📄 souldrudge.cpp
字号:
// ----------------------------------------------------------------------- //
//
// MODULE : SoulDrudge.cpp
//
// PURPOSE : Soul Drudge - Definition
//
// CREATED : 11/20/97
//
// ----------------------------------------------------------------------- //
#include <stdio.h>
#include "SoulDrudge.h"
#include "cpp_server_de.h"
#include <windows.h>
BEGIN_CLASS(SoulDrudge)
ADD_REALPROP(RandomHitPoints, 50.0f) \
ADD_STRINGPROP(AIState, "IDLE") \
ADD_VECTORPROP_VAL_FLAG(Dims, 21.0f, 36.0f, 18.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN)
END_CLASS_DEFAULT(SoulDrudge, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL SoulDrudge::m_bLoadAnims = DTRUE;
CAnim_Sound SoulDrudge::m_Anim_Sound;
// ----------------------------------------------------------------------- //
//
// ROUTINE:
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
SoulDrudge::SoulDrudge() : AI_Mgr()
{
m_fHearingDist = 1000.0f;
m_fSensingDist = 100.0f;
m_fSmellingDist = 0.0f;
m_fSeeingDist = 1000.0f;
m_fWalkSpeed = 60.0f;
m_fRunSpeed = 180.0f;
m_fRollSpeed = 3.5f;
m_fAIMass = AI_DEFAULT_MASS;
m_nAIStrength = 5;
switch(g_pServerDE->IntRandom(1,3))
{
case 1: _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"SOUL_CROWBAR" ); break;
case 2: _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"SOUL_AXE" ); break;
case 3: _mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"SOUL_PIPE" ); break;
}
m_nState = STATE_Idle;
m_nLastState = STATE_Idle;
m_dwFlags = FLAG_NOAMMOCOLLECT;
m_bCabal = DFALSE;
// [blg]
m_fAIHitPoints = 120;
m_fAIRandomHP = 0;
m_fAIArmorPoints = 0;
_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE");
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: EngineMessageFn
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD SoulDrudge::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;
}
default : break;
}
return AI_Mgr::EngineMessageFn(messageID, pData, fData);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: PostPropRead()
//
// PURPOSE: Update properties
//
// ----------------------------------------------------------------------- //
void SoulDrudge::PostPropRead(ObjectCreateStruct *pStruct)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !pStruct) return;
char* pFilename = "Models\\Enemies\\SoulDrudge.abc";
char* pSkin = DNULL;
switch(pServerDE->IntRandom(1,3))
{
case 1: pSkin = "Skins\\Enemies\\SoulDrudge.dtx"; break;
case 2: pSkin = "Skins\\Enemies\\SoulDrudge2.dtx"; break;
case 3: pSkin = "Skins\\Enemies\\SoulDrudge3.dtx"; break;
}
_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 SoulDrudge::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\\souldrudge");
m_bLoadAnims = DFALSE;
}
AI_Mgr::InitStatics(&m_Anim_Sound);
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : SoulDrudge::ComputeState
// DESCRIPTION : Compute actual substate
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void SoulDrudge::ComputeState(int nStimType)
{
int nStim = nStimType;
if(nStimType == -1)
nStim = ComputeStimuli();
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;
default: SetNewState(STATE_SearchVisualTarget); break;
}
}
else
{
if(m_fStimuli[SIGHT] > 0.5f)
SetNewState(STATE_AttackClose);
else
SetNewState(STATE_AttackFar);
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : SoulDrudge::MC_Fire_Stand
// DESCRIPTION : Run the fire_stand animation
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void SoulDrudge::MC_Fire_Stand()
{
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;
}
else
{
if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE)
{
m_bAnimating = DFALSE;
Metacmd++;
return;
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : SoulDrudge::AI_STATE_AttackClose
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void SoulDrudge::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;
}
switch(Metacmd)
{
case 1: MC_FaceTarget(); break;
case 2: m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos);
if(m_fStimuli[SIGHT] <= 75.0f || m_nCurMetacmd == MC_FIRE_STAND)
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 : SoulDrudge::AI_STATE_AttackFar
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void SoulDrudge::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;
}
switch(Metacmd)
{
case 1: MC_FaceTarget(); break;
case 2: m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos);
if(m_fStimuli[SIGHT] <= 75.0f || m_nCurMetacmd == MC_FIRE_STAND)
MC_Fire_Stand();
else
{
MC_FaceTarget();
Metacmd--;
if(!IsLedge(m_MoveObj.GetForwardVector()) && fHeight <= m_vDims.y)
{
MC_Walk();
}
else
{
MC_Idle();
}
}
break;
case 3: ComputeState(); break;
}
return;
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: CacheFiles
//
// PURPOSE: Cache resources used by the object
//
// ----------------------------------------------------------------------- //
void SoulDrudge::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\\SoulDrudge");
CacheSoundFileRange("bodyfall_", 1, 3);
CacheSoundFileRange("sd_attackgroan", 1, 3);
CacheSoundFileRange("sd_death_", 1, 3);
CacheSoundFileRange("sd_firestandattack", 1, 3);
CacheSoundFileRange("sd_foot_", 1, 3);
CacheSoundFileRange("sd_idle", 1, 3);
CacheSoundFileRange("sd_idlebreath", 1, 3);
CacheSoundFileRange("sd_idlegroan", 1, 3);
CacheSoundFileRange("sd_pain_", 1, 3);
CacheSoundFileRange("sd_runknife1-", 1, 3);
CacheSoundFileRange("sd_runknife2-", 1, 3);
CacheSoundFileRange("sd_scratching", 1, 3);
CacheSoundFileRange("sd_sniffgrunt", 1, 3);
CacheSoundFileRange("sd_sniffing", 1, 3);
CacheSoundFileRange("sd_spotgrunt", 1, 3);
CacheSoundFileRange("sd_walk", 1, 3);
CacheSoundFileRange("sd_walkgroan", 1, 3);
CacheSoundFileRange("sd_walkntalk", 1, 3);
CacheSoundFileRange("sd_walkwet", 1, 3);
}
⌨️ 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 + -