📄 civilianai.cpp
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// ----------------------------------------------------------------------- //
//
// MODULE : CivilianAI.cpp
//
// PURPOSE : CivilianAI - Definition
//
// CREATED : 12/15/97
//
// ----------------------------------------------------------------------- //
// 10.4 Incidental Creatures
// This section covers benign creatures whose only purpose
// in the game is atmosphere or target practice.
// 1.1.310.4.3 Civilians
// Target practice. We should be able to get away with creating two models
// (male and female) and doing 2-3 skins for each to cover a large variety of Civilians.
#include <stdio.h>
#include "CivilianAI.h"
#include "cpp_server_de.h"
BEGIN_CLASS(CivilianAI)
ADD_REALPROP(RandomHitPoints, 0.0f) \
ADD_STRINGPROP(AIState, "IDLE") \
ADD_STRINGPROP(AIWeapon1, "NONE") \
ADD_BOOLPROP(Male, DTRUE) \
ADD_BOOLPROP(LabTech, DFALSE) \
ADD_BOOLPROP(Scared, DFALSE) \
ADD_VECTORPROP_VAL_FLAG(Dims, 21.0f, 37.0f, 21.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN) \
ADD_BOOLPROP(SororitySkin, DFALSE)
END_CLASS_DEFAULT(CivilianAI, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL CivilianAI::m_bFemaleAnims = DTRUE;
CAnim_Sound CivilianAI::m_Female_Anim_Sound;
DBOOL CivilianAI::m_bMaleAnims = DTRUE;
CAnim_Sound CivilianAI::m_Male_Anim_Sound;
// ----------------------------------------------------------------------- //
//
// ROUTINE:
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
CivilianAI::CivilianAI() : AI_Mgr()
{
m_fHearingDist = 2000.0f;
m_fSensingDist = 200.0f;
m_fSmellingDist = 0.0f;
m_fSeeingDist = 2000.0f;
m_fWalkSpeed = 75.0f;
m_fRunSpeed = 180.0f;
m_fRollSpeed = 3.5f;
m_fAIMass = AI_DEFAULT_MASS;
m_nAIStrength = 5;
m_nState = STATE_Idle;
m_nLastState = STATE_Idle;
m_dwFlags = FLAG_ALWAYSRECOIL;
m_bMale = DTRUE;
m_bCabal = DTRUE;
// [blg]
m_fAIHitPoints = 30;
m_fAIRandomHP = 0;
m_fAICharges = 100.0f; //for Coleman's wacky scientist
_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE");
m_bMale = DTRUE;
m_bLabTech = DFALSE;
m_bScared = DFALSE;
m_bSororitySkin = DFALSE;
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: EngineMessageFn
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD CivilianAI::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("LabTech", &m_bLabTech);
GetServerDE()->GetPropBool("Scared", &m_bScared);
GetServerDE()->GetPropBool("SororitySkin", &m_bSororitySkin);
}
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 : CivilianAI::ObjectMessageFn
// DESCRIPTION : Handle inter-object messages
// RETURN TYPE : DDWORD
// PARAMS : HOBJECT hSender
// PARAMS : DDWORD messageID
// PARAMS : HMESSAGEREAD hRead
// ----------------------------------------------------------------------- //
DDWORD CivilianAI::ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead)
{
switch(messageID)
{
case MID_TRIGGER:
{
HSTRING hMsg = m_pServerDE->ReadFromMessageHString(hRead);
char *pCommand = m_pServerDE->GetStringData(hMsg);
/* 01/15/1999 Be VERY sure we should run this. -- Loki */
if ((m_nState != STATE_Escape_Hide) &&
(m_nState != STATE_Script) &&
(m_nState != STATE_Special1) &&
(m_nState != STATE_Special2) &&
(m_nState != STATE_Special3) &&
(m_nState != STATE_Special4) &&
(m_nState != STATE_Special5) &&
(m_nState != STATE_Special6) &&
(m_nState != STATE_Special7) &&
(m_nState != STATE_Special8) &&
(m_nState != STATE_Special9) &&
(_mbscmp((const unsigned char*)pCommand, (const unsigned char*)"TRIGGER") == 0))
{
m_hTarget = hSender;
if(m_bLabTech)
SetNewState(STATE_Escape_Hide);
else
SetNewState(STATE_Special1);
}
g_pServerDE->FreeString( hMsg );
break;
}
case MID_DAMAGE:
{
AI_Mgr::ObjectMessageFn(hSender, messageID, hRead);
SetNewState(STATE_Escape_RunAway);
return 0;
}
default : break;
}
return AI_Mgr::ObjectMessageFn(hSender, messageID, hRead);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: PostPropRead()
