📄 prophet.cpp
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// ----------------------------------------------------------------------- //
//
// MODULE : Prophet.cpp
//
// PURPOSE : Prophet - Definition
//
// CREATED : 11/11.97
//
// ----------------------------------------------------------------------- //
#include <stdio.h>
#include "Prophet.h"
#include "cpp_server_de.h"
BEGIN_CLASS(Prophet)
ADD_REALPROP(RandomHitPoints, 0.0f) \
ADD_STRINGPROP(AIState, "IDLE") \
ADD_STRINGPROP(AIWeapon1, "BERETTA") \
ADD_STRINGPROP(AIWeapon2, "COMBAT") \
ADD_STRINGPROP(AIWeapon3, "ASSAULTRIFLE") \
ADD_STRINGPROP(AIWeapon4, "COMBAT") \
ADD_STRINGPROP(AIWeapon5, "ASSAULTRIFLE") \
ADD_REALPROP(Bullets, 750.0f) \
ADD_REALPROP(BMG, 150.0f) \
ADD_REALPROP(Shells, 150.0f) \
ADD_REALPROP(Grenades, 50.0f) \
ADD_REALPROP(Rockets, 100.0f) \
ADD_REALPROP(Flares, 100.0f) \
ADD_REALPROP(Cells, 600.0f) \
ADD_REALPROP(Charges, 400.0f) \
ADD_REALPROP(Fuel, 200.0f) \
ADD_VECTORPROP_VAL_FLAG(Dims, 19.0f, 43.0f, 15.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN)
END_CLASS_DEFAULT(Prophet, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL Prophet::m_bLoadAnims = DTRUE;
CAnim_Sound Prophet::m_Anim_Sound;
// ----------------------------------------------------------------------- //
//
// ROUTINE:
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
Prophet::Prophet() : 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 = 200;
m_fAIRandomHP = 0;
m_fAIArmorPoints = 100;
_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");
_mbscpy((unsigned char*)m_szAIWeapon[3], (const unsigned char*)"COMBAT");
_mbscpy((unsigned char*)m_szAIWeapon[4], (const unsigned char*)"ASSAULTRIFLE");
m_fAIBullets = 750;
m_fAIShells = 150;
m_fAIGrenades = 50;
m_fAIRockets = 100;
m_fAIFlares = 100;
m_fAICells = 600;
m_fAICharges = 400;
m_fAIFuel = 200;
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: EngineMessageFn
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD Prophet::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);
AI_Mgr::EngineMessageFn(messageID, pData, fData);
m_InventoryMgr.ObtainWeapon(WEAP_MELEE);
CacheFiles();
return 0;
}
default : break;
}
return AI_Mgr::EngineMessageFn(messageID, pData, fData);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: PostPropRead()
//
// PURPOSE: Update properties
//
// ----------------------------------------------------------------------- //
void Prophet::PostPropRead(ObjectCreateStruct *pStruct)
{
if (!pStruct) return;
char* pFilename = "Models\\Enemies\\Prophet.abc";
char* pSkin = "Skins\\Enemies\\Prophet.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 Prophet::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\\Prophet");
m_bLoadAnims = DFALSE;
}
m_InventoryMgr.AddDamageMultiplier(0.5f);
AI_Mgr::InitStatics(&m_Anim_Sound);
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : Prophet::Fire
// DESCRIPTION : Fire current weapon forward
// RETURN TYPE : DBOOL
// ----------------------------------------------------------------------- //
DBOOL Prophet::Fire(DBOOL bAltFire)
{
DBOOL bFire = DFALSE;
CWeapon* pW = m_InventoryMgr.GetCurrentWeapon();
if(pW == DNULL)
{
SetNewState(STATE_Idle);
return DFALSE;
}
DVector vTargetVel, vVel;
m_pServerDE->GetVelocity(m_hTarget, &vTargetVel);
m_pServerDE->GetVelocity(m_hObject, &vVel);
DFLOAT fTargetVel = VEC_MAG(vTargetVel);
DFLOAT fVel = VEC_MAG(vVel);
if(fTargetVel <= 5.0f && fVel <= 5.0f && pW->GetType() != WEAP_ASSAULTRIFLE
&& pW->GetType() != WEAP_NAPALMCANNON && pW->GetType() != WEAP_SNIPERRIFLE)
{
if(m_InventoryMgr.GetAmmoCount(pW->GetAmmoType(DFALSE)) >= pW->GetAltAmmoUse())
bFire = DTRUE;
}
// DDWORD m_nFiredWeapon = m_InventoryMgr.FireCurrentWeapon(&m_MoveObj.GetPos(), &m_MoveObj.GetRotation(), bFire);
return AI_Mgr::Fire(bFire);
}
// ----------------------------------------------------------------------- //
// ROUTINE : Prophet::MC_Fire_Stand
// DESCRIPTION : Run the fire_stand animation
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void Prophet::MC_Fire_Stand()
{
CWeapon* pW = m_InventoryMgr.GetCurrentWeapon();
if(pW == DNULL)
{
SetNewState(STATE_Idle);
return;
}
if(pW->GetType() == WEAP_MELEE)
{
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND)
{
DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[m_pServerDE->IntRandom(4,6)]);
//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_FIRE_STAND;
m_pServerDE->SetNextUpdate(m_hObject, 0.1f);
}
else
{
if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE)
{
m_bAnimating = DFALSE;
Metacmd++;
return;
}
}
}
else
{
AI_Mgr::MC_Fire_Stand();
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : Prophet::ComputeState
// DESCRIPTION : Compute actual substate
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void Prophet::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] < 0.30f)
SetNewState(STATE_SearchVisualTarget);
else
SetNewState(STATE_Idle);
break;
}
}
else
{
if(m_fStimuli[HEALTH] < 0.15f)
{
SetNewState(STATE_FindHealth);
return;
}
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