📄 bug.cpp
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// ----------------------------------------------------------------------- //
//
// MODULE : Bug.cpp
//
// PURPOSE : Bug - Definition
//
// CREATED : 12/15/97
//
// ----------------------------------------------------------------------- //
#include <stdio.h>
#include "bug.h"
#include "cpp_server_de.h"
BEGIN_CLASS(BugAI)
ADD_BASEAI_AGGREGATE()
ADD_REALPROP(SightDistance, 500.0f) \
ADD_REALPROP(SenseDistance, 500.0f) \
ADD_REALPROP(SmellDistance, 500.0f) \
ADD_REALPROP(Mass, 1.0f) \
ADD_REALPROP(HitPoints, 1.0f) \
ADD_REALPROP(RandomHitPoints, 0.0f) \
END_CLASS_DEFAULT(BugAI, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL BugAI::m_bLoadAnims = DTRUE;
CAnim_Sound BugAI::m_Anim_Sound;
// ----------------------------------------------------------------------- //
//
// ROUTINE:
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
BugAI::BugAI() : AI_Mgr()
{
_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE" );
_mbscpy((unsigned char*)m_szAIBrain, (const unsigned char*)"WEAK" );
_mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"MELEE" );
m_nState = STATE_Idle;
m_nLastState = STATE_Idle;
m_nMoveFlags = 0;
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: EngineMessageFn
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD BugAI::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)
AI_Mgr::ReadProp((ObjectCreateStruct*)pData); // inside BaseCharacter
PostPropRead((ObjectCreateStruct*)pData);
return dwRet;
}
break;
case MID_INITIALUPDATE:
{
InitialUpdate((DVector *)pData);
break;
}
case MID_UPDATE:
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE) return 0;
//gotta keep the bug stuck to whatever surface it is on
DRotation rRot;
DVector vU,vR,vF,vVel,vPos;
pServerDE->GetObjectPos(m_hObject,&vPos);
pServerDE->GetObjectRotation(m_hObject,&rRot);
pServerDE->GetRotationVectors(&rRot,&vU,&vR,&vF);
VEC_MULSCALAR(vVel,vU,-15.0f);
Move(vVel, MATH_EPSILON);
//check if there is something below, if not rotate
IntersectQuery IQuery;
IntersectInfo ii;
IQuery.m_Flags = INTERSECT_OBJECTS;
IQuery.m_FilterFn = DNULL;
DVector vTemp;
VEC_MULSCALAR(vTemp,vU,-2.0f);
VEC_COPY(IQuery.m_From,vPos);
VEC_ADD(IQuery.m_To,IQuery.m_From,vTemp);
if(pServerDE->IntersectSegment(&IQuery, &ii))
{
DRotation rRot;
DVector vDown;
VEC_MULSCALAR(vDown,vU,-1.0f);
pServerDE->AlignRotation(&rRot,&vDown,&vF);
pServerDE->SetObjectRotation(m_hObject,&rRot);
}
}
break;
default : break;
}
return AI_Mgr::EngineMessageFn(messageID, pData, fData);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: PostPropRead()
//
// PURPOSE: Update properties
//
// ----------------------------------------------------------------------- //
void BugAI::PostPropRead(ObjectCreateStruct *pStruct)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !pStruct) return;
char* pFilename = "Models\\Enemies\\bug.abc";
char* pSkin = "Skins\\Enemies\\bug.dtx";
_mbscpy((unsigned char*)pStruct->m_Filename, (const unsigned char*)pFilename);
_mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)pSkin);
pStruct->m_Flags = FLAG_VISIBLE | FLAG_SOLID | FLAG_TOUCH_NOTIFY | FLAG_STAIRSTEP | FLAG_SHADOW | FLAG_MODELKEYS;
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: InitialUpdate()
//
// PURPOSE: Handle initial update
//
// ----------------------------------------------------------------------- //
