📄 fanatic.cpp
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// ----------------------------------------------------------------------- //
//
// MODULE : Fanatic.cpp
//
// PURPOSE : Fanatic - Definition
//
// CREATED : 11/11.97
//
// ----------------------------------------------------------------------- //
#include <stdio.h>
#include "Fanatic.h"
#include "cpp_server_de.h"
#include "SFXMsgIds.h"
BEGIN_CLASS(Fanatic)
ADD_REALPROP(RandomHitPoints, 0.0f) \
ADD_STRINGPROP(AIState, "IDLE") \
ADD_STRINGPROP(AIWeapon1, "BERETTA") \
ADD_STRINGPROP(AIWeapon2, "COMBAT") \
ADD_STRINGPROP(AIWeapon3, "ASSAULTRIFLE") \
ADD_REALPROP(Bullets, 300.0f) \
ADD_REALPROP(BMG, 150.0f) \
ADD_REALPROP(Shells, 50.0f) \
ADD_REALPROP(Grenades, 50.0f) \
ADD_REALPROP(Rockets, 25.0f) \
ADD_REALPROP(Flares, 40.0f) \
ADD_REALPROP(Cells, 200.0f) \
ADD_REALPROP(Charges, 120.0f) \
ADD_REALPROP(Fuel, 100.0f) \
ADD_REALPROP(Proximity_Bombs, 25.0f) \
ADD_VECTORPROP_VAL_FLAG(Dims, 21.0f, 38.0f, 19.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN)
END_CLASS_DEFAULT(Fanatic, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL Fanatic::m_bLoadAnims = DTRUE;
CAnim_Sound Fanatic::m_Anim_Sound;
// ----------------------------------------------------------------------- //
//
// ROUTINE:
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
Fanatic::Fanatic() : AI_Mgr()
{
m_fHearingDist = 1500.0f;
m_fSensingDist = 200.0f;
m_fSmellingDist = 0.0f;
m_fSeeingDist = 1500.0f;
m_fWalkSpeed = 75.0f;
m_fRunSpeed = 180.0f;
m_fRollSpeed = 105.0f;
m_fJumpSpeed = 400.0f;
m_fAIMass = AI_DEFAULT_MASS;
m_nAIStrength = 5;
m_nState = STATE_Idle;
m_nLastState = STATE_Idle;
m_dwFlags = FLAG_CRAWL | FLAG_JUMP | FLAG_LIMP | FLAG_DODGE;
m_bCabal = DTRUE;
// [blg]
m_fAIHitPoints = 50;
m_fAIRandomHP = 0;
m_fAIArmorPoints = 0;
_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE");
_mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"BERETTA");
_mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"COMBAT");
_mbscpy((unsigned char*)m_szAIWeapon[2], (const unsigned char*)"ASSAULTRIFLE");
m_fAIBullets = 300;
m_fAIBMG = 50.0f;
m_fAIShells = 50;
m_fAIGrenades = 50;
m_fAIRockets = 25;
m_fAIFlares = 40;
m_fAICells = 200;
m_fAICharges = 120;
m_fAIFuel = 100;
m_fStartTime = 0.0f;
m_hAttach = DNULL;
m_hSmokeSource = DNULL;
m_bStartSmoke = DTRUE;
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: EngineMessageFn
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD Fanatic::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_hSmokeSource && m_bStartSmoke)
{
//create the smoke
DVector offset;
VEC_SET(offset, 0.0f, 0.0f, 0.0f);
HMESSAGEWRITE hMessage = m_pServerDE->StartInstantSpecialEffectMessage(&offset);
m_pServerDE->WriteToMessageByte(hMessage, SFX_OBJECTFX_ID);
m_pServerDE->WriteToMessageObject(hMessage, m_hSmokeSource);
m_pServerDE->WriteToMessageVector(hMessage, &offset);
m_pServerDE->WriteToMessageFloat(hMessage, 3.0f);
m_pServerDE->WriteToMessageDWord(hMessage, OBJFX_SCALENUMPARTICLES);
m_pServerDE->WriteToMessageDWord(hMessage, OBJFX_SMOKING_2);
m_pServerDE->WriteToMessageDWord(hMessage, 0);
m_pServerDE->EndMessage(hMessage);
DRotation rRot;
ROT_INIT(rRot);
m_bStartSmoke = DFALSE;
m_pServerDE->CreateAttachment(m_hObject, m_hSmokeSource, "torso", &offset, &rRot, &m_hAttach);
}
if(m_nState == STATE_Dying && m_hAttach && m_hSmokeSource)
{
m_pServerDE->RemoveAttachment(m_hAttach);
m_pServerDE->RemoveObject(m_hSmokeSource);
m_hSmokeSource = DNULL;
m_hAttach = DNULL;
}
break;
}
case MID_SAVEOBJECT:
Save((HMESSAGEWRITE)pData, (DDWORD)fData);
break;
case MID_LOADOBJECT:
Load((HMESSAGEREAD)pData, (DDWORD)fData);
break;
default : break;
}
return AI_Mgr::EngineMessageFn(messageID, pData, fData);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: PostPropRead()
//
// PURPOSE: Update properties
//
// ----------------------------------------------------------------------- //
void Fanatic::PostPropRead(ObjectCreateStruct *pStruct)
{
if (!pStruct) return;
char* pFilename = "Models\\Enemies\\Fanatic.abc";
