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📄 zealotai.cpp

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// ----------------------------------------------------------------------- //
//
// MODULE  : ZealotAI.cpp
//
// PURPOSE : ZealotAI - Definition
//
// CREATED : 11/20/97
//
// ----------------------------------------------------------------------- //

#include <stdio.h>
#include "ZealotAI.h"
#include "cpp_server_de.h"
#include "sfxmsgids.h"
#include "gameprojectiles.h"
#include "SoundTypes.h"

BEGIN_CLASS(ZealotAI)
   ADD_REALPROP(RandomHitPoints, 50.0f) \
	ADD_STRINGPROP(AIState, "IDLE")     \
	ADD_BOOLPROP(Divine, DFALSE)
	ADD_VECTORPROP_VAL_FLAG(Dims, 12.0f, 44.0f, 12.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN)
END_CLASS_DEFAULT(ZealotAI, AI_Mgr, NULL, NULL)

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

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

ZealotAI::ZealotAI() : AI_Mgr()
{
	m_fHearingDist	= 2000.0f;
	m_fSensingDist	= 3000.0f;
	m_fSmellingDist	= 0.0f;
	m_fSeeingDist	= 800.0f;

	m_fWalkSpeed	= 75.0f;
	m_fRunSpeed		= 200.0f;
	m_fRollSpeed	= 3.5f;

	m_fAIMass		= AI_DEFAULT_MASS;

	m_nAIStrength	= 5;

	strcpy(m_szAIWeapon[0], "HEAL" );
	strcpy(m_szAIWeapon[1], "SHIELD" );
	strcpy(m_szAIWeapon[2], "ENERGY_BLAST" );
	strcpy(m_szAIWeapon[3], "GROUND_FIRE" );
	strcpy(m_szAIWeapon[4], "SHOCKWAVE" );

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

	m_bCabal = DTRUE;

	m_bFloat = DFALSE;
	m_hStaffEffect = DNULL;
	m_hAttach = DNULL;
	m_bStartStaffEffect = DFALSE;
	m_bDivine = DFALSE;

	// [blg]
	m_fAIHitPoints   = 100;
	m_fAIRandomHP    = 0;
	m_fAIArmorPoints = 50;

	strcpy(m_szAIState, "IDLE");
}


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

DDWORD ZealotAI::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 == 1.0)
			{
				GetServerDE()->GetPropBool("Divine", &m_bDivine);
			}

			if(fData != PRECREATE_SAVEGAME)
				PostPropRead((ObjectCreateStruct*)pData);

			return dwRet;
		}
		break;
        
		case MID_INITIALUPDATE:
		{
			InitialUpdate((DVector *)pData);
			CacheFiles();
			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 ZealotAI::PostPropRead(ObjectCreateStruct *pStruct)
{
	if (!pStruct) return;

	char* pFilename = "Models\\Enemies\\Zealot.abc";
	char* pSkin = DNULL;

	if(m_bDivine)
		pSkin = "Skins\\Enemies\\ZealotDivine.dtx";
	else
		pSkin = "Skins\\Enemies\\Zealot.dtx";

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


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

DBOOL ZealotAI::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\\Zealot");
		m_bLoadAnims = DFALSE;
	}

	if(m_bDivine)
	{
		m_fAIHitPoints *= 2.0f;
		m_fAIRandomHP *= 2.0f;

		m_InventoryMgr.AddDamageMultiplier(1.5f);	
	}

	AI_Mgr::InitStatics(&m_Anim_Sound);

	return DTRUE;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: ZealotAI::MC_Heal
// DESCRIPTION	: Run the heal  animation and effect
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void ZealotAI::MC_Heal()
{
    if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_HEAL)
    {
		m_InventoryMgr.ChangeWeapon(WEAP_ZEALOT_HEAL);
        DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[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_HEAL;
    }
    else
	{
		if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE)		
		{
			DFLOAT fHP = m_damage.GetHitPoints();
			m_damage.SetHitPoints(fHP * 1.5f);

			m_bAnimating = DFALSE;
			Metacmd++;
			return;
		}
    }      
	
    return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: ZealotAI::MC_Shield
// DESCRIPTION	: Run the shield  animation and effect
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void ZealotAI::MC_Shield(HOBJECT hObject)
{
    if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_SHIELD)
    {
		m_InventoryMgr.ChangeWeapon(WEAP_ZEALOT_SHIELD);
        DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[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_SHIELD;
    }
    else
	{
		if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE)		
		{
			m_bAnimating = DFALSE;
			Metacmd++;
			return;
		}
    }      
	
    return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: ZealotAI::MC_Float
// DESCRIPTION	: Rise into the air
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void ZealotAI::MC_Float(DBOOL bUp)
{
    if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FLOAT)
    {
        DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_IDLE[0]);

