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📄 shikariai.cpp

📁 Blood 2全套源码
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// ----------------------------------------------------------------------- //
//
// MODULE  : ShikariAI.cpp
//
// PURPOSE : ShikariAI - Definition
//
// CREATED : 10/07/97
//
// ----------------------------------------------------------------------- //

// 10.2.7 Shikari

// This creature is fairly tough (2 to 3 shotgun blasts to kill), and fast.  It runs directly
// at the player as soon as it sees him/her and shreds them with its long razor fingers.  Alone
// and at a distance they don't pose much of a threat, but close up and in groups they can rip
// the player to shreds.  I've called it a Demon for now because it is similar to the demon in
// Doom 2.

// Blender Variant:  This variant may appear only once or twice in the game.  It is a Demon that
// inhabits a human and takes on their form.  It waits for the perfect time and then rips its way
// out of the human form and attacks anything nearby.

// Physical Description:  None.

// Threat Assessment:  Low to Medium



#include <stdio.h>
#include "ShikariAI.h"
#include "cpp_server_de.h"
#include "smellhint.h"


BEGIN_CLASS(ShikariAI)
    ADD_REALPROP(RandomHitPoints, 50.0f) \
	ADD_STRINGPROP(AIState, "IDLE")     \
	ADD_VECTORPROP_VAL_FLAG(Dims, 19.0f, 30.0f, 24.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN)
END_CLASS_DEFAULT(ShikariAI, AI_Mgr, NULL, NULL)

//static data member initialization
DBOOL		ShikariAI::m_bLoadAnims = DTRUE;
CAnim_Sound	ShikariAI::m_Anim_Sound;

// ----------------------------------------------------------------------- //
//
//	ROUTINE:	
//
//	PURPOSE:	Constructor
//
// ----------------------------------------------------------------------- //

ShikariAI::ShikariAI() : AI_Mgr()
{
	m_fHearingDist	= 2000.0f;
	m_fSensingDist	= 500.0f;
	m_fSmellingDist	= 2000.0f;
	m_fSeeingDist	= 1000.0f;

	m_fWalkSpeed	= 180.0f;
	m_fRunSpeed		= 320.0f;
	m_fRollSpeed	= 320.0f;
	m_fJumpSpeed	= 600.0f;

	m_fAIMass		= AI_DEFAULT_MASS;

	m_nAIStrength	= 5;

	_mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"SHIKARI_CLAW" );
	_mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"SHIKARI_SPIT" );

	m_nState = STATE_Idle; 
	m_nLastState = STATE_Idle; 
	m_dwFlags = FLAG_CRAWL | FLAG_JUMP | FLAG_DODGE;

	m_bCabal = DFALSE;

	// [blg]
	m_fAIHitPoints   = 175;
	m_fAIRandomHP    = 0;
	m_fAIArmorPoints = 50;

	_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE");
}


// ----------------------------------------------------------------------- //
//
//	ROUTINE:	EngineMessageFn
//
//	PURPOSE:	Handle engine messages
//
// ----------------------------------------------------------------------- //

DDWORD ShikariAI::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);
			CacheFiles();
			break;
		}

		default : break;
	}


	return AI_Mgr::EngineMessageFn(messageID, pData, fData);
}

// ----------------------------------------------------------------------- //
//
//	ROUTINE:	PostPropRead()
//
//	PURPOSE:	Update properties
//
// ----------------------------------------------------------------------- //

void ShikariAI::PostPropRead(ObjectCreateStruct *pStruct)
{
	if (!pStruct) return;

	char* pFilename = "Models\\Enemies\\Shikari.abc";
	char* pSkin = "Skins\\Enemies\\Shikari.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 ShikariAI::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\\shikari");
		m_bLoadAnims = DFALSE;
	}

	AI_Mgr::InitStatics(&m_Anim_Sound);
	
	return DTRUE;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: ShikariAI::MC_Jump
// DESCRIPTION	: Run the jump animation
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void ShikariAI::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[4]);

        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)
		{
			StopVelocity();

			m_bAnimating = DFALSE; 
			Metacmd++;
		}
    }               
	
    return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: ShikariAI::MC_Fire_Stand
// DESCRIPTION	: Run the fire_stand animation
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void ShikariAI::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 || m_nState == STATE_GuardLocation || (bAbove && fHeight > m_vDims.y))
		{
			m_InventoryMgr.ChangeWeapon(WEAP_SHIKARI_SPIT);
	        bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[0]);
		}
		else
		{
			m_InventoryMgr.ChangeWeapon(WEAP_SHIKARI_CLAW);
	        bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[m_pServerDE->IntRandom(4,6)]);
		}

		//SCHLEGZ 4/22/98 3:27:12 PM: if we can't stand up, crawl out from underneath
		if(!bRet)
		{
			SetNewState(STATE_CrawlUnderObj);
			return;
		}

        m_pServerDE->SetModelLooping(m_hObject, DFALSE);
        
		m_bAnimating = DTRUE; 
		m_nCurMetacmd = MC_FIRE_STAND;
    }
    else
	{
		if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE)		
		{
			m_InventoryMgr.ChangeWeapon(WEAP_SHIKARI_CLAW);

			m_bAnimating = DFALSE;
			Metacmd++;
			return;
		}
    }      
	
    return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: ShikariAI::MC_Dodge_Left
// DESCRIPTION	: Run the dodge animation
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void ShikariAI::MC_Dodge_Left()
{
    if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_DODGE_LEFT)
    {
        SetAnimation(m_pAnim_Sound->m_nAnim_DODGE_RIGHT);

        m_pServerDE->SetModelLooping(m_hObject, DFALSE);

		DVector vVel, vLeft;
		VEC_MULSCALAR(vLeft, m_MoveObj.GetRightVector(), -1.0f);
		
		vVel.y = m_MoveObj.GetUpVector().y * m_fJumpSpeed;
		vVel.x = vLeft.x * m_fRunSpeed;
		vVel.z = vLeft.z * m_fRunSpeed;

		Move(vVel, MATH_EPSILON);

		m_nCurMetacmd = MC_DODGE_LEFT;
        m_bAnimating = DTRUE; 
    }
    else
    {        
		CollisionInfo collisionInfo;
		m_pServerDE->GetStandingOn(m_hObject, &collisionInfo);

		if (collisionInfo.m_hObject)
		{
			DVector vVel;
			VEC_INIT(vVel);

			Move(vVel, MATH_EPSILON);

			m_bAnimating = DFALSE; 
			Metacmd++;
		}
    }               
	
    return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: ShikariAI::MC_Dodge_Right
// DESCRIPTION	: Run the dodge animation
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void ShikariAI::MC_Dodge_Right()
{
    if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_DODGE_RIGHT)
    {

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