📄 drudgepriest.cpp
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// ----------------------------------------------------------------------- //
//
// MODULE : DrudgePriest.cpp
//
// PURPOSE : Drudge Priest - Definition
//
// CREATED : 11/20/97
//
// ----------------------------------------------------------------------- //
#include <stdio.h>
#include "DrudgePriest.h"
#include "cpp_server_de.h"
#include "SoundTypes.h"
BEGIN_CLASS(DrudgePriest)
ADD_REALPROP(RandomHitPoints, 0.0f) \
ADD_STRINGPROP(AIState, "IDLE") \
ADD_VECTORPROP_VAL_FLAG(Dims, 40.0f, 30.0f, 37.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN)
END_CLASS_DEFAULT(DrudgePriest, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL DrudgePriest::m_bLoadAnims = DTRUE;
CAnim_Sound DrudgePriest::m_Anim_Sound;
// ----------------------------------------------------------------------- //
//
// ROUTINE:
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
DrudgePriest::DrudgePriest() : AI_Mgr()
{
m_fHearingDist = 3000.0f;
m_fSensingDist = 3000.0f;
m_fSmellingDist = 0.0f;
m_fSeeingDist = 1500.0f;
m_fWalkSpeed = 100.0f;
m_fRunSpeed = 180.0f;
m_fRollSpeed = 3.5f;
m_fAIMass = AI_DEFAULT_MASS;
m_nAIStrength = 5;
_mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"FIREBALL" );
_mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"LIGHTNING" );
_mbscpy((unsigned char*)m_szAIWeapon[2], (const unsigned char*)"SOUL_HOOK" );
m_nState = STATE_Idle;
m_nLastState = STATE_Idle;
m_dwFlags = 0;
m_bCabal = DFALSE;
m_fLastSpawn = 0.0f;
// [blg]
m_fAIHitPoints = 1000;
m_fAIRandomHP = 0;
m_fAIArmorPoints = 100;
m_damage.SetApplyDamagePhysics(DFALSE);
_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE");
m_hLoopSound = DNULL;
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: EngineMessageFn
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD DrudgePriest::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);
DDWORD dwRet = AI_Mgr::EngineMessageFn(messageID, pData, fData);
//turn off gravity since he flies constantly
DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
dwFlags &= ~FLAG_GRAVITY;
m_pServerDE->SetObjectFlags(m_hObject, dwFlags);
CacheFiles();
return dwRet;
}
case MID_SAVEOBJECT:
Save((HMESSAGEWRITE)pData, (DDWORD)fData);
break;
case MID_LOADOBJECT:
Load((HMESSAGEREAD)pData, (DDWORD)fData);
break;
default : break;
}
return AI_Mgr::EngineMessageFn(messageID, pData, fData);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: PostPropRead()
//
// PURPOSE: Update properties
//
// ----------------------------------------------------------------------- //
void DrudgePriest::PostPropRead(ObjectCreateStruct *pStruct)
{
if (!pStruct) return;
char* pFilename = "Models\\Enemies\\drudgepriest.abc";
char* pSkin = "Skins\\Enemies\\drudgepriest.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 DrudgePriest::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\\drudgepriest");
m_bLoadAnims = DFALSE;
}
m_bMoveToGround = DFALSE;
AI_Mgr::InitStatics(&m_Anim_Sound);
//play ambient looping sound
PlaySoundInfo playSoundInfo;
PLAYSOUNDINFO_INIT( playSoundInfo );
playSoundInfo.m_dwFlags = PLAYSOUND_3D | PLAYSOUND_ATTACHED | PLAYSOUND_GETHANDLE | PLAYSOUND_REVERB;
playSoundInfo.m_dwFlags |= PLAYSOUND_LOOP | PLAYSOUND_CTRL_VOL;
_mbsncpy((unsigned char*)playSoundInfo.m_szSoundName, (const unsigned char*)"sounds\\enemies\\drudgepriest\\dp-looptry1.wav", _MAX_PATH );
playSoundInfo.m_hObject = m_hObject;
playSoundInfo.m_nPriority = SOUNDPRIORITY_AI_MEDIUM;
playSoundInfo.m_fOuterRadius = 1000;
playSoundInfo.m_fInnerRadius = 1000 * 0.1f;
playSoundInfo.m_nVolume = 60;
g_pServerDE->PlaySound( &playSoundInfo );
m_hLoopSound = playSoundInfo.m_hSound;
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : DrudgePriest::MC_Taunt_Bold
// DESCRIPTION : Spawn boner leeches
// RETURN TYPE : DBOOL
// ----------------------------------------------------------------------- //
void DrudgePriest::MC_Taunt_Bold()
{
HCLASS hClass = m_pServerDE->GetClass("BoneLeech");
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_TAUNT_BOLD)
{
if(m_pServerDE->GetTime() - m_fLastSpawn < 30.0f)
{
m_bAnimating = DFALSE;
Metacmd++;
return;
}
//have to change cabal setting to search the right list
m_bCabal = DTRUE;
if(FindObjectInRadius(hClass, m_fSeeingDist, FIND_SPECIFIC_OBJ))
{
m_bCabal = DFALSE;
m_bAnimating = DFALSE;
Metacmd++;
return;
}
m_pServerDE->DebugOut("Spawning leeaches...\r\n");
m_bCabal = DFALSE;
SetAnimation(m_pAnim_Sound->m_nAnim_TAUNT[4]);
m_pServerDE->SetModelLooping(m_hObject, DFALSE);
m_bAnimating = DTRUE;
m_nCurMetacmd = MC_TAUNT_BOLD;
}
else
{
if(m_pServerDE->GetTime() - m_fLastSpawn >= 1.5f)
{
ObjectCreateStruct ocStruct;
INIT_OBJECTCREATESTRUCT(ocStruct);
VEC_ADDSCALED( ocStruct.m_Pos, m_MoveObj.GetPos(), m_MoveObj.GetForwardVector(), 20.0f);
ROT_COPY( ocStruct.m_Rotation, m_MoveObj.GetRotation());
// Create the object...
BaseClass *pObj = g_pServerDE->CreateObject( hClass, &ocStruct);
m_fLastSpawn = m_pServerDE->GetTime();
}
//Are we done?
if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE)
{
m_fLastSpawn = m_pServerDE->GetTime();
m_bAnimating = DFALSE;
Metacmd++;
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : DrudgePriest::MC_Dead
// DESCRIPTION : Run death animation based on node hit
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void DrudgePriest::MC_Dead()
{
if(m_hLoopSound)
{
m_pServerDE->KillSound(m_hLoopSound);
m_hLoopSound = DNULL;
}
AI_Mgr::MC_Dead();
}
// ----------------------------------------------------------------------- //
// ROUTINE : DrudgePriest::ComputeState
// DESCRIPTION : Compute actual substate
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void DrudgePriest::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 health is low or threat is high, attack close
if(m_fStimuli[HEALTH] < 0.25f || m_fStimuli[THREAT] > 0.75f)
{
SetNewState(STATE_AttackFar);
return;
}
if(m_fStimuli[SIGHT] > 0.50f)
SetNewState(STATE_AttackClose);
else
SetNewState(STATE_AttackFar);
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : DrudgePriest::MC_Fire_Stand
// DESCRIPTION : Run the fire_stand animation
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void DrudgePriest::MC_Fire_Stand()
{
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND)
{
DBOOL bRet = DFALSE;
DVector vVel;
VEC_INIT(vVel);
Move(vVel, MATH_EPSILON);
if(m_nState == STATE_AttackFar)
{
if(m_InventoryMgr.ChangeWeapon(WEAP_DRUDGE_FIREBALL) == CHWEAP_WEAPONBUSY)
return;
bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[0]);
}
else
{
if(m_InventoryMgr.ChangeWeapon(WEAP_DRUDGE_LIGHTNING) == CHWEAP_WEAPONBUSY)
return;
bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[5]);
}
//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_InventoryMgr.ChangeWeapon(WEAP_DRUDGE_FIREBALL);
m_bAnimating = DFALSE;
Metacmd++;
return;
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : DrudgePriest::AI_STATE_AttackClose
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void DrudgePriest::AI_STATE_AttackClose()
{
//SCHLEGZ 4/22/98 4:51:21 PM: sanity check
if(m_hTarget == DNULL && m_nCurMetacmd != MC_FIRE_STAND)
{
SetNewState(STATE_SearchVisualTarget);
return;
}
m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos);
MC_FaceTarget();
Metacmd--;
switch(Metacmd)
{
case 1: MC_Taunt_Bold(); break;
case 2: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.33) || m_nCurMetacmd == MC_FIRE_STAND)
{
MC_Fire_Stand();
}
else
{
if(m_fStimuli[SIGHT] >= (m_fSeeingDist * 0.50))
ComputeState();
else
MC_Run();
}
break;
case 3: ComputeState(); break;
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : DrudgePriest::AI_STATE_AttackFar
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void DrudgePriest::AI_STATE_AttackFar()
{
//SCHLEGZ 4/22/98 4:51:21 PM: sanity check
if(m_hTarget == DNULL && m_nCurMetacmd != MC_FIRE_STAND)
{
SetNewState(STATE_SearchVisualTarget);
return;
}
m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos);
MC_FaceTarget();
Metacmd--;
switch(Metacmd)
{
case 1: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.75) || m_nCurMetacmd == MC_FIRE_STAND)
{
MC_Fire_Stand();
}
else
{
if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.50))
ComputeState();
else
MC_Run();
}
break;
case 2: if(m_fStimuli[SIGHT] < (m_fSeeingDist * 0.50))
ComputeState();
else
MC_Run();
break;
case 3: ComputeState(); break;
}
return;
}
void DrudgePriest::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
m_pServerDE->WriteToMessageFloat(hWrite, m_fLastSpawn);
}
void DrudgePriest::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
m_fLastSpawn = m_pServerDE->ReadFromMessageFloat(hRead);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: CacheFiles
//
// PURPOSE: Cache resources used by the object
//
// ----------------------------------------------------------------------- //
void DrudgePriest::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\\drudgepriest");
CacheSoundFileRange("dp_attack_", 1, 3);
CacheSoundFileRange("dp_death_", 1, 3);
CacheSoundFileRange("dp_idle_", 1, 3);
CacheSoundFileRange("dp_pain_", 1, 3);
CacheSoundFileRange("dp_spot", 1, 3);
CacheSoundFileRange("dp_taunt_", 1, 3);
CacheSoundFileRange("priestsplat_", 1, 3);
CacheSoundFile("dp_attacktesla");
CacheSoundFile("dp_looptry1");
}
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