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2026-06-24 21:28:16 -05:00

335 lines
9.0 KiB
C++

//===========================================================================//
// File: PlayerAI.cpp //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 01/14/2000 AHF Created file //
//---------------------------------------------------------------------------//
// Copyright (C) 1999, Microsoft //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include "MW4Headers.hpp"
#include "Adept\AdeptHeaders.hpp"
#include "mw4.hpp"
#include "playerai.hpp"
#include "Adept\Interface.hpp"
#include "Adept\Application.hpp"
#include "Vehicle.hpp"
#include "NavPoint.hpp"
#include "mwguimanager.hpp"
#include "hudmap.hpp"
#include "guiradarmanager.hpp"
#include "field_base.hpp"
#include "vehicleinterface.hpp"
using namespace MechWarrior4;
using namespace MW4AI;
//#############################################################################
//################## Airplane::ExecutionStateEngine #####################
//#############################################################################
const StateEngine::StateEntry
PlayerAI::ExecutionStateEngine::StateEntries[]=
{
STATE_ENTRY(PlayerAI__ExecutionStateEngine, AutoPilot),
STATE_ENTRY(PlayerAI__ExecutionStateEngine, Cinema),
STATE_ENTRY(PlayerAI__ExecutionStateEngine, FieldBase)
};
PlayerAI::ExecutionStateEngine::ClassData*
PlayerAI::ExecutionStateEngine::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void PlayerAI::ExecutionStateEngine::InitializeClass()
{
Check_Object(StateEngine::DefaultData);
Verify(!DefaultData);
DefaultData =
new ClassData(
PlayerAI__ExecutionStateEngineClassID,
"PlayerAI::ExecutionStateEngine",
BaseClass::DefaultData,
ELEMENTS(StateEntries), StateEntries,
(Entity::ExecutionStateEngine::Factory)Make,
(Entity::ExecutionStateEngine::FactoryRequest::Factory)
&FactoryRequest::ConstructFactoryRequest
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void PlayerAI::ExecutionStateEngine::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
PlayerAI::ExecutionStateEngine* PlayerAI::ExecutionStateEngine::Make(PlayerAI *mover,FactoryRequest *request)
{
Check_Object(mover);
Check_Object(request);
gos_PushCurrentHeap(Heap);
PlayerAI::ExecutionStateEngine *engine = new PlayerAI::ExecutionStateEngine(DefaultData, mover, request);
gos_PopCurrentHeap();
return engine;
}
//
void PlayerAI::ExecutionStateEngine::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}
//#############################################################################
//############################### AI ##################################
//#############################################################################
PlayerAI::ClassData* PlayerAI::DefaultData = NULL;
const Receiver::MessageEntry PlayerAI::MessageEntries[]=
{
MESSAGE_ENTRY(PlayerAI, DebugText),
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void PlayerAI::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
PlayerAIClassID,
"MechWarrior4::PlayerAI",
MechAI::DefaultData,
ELEMENTS(MessageEntries), MessageEntries,
(Entity::Factory)Make,
(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
ExecutionStateEngine::DefaultData,
(Entity::GameModel::Factory)GameModel::ConstructGameModel,
NULL,
(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
(Entity::GameModel::ModelWrite)GameModel::WriteToText,
(Entity::GameModel::ModelSave)GameModel::SaveGameModel
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void PlayerAI::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
PlayerAI* PlayerAI::Make(CreateMessage *message,ReplicatorID *base_id)
{
Check_Object(message);
AutoHeap local_heap (g_AIHeap);
PlayerAI *new_entity = new PlayerAI(DefaultData, message, base_id, NULL);
Check_Object(new_entity);
new_entity->SyncMatrices(true);
