📄 gabriellarev.cpp
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// ----------------------------------------------------------------------- //
//
// MODULE : GabriellaREV.cpp
//
// PURPOSE : GabriellaREV - Definition
//
// CREATED : 10/4/98
//
// ----------------------------------------------------------------------- //
#include <stdio.h>
#include "GabriellaREV.h"
#include "cpp_server_de.h"
BEGIN_CLASS(GabriellaREV)
ADD_STRINGPROP(AIState, "PASSIVE") \
ADD_STRINGPROP(AIWeapon1, "MINIGUN") \
ADD_STRINGPROP(AIWeapon2, "NAPALM") \
ADD_VECTORPROP_VAL_FLAG(Dims, 12.0f, 46.0f, 12.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN)
END_CLASS_DEFAULT(GabriellaREV, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL GabriellaREV::m_bLoadAnims = DTRUE;
CAnim_Sound GabriellaREV::m_Anim_Sound;
// ----------------------------------------------------------------------- //
//
// ROUTINE: GabriellaREV::GabriellaREV()
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
GabriellaREV::GabriellaREV() : 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_DODGE;
m_bCabal = DTRUE;
// [blg]
m_fAIHitPoints = 600;
m_fAIRandomHP = 0;
m_fAIArmorPoints = 600;
_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"PASSIVE");
_mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"MINIGUN");
_mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"NAPALM");
m_fAIBullets = 500;
m_fAIShells = 150;
m_fAIGrenades = 50;
m_fAIRockets = 100;
m_fAIFlares = 100;
m_fAICells = 600;
m_fAICharges = 400;
m_fAIFuel = 500;
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: GabriellaREV::EngineMessageFn()
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD GabriellaREV::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 set the skin/filename...
DDWORD dwRet = AI_Mgr::EngineMessageFn(messageID, pData, fData);
ObjectCreateStruct* pStruct = (ObjectCreateStruct*)pData;
if (pStruct)
{
_mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)"Models\\Characters\\gabriella.abc");
_mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)"Skins\\Characters\\gabrev.dtx");
}
return dwRet;
}
break;
case MID_INITIALUPDATE:
{
FirstUpdate();
}
break;
default : break;
}
return AI_Mgr::EngineMessageFn(messageID, pData, fData);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: FirstUpdate()
//
// PURPOSE: Handle initial update
//
// ----------------------------------------------------------------------- //
DBOOL GabriellaREV::FirstUpdate()
{
m_pServerDE = BaseClass::GetServerDE();
if (!m_pServerDE || !m_hObject) 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\\chosen\\gabriella");
m_bLoadAnims = DFALSE;
}
AI_Mgr::InitStatics(&m_Anim_Sound);
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : GabriellaREV::Fire
// DESCRIPTION : Fire current weapon forward
// RETURN TYPE : DBOOL
// ----------------------------------------------------------------------- //
DBOOL GabriellaREV::Fire(DBOOL bAltFire)
{
DBOOL bFire = DFALSE;
CWeapon* pW = m_InventoryMgr.GetCurrentWeapon();
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 : GabriellaREV::MC_BestWeapon
// DESCRIPTION : Choose best weapon for attacking
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void GabriellaREV::MC_BestWeapon()
{
CWeapon* pW = m_InventoryMgr.GetCurrentWeapon();
if (m_bAnimating == DFALSE)
{
if(pW)
{
if(m_InventoryMgr.GetAmmoCount(pW->GetAmmoType(DFALSE)) <= 0.0)
{
SetAnimation( m_pAnim_Sound->m_nAnim_SWITCH_WEAPON[pW->GetFireType()]);
m_pServerDE->SetModelLooping(m_hObject, DFALSE);
m_bAnimating = DTRUE;
}
else
{
m_bAnimating = DFALSE;
Metacmd++;
}
}
}
else
{
//Are we done?
