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📄 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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