📄 ishmaelai.cpp
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// ----------------------------------------------------------------------- //
//
// MODULE : IshmaelAI.cpp
//
// PURPOSE : IshmaelAI - Definition
//
// CREATED : 10/4/98
//
// ----------------------------------------------------------------------- //
#include <stdio.h>
#include <mbstring.h>
#include "IshmaelAI.h"
#include "cpp_server_de.h"
#include "sfxmsgids.h"
#include "gameprojectiles.h"
#include "SoundTypes.h"
BEGIN_CLASS(IshmaelAI)
ADD_STRINGPROP(AIState, "PASSIVE")
ADD_STRINGPROP(AIWeapon1, "ORB") \
ADD_STRINGPROP(AIWeapon2, "HEAL") \
ADD_STRINGPROP(AIWeapon3, "SHOCKWAVE") \
ADD_VECTORPROP_VAL_FLAG(Dims, 12.0f, 39.0f, 12.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN)
END_CLASS_DEFAULT(IshmaelAI, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL IshmaelAI::m_bLoadAnims = DTRUE;
CAnim_Sound IshmaelAI::m_Anim_Sound;
// ----------------------------------------------------------------------- //
//
// ROUTINE: IshmaelAI::IshmaelAI()
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
IshmaelAI::IshmaelAI() : AI_Mgr()
{
m_fHearingDist = 0.0f;
m_fSensingDist = 1000.0f;
m_fSmellingDist = 0.0f;
m_fSeeingDist = 800.0f;
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_ALWAYSRECOIL;
m_bCabal = DTRUE;
m_fAIHitPoints = 500;
m_fAIRandomHP = 0;
m_fAIArmorPoints = 500;
_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"PASSIVE");
_mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"ORB");
_mbscpy((unsigned char*)m_szAIWeapon[1], (const unsigned char*)"HEAL");
_mbscpy((unsigned char*)m_szAIWeapon[2], (const unsigned char*)"SHOCKWAVE" );
m_fAIBullets = 500;
m_fAIBMG = 100;
m_fAIShells = 150;
m_fAIGrenades = 50;
m_fAIRockets = 100;
m_fAIFlares = 100;
m_fAICells = 500;
m_fAICharges = 500;
m_fAIFuel = 500;
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: IshmaelAI::EngineMessageFn()
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD IshmaelAI::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\\Ishmael.abc");
_mbscpy((unsigned char*)pStruct->m_SkinName, (const unsigned char*)"Skins\\Characters\\Ishmael.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 IshmaelAI::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\\Ishmael");
m_bLoadAnims = DFALSE;
}
AI_Mgr::InitStatics(&m_Anim_Sound);
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : IshmaelAI::MC_Heal
// DESCRIPTION : Run the heal animation and effect
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void IshmaelAI::MC_Heal()
{
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_HEAL)
{
m_InventoryMgr.ChangeWeapon(WEAP_ZEALOT_HEAL);
DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[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_HEAL;
}
else
{
if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE)
{
DFLOAT fHP = m_damage.GetHitPoints();
m_damage.SetHitPoints(fHP * 1.1f);
m_bAnimating = DFALSE;
Metacmd++;
return;
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : IshmaelAI::MC_FadeOut
// DESCRIPTION : Run an fade out animation
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void IshmaelAI::MC_FadeOut()
{
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FADEOUT)
{
DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
dwFlags &= ~FLAG_SOLID;
m_pServerDE->SetObjectFlags(m_hObject, dwFlags);
m_bAnimating = DTRUE;
m_nCurMetacmd = MC_FADEOUT;
}
else
{
DVector vColor;
DFLOAT fAlpha = 0.0f;
m_pServerDE->GetObjectColor(m_hObject,&vColor.x, &vColor.y, &vColor.z, &fAlpha);
fAlpha -= 1.0/16;
if(fAlpha <= 0.0f)
fAlpha = 0.0f;
m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha);
if(fAlpha <= 0.0f)
{
m_bAnimating = DFALSE;
Metacmd++;
return;
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : IshmaelAI::MC_Fire_Stand
// DESCRIPTION : Run the fire_stand animation
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void IshmaelAI::MC_Fire_Stand()
{
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND)
{
if(m_nState == STATE_AttackClose)
{
m_InventoryMgr.ChangeWeapon(WEAP_ZEALOT_SHOCKWAVE);
}
else
{
m_InventoryMgr.AddAmmo(AMMO_FOCUS, 20.0f);
m_InventoryMgr.ChangeWeapon(WEAP_ORB);
}
DBOOL bRet = SetAnimation( m_pAnim_Sound->m_nAnim_FIRE_STAND[6]);
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;
}
// ----------------------------------------------------------------------- //
// ROUTINE : IshmaelAI::MC_Dead
// DESCRIPTION : Run death animation based on node hit
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void IshmaelAI::MC_Dead()
{
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_DEAD)
{
DVector vVel, vColor;
DFLOAT fAlpha = 0.0f;
m_pServerDE->GetObjectColor(m_hObject,&vColor.x, &vColor.y, &vColor.z, &fAlpha);
m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, 1.0f);
SetAnimation(m_pAnim_Sound->m_nAnim_DEATH[0]);
VEC_MULSCALAR(vVel, m_MoveObj.GetUpVector(), 30.0f);
//turn off gravity
DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
dwFlags &= ~FLAG_GRAVITY;
m_pServerDE->SetObjectFlags(m_hObject, dwFlags);
Move(vVel, MATH_EPSILON);
m_pServerDE->SetModelLooping(m_hObject, DFALSE);
m_bAnimating = DTRUE;
m_nCurMetacmd = MC_DEAD;
}
else
{
if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE)
{
m_bAnimating = DFALSE;
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