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📄 civilianai.cpp

📁 Blood 2全套源码
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						if(fDist <= fDim/2)
						{
							SetNewState(STATE_Escape_Hide);
							break;
						}

						MC_FacePos(m_vTrackObjPos);

						DRotation rRot;
						DVector vU, vR, vF, vMyF;

						m_pServerDE->GetObjectRotation(m_hTrackObject, &rRot);
						m_pServerDE->GetRotationVectors(&rRot, &vU, &vR, &vF);

						VEC_COPY(vMyF, m_MoveObj.GetForwardVector());

						DFLOAT fHintDp = (vMyF.x * vF.x) + (vMyF.y * vF.y) + (vMyF.z * vF.z);

						if(fHintDp > 0)
						{					
							if(!m_MoveObj.CalculatePath(m_vTrackObjPos))
								SetNewState(STATE_Escape_Hide);
						}
						else
							SetNewState(STATE_Escape_Hide);
					}
					else
						SetNewState(STATE_Escape_Hide);
					
					break;
		}
		case 2:	
		{
					DVector* pvPos = m_MoveObj.GetNextPathPoint();
					
					if(pvPos)
						MC_FacePos(*pvPos);	
					else
						SetNewState(STATE_Escape_RunAway);

					break;
		}
		case 3:		
		{
					DVector vPoint = *m_MoveObj.GetNextPathPoint();
					vPoint.y = m_MoveObj.GetPos().y;

					if(VEC_DIST(vPoint, m_MoveObj.GetPos()) <= fDim/2)
					{
						if(!m_MoveObj.MoveToNextPathPoint())
						{
							MC_FacePos(m_vTargetPos);
						}
						else
						{
							Metacmd = 2;
						}
					}
					else
						MC_Run();

					break;
		}
		case 4:		ComputeState();			break;
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: CivilianAI::AI_STATE_Escape_Hide
// DESCRIPTION	: 
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void CivilianAI::AI_STATE_Escape_Hide()
{
	if(m_hTarget == DNULL)
	{
		ComputeState();
		return;
	}

	MC_FaceTarget();
	Metacmd--;

	switch(Metacmd)
	{
		case 1:		MC_Taunt_Beg();		break;
		case 2:		ComputeState();		break;
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: CivilianAI::AI_STATE_Idle
// DESCRIPTION	: 
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void CivilianAI::AI_STATE_Idle()
{
	if(m_bScared)
	{
		int nStimType = ComputeStimuli();

		if(nStimType > 0)
		{
			m_pServerDE->SetNextUpdate(m_hObject, 0.001f);
			ComputeState(nStimType);
			return;
		}
	}

	m_pServerDE->SetNextUpdate(m_hObject, 0.1f);

	switch(Metacmd)
	{
		case 1:		MC_Idle();			break;
		case 2:		ComputeState();		break;
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: CivilianAI::AI_STATE_Special1
// DESCRIPTION	: TALKING state
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void CivilianAI::AI_STATE_Special1()
{
	MC_FaceTarget();
	Metacmd--;

	switch(Metacmd)
	{
		case 1:		MC_Talk();			break;
		case 2:		ComputeState();		break;
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: CivilianAI::AI_STATE_Special2
// DESCRIPTION	: TYPING state
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void CivilianAI::AI_STATE_Special2()
{
	switch(Metacmd)
	{
		case 1:		MC_Special(0);		break;
		case 2:		ComputeState();		break;
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: CivilianAI::AI_STATE_Special3
// DESCRIPTION	: HAND_WARMING state
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void CivilianAI::AI_STATE_Special3()
{
	switch(Metacmd)
	{
		case 1:		MC_Special(m_pServerDE->IntRandom(1,2));	break;
		case 2:		ComputeState();								break;
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: CivilianAI::AI_STATE_Special4
// DESCRIPTION	: SLEEPING state
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void CivilianAI::AI_STATE_Special4()
{
	switch(Metacmd)
	{
		case 1:		MC_Special(3);		break;
		case 2:		ComputeState();		break;
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: CivilianAI::AI_STATE_Special5
// DESCRIPTION	: STUDY state
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void CivilianAI::AI_STATE_Special5()
{
	switch(Metacmd)
	{
		case 1:		MC_Special(4);		break;
		case 2:		ComputeState();		break;
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: CivilianAI::AI_STATE_Special6
// DESCRIPTION	: RIGHT HAND SUBWAY state
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void CivilianAI::AI_STATE_Special6()
{
	switch(Metacmd)
	{
		case 1:		MC_Special(m_pServerDE->IntRandom(5,6));		break;
		case 2:		ComputeState();		break;
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: CivilianAI::AI_STATE_Special7
// DESCRIPTION	: LEFT HAND SUBWAY state
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void CivilianAI::AI_STATE_Special7()
{
	switch(Metacmd)
	{
		case 1:		MC_Special(7);		break;
		case 2:		ComputeState();		break;
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: CivilianAI::AI_STATE_Special8
// DESCRIPTION	: FETAL state
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void CivilianAI::AI_STATE_Special8()
{
	switch(Metacmd)
	{
		case 1:		MC_Special(8);		break;
		case 2:		ComputeState();		break;
	}

	return;
}

void CivilianAI::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
	DBYTE vals;

	vals = m_bMale | (m_bLabTech * 0x02) | (m_bScared * 0x04);

	m_pServerDE->WriteToMessageByte(hWrite, vals);
}

void CivilianAI::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
	DBYTE vals;

	vals = m_pServerDE->ReadFromMessageByte(hRead);

	m_bMale = ((vals & 0x01) != 0);
	m_bLabTech = ((vals & 0x02) != 0);
	m_bScared = ((vals & 0x04) != 0);

	//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);
}


// ----------------------------------------------------------------------- //
//
//	ROUTINE:	CacheFiles
//
//	PURPOSE:	Cache resources used by the object
//
// ----------------------------------------------------------------------- //

void CivilianAI::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...

#ifdef _ADDON
	if (m_bSororitySkin)
	{
		SetCacheDirectory("sounds_ao\\enemies\\femalemisc");

		CacheSoundFileRange("femdie", 1, 3);
		CacheSoundFileRange("femgig", 1, 3);
		CacheSoundFileRange("fempain", 1, 3);
	}
	else
#endif

	if (m_bMale)
	{
		SetCacheDirectory("sounds\\enemies\\civilian");

		CacheSoundFileRange("death", 1, 3);
		CacheSoundFileRange("fear", 1, 3);
		CacheSoundFileRange("idle", 1, 3);
		CacheSoundFileRange("pain", 1, 3);
		CacheSoundFileRange("spot", 1, 3);
	}
	else
	{
		SetCacheDirectory("sounds\\enemies\\f_civ");

		CacheSoundFileRange("death", 1, 3);
		CacheSoundFileRange("fear", 1, 3);
		CacheSoundFileRange("idle", 1, 3);
		CacheSoundFileRange("pain", 1, 3);
		CacheSoundFileRange("spot", 1, 3);
	}
}


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