📄 thehandai.cpp
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// ----------------------------------------------------------------------- //
//
// MODULE : TheHandAI.cpp
//
// PURPOSE : TheHandAI - Definition
//
// CREATED : 12/15/97
//
// ----------------------------------------------------------------------- //
#include <stdio.h>
#include "TheHandAI.h"
#include "cpp_server_de.h"
#include "playerobj.h"
BEGIN_CLASS(TheHandAI)
ADD_REALPROP(RandomHitPoints, 0.0f) \
ADD_STRINGPROP(AIState, "IDLE") \
ADD_VECTORPROP_VAL_FLAG(Dims, 4.0f, 4.0f, 5.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN)
END_CLASS_DEFAULT(TheHandAI, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL TheHandAI::m_bLoadAnims = DTRUE;
CAnim_Sound TheHandAI::m_Anim_Sound;
extern CPlayerObj* g_pPlayerObj;
// ----------------------------------------------------------------------- //
//
// ROUTINE:
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
TheHandAI::TheHandAI() : AI_Mgr()
{
m_fHearingDist = 1000.0f;
m_fSensingDist = 1000.0f;
m_fSmellingDist = 0.0f;
m_fSeeingDist = 800.0f;
m_fWalkSpeed = 75.0f;
m_fRunSpeed = 80.0f;
m_fRollSpeed = 3.5f;
m_fJumpSpeed = 600.0f;
m_fAIMass = AI_DEFAULT_MASS/2.0f;
_mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"HAND_SQUEEZE" );
m_nAIStrength = 5;
m_nState = STATE_Idle;
m_nLastState = STATE_Idle;
m_dwFlags = FLAG_ALWAYSGIB | FLAG_NOAMMOCOLLECT;
m_bCabal = DFALSE;
m_bJumping = DFALSE;
m_fLastDmgTime = 0.0f;
m_fLastDetachTime = 0.0f;
// [blg]
m_fAIHitPoints = 10;
m_fAIRandomHP = 0;
_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE");
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: EngineMessageFn
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD TheHandAI::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);
CacheFiles();
break;
}
case MID_TOUCHNOTIFY:
{
HOBJECT hObj = (HOBJECT)pData;
if(hObj == m_hTarget && m_nCurMetacmd == MC_FIRE_JUMP)
{
m_hEnemyAttach = m_hTrackObject = m_hTarget;
SetNewState(STATE_EnemyAttach);
return 0;
}
break;
}
case MID_SAVEOBJECT:
Save((HMESSAGEWRITE)pData, (DDWORD)fData);
break;
case MID_LOADOBJECT:
{
Load((HMESSAGEREAD)pData, (DDWORD)fData);
DDWORD dwResult = AI_Mgr::EngineMessageFn(messageID, pData, fData);
if(m_hEnemyAttach)
{
m_hEnemyAttach = g_pPlayerObj->m_hObject;
SetNewState(STATE_EnemyAttach);
DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
dwFlags |= FLAG_REALLYCLOSE;
dwFlags &= ~FLAG_GRAVITY;
m_pServerDE->SetObjectFlags(m_hObject, dwFlags);
}
return dwResult;
}
default : break;
}
return AI_Mgr::EngineMessageFn(messageID, pData, fData);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: ObjectMessageFn
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD TheHandAI::ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead)
{
switch(messageID)
{
case MID_DAMAGE:
{
if(m_hEnemyAttach)
return 0;
}
default : break;
}
return AI_Mgr::ObjectMessageFn(hSender, messageID, hRead);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: PostPropRead()
//
// PURPOSE: Update properties
//
// ----------------------------------------------------------------------- //
void TheHandAI::PostPropRead(ObjectCreateStruct *pStruct)
{
CServerDE* pServerDE = GetServerDE();
if (!pServerDE || !pStruct) return;
