📄 cultistai.cpp
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// ----------------------------------------------------------------------- //
//
// MODULE : CultistAI.cpp
//
// PURPOSE : CultistAI - Definition
//
// CREATED : 11/11.97
//
// ----------------------------------------------------------------------- //
#include <stdio.h>
#include "CultistAI.h"
#include "cpp_server_de.h"
BEGIN_CLASS(CultistAI)
ADD_REALPROP(RandomHitPoints, 0.0f) \
ADD_STRINGPROP(AIState, "IDLE") \
ADD_STRINGPROP(AIWeapon1, "BERETTA") \
ADD_REALPROP(Bullets, 150.0f) \
ADD_REALPROP(Flares, 20.0f) \
ADD_BOOLPROP(Male, DTRUE) \
ADD_VECTORPROP_VAL_FLAG(Dims, 19.0f, 41.0f, 14.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) \
ADD_BOOLPROP(ClownSkin, DFALSE) \
ADD_BOOLPROP(RobeSkin, DFALSE)
END_CLASS_DEFAULT(CultistAI, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL CultistAI::m_bFemaleAnims = DTRUE;
CAnim_Sound CultistAI::m_Female_Anim_Sound;
DBOOL CultistAI::m_bMaleAnims = DTRUE;
CAnim_Sound CultistAI::m_Male_Anim_Sound;
#ifdef _ADD_ON
DBOOL CultistAI::m_bRobeAnims = DTRUE;
CAnim_Sound CultistAI::m_Robe_Anim_Sound;
#endif
// ----------------------------------------------------------------------- //
//
// ROUTINE:
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
CultistAI::CultistAI() : AI_Mgr()
{
m_fHearingDist = 1500.0f;
m_fSensingDist = 200.0f;
m_fSmellingDist = 0.0f;
m_fSeeingDist = 1500.0f;
m_fWalkSpeed = 75.0f;
m_fRunSpeed = 180.0f;
m_fRollSpeed = 105.0f;
m_fAIMass = AI_DEFAULT_MASS;
m_nAIStrength = 5;
m_nState = STATE_Idle;
m_nLastState = STATE_Idle;
m_dwFlags = FLAG_CRAWL | FLAG_JUMP | FLAG_LIMP | FLAG_DODGE | FLAG_ALWAYSRECOIL;
m_bMale = DTRUE;
m_bCabal = DTRUE;
m_bClownSkin = DFALSE;
m_bRobeSkin = DFALSE;
// [blg]
m_fAIHitPoints = 30;
m_fAIRandomHP = 0;
m_fAIArmorPoints = 0;
m_fAIBullets = 150;
m_fAIShells = 60;
m_fAIFlares = 20;
_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE");
_mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"BERETTA");
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: EngineMessageFn
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD CultistAI::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)
{
GetServerDE()->GetPropBool("Male", &m_bMale);
GetServerDE()->GetPropBool("ClownSkin", &m_bClownSkin);
GetServerDE()->GetPropBool("RobeSkin", &m_bRobeSkin);
}
if(fData != PRECREATE_SAVEGAME)
PostPropRead((ObjectCreateStruct*)pData);
return dwRet;
}
break;
case MID_INITIALUPDATE:
{
InitialUpdate((DVector *)pData);
CacheFiles();
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);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: PostPropRead()
//
// PURPOSE: Update properties
//
// ----------------------------------------------------------------------- //
void CultistAI::PostPropRead(ObjectCreateStruct *pStruct)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !pStruct) return;
char* pFilename= DNULL;
char* pSkin = DNULL;
if (m_bClownSkin)
{
pFilename = "Models\\Enemies\\m_Cultist1.abc";
m_bMale = DTRUE;
switch(pServerDE->IntRandom(1,3))
{
case 1: pSkin = "Skins_ao\\Enemies_ao\\m_Cultist4.dtx"; break;
case 2: pSkin = "Skins_ao\\Enemies_ao\\m_Cultist5.dtx"; break;
case 3: pSkin = "Skins_ao\\Enemies_ao\\m_Cultist6.dtx"; break;
}
}
else if (m_bRobeSkin)
{
pFilename = "Models_ao\\Enemies_ao\\oldschool.abc";
pSkin = "Skins_ao\\Enemies_ao\\oldschool.dtx";
m_bMale = DTRUE;
}
else if (m_bMale)
{
pFilename = "Models\\Enemies\\m_Cultist1.abc";
switch(pServerDE->IntRandom(1,3))
{
case 1: pSkin = "Skins\\Enemies\\m_Cultist1.dtx"; break;
case 2: pSkin = "Skins\\Enemies\\m_Cultist2.dtx"; break;
