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📄 prophet.cpp

📁 Blood 2全套源码
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		else if(m_fStimuli[HEALTH] < 0.50f)
		{
			SetNewState(STATE_AttackFar);
			return;
		}
		else if(m_nState == STATE_Escape_RunAway)
		{
			SetNewState(STATE_FindAmmo);
		}
		else
		{
			if(m_fStimuli[SIGHT] <= 0.5f || fHeight > m_vDims.y)
				SetNewState(STATE_AttackFar);
			else
				SetNewState(STATE_AttackClose);
		}
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: Prophet::STATE_AttackClose
// DESCRIPTION	: 
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void Prophet::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)
					{
						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		: Prophet::AI_STATE_AttackFar
// DESCRIPTION	: 
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void Prophet::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;
		case 4:		if(m_fStimuli[SIGHT] > (m_fSeeingDist * 0.75))
					{
						MC_FaceTarget();
						Metacmd--;

						if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y
							&& m_nCurMetacmd != MC_FIRE_CROUCH)
						{
							if(m_nInjuredLeg)
								MC_Walk();
							else
								MC_Fire_Run();
						}
						else
						{
							MC_Fire_Crouch();
						}
					}
					else
						Metacmd++;

					break;
		case 5:		ComputeState();		break;
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: Prophet::AI_STATE_Escape_Runaway
// DESCRIPTION	: 
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void Prophet::AI_STATE_Escape_RunAway()
{
	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 && m_nCurMetacmd != MC_FIRE_STAND)
	{
		if(fHeight <= m_vDims.y)
			SetNewState(STATE_SearchVisualTarget);
		else
			ComputeState();

		return;
	}

	switch(Metacmd)
	{
		case 1:		MC_FaceTarget();	
					m_InventoryMgr.ChangeWeapon(WEAP_MELEE);

					break;
		case 2:		m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos);
			
					if(m_fStimuli[SIGHT] <= 75.0f)
						MC_Fire_Stand();
					else
					{
						MC_FaceTarget();
						Metacmd--;

						if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y)
						{
							MC_Run();
						}
						else
						{
							MC_Idle();
						}
					}
					
					break;
		case 3:		ComputeState();									break;
	}

	return;
}

// ----------------------------------------------------------------------- //
// ROUTINE		: Prophet::AI_STATE_Dodge
// DESCRIPTION	: 
// RETURN TYPE	: void 
// ----------------------------------------------------------------------- //

void Prophet::AI_STATE_Dodge()
{
	switch(Metacmd)
	{
		case 1:		m_nDodgeFlags = CalculateDodge(m_vTrackObjPos);
					Metacmd++;		break;
		case 2:		if(m_nDodgeFlags & ROLL)
					{
						if(m_nDodgeFlags & RIGHT)
							MC_Roll_Right();
						else if(m_nDodgeFlags & LEFT)
							MC_Roll_Left();
						else if(m_nDodgeFlags & FORWARD)
							MC_Roll_Forward();
						else
							MC_Roll_Backward();
					}
					else
					{
						Metacmd++;
					}

					break;
		case 3:		ComputeState();	break;
	}

	return;
}

// ----------------------------------------------------------------------- //
//
//	ROUTINE:	CacheFiles
//
//	PURPOSE:	Cache resources used by the object
//
// ----------------------------------------------------------------------- //

void Prophet::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\\prophet");

	CacheSoundFileRange("anger", 1, 3);
	CacheSoundFileRange("death", 1, 3);
	CacheSoundFileRange("idle", 1, 3);
	CacheSoundFileRange("laugh", 1, 3);
	CacheSoundFileRange("onfire", 1, 3);
	CacheSoundFileRange("pain", 1, 3);
	CacheSoundFileRange("spot", 1, 3);
}


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