//
// PURPOSE: Update properties
//
// ----------------------------------------------------------------------- //
void CivilianAI::PostPropRead(ObjectCreateStruct *pStruct)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !pStruct) return;
char* pFilename= DNULL;
char* pSkin = DNULL;
DFLOAT fDetail = 4; //m_pServerDE->GetVarValueFloat(m_pServerDE->GetGameConVar("GlobalDetail"));
if(StateStrToInt(m_szAIState) == STATE_Special8)
{
pFilename = "Models\\Enemies\\m_civilian1.abc";
pSkin = "Skins\\Enemies\\m_civilian4.dtx";
}
else if (m_bSororitySkin)
{
pFilename = "Models\\Enemies\\f_civilian1.abc";
pSkin = "Skins_ao\\Enemies_ao\\f_civilian3.dtx";
}
else if(m_bLabTech)
{
pFilename = "Models\\Enemies\\labtech.abc";
if(fDetail <= 0)
{
pSkin = "Skins\\Enemies\\labtech1.dtx";
}
else
{
switch(pServerDE->IntRandom(1,3))
{
case 1: pSkin = "Skins\\Enemies\\labtech1.dtx"; break;
case 2: pSkin = "Skins\\Enemies\\labtech2.dtx"; break;
case 3: pSkin = "Skins\\Enemies\\labtech3.dtx"; break;
default: pSkin = "Skins\\Enemies\\labtech1.dtx"; break;
}
}
}
else if(m_bMale)
{
pFilename = "Models\\Enemies\\m_civilian1.abc";
if(fDetail <= 0)
{
pSkin = "Skins\\Enemies\\m_civilian1.dtx";
}
else
{
switch(pServerDE->IntRandom(1,3))
{
case 1: pSkin = "Skins\\Enemies\\m_civilian1.dtx"; break;
case 2: pSkin = "Skins\\Enemies\\m_civilian2.dtx"; break;
case 3: pSkin = "Skins\\Enemies\\m_civilian3.dtx"; break;
default: pSkin = "Skins\\Enemies\\m_civilian1.dtx"; break;
}
}
}
else
{
pFilename = "Models\\Enemies\\f_civilian1.abc";
if(fDetail <= 0)
{
pSkin = "Skins\\Enemies\\f_civilian1.dtx";
}
else
{
switch(pServerDE->IntRandom(1,3))
{
case 1: pSkin = "Skins\\Enemies\\f_civilian1.dtx"; break;
case 2: pSkin = "Skins\\Enemies\\f_civilian1.dtx"; break;
case 3: pSkin = "Skins\\Enemies\\f_civilian1.dtx"; break;
default: pSkin = "Skins\\Enemies\\f_civilian1.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 CivilianAI::InitialUpdate(DVector *pMovement)
{
m_pServerDE = BaseClass::GetServerDE();
if (!m_pServerDE) return DFALSE;
//Load up animation indexes if first model instance
if(m_bMale || m_bLabTech && m_bMaleAnims)
{
m_Male_Anim_Sound.SetAnimationIndexes(m_hObject);
m_Male_Anim_Sound.GenerateHitSpheres(m_hObject);
m_Male_Anim_Sound.SetSoundRoot("sounds\\enemies\\civilian");
m_bMaleAnims = DFALSE;
}
if(!m_bMale && m_bFemaleAnims)
{
m_Female_Anim_Sound.SetAnimationIndexes(m_hObject);
m_Female_Anim_Sound.GenerateHitSpheres(m_hObject);
m_Female_Anim_Sound.SetSoundRoot("sounds\\enemies\\f_civ");
m_bFemaleAnims = DFALSE;
}
if(m_bMale || m_bLabTech)
AI_Mgr::InitStatics(&m_Male_Anim_Sound);
else
AI_Mgr::InitStatics(&m_Female_Anim_Sound);
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : CivilianAI::ComputeState
// DESCRIPTION : Compute actual substate
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void CivilianAI::ComputeState(int nStimType)
{
int nStim = nStimType;
if(nStimType == -1)
nStim = ComputeStimuli();
if(!nStim)
{
SetNewState(StateStrToInt(m_szAIState));
}
else
{
if(m_nState == STATE_Escape_Hide)
{
SetNewState(STATE_Escape_Hide);
}
else if(m_bScared || (m_fStimuli[HEALTH] < 1.0f))
{
m_bScared = DTRUE;
SetNewState(STATE_Escape_RunAway);
}
else
SetNewState(StateStrToInt(m_szAIState));
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : CivilianAI::AI_STATE_Escape_RunAway
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void CivilianAI::AI_STATE_Escape_RunAway()
{
DVector vDims;
m_pServerDE->GetObjectDims(m_hObject,&vDims);
DFLOAT fDim = (DFLOAT)sqrt((vDims.x * vDims.x) + (vDims.z * vDims.z)) + 0.1f;
switch(Metacmd)
{
case 1:
{
m_hTrackObject = FindObjectInRadius(m_pServerDE->GetClass("ExitHint"), m_fSeeingDist, FIND_VISIBLE);
if(m_hTrackObject)
{
m_pServerDE->GetObjectPos(m_hTrackObject,&m_vTrackObjPos);
DFLOAT fDist = VEC_DIST(m_vTrackObjPos, m_MoveObj.GetPos());
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