char* pFilename = "Models\\Enemies\\TheHand.abc";
char* pSkin = "Skins\\Enemies\\TheHand.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 TheHandAI::InitialUpdate(DVector *pMovement)
{
m_pServerDE = BaseClass::GetServerDE();
if (!m_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\\TheHand");
m_bLoadAnims = DFALSE;
}
AI_Mgr::InitStatics(&m_Anim_Sound);
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : TheHandAI::MC_Fire_Jump
// DESCRIPTION : Hit with choke attack
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void TheHandAI::MC_Fire_Jump()
{
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_JUMP)
{
DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_JUMP[4]);
DVector vVel;
vVel.y = m_MoveObj.GetUpVector().y * m_fJumpSpeed;
vVel.x = m_MoveObj.GetForwardVector().x * m_fRunSpeed * 2;
vVel.z = m_MoveObj.GetForwardVector().z * m_fRunSpeed * 2;
Move(vVel, MATH_EPSILON);
m_bJumping = DTRUE;
m_pServerDE->SetModelLooping(m_hObject, DFALSE);
m_bAnimating = DTRUE;
m_nCurMetacmd = MC_FIRE_JUMP;
}
else
{
CollisionInfo collisionInfo;
m_pServerDE->GetStandingOn(m_hObject, &collisionInfo);
if (collisionInfo.m_hObject)
{
HCLASS hClass = m_pServerDE->GetClass("CPlayerObj");
if(m_pServerDE->IsKindOf(hClass, m_pServerDE->GetObjectClass(collisionInfo.m_hObject)))
{
m_hEnemyAttach = m_hTrackObject = m_hTarget;
SetNewState(STATE_EnemyAttach);
}
else
{
StopVelocity();
m_bAnimating = DFALSE;
Metacmd++;
}
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : TheHandAI::ComputeState
// DESCRIPTION : Compute actual substate
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void TheHandAI::ComputeState(int nStimType)
{
int nStim = nStimType;
if(nStimType == -1)
nStim = ComputeStimuli();
if(nStim == 0)
{
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
{
SetNewState(STATE_AttackClose);
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : TheHandAI::AI_STATE_AttackClose
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void TheHandAI::AI_STATE_AttackClose()
{
//SCHLEGZ 4/22/98 4:51:21 PM: sanity check
if(m_hTarget == DNULL && m_nCurMetacmd != MC_FIRE_JUMP)
{
ComputeState();
return;
}
switch(Metacmd)
{
case 1: MC_FaceTarget(); break;
case 2: MC_Taunt_Bold(); break;
case 3: if(VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos) <= 100.0f || m_nCurMetacmd == MC_FIRE_JUMP)
{
MC_Fire_Jump();
}
else
{
MC_FaceTarget();
Metacmd--;
if(!IsLedge(m_MoveObj.GetForwardVector()))
{
MC_Run();
}
else
{
MC_Idle();
}
}
break;
case 4: ComputeState(); break;
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : TheHandAI::AI_STATE_EnemyAttach
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void TheHandAI::AI_STATE_EnemyAttach()
{
HCLASS hEnemy = DNULL;
if(Metacmd > 4)
ComputeState();
else if(m_hEnemyAttach == DNULL)
Metacmd = 4;
else
hEnemy = m_pServerDE->GetObjectClass(m_hEnemyAttach);
switch(Metacmd)
{
case 1: if(m_pServerDE->IsKindOf(hEnemy, m_pServerDE->GetClass("CPlayerObj")))
{
DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
dwFlags |= FLAG_REALLYCLOSE;
dwFlags &= ~FLAG_GRAVITY;
m_pServerDE->SetObjectFlags(m_hObject, dwFlags);
m_pServerDE->SetModelFilenames(m_hObject,"models\\enemies\\thehand_pv.abc",
"skins\\enemies\\thehand_pv.dtx");
