation rRot; // Sanity check (GK 9/18/98) if (!m_InventoryMgr.GetCurrentWeapon()) return DFALSE; switch(m_InventoryMgr.GetCurrentWeapon()->GetType()) { case WEAP_NAGA_EYEBEAM: { m_pServerDE->GetModelNodeTransform(m_hObject,"head_gun",&vPos,&rRot); VEC_SUB(vDir, m_vTargetPos, vPos); break; } case WEAP_NAGA_SPIKE: { m_pServerDE->GetModelNodeTransform(m_hObject,"l_gun",&vPos,&rRot); VEC_SUB(vDir, m_vTargetPos, vPos); break; } default: { m_pServerDE->GetObjectPos(m_hObject,&vPos); VEC_SUB(vDir, m_vTargetPos, vPos); break; } } VEC_NORM(vDir); m_pServerDE->AlignRotation(&rRot, &vDir, DNULL); m_InventoryMgr.FireCurrentWeapon(&vPos, &rRot, bAltFire); return DTRUE; } void Naga::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags) { DVector vCol; DFLOAT fAlpha; m_pServerDE->GetObjectColor(m_hObject, &vCol.x,&vCol.y,&vCol.z,&fAlpha); m_pServerDE->WriteToMessageDWord(hWrite, (DDWORD)m_iCeilingWhomps); m_pServerDE->WriteToMessageObject(hWrite, m_hSpike); m_pServerDE->WriteToMessageFloat(hWrite, m_fFullHealth); m_pServerDE->WriteToMessageFloat(hWrite, fAlpha); } void Naga::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags) { DVector vCol; DFLOAT fAlpha; m_iCeilingWhomps = (int)(m_pServerDE->ReadFromMessageFloat(hRead)); m_hSpike = m_pServerDE->ReadFromMessageObject(hRead); m_fFullHealth = m_pServerDE->ReadFromMessageFloat(hRead); m_pServerDE->GetObjectColor(m_hObject, &vCol.x,&vCol.y,&vCol.z, &fAlpha); fAlpha = m_pServerDE->ReadFromMessageFloat(hRead); m_pServerDE->SetObjectColor(m_hObject, vCol.x,vCol.y,vCol.z,fAlpha); } void Naga::MC_FadeIn() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FADEIN) { m_bAnimating = DTRUE; m_nCurMetacmd = MC_FADEIN; DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject); dwFlags = 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); fAlpha += 1.0/64; if(fAlpha >= 1.0f) fAlpha = 1.0f; m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha); if(fAlpha >= 1.0f) { m_bAnimating = DFALSE; Metacmd++; return; } } return; } void Naga::MC_Dead() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_DEAD) { DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject); dwFlags &= ~FLAG_SOLID; m_pServerDE->SetObjectFlags(m_hObject,dwFlags); m_bAnimating = DTRUE; m_nCurMetacmd = MC_DEAD; } else { DVector vColor; DFLOAT fAlpha = 1.0f; m_pServerDE->GetObjectColor(m_hObject,&vColor.x, &vColor.y, &vColor.z, &fAlpha); fAlpha -= 1.0/64; if(fAlpha <= 0.0f) { fAlpha = 0.0f; DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject); dwFlags &= ~FLAG_VISIBLE; m_pServerDE->SetObjectFlags(m_hObject, dwFlags); } m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha); if(fAlpha <= 0.0f) { m_bAnimating = DFALSE; Metacmd++; return; } } return; } void Naga::AI_STATE_Special1() { switch(Metacmd) { case 1: MC_FadeIn(); break; case 2: DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject); dwFlags = dwFlags | FLAG_SOLID; m_pServerDE->SetObjectFlags(m_hObject, dwFlags); SetNewState(STATE_Idle); break; } } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void Naga::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\\naga"); CacheSoundFileRange("na_attack_", 1, 3); CacheSoundFileRange("na_beam_", 1, 3); CacheSoundFileRange("na_death_", 1, 3); CacheSoundFileRange("na_howl_", 1, 3); CacheSoundFileRange("na_idle_", 1, 3); CacheSoundFileRange("na_pain_", 1, 3); CacheSoundFileRange("na_taunt_", 1, 3); }