📄 naga.cpp
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// ----------------------------------------------------------------------- //
//
// MODULE : Naga.cpp
//
// PURPOSE : Naga - Definition
//
// CREATED : 11/20/97
//
// ----------------------------------------------------------------------- //
#include <stdio.h>
#include "Naga.h"
#include "cpp_server_de.h"
BEGIN_CLASS(Naga)
ADD_REALPROP(RandomHitPoints, 0.0f) \
ADD_STRINGPROP(AIState, "IDLE") \
END_CLASS_DEFAULT(Naga, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL Naga::m_bLoadAnims = DTRUE;
CAnim_Sound Naga::m_Anim_Sound;
#define NAGA_MAX_WHOMPS 10
// ----------------------------------------------------------------------- //
//
// ROUTINE:
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
Naga::Naga() : AI_Mgr()
{
m_fHearingDist = 4000.0f;
m_fSensingDist = 4000.0f;
m_fSmellingDist = 4000.0f;
m_fSeeingDist = 4000.0f;
m_fWalkSpeed = 0.0f;
m_fRunSpeed = 0.0f;
m_fRollSpeed = 3.5f;
m_fAIMass = AI_DEFAULT_MASS;
m_nAIStrength = 5;
_mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"NAGA_SPIKE" );
_mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"NAGA_BLAST" );
_mbscpy((unsigned char*)m_szAIWeapon[2], (const unsigned char*)"NAGA_DEBRIS" );
m_nState = STATE_Idle;
m_nLastState = STATE_Idle;
m_dwFlags = FLAG_ALWAYSCLEAR;
m_bCabal = DFALSE;
m_iCeilingWhomps = 0;
m_damage.SetApplyDamagePhysics(DFALSE);
// [blg]
m_fAIHitPoints = 10000;
m_fAIRandomHP = 0;
m_fAIArmorPoints = 1000;
m_fFullHealth = 0.0f;
m_bCreateHealth = DTRUE;
m_bTurning = DFALSE;
m_fRadsLeft = 0.0f;
m_fRadsTurned = 0.0f;
_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE");
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: EngineMessageFn
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD Naga::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 != PRECREATE_SAVEGAME)
PostPropRead((ObjectCreateStruct*)pData);
return dwRet;
}
break;
case MID_INITIALUPDATE:
{
InitialUpdate((DVector *)pData);
DDWORD dwRet = AI_Mgr::EngineMessageFn(messageID, pData, fData);
if (fData != INITIALUPDATE_SAVEGAME)
{
// Remove shadow for 'dramatic purposes' at Bill V's request.
DDWORD dwFlags;
dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
dwFlags &= ~FLAG_SHADOW;
dwFlags &= ~FLAG_SOLID;
m_pServerDE->SetObjectFlags(m_hObject,dwFlags);
}
CacheFiles();
return dwRet;
break;
}
case MID_UPDATE:
{
if (m_bCreateHealth)
{
if (!m_fFullHealth)
{
HMESSAGEWRITE hWrite = m_pServerDE->StartMessage(NULL, SMSG_BOSSHEALTH);
m_pServerDE->WriteToMessageFloat(hWrite,1.0f);
m_pServerDE->EndMessage(hWrite);
m_bCreateHealth = DFALSE;
m_fFullHealth = m_damage.GetHitPoints();
}
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 Naga::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 Naga::PostPropRead(ObjectCreateStruct *pStruct)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !pStruct) return;
char* pFilename = "Models\\Enemies\\Naga.abc";
char* pSkin = "Skins\\Enemies\\Naga.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 Naga::InitialUpdate(DVector *pMovement)
{
m_pServerDE = BaseClass::GetServerDE();
if (!m_pServerDE) return DFALSE;
if(m_bLoadAnims)
{
m_Anim_Sound.SetAnimationIndexes(m_hObject);
m_Anim_Sound.GenerateHitSpheres(m_hObject);
m_Anim_Sound.SetSoundRoot("sounds\\enemies\\Naga");
m_bLoadAnims = DFALSE;
}
AI_Mgr::InitStatics(&m_Anim_Sound);
// Create the spike ahead of time; we don't want to create
// a spike each time, just to have one and hide/show it.
