// ----------------------------------------------------------------------- // // // MODULE : Bug.cpp // // PURPOSE : Bug - Definition // // CREATED : 12/15/97 // // ----------------------------------------------------------------------- // #include #include "bug.h" #include "cpp_server_de.h" BEGIN_CLASS(BugAI) ADD_BASEAI_AGGREGATE() ADD_REALPROP(SightDistance, 500.0f) \ ADD_REALPROP(SenseDistance, 500.0f) \ ADD_REALPROP(SmellDistance, 500.0f) \ ADD_REALPROP(Mass, 1.0f) \ ADD_REALPROP(HitPoints, 1.0f) \ ADD_REALPROP(RandomHitPoints, 0.0f) \ END_CLASS_DEFAULT(BugAI, AI_Mgr, NULL, NULL) //static data member initialization DBOOL BugAI::m_bLoadAnims = DTRUE; CAnim_Sound BugAI::m_Anim_Sound; // ----------------------------------------------------------------------- // // // ROUTINE: // // PURPOSE: Constructor // // ----------------------------------------------------------------------- // BugAI::BugAI() : AI_Mgr() { _mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE" ); _mbscpy((unsigned char*)m_szAIBrain, (const unsigned char*)"WEAK" ); _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"MELEE" ); m_nState = STATE_Idle; m_nLastState = STATE_Idle; m_nMoveFlags = 0; } // ----------------------------------------------------------------------- // // // ROUTINE: EngineMessageFn // // PURPOSE: Handle engine messages // // ----------------------------------------------------------------------- // DDWORD BugAI::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 == 1.0) AI_Mgr::ReadProp((ObjectCreateStruct*)pData); // inside BaseCharacter PostPropRead((ObjectCreateStruct*)pData); return dwRet; } break; case MID_INITIALUPDATE: { InitialUpdate((DVector *)pData); break; } case MID_UPDATE: { CServerDE* pServerDE = GetServerDE(); if (!pServerDE) return 0; //gotta keep the bug stuck to whatever surface it is on DRotation rRot; DVector vU,vR,vF,vVel,vPos; pServerDE->GetObjectPos(m_hObject,&vPos); pServerDE->GetObjectRotation(m_hObject,&rRot); pServerDE->GetRotationVectors(&rRot,&vU,&vR,&vF); VEC_MULSCALAR(vVel,vU,-15.0f); Move(vVel, MATH_EPSILON); //check if there is something below, if not rotate IntersectQuery IQuery; IntersectInfo ii; IQuery.m_Flags = INTERSECT_OBJECTS; IQuery.m_FilterFn = DNULL; DVector vTemp; VEC_MULSCALAR(vTemp,vU,-2.0f); VEC_COPY(IQuery.m_From,vPos); VEC_ADD(IQuery.m_To,IQuery.m_From,vTemp); if(pServerDE->IntersectSegment(&IQuery, &ii)) { DRotation rRot; DVector vDown; VEC_MULSCALAR(vDown,vU,-1.0f); pServerDE->AlignRotation(&rRot,&vDown,&vF); pServerDE->SetObjectRotation(m_hObject,&rRot); } } break; default : break; } return AI_Mgr::EngineMessageFn(messageID, pData, fData); } // ----------------------------------------------------------------------- // // // ROUTINE: PostPropRead() // // PURPOSE: Update properties // // ----------------------------------------------------------------------- // void BugAI::PostPropRead(ObjectCreateStruct *pStruct) { CServerDE* pServerDE = GetServerDE(); if (!pServerDE || !pStruct) return; char* pFilename = "Models\\Enemies\\bug.abc"; char* pSkin = "Skins\\Enemies\\bug.dtx"; _mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename); _mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin); pStruct->m_Flags = FLAG_VISIBLE | FLAG_SOLID | FLAG_TOUCH_NOTIFY | FLAG_STAIRSTEP | FLAG_SHADOW | FLAG_MODELKEYS; } // ----------------------------------------------------------------------- // // // ROUTINE: InitialUpdate() // // PURPOSE: Handle initial update // // ----------------------------------------------------------------------- // DBOOL BugAI::InitialUpdate(DVector *pMovement) { CServerDE* pServerDE = GetServerDE(); if (!