Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
335 lines
9.0 KiB
C++
335 lines
9.0 KiB
C++
//===========================================================================//
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// File: PlayerAI.cpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 01/14/2000 AHF Created file //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1999, Microsoft //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include "MW4Headers.hpp"
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#include "Adept\AdeptHeaders.hpp"
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#include "mw4.hpp"
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#include "playerai.hpp"
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#include "Adept\Interface.hpp"
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#include "Adept\Application.hpp"
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#include "Vehicle.hpp"
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#include "NavPoint.hpp"
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#include "mwguimanager.hpp"
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#include "hudmap.hpp"
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#include "guiradarmanager.hpp"
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#include "field_base.hpp"
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#include "vehicleinterface.hpp"
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using namespace MechWarrior4;
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using namespace MW4AI;
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//#############################################################################
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//################## Airplane::ExecutionStateEngine #####################
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//#############################################################################
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const StateEngine::StateEntry
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PlayerAI::ExecutionStateEngine::StateEntries[]=
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{
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STATE_ENTRY(PlayerAI__ExecutionStateEngine, AutoPilot),
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STATE_ENTRY(PlayerAI__ExecutionStateEngine, Cinema),
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STATE_ENTRY(PlayerAI__ExecutionStateEngine, FieldBase)
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};
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PlayerAI::ExecutionStateEngine::ClassData*
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PlayerAI::ExecutionStateEngine::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void PlayerAI::ExecutionStateEngine::InitializeClass()
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{
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Check_Object(StateEngine::DefaultData);
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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PlayerAI__ExecutionStateEngineClassID,
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"PlayerAI::ExecutionStateEngine",
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BaseClass::DefaultData,
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ELEMENTS(StateEntries), StateEntries,
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(Entity::ExecutionStateEngine::Factory)Make,
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(Entity::ExecutionStateEngine::FactoryRequest::Factory)
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&FactoryRequest::ConstructFactoryRequest
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void PlayerAI::ExecutionStateEngine::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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PlayerAI::ExecutionStateEngine* PlayerAI::ExecutionStateEngine::Make(PlayerAI *mover,FactoryRequest *request)
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{
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Check_Object(mover);
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Check_Object(request);
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gos_PushCurrentHeap(Heap);
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PlayerAI::ExecutionStateEngine *engine = new PlayerAI::ExecutionStateEngine(DefaultData, mover, request);
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gos_PopCurrentHeap();
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return engine;
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}
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//
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void PlayerAI::ExecutionStateEngine::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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//#############################################################################
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//############################### AI ##################################
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//#############################################################################
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PlayerAI::ClassData* PlayerAI::DefaultData = NULL;
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const Receiver::MessageEntry PlayerAI::MessageEntries[]=
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{
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MESSAGE_ENTRY(PlayerAI, DebugText),
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void PlayerAI::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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PlayerAIClassID,
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"MechWarrior4::PlayerAI",
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MechAI::DefaultData,
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ELEMENTS(MessageEntries), MessageEntries,
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(Entity::Factory)Make,
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(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
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ExecutionStateEngine::DefaultData,
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(Entity::GameModel::Factory)GameModel::ConstructGameModel,
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NULL,
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(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
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(Entity::GameModel::ModelWrite)GameModel::WriteToText,
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(Entity::GameModel::ModelSave)GameModel::SaveGameModel
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void PlayerAI::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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PlayerAI* PlayerAI::Make(CreateMessage *message,ReplicatorID *base_id)
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{
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Check_Object(message);
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AutoHeap local_heap (g_AIHeap);
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PlayerAI *new_entity = new PlayerAI(DefaultData, message, base_id, NULL);
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Check_Object(new_entity);
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new_entity->SyncMatrices(true);
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return new_entity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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PlayerAI::PlayerAI(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element)
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: MechAI(class_data, message, base_id, element)
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{
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Check_Pointer(this);
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Check_Object(message);
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m_AutoPilot = false;
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m_GunnerySkill = 75;
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m_PilotSkill = 75;
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m_EliteSkill = 75;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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PlayerAI::~PlayerAI()
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{
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}
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bool PlayerAI::ShouldRunScript()
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{
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switch (executionState->GetState ())
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{
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case ExecutionStateEngine::FieldBaseState:
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return false;
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break;
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}
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return true;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void PlayerAI::PreCollisionExecute(Time till)
