📄 behemoth.cpp
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// ----------------------------------------------------------------------- //
//
// MODULE : Behemoth.cpp
//
// PURPOSE : Behemoth - Definition
//
// CREATED : 10/07/97
//
// ----------------------------------------------------------------------- //
#include <stdio.h>
#include "Behemoth.h"
#include "cpp_server_de.h"
#ifdef _ADD_ON
#include "BloodServerShell.h"
#endif
BEGIN_CLASS(Behemoth)
ADD_REALPROP(RandomHitPoints, 0.0f) \
ADD_STRINGPROP(AIState, "IDLE") \
ADD_VECTORPROP_VAL_FLAG(Dims, 37.0f, 52.0f, 31.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN)
END_CLASS_DEFAULT(Behemoth, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL Behemoth::m_bLoadAnims = DTRUE;
CAnim_Sound Behemoth::m_Anim_Sound;
#ifdef _ADD_ON
extern CBloodServerShell* g_pBloodServerShell;
#endif
// ----------------------------------------------------------------------- //
//
// ROUTINE:
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
Behemoth::Behemoth() : AI_Mgr()
{
m_fHearingDist = 2000.0f;
m_fSensingDist = 200.0f;
m_fSmellingDist = 2000.0f;
m_fSeeingDist = 1000.0f;
m_fWalkSpeed = 100.0f;
m_fRunSpeed = 320.0f;
m_fRollSpeed = 3.5f;
m_fAIMass = AI_DEFAULT_MASS;
m_nAIStrength = 5;
_mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"BEHEMOTH_CLAW" );
_mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"BEHEMOTH_SHOCKWAVE" );
m_nState = STATE_Idle;
m_nLastState = STATE_Idle;
m_dwFlags = 0;
m_bCabal = DFALSE;
// [blg]
#ifdef _ADD_ON
if (g_pBloodServerShell->IsAddon()) {
m_fAIHitPoints = 1000;
} else
#endif
m_fAIHitPoints = 5000;
m_fAIRandomHP = 0;
m_fAIArmorPoints = 1000;
m_damage.SetApplyDamagePhysics(DFALSE);
_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE");
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: EngineMessageFn
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD Behemoth::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 Behemoth::PostPropRead(ObjectCreateStruct *pStruct)
{
if (!pStruct) return;
char* pFilename = "Models\\Enemies\\behemoth.abc";
char* pSkin = "Skins\\Enemies\\behemoth.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 Behemoth::InitialUpdate(DVector *pMovement)
{
m_pServerDE = BaseClass::GetServerDE();
if (!m_pServerDE) 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\\Behemoth");
m_bLoadAnims = DFALSE;
}
m_damage.SetApplyDamagePhysics(DFALSE);
AI_Mgr::InitStatics(&m_Anim_Sound);
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : Behemoth::ComputeState
// DESCRIPTION : Compute actual substate
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void Behemoth::ComputeState(int nStimType)
{
int nStim = nStimType;
if(nStimType == -1)
nStim = ComputeStimuli();
if(nStim == 0)
{
switch(m_nState)
{
case STATE_Idle: SetNewState(STATE_Idle); break;
case STATE_SearchVisualTarget: SetNewState(STATE_Idle); break;
case STATE_SearchSmellTarget: SetNewState(STATE_Idle); break;
default: SetNewState(STATE_SearchSmellTarget); break;
}
}
else
{
//if health is low or threat is high, attack close
if(m_fStimuli[HEALTH] < 0.25f)
{
SetNewState(STATE_AttackFar);
return;
}
if(nStimType == STIM_SMELL)
SetNewState(STATE_SearchSmellTarget);
else if(m_fStimuli[SIGHT] > 0.70f)
SetNewState(STATE_AttackClose);
else
SetNewState(STATE_AttackFar);
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : Behemoth::MC_Fire_Stand
// DESCRIPTION : Run the fire_stand animation
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void Behemoth::MC_Fire_Stand()
{
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND)
{
DBOOL bRet = DFALSE;
if(m_nState == STATE_AttackClose)
{
m_InventoryMgr.ChangeWeapon(WEAP_BEHEMOTH_CLAW);
bRet = SetAnimation( m_pAnim_Sound->m_nAnim_FIRE_STAND[4]);
}
else
{
m_InventoryMgr.ChangeWeapon(WEAP_BEHEMOTH_SHOCKWAVE);
if(m_fStimuli[HEALTH] <= 0.33f)
bRet = SetAnimation( m_pAnim_Sound->m_nAnim_FIRE_STAND[6]);
else
bRet = SetAnimation( m_pAnim_Sound->m_nAnim_FIRE_STAND[5]);
}
//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_BEHEMOTH_CLAW);
m_bAnimating = DFALSE;
Metacmd++;
return;
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : Behemoth::AI_STATE_AttackClose
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void Behemoth::AI_STATE_AttackClose()
{
//SCHLEGZ 4/22/98 4:51:21 PM: sanity check
if(m_hTarget == DNULL)
{
SetNewState(STATE_SearchVisualTarget);
return;
}
m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos);
switch(Metacmd)
{
case 1: MC_FaceTarget(); break;
case 2: if(m_fStimuli[SIGHT] <= 100.0f || m_nCurMetacmd == MC_FIRE_STAND)
MC_Fire_Stand();
else
{
MC_FaceTarget();
Metacmd--;
if(m_fStimuli[SIGHT] >= (m_fSeeingDist * 0.30))
ComputeState();
else
{
MC_Run();
}
}
break;
case 3: ComputeState(); break;
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : Behemoth::AI_STATE_AttackFar
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void Behemoth::AI_STATE_AttackFar()
{
//SCHLEGZ 4/22/98 4:51:21 PM: sanity check
if(m_hTarget == DNULL)
{
SetNewState(STATE_SearchVisualTarget);
return;
}
m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos);
switch(Metacmd)
{
case 1: MC_FaceTarget(); break;
case 2: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.70) || m_nCurMetacmd == MC_FIRE_STAND)
MC_Fire_Stand();
else
{
MC_FaceTarget();
Metacmd--;
if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.30))
ComputeState();
else
{
MC_Walk();
}
}
break;
case 3: MC_FaceTarget();
Metacmd--;
if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.30))
ComputeState();
else
{
MC_Walk();
}
break;
case 4: ComputeState(); break;
}
return;
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: CacheFiles
//
// PURPOSE: Cache resources used by the object
//
// ----------------------------------------------------------------------- //
void Behemoth::CacheFiles()
{
// Sanity checks...
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return;
if(!(pServerDE->GetServerFlags() & SS_CACHING))
{
return;
}
if (!m_hObject) return;
// Get the model filenames...
char sModel[256] = { "" };
char sSkin[256] = { "" };
pServerDE->GetModelFilenames(m_hObject, sModel, 255, sSkin, 255);
// Cache models...
pServerDE->CacheFile(FT_MODEL, sModel);
// Cache textures...
pServerDE->CacheFile(FT_TEXTURE, sSkin);
// Cache sounds...
SetCacheDirectory("sounds\\enemies\\behemoth");
CacheSoundFileRange("be-angry", 1, 3);
CacheSoundFileRange("be-attackvox", 1, 3);
CacheSoundFileRange("be-death", 1, 3);
CacheSoundFileRange("befall_", 1, 3);
CacheSoundFileRange("be-growl", 1, 3);
CacheSoundFileRange("be-idle", 1, 3);
CacheSoundFileRange("be-pain", 1, 3);
CacheSoundFileRange("be-spot", 1, 3);
CacheSoundFileRange("be-step", 1, 3);
CacheSoundFileRange("bestomp", 1, 3);
}
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