// AI_monster_flying_lostsoul.cpp // Native state-machine replacement for ai_monster_flying_lostsoul.script. #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" rvmMonsterFlyingLostsoul::rvmMonsterFlyingLostsoul() { nextAttack = 0.0f; nextNoFOVAttack = 0.0f; noMeleeTime = 0.0f; fly_offset = 0.0f; painNextTime = 0.0f; chargeVelocity = vec3_zero; } void rvmMonsterFlyingLostsoul::Init( idAI* aiOwner ) { rvmMonsterBase::Init( aiOwner ); fly_offset = GetFloatKey( "fly_offset", "0" ); SetState( "state_Begin" ); } stateResult_t rvmMonsterFlyingLostsoul::RunStateByName( const char* stateName, stateParms_t* parms ) { AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle ); AI_DISPATCH_STATE( "Torso_Fly", Torso_Fly ); AI_DISPATCH_STATE( "Torso_Charge", Torso_Charge ); AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain ); AI_DISPATCH_STATE( "Torso_MeleeAttack", Torso_MeleeAttack ); AI_DISPATCH_STATE( "state_Begin", state_Begin ); AI_DISPATCH_STATE( "state_Idle", state_Idle ); AI_DISPATCH_STATE( "combat_charge", combat_charge ); AI_DISPATCH_STATE( "combat_melee", combat_melee ); AI_DISPATCH_STATE( "combat_retreat", combat_retreat ); return rvmMonsterBase::RunStateByName( stateName, parms ); } stateResult_t rvmMonsterFlyingLostsoul::Torso_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_TORSO, "idle" ); parms->stage = 1; } if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 ); return SRESULT_DONE; } if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Fly", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterFlyingLostsoul::Torso_Fly( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_TORSO, "fly" ); parms->stage = 1; } if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 ); return SRESULT_DONE; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterFlyingLostsoul::Torso_Charge( stateParms_t* parms ) { enum { STAGE_START, STAGE_CHARGE }; switch ( parms->stage ) { case STAGE_START: PlayCycle( ANIMCHANNEL_TORSO, "charge" ); AttackBegin( "melee_lostsoul_charge" ); scratchEndTime = DelayTime( ( EnemyRange() + 256.0f ) / LOSTSOUL_CHARGE_SPEED ); parms->stage = STAGE_CHARGE; return SRESULT_WAIT; case STAGE_CHARGE: if ( InfluenceActive() || Pain() || Time() >= scratchEndTime ) { AttackEnd(); FinishAction( "charge_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); return SRESULT_DONE; } if ( CheckForMelee() ) { AttackMelee( "melee_lostsoul_charge" ); } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterFlyingLostsoul::Torso_Pain( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() ); painNextTime = DelayTime( 0.25f ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: if ( Pain() && Time() > painNextTime ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 ); return SRESULT_DONE; } if ( AnimDone( ANIMCHANNEL_TORSO, 2 ) ) { FinishAction( "pain" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterFlyingLostsoul::Torso_MeleeAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, "melee_attack" ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { FinishAction( "melee_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterFlyingLostsoul::state_Begin( stateParms_t* parms ) { enum { STAGE_START, STAGE_MONSTER_BEGIN }; switch ( parms->stage ) { case STAGE_START: SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 ); StartAction( "monster_begin" ); parms->stage = STAGE_MONSTER_BEGIN; return SRESULT_WAIT; case STAGE_MONSTER_BEGIN: if ( InAction() ) { return SRESULT_WAIT; } SetMoveType( MOVETYPE_FLY ); SetState( "state_Idle" ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterFlyingLostsoul::state_Idle( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT_FOR_ENEMY }; switch ( parms->stage ) { case STAGE_START: StartAction( "wait_for_enemy" ); parms->stage = STAGE_WAIT_FOR_ENEMY; return SRESULT_WAIT; case STAGE_WAIT_FOR_ENEMY: if ( InAction() ) { return SRESULT_WAIT; } nextAttack = 0.0f; nextNoFOVAttack = 0.0f; SetState( "state_Combat" ); return SRESULT_DONE; } return SRESULT_ERROR; } int rvmMonsterFlyingLostsoul::check_attacks() { int flags = 0; const float currentTime = Time(); if ( currentTime >= noMeleeTime && CheckForMelee() ) { flags |= ATTACK_MELEE; } if ( ( Time() > nextNoFOVAttack && EnemyVisible() ) || EnemyInFOV() ) { const float range = EnemyRange(); if ( range < 40.0f ) { flags |= ATTACK_LOSTSOUL_RETREAT; } if ( range >= LOSTSOUL_CHARGE_RANGE_MIN && range < LOSTSOUL_CHARGE_RANGE_MAX && ( !CanReachEnemy() || currentTime >= nextAttack ) && owner && owner->TestChargeAttack() > 0.0f ) { flags |= ATTACK_LOSTSOUL_CHARGE; } } return static_cast( flags ); } bool rvmMonsterFlyingLostsoul::do_attack( int attack_flags ) { nextNoFOVAttack = Time() + LOSTSOUL_NOFOVTIME; const int flags = attack_flags; if ( flags & ATTACK_LOSTSOUL_RETREAT ) { StartAction( "combat_retreat" ); return true; } if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; } if ( flags & ATTACK_LOSTSOUL_CHARGE ) { StartAction( "combat_charge" ); return true; } return false; } stateResult_t rvmMonsterFlyingLostsoul::combat_charge( stateParms_t* parms ) { enum { STAGE_RISE, STAGE_FACE, STAGE_CHARGE, STAGE_FINISH }; switch ( parms->stage ) { case STAGE_RISE: SetFlyOffset( idMath::Ftoi( fly_offset + 200.0f ) ); scratchEndTime = DelayTime( 0.5f ); parms->stage = STAGE_FACE; return SRESULT_WAIT; case STAGE_FACE: { if ( Time() < scratchEndTime ) { return SRESULT_WAIT; } FaceEnemy(); idVec3 forward = GetEnemyPos() - GetOrigin(); forward.z = 0.0f; forward.Normalize(); chargeVelocity = forward * LOSTSOUL_CHARGE_SPEED; SetFlyOffset( idMath::Ftoi( fly_offset ) ); SetFlySpeed( LOSTSOUL_CHARGE_SPEED ); waitActionName = "charge_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_Charge", 4 ); parms->stage = STAGE_CHARGE; return SRESULT_WAIT; } case STAGE_CHARGE: { if ( !ActionDone( "charge_attack" ) ) { idVec3 vel = chargeVelocity; const idVec3 org = GetOrigin(); const idVec3 pos = GetEnemyPos(); vel.z = -( org.z - pos.z + 16.0f ) * 3.0f; SetLinearVelocity( vel ); return SRESULT_WAIT; } SetFlySpeed( LOSTSOUL_NORMAL_SPEED ); nextAttack = DelayTime( LOSTSOUL_ATTACK_RATE ); nextNoFOVAttack = Time() + LOSTSOUL_NOFOVTIME; noMeleeTime = Time() + 1.0f; return SRESULT_DONE; } } return SRESULT_ERROR; } stateResult_t rvmMonsterFlyingLostsoul::combat_melee( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: FaceEnemy(); waitActionName = "melee_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 4 ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "melee_attack" ) ) { return SRESULT_WAIT; } return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterFlyingLostsoul::combat_retreat( stateParms_t* parms ) { enum { STAGE_START, STAGE_MOVE }; switch ( parms->stage ) { case STAGE_START: MoveOutOfRange( GetEnemy(), EnemyRange() + 256.0f ); scratchEndTime = DelayTime( 1.0f ); parms->stage = STAGE_MOVE; return SRESULT_WAIT; case STAGE_MOVE: if ( MoveDone() || Time() >= scratchEndTime ) { return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; }