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📄 gideon.cpp

📁 Blood 2全套源码
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// ----------------------------------------------------------------------- //
//
// MODULE  : Gideon.cpp
//
// PURPOSE : Gideon AI - Implementation
//
// CREATED : 10/1/98 (version 3!)
//
// ----------------------------------------------------------------------- //

#include <stdio.h>
#include "Gideon.h"
#include "cpp_server_de.h"
#include "SFXMsgIds.h"

BEGIN_CLASS(Gideon)
    ADD_REALPROP(RandomHitPoints, 0.0f) \
	ADD_STRINGPROP(AIState, "IDLE")     \
	ADD_BOOLPROP(Enhanced,DFALSE)	\
END_CLASS_DEFAULT(Gideon, AI_Mgr, NULL, NULL)

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

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

Gideon::Gideon() : AI_Mgr()
{
	m_fHearingDist	= 0.0f;
	m_fSensingDist	= 10000.0f;
	m_fSmellingDist	= 0.0f;
	m_fSeeingDist	= 10000.0f;

	m_fWalkSpeed	= 75.0f;
	m_fRunSpeed		= 180.0f;
	m_fRollSpeed	= 3.5f;

	m_fAIMass		= AI_DEFAULT_MASS;

	m_nAIStrength	= 10;

	strcpy(m_szAIWeapon[0], "GIDEON_SHIELD" );
	strcpy(m_szAIWeapon[1], "ENERGY_BLAST" );
	strcpy(m_szAIWeapon[2], "NAGA_BLAST");
	strcpy(m_szAIWeapon[3], "GIDEON_WIND");

	m_nState = STATE_Idle; 
	m_nLastState = STATE_Idle; 
	m_dwFlags = FLAG_ALWAYSRECOIL;

	m_bCabal = DFALSE; // Should this be true?
	m_bMoveToGround = DFALSE; // We can fly, don't move to floor on creation.

	sprintf(m_szFireNode,"rr_gun");

	// [blg]
	m_fAIHitPoints   = 4000;
	m_fAIRandomHP    = 0;
	m_fAIArmorPoints = 200;

	m_fFullHealth = 0.0f;

	m_bCreateHealth = DTRUE;

	m_fShieldDuration = 60.0f; // We can only shield ourselves once every 60 seonds
	m_fLastShield = 0.0f;
	m_fLastPanic = 0.0f;

	m_damage.SetApplyDamagePhysics(DFALSE);

	strcpy(m_szAIState, "IDLE");
}


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

DDWORD Gideon::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;
		}

		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;
	}

	// Store result of parent class function
	DDWORD dwResult = AI_Mgr::EngineMessageFn(messageID, pData, fData);

	// If this is initial update, we need to turn off gravity AFTER the
	// MID_INITIALUPDATE call in AI_Mgr...
	if (messageID == MID_INITIALUPDATE) 
	{
		DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
		dwFlags &= ~FLAG_GRAVITY;
		m_pServerDE->SetObjectFlags(m_hObject, dwFlags);	
	}

	// ...and return the stored result.
	return dwResult;
}

DDWORD Gideon::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);

			if (m_damage.GetLastDamageAmount() > 20.0f)
			{
				SetNewState(STATE_Special1);
			}
		}

		default: break;
	}

	return AI_Mgr::ObjectMessageFn(hSender, messageID, hRead);
}


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

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

	char* pFilename = "Models\\Enemies\\gideon.abc";
	char *pSkin = "Skins\\Enemies\\gideon.dtx";

	strcpy(pStruct->m_Filename, pFilename);
	strcpy(pStruct->m_SkinName, pSkin);
}


// ----------------------------------------------------------------------- //
//
//	ROUTINE:	InitialUpdate()
//
//	PURPOSE:	Handle initial update
//
// ----------------------------------------------------------------------- //

DBOOL Gideon::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\\Gideon");
		m_bLoadAnims = DFALSE;
	}

	AI_Mgr::InitStatics(&m_Anim_Sound);

	m_fFullHealth = m_damage.GetHitPoints();

	m_bCreateHealth = DTRUE;

	return DTRUE;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: Gideon::MC_Dodge_Left
// DESCRIPTION	: run the dodge left animation
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void Gideon::MC_Dodge_Left()
{
    if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_DODGE_LEFT)
    {
		m_fTimeStart = m_pServerDE->GetTime();

        SetAnimation( m_pAnim_Sound->m_nAnim_DODGE_LEFT);
        m_pServerDE->SetModelLooping(m_hObject, DFALSE);

