📄 deathshroud.cpp
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// ----------------------------------------------------------------------- //
//
// MODULE : DeathShroud.cpp
//
// PURPOSE : DeathShroud - Definition
//
// CREATED : 11/20/97
//
// ----------------------------------------------------------------------- //
#include <stdio.h>
#include "DeathShroud.h"
#include "cpp_server_de.h"
#include "SoundTypes.h"
BEGIN_CLASS(DeathShroud)
ADD_REALPROP(RandomHitPoints, 0.0f) \
ADD_STRINGPROP(AIState, "IDLE") \
ADD_VECTORPROP_VAL_FLAG(Dims, 20.0f, 48.0f, 20.0f, PF_DIMS | PF_LOCALDIMS | PF_HIDDEN)
END_CLASS_DEFAULT(DeathShroud, AI_Mgr, NULL, NULL)
//static data member initialization
DBOOL DeathShroud::m_bLoadAnims = DTRUE;
CAnim_Sound DeathShroud::m_Anim_Sound;
// ----------------------------------------------------------------------- //
//
// ROUTINE:
//
// PURPOSE: Constructor
//
// ----------------------------------------------------------------------- //
DeathShroud::DeathShroud() : AI_Mgr()
{
m_fHearingDist = 3000.0f;
m_fSensingDist = 3000.0f;
m_fSmellingDist = 0.0f;
m_fSeeingDist = 3000.0f;
m_fWalkSpeed = 100.0f;
m_fRunSpeed = 180.0f;
m_fRollSpeed = 3.5f;
m_fAIMass = AI_DEFAULT_MASS;
_mbscpy((unsigned char*)m_szAIWeapon[0], (const unsigned char*)"SKULL");
m_nAIStrength = 5;
m_nState = STATE_Idle;
m_nLastState = STATE_Idle;
m_dwFlags = 0;
m_bCabal = DFALSE;
// [blg]
m_fAIHitPoints = 800;
m_fAIRandomHP = 00;
m_fAIArmorPoints = 200;
_mbscpy((unsigned char*)m_szAIState, (const unsigned char*)"IDLE");
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: EngineMessageFn
//
// PURPOSE: Handle engine messages
//
// ----------------------------------------------------------------------- //
DDWORD DeathShroud::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);
AI_Mgr::EngineMessageFn(messageID, pData, fData);
VEC_SET(m_vScale, 1.5f, 1.5f, 1.5f);
DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
dwFlags &= ~FLAG_SHADOW;
m_pServerDE->SetObjectFlags(m_hObject, dwFlags);
CacheFiles();
return 0;
}
default : break;
}
return AI_Mgr::EngineMessageFn(messageID, pData, fData);
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: PostPropRead()
//
// PURPOSE: Update properties
//
// ----------------------------------------------------------------------- //
void DeathShroud::PostPropRead(ObjectCreateStruct *pStruct)
{
if (!pStruct) return;
char* pFilename = "Models\\Enemies\\DeathShroud.abc";
char* pSkin = "Skins\\Enemies\\DeathShroud.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 DeathShroud::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\\DeathShroud");
m_bLoadAnims = DFALSE;
}
m_InventoryMgr.AddDamageMultiplier(0.5f);
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\\deathshroud\\de_loop_2.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 = 50;
g_pServerDE->PlaySound( &playSoundInfo );
m_hLoopSound = playSoundInfo.m_hSound;
//fade the deathshroud
DVector vColor;
DFLOAT fAlpha = 0.0f;
m_pServerDE->GetObjectColor(m_hObject,&vColor.x, &vColor.y, &vColor.z, &fAlpha);
fAlpha = 0.90f;
m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha);
return DTRUE;
}
// ----------------------------------------------------------------------- //
// ROUTINE : DeathShroud::MC_Fade
// DESCRIPTION : Run an fade out/in animation
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void DeathShroud::MC_Fade(DBOOL bFade)
{
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_TAUNT_BOLD)
{
DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_TAUNT[4]);
//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_TAUNT_BOLD;
if(bFade)
{
DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
dwFlags &= ~FLAG_SOLID;
m_pServerDE->SetObjectFlags(m_hObject, dwFlags);
}
}
else
{
DVector vColor;
DFLOAT fAlpha = 0.0f;
m_pServerDE->GetObjectColor(m_hObject,&vColor.x, &vColor.y, &vColor.z, &fAlpha);
if(bFade)
{
fAlpha -= 0.05f;
if(fAlpha <= 0.5f)
fAlpha = 0.5f;
m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha);
if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE && fAlpha <= 0.5f)
{
m_bAnimating = DFALSE;
Metacmd++;
return;
}
}
else
{
fAlpha += 0.05f;
if(fAlpha >= 0.90f)
fAlpha = 0.90f;
m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha);
if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE && fAlpha >= 0.90f)