ObjectCreateStruct ocStruct;
INIT_OBJECTCREATESTRUCT(ocStruct);
ocStruct.m_ObjectType = OT_MODEL;
m_pServerDE->GetModelNodeTransform(m_hObject,"l_gun",&ocStruct.m_Pos,&ocStruct.m_Rotation);
sprintf(ocStruct.m_Filename,"Models\\Ammo\\Nagaspike.abc");
sprintf(ocStruct.m_SkinName,"Skins\\Powerups\\Nagaspike_pu.dtx");
HCLASS hClass = m_pServerDE->GetClass("Model");
BaseClass* pObj = m_pServerDE->CreateObject(hClass, &ocStruct);
m_hSpike = pObj->m_hObject;
// Hide the Naga
DVector vColor;
DFLOAT fAlpha;
m_pServerDE->GetObjectColor(m_hObject,&vColor.x, &vColor.y, &vColor.z, &fAlpha);
fAlpha = 0.0f;
m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha);
DVector dVec;
DRotation dRot;
VEC_INIT(dVec);
m_pServerDE->SetupEuler(&dRot, 0.0f, 0.0f, 0.0f);
m_pServerDE->CreateAttachment(m_hObject, m_hSpike, "l_gun", &dVec, &dRot, &m_hSpikeAttach);
m_bCreateHealth = DTRUE;
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : Naga::ComputeState
// DESCRIPTION : Compute actual substate
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void Naga::ComputeState(int nStimType)
{
int nStim = nStimType;
if(nStimType == -1)
nStim = ComputeStimuli();
if(!nStim)
{
switch(m_nState)
{
case STATE_Idle: SetNewState(STATE_Idle); break;
case STATE_SearchVisualTarget: SetNewState(STATE_Idle); break;
default: SetNewState(STATE_SearchVisualTarget); break;
}
}
else
{
if(m_fStimuli[SENSE] > 0.0f && m_fStimuli[SIGHT] <= 0.0f)
{
SetNewState(STATE_AttackFar);
return;
}
//if health is low or threat is high, attack close
if(m_fStimuli[HEALTH] < 0.25f || m_fStimuli[THREAT] > 0.75f)
{
SetNewState(STATE_AttackClose);
return;
}
if(m_fStimuli[SIGHT] > 0.85f)
SetNewState(STATE_AttackClose);
else
SetNewState(STATE_AttackFar);
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : Naga::MC_Extra
// DESCRIPTION : Create or remove (and fire) the spike
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void Naga::MC_Extra(const char *lpszParam)
{
if (m_bAnimating && lpszParam)
{
DDWORD dwFlags;
if (_mbsicmp((const unsigned char*)lpszParam,(const unsigned char*)"take_spike") == 0)
{
// Make the spike visible
dwFlags = m_pServerDE->GetObjectFlags(m_hSpike);
dwFlags |= FLAG_VISIBLE;
m_pServerDE->SetObjectFlags(m_hSpike, dwFlags);
}
if (_mbsicmp((const unsigned char*)lpszParam,(const unsigned char*)"fire_spike") == 0)
{
// Hide the hand-spike...
dwFlags = m_pServerDE->GetObjectFlags(m_hSpike);
dwFlags &= ~FLAG_VISIBLE;
m_pServerDE->SetObjectFlags(m_hSpike, dwFlags);
// ...and fire the spike weapon.
Fire();
}
}
}
// ----------------------------------------------------------------------- //
// ROUTINE : Naga::MC_Fire_Stand
// DESCRIPTION : Run the fire_stand animation
// RETURN TYPE : void
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