// ----------------------------------------------------------------------- // // // MODULE : TheHandAI.cpp // // PURPOSE : TheHandAI - Definition // // CREATED : 12/15/97 // // ----------------------------------------------------------------------- // #include #include "TheHandAI.h" #include "cpp_server_de.h" #include "playerobj.h" BEGIN_CLASS(TheHandAI) ADD_REALPROP(RandomHitPoints, 0.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ ADD_VECTORPROP_VAL_FLAG(Dims, 4.0f, 4.0f, 5.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) END_CLASS_DEFAULT(TheHandAI, AI_Mgr, NULL, NULL) //static data member initialization DBOOL TheHandAI::m_bLoadAnims = DTRUE; CAnim_Sound TheHandAI::m_Anim_Sound; extern CPlayerObj* g_pPlayerObj; // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // TheHandAI::TheHandAI() : AI_Mgr() { m_fHearingDist = 1000.0f; m_fSensingDist = 1000.0f; m_fSmellingDist = 0.0f; m_fSeeingDist = 800.0f; m_fWalkSpeed = 75.0f; m_fRunSpeed = 80.0f; m_fRollSpeed = 3.5f; m_fJumpSpeed = 600.0f; m_fAIMass = AI_DEFAULT_MASS/2.0f; _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"HAND_SQUEEZE" ); m_nAIStrength = 5; m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = FLAG_ALWAYSGIB | FLAG_NOAMMOCOLLECT; m_bCabal = DFALSE; m_bJumping = DFALSE; m_fLastDmgTime = 0.0f; m_fLastDetachTime = 0.0f; // [blg] m_fAIHitPoints = 10; m_fAIRandomHP = 0; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD TheHandAI::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; } case MID_TOUCHNOTIFY: { HOBJECT hObj = (HOBJECT)pData; if(hObj == m_hTarget && m_nCurMetacmd == MC_FIRE_JUMP) { m_hEnemyAttach = m_hTrackObject = m_hTarget; SetNewState(STATE_EnemyAttach); return 0; } break; } case MID_SAVEOBJECT: Save((HMESSAGEWRITE)pData, (DDWORD)fData); break; case MID_LOADOBJECT: { Load((HMESSAGEREAD)pData, (DDWORD)fData); DDWORD dwResult = AI_Mgr::EngineMessageFn(messageID, pData, fData); if(m_hEnemyAttach) { m_hEnemyAttach = g_pPlayerObj->m_hObject; SetNewState(STATE_EnemyAttach); DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject); dwFlags |= FLAG_REALLYCLOSE; dwFlags &= ~FLAG_GRAVITY; m_pServerDE->SetObjectFlags(m_hObject, dwFlags); } return dwResult; } default : break; } return AI_Mgr::EngineMessageFn(messageID, pData, fData); } // ----------------------------------------------------------------------- // // // ROUTINE: ObjectMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD TheHandAI::ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead) { switch(messageID) { case MID_DAMAGE: { if(m_hEnemyAttach) return 0; } default : break; } return AI_Mgr::ObjectMessageFn(hSender, messageID, hRead); } // ----------------------------------------------------------------------- // // // ROUTINE: PostPropRead() // // PURPOSE: Update properties // // ----------------------------------------------------------------------- // void TheHandAI::PostPropRead(ObjectCreateStruct *pStruct) { CServerDE* pServerDE = GetServerDE(); if (!pServerDE || !pStruct) return; char* pFilename = "Models\\Enemies\\TheHand.abc"; char* pSkin = "Skins\\Enemies\\TheHand.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 TheHandAI::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\\TheHand"); m_bLoadAnims = DFALSE; } AI_Mgr::InitStatics(&m_Anim_Sound); return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : TheHandAI::MC_Fire_Jump // DESCRIPTION : Hit with choke attack // RETURN TYPE : void // ----------------------------------------------------------------------- // void TheHandAI::MC_Fire_Jump() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_JUMP) { DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_JUMP[4]); DVector vVel; vVel.y = m_MoveObj.GetUpVector().y * m_fJumpSpeed; vVel.x = m_MoveObj.GetForwardVector().x * m_fRunSpeed * 2; vVel.z = m_MoveObj.GetForwardVector().z * m_fRunSpeed * 2; Move(vVel, MATH_EPSILON); m_bJumping = DTRUE; m_pServerDE->SetModelLooping(m_hObject, DFALSE); m_bAnimating = DTRUE; m_nCurMetacmd = MC_FIRE_JUMP; } else { CollisionInfo collisionInfo; m_pServerDE->GetStandingOn(m_hObject, &collisionInfo); if (collisionInfo.m_hObject) { HCLASS hClass = m_pServerDE->GetClass("CPlayerObj"); if(m_pServerDE->IsKindOf(hClass, m_pServerDE->GetObjectClass(collisionInfo.m_hObject))) { m_hEnemyAttach = m_hTrackObject = m_hTarget; SetNewState(STATE_EnemyAttach); } else { StopVelocity(); m_bAnimating = DFALSE; Metacmd++; } } } return; } // ----------------------------------------------------------------------- // // ROUTINE : TheHandAI::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void TheHandAI::ComputeState(int