📄 zealotai.cpp
字号:
// ----------------------------------------------------------------------- //
//
// 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]);
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -