📄 shikariai.cpp
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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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