return new_entity;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
PlayerAI::PlayerAI(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element)
: MechAI(class_data, message, base_id, element)
{
Check_Pointer(this);
Check_Object(message);
m_AutoPilot = false;
m_GunnerySkill = 75;
m_PilotSkill = 75;
m_EliteSkill = 75;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
PlayerAI::~PlayerAI()
{
}
bool PlayerAI::ShouldRunScript()
{
switch (executionState->GetState ())
{
case ExecutionStateEngine::FieldBaseState:
return false;
break;
}
return true;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void PlayerAI::PreCollisionExecute(Time till)
{
extern int g_nMR;
if (g_nMR == 2)
return;
Check_Object(this);
PRECOLLISION_LOGIC("Player AI");
//
//---------------------------------
// Verify that this always executes
//---------------------------------
//
Check_Object(executionState);
Verify(executionState->GetState() != ExecutionStateEngine::NeverExecuteState);
switch (executionState->GetState ())
{
case ExecutionStateEngine::AutoPilotState:
m_ExecutionNumber = MW4AI::g_AIExecutionNumber;
MoverAI::PreCollisionExecute(till);
break;
case ExecutionStateEngine::CinemaState:
m_ExecutionNumber = MW4AI::g_AIExecutionNumber;
inherited::PreCollisionExecute(till);
break;
case ExecutionStateEngine::FieldBaseState:
m_ExecutionNumber = MW4AI::g_AIExecutionNumber;
inherited::PreCollisionExecute(till);
break;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void PlayerAI::DebugTextMessageHandler(Adept::ReceiverDataMessageOf<int> *message)
{
Check_Object(this);
Check_Object(message);
Verify(message->messageID == DebugTextMessageID);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void PlayerAI::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}
void PlayerAI::StartCinema (void)
{
executionState->RequestState(ExecutionStateEngine::CinemaState);
}
void PlayerAI::StartFieldBase (void)
{
executionState->RequestState(ExecutionStateEngine::FieldBaseState);
}
void PlayerAI::StopExecuting (void)
{
ClearMoveOrder ();
OrderStopAttacking ();
executionState->RequestState(ExecutionStateEngine::NeverExecuteState);
}
void PlayerAI::TurnOn (void)
{
}
void PlayerAI::TurnOff (void)
{
m_Deactive = false;
}
bool PlayerAI::RequestHeatShutdown() const
{
return (true);
}
void PlayerAI::NotifyHeatShutdownImminent()
{
// this space intentionally left blank
}
void PlayerAI::FinishFieldBase (void)
{
Verify (m_Vehicle->vehicleInterface);
m_Vehicle->vehicleInterface->PlayerAIFieldBase (false);
inherited::FinishFieldBase ();
}
void PlayerAI::AutoPilot (bool value)
{
if (value == m_AutoPilot)
{
return;
}
m_AutoPilot = value;
if ((m_AutoPilot) && (m_AutoPilotDest))
{
Check_Object (m_AutoPilotDest);
Point3D loc (m_AutoPilotDest->GetLocalToWorld ());
Check_Object (m_Vehicle->GetGameModel ());
const Vehicle__GameModel *model = static_cast<const Vehicle__GameModel *> (m_Vehicle->GetGameModel ()) ;
m_AutoPilotSpeed = m_Vehicle->speedDemand;
orderMoveToLocPoint (loc,(int) (m_AutoPilotSpeed * model->maxSpeed),true,true);
executionState->RequestState(ExecutionStateEngine::AutoPilotState);
}
else
{
ClearMoveOrder ();
executionState->RequestState(ExecutionStateEngine::NeverExecuteState);
}
}
void PlayerAI::NavPoint (MechWarrior4::NavPoint *point)
{
Check_Object (point);
if (m_AutoPilotDest == point)
{
return;
}
m_AutoPilotDest = point;
if ((m_AutoPilot) && (m_AutoPilotDest))
{
Check_Object (m_AutoPilotDest);
Point3D loc (m_AutoPilotDest->GetLocalToWorld ());
orderMoveToLocPoint (loc,(int) m_AutoPilotSpeed,true,true);
}
else if ((m_AutoPilot) && (!m_AutoPilotDest))
{
AutoPilot (false);
}
}
void PlayerAI::ChangeAutoPilotSpeed (Stuff::Scalar newspeed)
{
Verify (m_AutoPilot);
Verify (m_CurMove);
m_AutoPilotSpeed = newspeed;
if (m_CurMove)
{
m_CurMove->Speed (newspeed);
}
}