#include #include "UndeadGideon.h" #include "cpp_server_de.h" #include "smellhint.h" #include "PlayerObj.h" BEGIN_CLASS(UndeadGideon) ADD_REALPROP(RandomHitPoints, 50.0f) \ ADD_STRINGPROP(AIState, "IDLE") \ ADD_VECTORPROP_VAL_FLAG(Dims, 70.0f, 88.0f, 70.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) END_CLASS_DEFAULT(UndeadGideon, AI_Mgr, NULL, NULL) //static data member initialization DBOOL UndeadGideon::m_bLoadAnims = DTRUE; CAnim_Sound UndeadGideon::m_Anim_Sound; // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // UndeadGideon::UndeadGideon() : AI_Mgr() { m_fHearingDist = 2000.0f; m_fSensingDist = 500.0f; m_fSmellingDist = 2000.0f; m_fSeeingDist = 1000.0f; m_fWalkSpeed = 180.0f; m_fRunSpeed = 350.0f; m_fRollSpeed = 320.0f; m_fJumpSpeed = 360.0f; m_fAIMass = 3000.0f; m_nAIStrength = 5; _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"GIDEON_SPEAR" ); _mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"SKULL" ); _mbscpy((unsigned char*)m_szAIWeapon[2], (const unsigned char*)"GIDEON_VOMIT"); _mbscpy((unsigned char*)m_szAIWeapon[3], (const unsigned char*)"LIGHTNING"); _mbscpy((unsigned char*)m_szAIWeapon[4], (const unsigned char*)"BEHEMOTH_SHOCKWAVE"); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_dwFlags = FLAG_JUMP | FLAG_DODGE | FLAG_ALWAYSRECOIL; m_bClimbing = DFALSE; m_bCabal = DFALSE; m_bCreateHealth = DTRUE; // [blg] m_fAIHitPoints = 12000; m_fAIRandomHP = 0; m_fAIArmorPoints = 0; m_fFullHealth = 0; _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE"); } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD UndeadGideon::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); PostPropRead((ObjectCreateStruct*)pData); return dwRet; } break; case MID_INITIALUPDATE: { InitialUpdate((DVector *)pData); CacheFiles(); break; } case MID_UPDATE: { if (m_bCreateHealth) { if (!m_fFullHealth) { m_fFullHealth = m_damage.GetHitPoints(); HMESSAGEWRITE hWrite = m_pServerDE->StartMessage(NULL, SMSG_BOSSHEALTH); m_pServerDE->WriteToMessageFloat(hWrite,1.0f); m_pServerDE->EndMessage(hWrite); m_bCreateHealth = DFALSE; } 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 UndeadGideon::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 UndeadGideon::PostPropRead(ObjectCreateStruct *pStruct) { if (!pStruct) return; char* pFilename = "Models\\Enemies\\Undead_Gideon.abc"; char* pSkin = "Skins\\Enemies\\Undead_Gideon.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 UndeadGideon::InitialUpdate(DVector *pMovement) { m_pServerDE = BaseClass::GetServerDE(); if (!m_pServerDE) return DFALSE; m_hObject = m_pServerDE->ObjectToHandle(this); if (!m_hObject) 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\\Undead_Gideon"); m_bLoadAnims = DFALSE; } AI_Mgr::InitStatics(&m_Anim_Sound); return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : UndeadGideon::MC_Jump // DESCRIPTION : Run the jump animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void UndeadGideon::MC_Jump() { DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0; if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_JUMP) { SetAnimation(m_pAnim_Sound->m_nAnim_JUMP[TYPE_MELEE]); m_pServerDE->SetModelLooping(m_hObject, DFALSE); DVector vVel; vVel.y = m_MoveObj.GetUpVector().y * m_fJumpSpeed; vVel.x = m_MoveObj.GetForwardVector().x * m_fRunSpeed * 3; vVel.z = m_MoveObj.GetForwardVector().z * m_fRunSpeed * 3; Move(vVel, MATH_EPSILON); m_nCurMetacmd = MC_JUMP; m_bAnimating = DTRUE; } else { CollisionInfo collisionInfo; DVector vVel; m_pServerDE->GetVelocity(m_hObject,&vVel); vVel.x = m_MoveObj.GetForwardVector().x * m_fRunSpeed * 3; vVel.z = m_MoveObj.GetForwardVector().z * m_fRunSpeed * 3; Move(vVel, MATH_EPSILON); m_pServerDE->GetStandingOn(m_hObject, &collisionInfo); if (collisionInfo.m_hObject) { DVector vVel; VEC_INIT(vVel); Move(vVel, MATH_EPSILON); HCLASS hClass = m_pServerDE->GetObjectClass(m_hObject); if (!m_pServerDE->IsKindOf(hClass,m_pServerDE->GetClass("CBaseCharacter"))) { m_bAnimating = DFALSE; Metacmd++; } else { m_nCurMetacmd = 999; } } } return; } // ----------------------------------------------------------------------- // // ROUTINE : UndeadGideon::MC_Fire_Stand // DESCRIPTION : Run the fire_stand animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void UndeadGideon::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); DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0; if(m_nState == STATE_AttackFar) { if (bAbove && fHeight > m_vDims.y) { m_InventoryMgr.ChangeWeapon(WEAP_GIDEON_VOMIT); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_MELEE]); } else { if (IsRandomChance(70)) { if (IsRandomChance(50)) { m_InventoryMgr.ChangeWeapon(WEAP_SKULL); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_MAGIC]); } else { m_InventoryMgr.ChangeWeapon(WEAP_DRUDGE_LIGHTNING); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_MAGIC]); } } else { m_InventoryMgr.ChangeWeapon(WEAP_GIDEON_VOMIT); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_RIFLE]); } } } else { HCLASS hPlayer = m_pServerDE->GetClass("CPlayerObj"); HCLASS hClass = m_pServerDE->GetObjectClass(m_hTarget); if (m_pServerDE->IsKindOf(hClass,hPlayer)) { CPlayerObj *pPlayer = (CPlayerObj *)(m_pServerDE->HandleToObject(m_hTarget)); if (pPlayer->IsImprisoned()) { if (IsRandomChance(40)) { m_InventoryMgr.ChangeWeapon(WEAP_GIDEON_VOMIT); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_RIFLE]); } else { m_InventoryMgr.ChangeWeapon(WEAP_BEHEMOTH_SHOCKWAVE); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_MAGIC]); } } else { m_InventoryMgr.ChangeWeapon(WEAP_GIDEON_SPEAR); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_MELEE]); } } else { m_InventoryMgr.ChangeWeapon(WEAP_GIDEON_SPEAR); bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_MELEE]); } } 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_GIDEON_SPEAR); m_bAnimating = DFALSE; Metacmd++; return; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : UndeadGideon::ComputeState // DESCRIPTION : Compute actual substate // RETURN TYPE : void // ----------------------------------------------------------------------- // void UndeadGideon::ComputeState(int nStimType) { int nStim = nStimType; if(nStimType == -1) nStim = ComputeStimuli(); DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y); 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_SearchSmellTarget); break; } } else { if(nStimType == STIM_SMELL) SetNewState(STATE_SearchSmellTarget); else if(m_fStimuli[SIGHT] <= 0.85f || fHeight > m_vDims.y) SetNewState(STATE_AttackFar); else SetNewState(STATE_AttackClose); } return; } // ----------------------------------------------------------------------- // // ROUTINE : UndeadGideon::AI_STATE_AttackClose // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void UndeadGideon::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 && 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); DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0; MC_FaceTarget(); Metacmd--; switch(Metacmd) { case 1: MC_FaceTarget(); break; case 2: if(m_fStimuli[SIGHT] <= 405.0f || m_nCurMetacmd == MC_FIRE_STAND || (bAbove && fHeight > m_vDims.y)) { MC_Fire_Stand(); } else { if(m_fStimuli[SIGHT] >= (m_fSeeingDist * 0.33)) ComputeState(); else MC_Walk(); } break; case 3: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : UndeadGideon::AI_STATE_AttackFar // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void UndeadGideon::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 && m_nCurMetacmd != MC_JUMP) { if(fHeight <= m_vDims.y) SetNewState(STATE_SearchVisualTarget); else ComputeState(); return; } m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos); DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0; MC_FaceTarget(); Metacmd--; switch(Metacmd) { case 