HMESSAGEWRITE hMsg = m_pServerDE->StartMessage(g_pPlayerObj->GetClient(), SMSG_HAND_ATTACH);
m_pServerDE->WriteToMessageObject(hMsg, m_hObject);
m_pServerDE->WriteToMessageObject(hMsg, m_hEnemyAttach);
m_pServerDE->EndMessage(hMsg);
Metacmd++;
}
else
{
m_nCurMetacmd = 999;
Metacmd++;
}
break;
case 2: if(m_bProceedAttach)
Metacmd++;
break;
case 3: if(m_pServerDE->IsKindOf(hEnemy, m_pServerDE->GetClass("CPlayerObj")) && m_hEnemyAttach)
{
CBaseCharacter* pAI = (CBaseCharacter*)m_pServerDE->HandleToObject(m_hEnemyAttach);
if(pAI->IsDead())
{
HMESSAGEWRITE hMsg = m_pServerDE->StartMessage(g_pPlayerObj->GetClient(), SMSG_DETACH_AI);
m_pServerDE->EndMessage(hMsg);
}
else if(m_pServerDE->GetTime() - m_fLastDmgTime >= 1.0f)
{
BaseClass *ffObj = m_pServerDE->HandleToObject(m_hObject);
DFLOAT fDamage = (DFLOAT)m_pServerDE->IntRandom(MAX_DAMAGE/2, MAX_DAMAGE);
DamageObject(m_hObject, ffObj, m_hEnemyAttach, fDamage * m_InventoryMgr.GetDamageMultiplier(),
m_MoveObj.GetForwardVector(), m_MoveObj.GetPos(), DAMAGE_TYPE_MELEE);
m_pAnim_Sound->PlaySound(m_hEnemyAttach, "choke.wav", 200, 100);
m_fLastDmgTime = m_pServerDE->GetTime();
}
}
else
{
m_nCurMetacmd = 999;
m_bProceedAttach = DFALSE;
Metacmd++;
}
break;
case 4:
if(m_nCurMetacmd != MC_FIRE_JUMP)
{
DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
if(!(dwFlags & FLAG_GRAVITY))
{
dwFlags &= ~FLAG_REALLYCLOSE;
dwFlags |= FLAG_GRAVITY;
m_pServerDE->SetObjectFlags(m_hObject, dwFlags);
}
m_pServerDE->SetModelFilenames(m_hObject,"models\\enemies\\TheHand.abc",
"skins\\enemies\\TheHand.dtx");
m_fLastDetachTime = m_pServerDE->GetTime();
DVector vPos,vU,vR,vF;
DRotation rRot;
m_pServerDE->GetObjectPos(m_hTrackObject, &m_vTargetPos);
m_pServerDE->GetObjectRotation(m_hTrackObject, &rRot);
m_pServerDE->SetObjectRotation(m_hObject, &rRot);
m_pServerDE->GetRotationVectors(&rRot, &vU, &vR, &vF);
VEC_ADDSCALED(vPos, m_vTargetPos, vF, -100.0f);
MC_FacePos(vPos);
Metacmd--;
m_pServerDE->MoveObject(m_hObject, &m_vTargetPos);
}
if (m_pServerDE->GetTime() - m_fLastDetachTime > 4.0f)
MC_Fire_Jump();
Metacmd++;
break;
case 5:
if ((m_pServerDE->GetTime() - m_fLastDetachTime) > 4.0f)
Metacmd++;
break;
default: ComputeState();
break;
}
return;
}
void TheHandAI::Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags)
{
m_pServerDE->WriteToMessageByte(hWrite, (DBYTE)m_bJumping);
m_pServerDE->WriteToMessageFloat(hWrite, m_fLastDmgTime);
m_pServerDE->WriteToMessageFloat(hWrite, m_fLastDetachTime);
}
void TheHandAI::Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags)
{
m_bJumping = (DBOOL)m_pServerDE->ReadFromMessageByte(hRead);
m_fLastDmgTime = m_pServerDE->ReadFromMessageFloat(hRead);
m_fLastDetachTime = m_pServerDE->ReadFromMessageFloat(hRead);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: CacheFiles
//
// PURPOSE: Cache resources used by the object
//
// ----------------------------------------------------------------------- //
void TheHandAI::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\\thehand");
CacheSoundFileRange("handdie", 1, 3);
CacheSoundFile("choke");
CacheSoundFile("handpain");
CacheSoundFile("handroam");
CacheSoundFile("handspot");
}
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