nStimType) { int nStim = nStimType; if(nStimType == -1) nStim = ComputeStimuli(); if(nStim == 0) { 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_AttackClose); } return; } // ----------------------------------------------------------------------- // // ROUTINE : TheHandAI::AI_STATE_AttackClose // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void TheHandAI::AI_STATE_AttackClose() { //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL && m_nCurMetacmd != MC_FIRE_JUMP) { ComputeState(); return; } switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: MC_Taunt_Bold(); break; case 3: if(VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos) <= 100.0f || m_nCurMetacmd == MC_FIRE_JUMP) { MC_Fire_Jump(); } else { MC_FaceTarget(); Metacmd--; if(!IsLedge(m_MoveObj.GetForwardVector())) { MC_Run(); } else { MC_Idle(); } } break; case 4: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : TheHandAI::AI_STATE_EnemyAttach // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void TheHandAI::AI_STATE_EnemyAttach() { HCLASS hEnemy = DNULL; if(Metacmd > 4) ComputeState(); else if(m_hEnemyAttach == DNULL) Metacmd = 4; else hEnemy = m_pServerDE->GetObjectClass(m_hEnemyAttach); switch(Metacmd) { case 1: if(m_pServerDE->IsKindOf(hEnemy, m_pServerDE->GetClass("CPlayerObj"))) { DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject); dwFlags |= FLAG_REALLYCLOSE; dwFlags &= ~FLAG_GRAVITY; m_pServerDE->SetObjectFlags(m_hObject, dwFlags); m_pServerDE->SetModelFilenames(m_hObject,"models\\enemies\\thehand_pv.abc", "skins\\enemies\\thehand_pv.dtx"); HMESSAGEWRITE hMsg = m_pServerDE->StartMessage(g_pPlayerObj->GetClient(), SMSG_HAND_ATTACH); m_pServerDE->WriteToMessageObject(hMsg, m_hObject); m_pServerDE->WriteToMessageObject(hMsg, m_hEnemyAttach); m_pServerDE->EndMessage(hMsg); Metacmd++; } else { m_nCurMetacmd = 999; Metacmd++; } break; case 2: if(m_bProceedAttach) Metacmd++; break; case 3: if(m_pServerDE->IsKindOf(hEnemy, m_pServerDE->GetClass("CPlayerObj")) && m_hEnemyAttach) { CBaseCharacter* pAI = (CBaseCharacter*)m_pServerDE->HandleToObject(m_hEnemyAttach); if(pAI->IsDead()) { HMESSAGEWRITE hMsg = m_pServerDE->StartMessage(g_pPlayerObj->GetClient(), SMSG_DETACH_AI); m_pServerDE->EndMessage(hMsg); } else if(m_pServerDE->GetTime() - m_fLastDmgTime >= 1.0f) { BaseClass *ffObj = m_pServerDE->HandleToObject(m_hObject); DFLOAT fDamage = (DFLOAT)m_pServerDE->IntRandom(MAX_DAMAGE/2, MAX_DAMAGE); DamageObject(m_hObject, ffObj, m_hEnemyAttach, fDamage * m_InventoryMgr.GetDamageMultiplier(), m_MoveObj.GetForwardVector(), m_MoveObj.GetPos(), DAMAGE_TYPE_MELEE); m_pAnim_Sound->PlaySound(m_hEnemyAttach, "choke.wav", 200, 100); m_fLastDmgTime = m_pServerDE->GetTime(); } } else { m_nCurMetacmd = 999; m_bProceedAttach = DFALSE; Metacmd++; } break; case 4: if(m_nCurMetacmd != MC_FIRE_JUMP) { DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject); if(!(dwFlags & FLAG_GRAVITY)) { dwFlags &= ~FLAG_REALLYCLOSE; dwFlags |= FLAG_GRAVITY; m_pServerDE->SetObjectFlags(m_hObject, dwFlags); } m_pServerDE->SetModelFilenames(m_hObject,"models\\enemies\\TheHand.abc", "skins\\enemies\\TheHand.dtx"); m_fLastDetachTime = m_pServerDE->GetTime(); DVector vPos,vU,vR,vF; DRotation rRot; m_pServerDE->GetObjectPos(m_hTrackObject, &m_vTargetPos); m_pServerDE->GetObjectRotation(m_hTrackObject, &rRot); m_pServerDE->SetObjectRotation(m_hObject, &rRot); m_pServerDE->GetRotationVectors(&rRot, &vU, &vR, &vF); VEC_ADDSCALED(vPos, m_vTargetPos, vF, -100.0f); MC_FacePos(vPos); Metacmd--; m_pServerDE->MoveObject(m_hObject, &m_vTargetPos); } if (m_pServerDE->GetTime() - m_fLastDetachTime > 4.0f) MC_Fire_Jump(); Metacmd++; break; case 5: if ((m_pServerDE->GetTime() - m_fLastDetachTime) > 4.0f) Metacmd++; break; default: ComputeState(); break; } return; } void TheHandAI::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags) { m_pServerDE->WriteToMessageByte(hWrite, (DBYTE)m_bJumping); m_pServerDE->WriteToMessageFloat(hWrite, m_fLastDmgTime); m_pServerDE->WriteToMessageFloat(hWrite, m_fLastDetachTime); } void TheHandAI::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags) { m_bJumping = (DBOOL)m_pServerDE->ReadFromMessageByte(hRead); m_fLastDmgTime = m_pServerDE->ReadFromMessageFloat(hRead); m_fLastDetachTime = m_pServerDE->ReadFromMessageFloat(hRead); } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void TheHandAI::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\\thehand"); CacheSoundFileRange("handdie", 1, 3); CacheSoundFile("choke"); CacheSoundFile("handpain"); CacheSoundFile("handroam"); CacheSoundFile("handspot"); }