		DVector vLeft;
		VEC_MULSCALAR(vLeft, m_MoveObj.GetRightVector(), -1.0f);
		Move(vLeft, m_fRollSpeed);

		m_bAnimating = DTRUE;
		m_nCurMetacmd = MC_DODGE_LEFT;
	}
	else
	{
		DVector vLeft;
		VEC_MULSCALAR(vLeft, m_MoveObj.GetRightVector(), -1.0f);
		Move(vLeft, m_fRollSpeed);

		//Are we done?
		if(m_pServerDE->GetTime() - m_fTimeStart >= 1.0f)
        {
            m_bAnimating = DFALSE;
            Metacmd++;
        }
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: Gideon::MC_Dodge_Right
// DESCRIPTION	: run the dodge right animation
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void Gideon::MC_Dodge_Right()
{
    if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_DODGE_RIGHT)
    {
		m_fTimeStart = m_pServerDE->GetTime();

        SetAnimation( m_pAnim_Sound->m_nAnim_DODGE_RIGHT);
        m_pServerDE->SetModelLooping(m_hObject, DFALSE);

		Move(m_MoveObj.GetRightVector(),m_fRollSpeed);

		m_bAnimating = DTRUE;
		m_nCurMetacmd = MC_DODGE_RIGHT;
	}
	else
	{
		Move(m_MoveObj.GetRightVector(),m_fRollSpeed);

		//Are we done?
		if(m_pServerDE->GetTime() - m_fTimeStart >= 1.0f)
        {
            m_bAnimating = DFALSE;
            Metacmd++;
        }
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: Gideon::ComputeState
// DESCRIPTION	: Compute actual substate
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void Gideon::ComputeState(int nStimType)
{
	int nStim = nStimType;

	if(nStimType == -1)
		nStim = ComputeStimuli();

	if(!nStim)
	{
		switch(m_nState)
		{
			case STATE_Idle:				SetNewState(STATE_Special1);			break;
			case STATE_Teleport:			SetNewState(STATE_SearchVisualTarget);	break;
			case STATE_SearchVisualTarget:	SetNewState(STATE_Idle);				break;
			default:						SetNewState(STATE_Teleport);			break;
		}
	}
	else
	{
		//if health is low or threat is high...
		if(m_fStimuli[HEALTH] < 0.25f || m_fStimuli[THREAT] > 0.75f)
		{
			// ...and we can shield...
			if (m_pServerDE->GetTime() - m_fLastShield > m_fShieldDuration)
			{
				// ...do so.
				SetNewState(STATE_AttackClose);
			} 
			else
			{
				// ...or run like hell.
				if (m_fStimuli[HEALTH] < 0.05f)
				{
					if ((m_fLastPanic + 15.0f) >= m_pServerDE->GetTime())
					{
						m_fLastPanic = m_pServerDE->GetTime();
						SetNewState(STATE_Teleport);
					}
					else
					{
						SetNewState(STATE_AttackClose);
					}
				}
				else
				{
					// ...or use the wind attack.
					SetNewState(STATE_AttackClose);
				}
			}
			return;
		}

		switch(m_nState)
		{
			case STATE_SearchVisualTarget:
			{
				SetNewState(STATE_Special1);
				break;
			}

			default:
			{
				if(m_fStimuli[SIGHT] > 0.94f)
				{
					SetNewState(STATE_AttackClose);
				}
				else
				{
					if (m_fStimuli[SIGHT] > 0.75f)
					{
						SetNewState(STATE_AttackFar);
					}
					else
					{
						SetNewState(STATE_Special1);
					}
				}
				
				break;
			}
		}
	}

	return;
}

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

void Gideon::MC_Fire_Stand()
{
    if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND)
    {
		DBOOL bRet = DFALSE;

		DFLOAT fArmor = m_damage.GetArmorPoints();

		if ((fArmor <= 25) && ((m_pServerDE->GetTime() - m_fLastShield) > m_fShieldDuration))
		{
			m_InventoryMgr.ChangeWeapon(WEAP_GIDEON_SHIELD);
			m_damage.SetArmorPoints(fArmor + 100);
			m_fLastShield = m_pServerDE->GetTime();
			bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_RIFLE]);
		} 
		else if(m_nState == STATE_AttackFar)
		{
			if (IsRandomChance(70))
			{
				m_InventoryMgr.ChangeWeapon(WEAP_ZEALOT_ENERGYBLAST);
				bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[TYPE_MAGIC]);
			} else
			{
				m_InventoryMgr.ChangeWeapon(WEAP_NAGA_EYEBEAM);

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