// ----------------------------------------------------------------------- // // // MODULE : SoulDrudge.cpp // // PURPOSE : Soul Drudge - Definition // // CREATED : 11/20/97 // // ----------------------------------------------------------------------- // #include #include "SoulDrudge.h" #include "cpp_server_de.h" #include BEGIN_CLASS(SoulDrudge) ADD_REALPROP(RandomHitPoints, 50.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ ADD_VECTORPROP_VAL_FLAG(Dims, 21.0f, 36.0f, 18.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) END_CLASS_DEFAULT(SoulDrudge, AI_Mgr, NULL, NULL) //static data member initialization DBOOL SoulDrudge::m_bLoadAnims = DTRUE; CAnim_Sound SoulDrudge::m_Anim_Sound; // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // SoulDrudge::SoulDrudge() : AI_Mgr() { m_fHearingDist = 1000.0f; m_fSensingDist = 100.0f; m_fSmellingDist = 0.0f; m_fSeeingDist = 1000.0f; m_fWalkSpeed = 60.0f; m_fRunSpeed = 180.0f; m_fRollSpeed = 3.5f; m_fAIMass = AI_DEFAULT_MASS; m_nAIStrength = 5; switch(g_pServerDE->IntRandom(1,3)) { case 1: _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"SOUL_CROWBAR" ); break; case 2: _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"SOUL_AXE" ); break; case 3: _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"SOUL_PIPE" ); break; } m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = FLAG_NOAMMOCOLLECT; m_bCabal = DFALSE; // [blg] m_fAIHitPoints = 120; m_fAIRandomHP = 0; m_fAIArmorPoints = 0; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD SoulDrudge::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 SoulDrudge::PostPropRead(ObjectCreateStruct *pStruct) { CServerDE* pServerDE = GetServerDE(); if (!pServerDE || !pStruct) return; char* pFilename = "Models\\Enemies\\SoulDrudge.abc"; char* pSkin = DNULL; switch(pServerDE->IntRandom(1,3)) { case 1: pSkin = "Skins\\Enemies\\SoulDrudge.dtx"; break; case 2: pSkin = "Skins\\Enemies\\SoulDrudge2.dtx"; break; case 3: pSkin = "Skins\\Enemies\\SoulDrudge3.dtx"; break; } _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 SoulDrudge::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\\souldrudge"); m_bLoadAnims = DFALSE; } AI_Mgr::InitStatics(&m_Anim_Sound); return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : SoulDrudge::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void SoulDrudge::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(m_fStimuli[SIGHT] > 0.5f) SetNewState(STATE_AttackClose); else SetNewState(STATE_AttackFar); } return; } // ----------------------------------------------------------------------- // // ROUTINE : SoulDrudge::MC_Fire_Stand // DESCRIPTION : Run the fire_stand animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void SoulDrudge::MC_Fire_Stand() { 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; } else { if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE) { m_bAnimating = DFALSE; Metacmd++; return; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : SoulDrudge::AI_STATE_AttackClose // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void SoulDrudge::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; } switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); if(m_fStimuli[SIGHT] <= 75.0f || m_nCurMetacmd == MC_FIRE_STAND) 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 : SoulDrudge::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void SoulDrudge::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; } switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); if(m_fStimuli[SIGHT] <= 75.0f || m_nCurMetacmd == MC_FIRE_STAND) MC_Fire_Stand(); else { MC_FaceTarget(); Metacmd--; if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y) { MC_Walk(); } else { MC_Idle(); } } break; case 3: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void SoulDrudge::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\\SoulDrudge"); CacheSoundFileRange("bodyfall_", 1, 3); CacheSoundFileRange("sd_attackgroan", 1, 3); CacheSoundFileRange("sd_death_", 1, 3); CacheSoundFileRange("sd_firestandattack", 1, 3); CacheSoundFileRange("sd_foot_", 1, 3); CacheSoundFileRange("sd_idle", 1, 3); CacheSoundFileRange("sd_idlebreath", 1, 3); CacheSoundFileRange("sd_idlegroan", 1, 3); CacheSoundFileRange("sd_pain_", 1, 3); CacheSoundFileRange("sd_runknife1-", 1, 3); CacheSoundFileRange("sd_runknife2-", 1, 3); CacheSoundFileRange("sd_scratching", 1, 3); CacheSoundFileRange("sd_sniffgrunt", 1, 3); CacheSoundFileRange("sd_sniffing", 1, 3); CacheSoundFileRange("sd_spotgrunt", 1, 3); CacheSoundFileRange("sd_walk", 1, 3); CacheSoundFileRange("sd_walkgroan", 1, 3); CacheSoundFileRange("sd_walkntalk", 1, 3); CacheSoundFileRange("sd_walkwet", 1, 3); }