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\\bug"); m_bLoadAnims = DFALSE; } //randomize the size/weight DFLOAT fScale = pServerDE->Random(-0.05f, 0.1f); VEC_SET(m_vScale,1.0f + fScale, 1.0f, 1.0f + fScale); // Init the objects m_InventoryMgr.Init(m_hObject); //Set hit points m_damage.Init(m_hObject); m_damage.SetHitPoints(m_fAIHitPoints + pServerDE->Random(1,m_fAIRandomHP)); m_damage.SetMaxHitPoints(m_damage.GetHitPoints()); //Set armor point m_damage.SetArmorPoints(m_fAIArmorPoints); m_damage.SetMaxArmorPoints(200.0f); m_damage.SetMass(m_fAIMass); AI_Mgr::InitStatics(&m_Anim_Sound); return DTRUE; } // ----------------------------------------------------------------------- // // ROUTINE : BugAI::MC_Run // DESCRIPTION : Run the run animation // RETURN TYPE : void // ----------------------------------------------------------------------- // void BugAI::MC_Run() { if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_RUN) { DBOOL bRet = DFALSE; m_fTimeStart = m_pServerDE->GetTime(); Move(m_MoveObj.GetForwardVector(),m_fRunSpeed); m_bAnimating = DTRUE; m_nCurMetacmd = MC_RUN; } else { //Check for obstruction; otherwise continue on if(CheckObstructed(m_MoveObj.GetForwardVector(), m_fRunSpeed)) { IntersectQuery IQuery; IntersectInfo ii; IQuery.m_Flags = INTERSECT_OBJECTS; IQuery.m_FilterFn = DNULL; DVector vTemp; VEC_MULSCALAR(vTemp,m_MoveObj.GetForwardVector(),m_fRunSpeed); VEC_COPY(IQuery.m_From,m_MoveObj.GetPos()); VEC_ADD(IQuery.m_To,IQuery.m_From,vTemp); if(m_pServerDE->IntersectSegment(&IQuery, &ii)) { //climb the object DRotation rRot; m_pServerDE->AlignRotation(&rRot,&m_MoveObj.GetUpVector(),&ii.m_Plane.m_Normal); m_pServerDE->SetObjectRotation(m_hObject,&rRot); m_bAnimating = DFALSE; Metacmd++; return; } } Move(m_MoveObj.GetForwardVector(),m_fRunSpeed); //Are we done running? if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE) { m_bAnimating = DFALSE; Metacmd++; } } return; } // ----------------------------------------------------------------------- // // ROUTINE : BugAI::AI_STATE_Escape_RunAway // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void BugAI::AI_STATE_Escape_RunAway() { //SCHLEGZ 4/22/98 4:51:21 PM: sanity check if(m_hTarget == DNULL) { SetNewState(STATE_Idle); return; } switch(Metacmd) { case 1: char szSound[256]; _mbscpy((unsigned char*)szSound, (const unsigned char*)SOUND_FEAR); m_pAnim_Sound->GetSoundPath(szSound,m_pServerDE->IntRandom(1,NUM_BUG_FEAR)); PlayAISound(szSound, 1000.0f); Metacmd++; break; case 2: MC_FaceTarget(); break; case 3: m_fRadsLeft = 3.14f; Metacmd++; break; case 4: MC_Turn(); break; case 5: MC_Run(); break; case 6: ComputeState(); break; } return; } // ----------------------------------------------------------------------- // // ROUTINE : BugAI::AI_STATE_Idle // DESCRIPTION : // RETURN TYPE : void // ----------------------------------------------------------------------- // void BugAI::AI_STATE_Idle() { if(ComputeStimuli()) { ComputeState(); m_pServerDE->SetNextUpdate(m_hObject,0.1f); return; } else m_pServerDE->SetNextUpdate(m_hObject,0.2f); switch(Metacmd) { case 1: char szSound[256]; _mbscpy((unsigned char*)szSound, (const unsigned char*)SOUND_IDLE); m_pAnim_Sound->GetSoundPath(szSound,m_pServerDE->IntRandom(1,NUM_BUG_IDLE)); PlayAISound(szSound, 1000.0f); Metacmd++; break; case 2: MC_Idle(); break; case 3: m_fRadsLeft = m_pServerDE->Random(-1.56f,1.56f); Metacmd++; break; case 4: MC_Turn(); break; case 5: MC_Run(); break; case 6: SetNewState(STATE_Idle); break; } return; }