{
DDWORD dwFlags = m_pServerDE->GetObjectFlags(m_hObject);
dwFlags |= FLAG_SOLID;
m_pServerDE->SetObjectFlags(m_hObject, dwFlags);
m_bAnimating = DFALSE;
Metacmd++;
return;
}
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : DeathShroud::MC_Fire_Stand
// DESCRIPTION : Run the energy blast, shockwave, or fire animation and effect
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void DeathShroud::MC_Fire_Stand()
{
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_FIRE_STAND)
{
DBOOL bRet = SetAnimation(m_pAnim_Sound->m_nAnim_FIRE_STAND[8]);
//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_bAnimating = DFALSE;
Metacmd++;
return;
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : DeathShroud::MC_Dead
// DESCRIPTION : Run death animation based on node hit
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void DeathShroud::MC_Dead()
{
DVector vColor;
DFLOAT fAlpha = 0.0f;
m_pServerDE->GetObjectColor(m_hObject,&vColor.x, &vColor.y, &vColor.z, &fAlpha);
if (m_bAnimating == DFALSE || m_nCurMetacmd != MC_DEAD)
{
if(m_hLoopSound)
{
m_pServerDE->KillSound(m_hLoopSound);
m_hLoopSound = DNULL;
}
m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, 1.0f);
int nSideHit = m_damage.GetSideHit();
switch(m_damage.GetNodeHit())
{
case NODE_NECK: m_nCorpseType = m_pAnim_Sound->m_nAnim_DEATH[0 + nSideHit]; break;
case NODE_TORSO: m_nCorpseType = m_pAnim_Sound->m_nAnim_DEATH[1 + nSideHit]; break;
case NODE_RARM: m_nCorpseType = m_pAnim_Sound->m_nAnim_DEATH[2 + nSideHit]; break;
case NODE_LARM: m_nCorpseType = m_pAnim_Sound->m_nAnim_DEATH[3 + nSideHit]; break;
case NODE_LLEG: m_nCorpseType = m_pAnim_Sound->m_nAnim_DEATH[4 + nSideHit]; break;
case NODE_RLEG: m_nCorpseType = m_pAnim_Sound->m_nAnim_DEATH[5 + nSideHit]; break;
}
m_pServerDE->SetModelLooping(m_hObject, DFALSE);
m_bAnimating = DTRUE;
m_nCurMetacmd = MC_DEAD;
}
else
{
VEC_MULSCALAR(m_vScale, m_vScale, 0.9f);
VEC_MULSCALAR(m_vDims, m_vDims, 0.9f);
m_pServerDE->ScaleObject(m_hObject, &m_vScale);
m_pServerDE->SetObjectDims2(m_hObject, &m_vDims);
fAlpha -= 0.05f;
if(fAlpha <= 0.0f) fAlpha = 0.0f;
m_pServerDE->SetObjectColor(m_hObject,vColor.x,vColor.y,vColor.z, fAlpha);
if(m_pServerDE->GetModelPlaybackState(m_hObject) & MS_PLAYDONE)
{
m_bAnimating = DFALSE;
Metacmd++;
m_bRemoveMe = DTRUE;
}
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : DeathShroud::ComputeState
// DESCRIPTION : Compute actual substate
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void DeathShroud::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
{
SetNewState(STATE_AttackFar);
}
return;
}
// ----------------------------------------------------------------------- //
// ROUTINE : DeathShroud::AI_STATE_AttackFar
// DESCRIPTION :
// RETURN TYPE : void
// ----------------------------------------------------------------------- //
void DeathShroud::AI_STATE_AttackFar()
{
DFLOAT fHeight = (DFLOAT)fabs(m_vTargetPos.y - m_MoveObj.GetPos().y);
//SCHLEGZ 4/22/98 4:51:21 PM: sanity check
if(m_hTarget == DNULL && m_nCurMetacmd != MC_FIRE_STAND)
{
if(fHeight <= m_vDims.y)
SetNewState(STATE_SearchVisualTarget);
else
ComputeState();
return;
}
m_fStimuli[SIGHT] = VEC_DIST(m_MoveObj.GetPos(),m_vTargetPos);
MC_FaceTarget();
Metacmd--;
switch(Metacmd)
{
case 1: MC_Fade(DFALSE); break;
case 2: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.66) || m_nCurMetacmd == MC_FIRE_STAND
|| fHeight > m_vDims.y)
{
MC_Fire_Stand();
}
else
{
Metacmd++;
}
break;
case 3: MC_Fade(DTRUE); break;
case 4: if(m_fStimuli[SIGHT] <= (m_fSeeingDist * 0.33) || fHeight > m_vDims.y)
Metacmd++;
else
MC_Walk();
break;
case 5: ComputeState(); break;
}
return;
}
// ----------------------------------------------------------------------- //
//
// ROUTINE: CacheFiles
//
// PURPOSE: Cache resources used by the object
//
// ----------------------------------------------------------------------- //
void DeathShroud::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\\deathshroud");
CacheSoundFileRange("de_attack_", 1, 3);
CacheSoundFileRange("de_idle_", 1, 3);
CacheSoundFileRange("de_loop_", 1, 3);
CacheSoundFileRange("de_pain_", 1, 3);
CacheSoundFile("de_death_3verbed");
CacheSoundFile("flyskull");
}
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