case 3: pSkin = "Skins\\Enemies\\m_Cultist3.dtx"; break;
}
}
else
{
pFilename = "Models\\Enemies\\f_Cultist1.abc";
switch(pServerDE->IntRandom(1,3))
{
case 1: pSkin = "Skins\\Enemies\\f_Cultist1.dtx"; break;
case 2: pSkin = "Skins\\Enemies\\f_Cultist2.dtx"; break;
case 3: pSkin = "Skins\\Enemies\\f_Cultist3.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 CultistAI::InitialUpdate(DVector *pMovement)
{
m_pServerDE = BaseClass::GetServerDE();
if (!m_pServerDE) return DFALSE;
#ifndef _ADD_ON
if (m_bRobeSkin) {
m_bRobeSkin = DFALSE;
m_bMale = DTRUE;
}
#endif
//Load up animation indexes if first model instance
if((m_bMale || m_bClownSkin) && m_bMaleAnims)
{
m_Male_Anim_Sound.SetAnimationIndexes(m_hObject);
m_Male_Anim_Sound.GenerateHitSpheres(m_hObject);
m_Male_Anim_Sound.SetSoundRoot("sounds\\enemies\\m_cultist");
m_bMaleAnims = DFALSE;
}
#ifdef _ADD_ON
if (m_bRobeSkin && m_bRobeAnims)
{
m_Robe_Anim_Sound.SetAnimationIndexes(m_hObject);
m_Robe_Anim_Sound.GenerateHitSpheres(m_hObject);
m_Robe_Anim_Sound.SetSoundRoot("sounds_ao\\enemies\\RetroCultist");
m_bRobeAnims = DFALSE;
}
#endif
if(!m_bMale && m_bFemaleAnims && !m_bRobeSkin)
{
m_Female_Anim_Sound.SetAnimationIndexes(m_hObject);
m_Female_Anim_Sound.GenerateHitSpheres(m_hObject);
m_Female_Anim_Sound.SetSoundRoot("sounds\\enemies\\f_cultist");
m_bFemaleAnims = DFALSE;
}
m_InventoryMgr.AddDamageMultiplier(0.5f);
if((m_bMale || m_bClownSkin) && !m_bRobeSkin)
AI_Mgr::InitStatics(&m_Male_Anim_Sound);
#ifdef _ADD_ON
else if (m_bRobeSkin)
AI_Mgr::InitStatics(&m_Robe_Anim_Sound);
#endif
else
AI_Mgr::InitStatics(&m_Female_Anim_Sound);
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : CultistAI::ComputeState
// DESCRIPTION : Compute actual substate
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void CultistAI::ComputeState(int nStimType)
{
int nStim = nStimType;
if(nStimType == -1)
nStim = ComputeStimuli();
DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y);
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;
case STATE_FindAmmo: SetNewState(m_nLastState); break;
case STATE_FindHealth: SetNewState(m_nLastState); break;
case STATE_Escape_RunAway: SetNewState(STATE_Idle);
case STATE_AttackFar:
case STATE_AttackClose:
default: if(m_nLastState == STATE_GuardLocation)
SetNewState(STATE_GuardLocation);
else if(fHeight <= m_vDims.y && m_fStimuli[HEALTH] >= 0.50f)
SetNewState(STATE_SearchVisualTarget);
else
SetNewState(STATE_Idle);
break;
}
}
else
{
if(m_fStimuli[HEALTH] < 0.25f)
{
SetNewState(STATE_Escape_RunAway);
return;
}
else if(m_fStimuli[HEALTH] < 0.50f)
{
SetNewState(STATE_AttackFar);
return;
}
else
{
if(m_fStimuli[SIGHT] <= 0.5f || fHeight > m_vDims.y)
SetNewState(STATE_AttackFar);
else
SetNewState(STATE_AttackClose);
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : CultistAI::STATE_AttackClose
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void CultistAI::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;
}
m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos);
DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0;
switch(Metacmd)
{
case 1: MC_FaceTarget(); break;
case 2: MC_BestWeapon(); break;
case 3: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.25) || m_nCurMetacmd == MC_FIRE_STAND || fHeight > m_vDims.y)
{
MC_Fire_Stand();
}
else
Metacmd++;
break;
case 4: if(m_fStimuli[SIGHT] > (m_fSeeingDist * 0.25) && m_fStimuli[SIGHT] < (m_fSeeingDist * 0.5))
{
MC_FaceTarget();
Metacmd--;
if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y
&& m_nCurMetacmd != MC_FIRE_STAND)
{
if(m_nInjuredLeg)
MC_Walk();
else
MC_Run();
}
else
{
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