// AI_monster_zombie_commando_tentacle.cpp // Native state-machine replacement for ai_monster_zombie_commando_tentacle.script. #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" rvmMonsterZombieCommandoTentacle::rvmMonsterZombieCommandoTentacle() { nextAttack = 0.0f; nextNoFOVAttack = 0.0f; tentacleDamage = false; painNextTime = 0.0f; } void rvmMonsterZombieCommandoTentacle::Init( idAI* aiOwner ) { rvmMonsterBase::Init( aiOwner ); run_distance = ZCT_RUNDISTANCE; walk_turn = ZCT_WALKTURN; SetState( "state_Begin" ); } stateResult_t rvmMonsterZombieCommandoTentacle::RunStateByName( const char* stateName, stateParms_t* parms ) { AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle ); AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain ); AI_DISPATCH_STATE( "Torso_MeleeAttack", Torso_MeleeAttack ); AI_DISPATCH_STATE( "Torso_TentacleAttack", Torso_TentacleAttack ); AI_DISPATCH_STATE( "Legs_Idle", Legs_Idle ); AI_DISPATCH_STATE( "Legs_Walk", Legs_Walk ); AI_DISPATCH_STATE( "Legs_Run", Legs_Run ); AI_DISPATCH_STATE( "state_Begin", state_Begin ); AI_DISPATCH_STATE( "state_Idle", state_Idle ); AI_DISPATCH_STATE( "combat_tentacle", combat_tentacle ); AI_DISPATCH_STATE( "combat_melee", combat_melee ); return rvmMonsterBase::RunStateByName( stateName, parms ); } stateResult_t rvmMonsterZombieCommandoTentacle::Torso_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "idle" ); parms->stage = 1; } if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombieCommandoTentacle::Torso_Pain( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() ); painNextTime = DelayTime( 0.25f ); parms->stage = STAGE_WAIT; return SRESULT_WAIT; case STAGE_WAIT: 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 rvmMonsterZombieCommandoTentacle::Torso_MeleeAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, "melee_attack" ); parms->stage = STAGE_WAIT; return SRESULT_WAIT; case STAGE_WAIT: 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 rvmMonsterZombieCommandoTentacle::Torso_TentacleAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT }; switch ( parms->stage ) { case STAGE_START: FaceEnemy(); PlayAnim( ANIMCHANNEL_TORSO, "range_attack" ); parms->stage = STAGE_WAIT; return SRESULT_WAIT; case STAGE_WAIT: if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { FinishAction( "tentacle_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombieCommandoTentacle::Legs_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "idle" ); parms->stage = 1; } if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 4 ); return SRESULT_DONE; } if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombieCommandoTentacle::Legs_Walk( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; } if ( run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Run", 4 ); return SRESULT_DONE; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombieCommandoTentacle::Legs_Run( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "run" ); parms->stage = 1; } if ( !run && MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 4 ); return SRESULT_DONE; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterZombieCommandoTentacle::state_Begin( stateParms_t* parms ) { enum { STAGE_START, STAGE_MONSTER_BEGIN }; switch ( parms->stage ) { case STAGE_START: SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 0 ); StartAction( "monster_begin" ); parms->stage = STAGE_MONSTER_BEGIN; return SRESULT_WAIT; case STAGE_MONSTER_BEGIN: if ( InAction() ) { return SRESULT_WAIT; } SetMoveType( MOVETYPE_ANIM ); SetState( "state_Idle" ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombieCommandoTentacle::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; } tentacleDamage = false; nextAttack = 0.0f; nextNoFOVAttack = 0.0f; SetState( "state_Combat" ); return SRESULT_DONE; } return SRESULT_ERROR; } int rvmMonsterZombieCommandoTentacle::check_attacks() { int attack_flags = 0; if ( CheckForMelee() ) { attack_flags |= ATTACK_MELEE; } if ( ( Time() > nextNoFOVAttack && EnemyVisible() ) || EnemyInFOV() ) { const float range = EnemyRange(); if ( range < ZCT_TENTACLE_RANGE_MAX && ( !CanReachEnemy() || Time() >= nextAttack ) && CanHitEnemy() ) { attack_flags |= ATTACK_TENTACLE; } } return attack_flags; } bool rvmMonsterZombieCommandoTentacle::do_attack( int attack_flags ) { const int flags = attack_flags; nextNoFOVAttack = Time() + ZCT_NOFOVTIME; if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; } if ( flags & ATTACK_TENTACLE ) { StartAction( "combat_tentacle" ); return true; } return false; } stateResult_t rvmMonsterZombieCommandoTentacle::combat_tentacle( stateParms_t* parms ) { enum { STAGE_START, STAGE_LOOP }; switch ( parms->stage ) { case STAGE_START: tentacleDamage = false; StopMove(); waitActionName = "tentacle_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_TentacleAttack", 4 ); parms->stage = STAGE_LOOP; return SRESULT_WAIT; case STAGE_LOOP: if ( tentacleDamage && owner && owner->MeleeAttackToJoint( "joint13", "melee_commandoTentacle" ) ) { tentacleDamage = false; } if ( !InAnimState( ANIMCHANNEL_TORSO, "Torso_TentacleAttack" ) || ActionDone( "tentacle_attack" ) ) { tentacleDamage = false; nextAttack = DelayTime( ZCT_ATTACK_RATE ); nextNoFOVAttack = Time() + ZCT_NOFOVTIME; return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterZombieCommandoTentacle::combat_melee( stateParms_t* parms ) { enum { STAGE_START, STAGE_LOOP }; switch ( parms->stage ) { case STAGE_START: tentacleDamage = false; FaceEnemy(); waitActionName = "melee_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 5 ); parms->stage = STAGE_LOOP; return SRESULT_WAIT; case STAGE_LOOP: LookAtEnemy( 1.0f ); if ( tentacleDamage && owner && owner->MeleeAttackToJoint( "joint13", "melee_commandoTentacle" ) ) { tentacleDamage = false; } if ( !InAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack" ) || ActionDone( "melee_attack" ) ) { tentacleDamage = false; return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } void rvmMonsterZombieCommandoTentacle::tentacle_attack_start() { tentacleDamage = true; } void rvmMonsterZombieCommandoTentacle::tentacle_attack_end() { tentacleDamage = false; }