📄 gideon.cpp
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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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