DBOOL BugAI::InitialUpdate(DVector *pMovement)
{
CServerDE* pServerDE = GetServerDE();
if (!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\\bug");
m_bLoadAnims = DFALSE;
}
//randomize the size/weight
DFLOAT fScale = pServerDE->Random(-0.05f, 0.1f);
VEC_SET(m_vScale,1.0f + fScale, 1.0f, 1.0f + fScale);
// Init the objects
m_InventoryMgr.Init(m_hObject);
//Set hit points
m_damage.Init(m_hObject);
m_damage.SetHitPoints(m_fAIHitPoints + pServerDE->Random(1,m_fAIRandomHP));
m_damage.SetMaxHitPoints(m_damage.GetHitPoints());
//Set armor point
m_damage.SetArmorPoints(m_fAIArmorPoints);
m_damage.SetMaxArmorPoints(200.0f);
m_damage.SetMass(m_fAIMass);
AI_Mgr::InitStatics(&m_Anim_Sound);
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : BugAI::MC_Run
// DESCRIPTION : Run the run animation
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void BugAI::MC_Run()
{
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_RUN)
{
DBOOL bRet = DFALSE;
m_fTimeStart = m_pServerDE->GetTime();
Move(m_MoveObj.GetForwardVector(),m_fRunSpeed);
m_bAnimating = DTRUE;
m_nCurMetacmd = MC_RUN;
}
else
{
//Check for obstruction; otherwise continue on
if(CheckObstructed(m_MoveObj.GetForwardVector(), m_fRunSpeed))
{
IntersectQuery IQuery;
IntersectInfo ii;
IQuery.m_Flags = INTERSECT_OBJECTS;
IQuery.m_FilterFn = DNULL;
DVector vTemp;
VEC_MULSCALAR(vTemp,m_MoveObj.GetForwardVector(),m_fRunSpeed);
VEC_COPY(IQuery.m_From,m_MoveObj.GetPos());
VEC_ADD(IQuery.m_To,IQuery.m_From,vTemp);
if(m_pServerDE->IntersectSegment(&IQuery, &ii))
{
//climb the object
DRotation rRot;
m_pServerDE->AlignRotation(&rRot,&m_MoveObj.GetUpVector(),&ii.m_Plane.m_Normal);
m_pServerDE->SetObjectRotation(m_hObject,&rRot);
m_bAnimating = DFALSE;
Metacmd++;
return;
}
}
Move(m_MoveObj.GetForwardVector(),m_fRunSpeed);
//Are we done running?
if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE)
{
m_bAnimating = DFALSE;
Metacmd++;
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : BugAI::AI_STATE_Escape_RunAway
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void BugAI::AI_STATE_Escape_RunAway()
{
//SCHLEGZ 4/22/98 4:51:21 PM: sanity check
if(m_hTarget == DNULL)
{
SetNewState(STATE_Idle);
return;
}
switch(Metacmd)
{
case 1: char szSound[256];
_mbscpy((unsigned char*)szSound, (const unsigned char*)SOUND_FEAR);
m_pAnim_Sound->GetSoundPath(szSound,m_pServerDE->IntRandom(1,NUM_BUG_FEAR));
PlayAISound(szSound, 1000.0f);
Metacmd++; break;
case 2: MC_FaceTarget(); break;
case 3: m_fRadsLeft = 3.14f; Metacmd++; break;
case 4: MC_Turn(); break;
case 5: MC_Run(); break;
case 6: ComputeState(); break;
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : BugAI::AI_STATE_Idle
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void BugAI::AI_STATE_Idle()
{
if(ComputeStimuli())
{
ComputeState();
m_pServerDE->SetNextUpdate(m_hObject,0.1f);
return;
}
else
m_pServerDE->SetNextUpdate(m_hObject,0.2f);
switch(Metacmd)
{
case 1: char szSound[256];
_mbscpy((unsigned char*)szSound, (const unsigned char*)SOUND_IDLE);
m_pAnim_Sound->GetSoundPath(szSound,m_pServerDE->IntRandom(1,NUM_BUG_IDLE));
PlayAISound(szSound, 1000.0f);
Metacmd++; break;
case 2: MC_Idle(); break;
case 3: m_fRadsLeft = m_pServerDE->Random(-1.56f,1.56f);
Metacmd++; break;
case 4: MC_Turn(); break;
case 5: MC_Run(); break;
case 6: SetNewState(STATE_Idle); break;
}
return;
}
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