if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE)
{
if(pW->GetType() == WEAP_MINIGUN)
{
m_InventoryMgr.ChangeWeapon(WEAP_NAPALMCANNON);
pW = m_InventoryMgr.GetCurrentWeapon();
pW->ShowHandModel(DFALSE);
SetAnimation( m_pAnim_Sound->m_nAnim_SWITCH_WEAPON[pW->GetFireType()]);
}
else
{
if(m_InventoryMgr.GetAmmoCount(pW->GetAmmoType(DFALSE)) <= 0.0)
{
SetNewState(STATE_FindAmmo);
}
else
{
m_bAnimating = DFALSE;
Metacmd++;
}
}
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : GabriellaREV::ComputeState
// DESCRIPTION : Compute actual substate
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void GabriellaREV::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: SetNewState(STATE_SearchVisualTarget);
break;
}
}
else
{
if(m_fStimuli[HEALTH] < 0.15f)
{
SetNewState(STATE_FindHealth);
return;
}
else if(m_fStimuli[HEALTH] < 0.50f)
{
SetNewState(STATE_AttackFar);
return;
}
else
{
if(m_fStimuli[SIGHT] <= 0.5f || fHeight > m_vDims.y)
SetNewState(STATE_AttackFar);
else
SetNewState(STATE_AttackClose);
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : GabriellaREV::STATE_AttackClose
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void GabriellaREV::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 : GabriellaREV::AI_STATE_AttackFar
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void GabriellaREV::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 : GabriellaREV::AI_STATE_Escape
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void GabriellaREV::AI_STATE_Escape_RunAway()
{
if(Metacmd > 1)
{
int nStimType = ComputeStimuli();
if(nStimType > 0)
{
ComputeState(nStimType);
return;
}
}
DFLOAT fDim = (DFLOAT)sqrt((m_vDims.x * m_vDims.x) + (m_vDims.z * m_vDims.z)) + 0.1f;
switch(Metacmd)
{
case 1: m_hTrackObject = FindObjectInRadius(m_pServerDE->GetClass("ExitHint"), m_fSeeingDist, FIND_VISIBLE | FIND_AVOID_TARGET);
if(m_hTrackObject)
{
m_pServerDE->GetObjectPos(m_hTrackObject,&m_vTrackObjPos);
MC_FacePos(m_vTrackObjPos);
if(!m_MoveObj.CalculatePath(m_vTrackObjPos))
SetNewState(STATE_Idle);
}
else
SetNewState(STATE_AttackFar);
break;
case 2:
{
DVector* pvPos = m_MoveObj.GetNextPathPoint();
if(pvPos)
MC_FacePos(*pvPos);
else
SetNewState(STATE_Escape_RunAway);
break;
}
case 3:
{
DVector vPoint = *m_MoveObj.GetNextPathPoint();
vPoint.y = m_MoveObj.GetPos().y;
if(VEC_DIST(vPoint, m_MoveObj.GetPos()) <= fDim/2)
{
if(!m_MoveObj.MoveToNextPathPoint())
{
MC_FacePos(m_vTargetPos);
}
else
{
Metacmd = 2;
}
}
else
MC_Run();
break;
}
case 4: ComputeState(); break;
}
return;}
// ----------------------------------------------------------------------- //
// ROUTINE : GabriellaREV::AI_STATE_Escape
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void GabriellaREV::AI_STATE_Escape_Hide()
{
switch(Metacmd)
{
case 1: m_hTrackObject = FindObjectInRadius(m_pServerDE->GetClass("ExitHint"), m_fSeeingDist);
if(m_hTrackObject)
{
m_pServerDE->GetObjectPos(m_hTrackObject,&m_vDestPos);
SetNewState(STATE_RunToPos);
}
else
SetNewState(STATE_AttackClose);
break;
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : GabriellaREV::AI_STATE_Dodge
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void GabriellaREV::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
{
if(m_nDodgeFlags & RIGHT)
MC_Dodge_Right();
else if(m_nDodgeFlags & LEFT)
MC_Dodge_Left();
else
Metacmd++;
}
break;
case 3: ComputeState(); break;
}
return;
}
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