char* pSkin = "Skins\\Enemies\\Fanatic.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 Fanatic::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\\fanatic");
m_bLoadAnims = DFALSE;
}
m_InventoryMgr.AddDamageMultiplier(0.5f);
AI_Mgr::InitStatics(&m_Anim_Sound);
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : Fanatic::ComputeState
// DESCRIPTION : Compute actual substate
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void Fanatic::ComputeState(int nStimType)
{
int nStim = nStimType;
if(nStimType == -1)
nStim = ComputeStimuli();
DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y);
if(!nStim)
{
switch(m_nState)
{
case STATE_Idle: SetNewState(STATE_Idle); break;
case STATE_SearchVisualTarget: SetNewState(STATE_Idle); break;
case STATE_SearchSmellTarget: SetNewState(STATE_Idle); break;
case STATE_FindAmmo: SetNewState(m_nLastState); break;
case STATE_FindHealth: SetNewState(m_nLastState); break;
case STATE_Escape_RunAway: SetNewState(STATE_Idle);
case STATE_AttackFar:
case STATE_AttackClose:
default: if(m_nLastState == STATE_GuardLocation)
SetNewState(STATE_GuardLocation);
else if(fHeight <= m_vDims.y && m_fStimuli[HEALTH] >= 0.50f)
SetNewState(STATE_SearchVisualTarget);
else
SetNewState(STATE_Idle);
break;
}
}
else
{
if(m_fStartTime)
{
SetNewState(STATE_Special1);
Metacmd = 3;
}
else if(m_fStimuli[HEALTH] < 0.25f)
{
SetNewState(STATE_FindHealth);
return;
}
else if(m_fStimuli[HEALTH] < 0.50f)
{
SetNewState(STATE_AttackFar);
return;
}
else
{
if(m_fStimuli[SIGHT] <= 0.5f || fHeight > m_vDims.y)
SetNewState(STATE_AttackFar);
else
SetNewState(STATE_AttackClose);
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : Fanatic::STATE_AttackClose
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void Fanatic::AI_STATE_AttackClose()
{
DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y);
//SCHLEGZ 4/22/98 4:51:21 PM: sanity check
if(m_hTarget == DNULL)
{
if(fHeight <= m_vDims.y)
SetNewState(STATE_SearchVisualTarget);
else
ComputeState();
return;
}
m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos);
DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0;
switch(Metacmd)
{
case 1: MC_FaceTarget(); break;
case 2: MC_BestWeapon(); break;
case 3: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.33) || m_nCurMetacmd == MC_FIRE_STAND
|| m_nCurMetacmd == MC_FIRE_CROUCH || fHeight > m_vDims.y)
{
if(m_nDodgeFlags & FORWARD || m_nDodgeFlags & BACKWARD || m_fStimuli[HEALTH] < 0.5f
|| m_nCurMetacmd == MC_FIRE_CROUCH || (fHeight > m_vDims.y && !bAbove))
{
MC_Fire_Crouch();
}
else
{
MC_Fire_Stand();
}
}
else
Metacmd++;
break;
case 4: if(m_fStimuli[SIGHT] > (m_fSeeingDist * 0.33) && m_fStimuli[SIGHT] < (m_fSeeingDist * 0.5))
{
MC_FaceTarget();
Metacmd--;
if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y
&& m_nCurMetacmd != MC_FIRE_CROUCH)
{
if(m_nInjuredLeg)
MC_Walk();
else
{
if(m_nDodgeFlags & FORWARD || m_nDodgeFlags & BACKWARD
|| m_fStimuli[HEALTH] < 0.5f)
MC_Fire_Crawl();
else
MC_Fire_Run();
}
}
else
{
MC_Fire_Crouch();
}
}
else
Metacmd++;
break;
case 5: ComputeState(); break;
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : Fanatic::AI_STATE_AttackFar
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void Fanatic::AI_STATE_AttackFar()
{
DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y);
//SCHLEGZ 4/22/98 4:51:21 PM: sanity check
if(m_hTarget == DNULL)
{
if(fHeight <= m_vDims.y)
SetNewState(STATE_SearchVisualTarget);
else
ComputeState();
return;
}
m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos);
DBOOL bAbove = (m_vTargetPos.y - m_MoveObj.GetPos().y) > 0;
switch(Metacmd)
{
case 1: MC_FaceTarget(); break;
case 2: MC_BestWeapon(); break;
case 3: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.75) || m_nCurMetacmd == MC_FIRE_STAND
|| m_nCurMetacmd == MC_FIRE_CROUCH || fHeight > m_vDims.y)
{
if((fHeight > m_vDims.y && !bAbove) || m_nCurMetacmd == MC_FIRE_CROUCH
|| m_fStimuli[HEALTH] < 0.5f)
{
MC_Fire_Crouch();
}
else
{
MC_Fire_Stand();
}
}
else
Metacmd++;
break;
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