📄 undeadgideon.cpp
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#include <stdio.h>
#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
{
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