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{
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extern int g_nMR;
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if (g_nMR == 2)
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return;
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Check_Object(this);
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PRECOLLISION_LOGIC("Player AI");
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//
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//---------------------------------
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// Verify that this always executes
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//---------------------------------
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//
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Check_Object(executionState);
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Verify(executionState->GetState() != ExecutionStateEngine::NeverExecuteState);
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switch (executionState->GetState ())
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{
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case ExecutionStateEngine::AutoPilotState:
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m_ExecutionNumber = MW4AI::g_AIExecutionNumber;
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MoverAI::PreCollisionExecute(till);
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break;
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case ExecutionStateEngine::CinemaState:
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m_ExecutionNumber = MW4AI::g_AIExecutionNumber;
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inherited::PreCollisionExecute(till);
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break;
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case ExecutionStateEngine::FieldBaseState:
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m_ExecutionNumber = MW4AI::g_AIExecutionNumber;
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inherited::PreCollisionExecute(till);
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break;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void PlayerAI::DebugTextMessageHandler(Adept::ReceiverDataMessageOf<int> *message)
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{
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Check_Object(this);
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Check_Object(message);
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Verify(message->messageID == DebugTextMessageID);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void PlayerAI::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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void PlayerAI::StartCinema (void)
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{
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executionState->RequestState(ExecutionStateEngine::CinemaState);
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}
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void PlayerAI::StartFieldBase (void)
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{
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executionState->RequestState(ExecutionStateEngine::FieldBaseState);
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}
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void PlayerAI::StopExecuting (void)
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{
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ClearMoveOrder ();
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OrderStopAttacking ();
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executionState->RequestState(ExecutionStateEngine::NeverExecuteState);
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}
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void PlayerAI::TurnOn (void)
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{
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}
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void PlayerAI::TurnOff (void)
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{
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m_Deactive = false;
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}
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bool PlayerAI::RequestHeatShutdown() const
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{
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return (true);
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}
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void PlayerAI::NotifyHeatShutdownImminent()
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{
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// this space intentionally left blank
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}
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void PlayerAI::FinishFieldBase (void)
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{
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Verify (m_Vehicle->vehicleInterface);
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m_Vehicle->vehicleInterface->PlayerAIFieldBase (false);
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inherited::FinishFieldBase ();
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}
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void PlayerAI::AutoPilot (bool value)
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{
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if (value == m_AutoPilot)
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{
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return;
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}
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m_AutoPilot = value;
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if ((m_AutoPilot) && (m_AutoPilotDest))
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{
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Check_Object (m_AutoPilotDest);
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Point3D loc (m_AutoPilotDest->GetLocalToWorld ());
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Check_Object (m_Vehicle->GetGameModel ());
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const Vehicle__GameModel *model = static_cast<const Vehicle__GameModel *> (m_Vehicle->GetGameModel ()) ;
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m_AutoPilotSpeed = m_Vehicle->speedDemand;
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orderMoveToLocPoint (loc,(int) (m_AutoPilotSpeed * model->maxSpeed),true,true);
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executionState->RequestState(ExecutionStateEngine::AutoPilotState);
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}
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else
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{
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ClearMoveOrder ();
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executionState->RequestState(ExecutionStateEngine::NeverExecuteState);
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}
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}
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void PlayerAI::NavPoint (MechWarrior4::NavPoint *point)
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{
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Check_Object (point);
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if (m_AutoPilotDest == point)
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{
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return;
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}
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m_AutoPilotDest = point;
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if ((m_AutoPilot) && (m_AutoPilotDest))
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{
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Check_Object (m_AutoPilotDest);
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Point3D loc (m_AutoPilotDest->GetLocalToWorld ());
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orderMoveToLocPoint (loc,(int) m_AutoPilotSpeed,true,true);
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}
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else if ((m_AutoPilot) && (!m_AutoPilotDest))
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{
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AutoPilot (false);
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}
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}
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void PlayerAI::ChangeAutoPilotSpeed (Stuff::Scalar newspeed)
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{
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Verify (m_AutoPilot);
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Verify (m_CurMove);
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m_AutoPilotSpeed = newspeed;
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if (m_CurMove)
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{
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m_CurMove->Speed (newspeed);
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}
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}
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