1: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.75) || m_nCurMetacmd == MC_FIRE_STAND || (bAbove && fHeight > m_vDims.y)) { MC_Fire_Stand(); } else { if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.20)) ComputeState(); else MC_Walk(); } break; case 2: if((m_fStimuli[SIGHT] < (m_fSeeingDist * 0.20)) && m_nCurMetacmd != MC_JUMP || (bAbove && fHeight > m_vDims.y)) { ComputeState(); } else if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.30) || m_nCurMetacmd == MC_JUMP || IsLedge(m_MoveObj.GetForwardVector())) { MC_Jump(); } else MC_Walk(); break; case 3: ComputeState(); break; } return; } void UndeadGideon::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags) { m_pServerDE->WriteToMessageFloat(hWrite, m_fFullHealth); } void UndeadGideon::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags) { m_fFullHealth = m_pServerDE->ReadFromMessageFloat(hRead); } DBOOL UndeadGideon::Fire(DBOOL bAltFire) { DVector vPos, vDir; DRotation rRot; // Sanity check (GK 9/18/98) if (!m_InventoryMgr.GetCurrentWeapon()) return DFALSE; m_pServerDE->GetModelNodeTransform(m_hObject,"head",&vPos,&rRot); VEC_SUB(vDir, m_vTargetPos, vPos); VEC_NORM(vDir); vDir.x = m_MoveObj.GetForwardVector().x; vDir.z = m_MoveObj.GetForwardVector().z; m_pServerDE->AlignRotation(&rRot, &vDir, DNULL); DDWORD m_nFiredWeapon = m_InventoryMgr.FireCurrentWeapon(&vPos, &rRot, bAltFire); return DTRUE; } void UndeadGideon::MC_Dodge_Left() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_DODGE_LEFT) { SetAnimation(m_pAnim_Sound->m_nAnim_JUMP[TYPE_MELEE]); m_pServerDE->SetModelLooping(m_hObject, DFALSE); DVector vVel, vLeft; VEC_MULSCALAR(vLeft, m_MoveObj.GetRightVector(), -1.0f); vVel.y = m_MoveObj.GetUpVector().y * m_fJumpSpeed; vVel.x = vLeft.x * m_fRunSpeed; vVel.z = vLeft.z * m_fRunSpeed; Move(vVel, MATH_EPSILON); m_nCurMetacmd = MC_DODGE_LEFT; m_bAnimating = DTRUE; } else { CollisionInfo collisionInfo; DVector vVel; m_pServerDE->GetVelocity(m_hObject,&vVel); m_pServerDE->GetStandingOn(m_hObject, &collisionInfo); if ((collisionInfo.m_hObject == m_pServerDE->GetWorldObject()) && (vVel.y <= 0.0f)) { DVector vVel; VEC_INIT(vVel); Move(vVel, MATH_EPSILON); m_bAnimating = DFALSE; Metacmd++; } } return; } void UndeadGideon::MC_Dodge_Right() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_DODGE_RIGHT) { SetAnimation(m_pAnim_Sound->m_nAnim_JUMP[TYPE_MELEE]); m_pServerDE->SetModelLooping(m_hObject, DFALSE); DVector vVel; vVel.y = m_MoveObj.GetUpVector().y * m_fJumpSpeed; vVel.x = m_MoveObj.GetRightVector().x * m_fRunSpeed; vVel.z = m_MoveObj.GetRightVector().z * m_fRunSpeed; Move(vVel, MATH_EPSILON); m_nCurMetacmd = MC_DODGE_RIGHT; m_bAnimating = DTRUE; } else { CollisionInfo collisionInfo; DVector vVel; m_pServerDE->GetVelocity(m_hObject,&vVel); m_pServerDE->GetStandingOn(m_hObject, &collisionInfo); if ((collisionInfo.m_hObject == m_pServerDE->GetWorldObject()) && (vVel.y <= 0.0f)) { DVector vVel; VEC_INIT(vVel); Move(vVel, MATH_EPSILON); m_bAnimating = DFALSE; Metacmd++; } } return; } void UndeadGideon::AI_STATE_Dodge() { switch(Metacmd) { case 1: m_nDodgeFlags = CalculateDodge(m_vTrackObjPos); Metacmd++; break; case 2: if(m_nDodgeFlags & RIGHT) MC_Dodge_Right(); else if(m_nDodgeFlags & LEFT) MC_Dodge_Left(); else Metacmd++; break; case 3: SetNewState(STATE_Idle); break; } return; } // ----------------------------------------------------------------------- // // // ROUTINE: CacheFiles // // PURPOSE: Cache resources used by the object // // ----------------------------------------------------------------------- // void UndeadGideon::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\\undeadgid"); CacheSoundFileRange("foot", 1, 3); CacheSoundFileRange("spit", 1, 3); CacheSoundFileRange("stab", 1, 3); }