		//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);
        
		DVector vVel;
//		m_pServerDE->GetVelocity(m_hObject, &vVel);

		if(bUp)
		{
			VEC_MULSCALAR(vVel, m_MoveObj.GetUpVector(), 45.0f);

			//turn off gravity
			DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
			dwFlags &= ~FLAG_GRAVITY;
			m_pServerDE->SetObjectFlags(m_hObject, dwFlags);
		}
		else
		{
			VEC_MULSCALAR(vVel, m_MoveObj.GetUpVector(), -65.0f);
		}

		Move(vVel, MATH_EPSILON);

		m_bAnimating = DTRUE; 
		m_nCurMetacmd = MC_FLOAT;
    }
    else
	{
		if(bUp)
		{
			IntersectQuery IQuery;
			IntersectInfo IInfo;

			IQuery.m_Flags	  = INTERSECT_OBJECTS | IGNORE_NONSOLID;
			IQuery.m_FilterFn = DNULL;
			IQuery.m_pUserData = DNULL;	

			VEC_COPY(IQuery.m_From, m_MoveObj.GetPos());
			VEC_ADDSCALED(IQuery.m_To, IQuery.m_From, m_MoveObj.GetUpVector(), -75.0f);
			
			if(!m_pServerDE->IntersectSegment(&IQuery, &IInfo))
			{
				DVector vVel;
				VEC_INIT(vVel);
				Move(vVel, MATH_EPSILON);

				m_bFloat = DTRUE;

				m_bAnimating = DFALSE;
				Metacmd++;
				return;
			}
		}
		else
		{
			DVector vVel;
			m_pServerDE->GetVelocity(m_hObject, &vVel);

			if(vVel.y >= -0.1f)
			{
				//turn on gravity
				DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
				dwFlags |= FLAG_GRAVITY;
				m_pServerDE->SetObjectFlags(m_hObject, dwFlags);

				m_bFloat = DFALSE;

				m_bAnimating = DFALSE;
				Metacmd++;
				return;
			}
		}
    }      
	
    return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: ZealotAI::MC_FadeOut
// DESCRIPTION	: Run an fade out animation
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void ZealotAI::MC_FadeOut()
{
    if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FADEOUT)
    {   
		DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
		dwFlags &= ~FLAG_SOLID;
		m_pServerDE->SetObjectFlags(m_hObject, dwFlags);
		
		m_bAnimating = DTRUE; 
		m_nCurMetacmd = MC_FADEOUT;
    }
    else
	{
		DVector vColor;
		DFLOAT fAlpha = 0.0f;

		m_pServerDE->GetObjectColor(m_hObject,&vColor.x, &vColor.y, &vColor.z, &fAlpha);

		fAlpha -= 1.0/16;
		if(fAlpha <= 0.0f)
			fAlpha = 0.0f;

		m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha);

		if(fAlpha <= 0.0f)
		{
			m_bAnimating = DFALSE;
			Metacmd++;
			return;
		}
    }      
	
    return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: ZealotAI::MC_Idle
// DESCRIPTION	: Run an idle animation
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void ZealotAI::MC_Idle()
{
    if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_IDLE)
    {
		DBOOL bRet = DFALSE;

		if(m_bFloat)
			bRet = SetAnimation(m_pAnim_Sound->m_nAnim_IDLE[0]);
		else
			bRet = SetAnimation(m_pAnim_Sound->m_nAnim_IDLE[1]);

		//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_IDLE;
	}
	else
	{
		if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE)
        {
            m_bAnimating = DFALSE;
            Metacmd++;
            return;
        }
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: ZealotAI::MC_Fire_Stand
// DESCRIPTION	: Run the energy blast, shockwave, or fire animation and effect
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

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

		if(m_nState == STATE_AttackClose)
		{
			if(m_pServerDE->IntRandom(1,2) == 1)
			{
				m_InventoryMgr.ChangeWeapon(WEAP_ZEALOT_GROUNDFIRE);
			}
			else
			{
				m_InventoryMgr.ChangeWeapon(WEAP_ZEALOT_SHOCKWAVE);
			}

			bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[5]);
		}
		else
		{
			m_InventoryMgr.ChangeWeapon(WEAP_ZEALOT_ENERGYBLAST);
	        bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[4]);
		}

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