// AI_follower.cpp // Native state-machine replacement for ai_follower(1).script. #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" void rvmFollower::Init( idAI* aiOwner ) { rvmAIObject::Init( aiOwner ); SetState( "state_Begin" ); } void rvmFollower::Destroy() { rvmAIObject::Destroy(); } stateResult_t rvmFollower::RunStateByName( const char* stateName, stateParms_t* parms ) { AI_DISPATCH_STATE( "Torso_CustomCycle", Torso_CustomCycle ); AI_DISPATCH_STATE( "Torso_CustomAnim", Torso_CustomAnim ); AI_DISPATCH_STATE( "Torso_Death", Torso_Death ); AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle ); AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain ); AI_DISPATCH_STATE( "Legs_Death", Legs_Death ); AI_DISPATCH_STATE( "Legs_Idle", Legs_Idle ); AI_DISPATCH_STATE( "Legs_Walk", Legs_Walk ); AI_DISPATCH_STATE( "Legs_Run", Legs_Run ); AI_DISPATCH_STATE( "Legs_TurnLeft", Legs_TurnLeft ); AI_DISPATCH_STATE( "Legs_TurnRight", Legs_TurnRight ); AI_DISPATCH_STATE( "state_Idle", state_Idle ); AI_DISPATCH_STATE( "state_Killed", state_Killed ); AI_DISPATCH_STATE( "state_Follow", state_Follow ); AI_DISPATCH_STATE( "getCloser", getCloser ); return rvmAIObject::RunStateByName( stateName, parms ); } stateResult_t rvmFollower::Torso_CustomCycle( stateParms_t* parms ) { enum { STAGE_START, STAGE_ANIM }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, "idle" ); parms->stage = STAGE_ANIM; return SRESULT_WAIT; case STAGE_ANIM: if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmFollower::Torso_CustomAnim( stateParms_t* parms ) { enum { STAGE_START, STAGE_ANIM }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, "idle" ); parms->stage = STAGE_ANIM; return SRESULT_WAIT; case STAGE_ANIM: if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmFollower::Torso_Death( stateParms_t* parms ) { enum { STAGE_START, STAGE_ANIM }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, "idle" ); parms->stage = STAGE_ANIM; return SRESULT_WAIT; case STAGE_ANIM: if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmFollower::Torso_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "stand" ); parms->stage = 1; } if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmFollower::Torso_Pain( stateParms_t* parms ) { enum { STAGE_START, STAGE_ANIM }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() ); parms->stage = STAGE_ANIM; return SRESULT_WAIT; case STAGE_ANIM: if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { FinishAction( "pain" ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmFollower::Legs_Death( stateParms_t* parms ) { enum { STAGE_START, STAGE_ANIM }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_LEGS, "idle" ); parms->stage = STAGE_ANIM; return SRESULT_WAIT; case STAGE_ANIM: if ( AnimDone( ANIMCHANNEL_LEGS, 4 ) ) { return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmFollower::Legs_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "stand" ); parms->stage = 1; } if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmFollower::Legs_Walk( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmFollower::Legs_Run( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "run" ); parms->stage = 1; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmFollower::Legs_TurnLeft( stateParms_t* parms ) { enum { STAGE_START, STAGE_ANIM }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_LEGS, "idle" ); parms->stage = STAGE_ANIM; return SRESULT_WAIT; case STAGE_ANIM: if ( AnimDone( ANIMCHANNEL_LEGS, 4 ) ) { return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmFollower::Legs_TurnRight( stateParms_t* parms ) { enum { STAGE_START, STAGE_ANIM }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_LEGS, "idle" ); parms->stage = STAGE_ANIM; return SRESULT_WAIT; case STAGE_ANIM: if ( AnimDone( ANIMCHANNEL_LEGS, 4 ) ) { return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmFollower::state_Idle( stateParms_t* parms ) { if ( GetEnemy() ) { SetState( "state_Combat" ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmFollower::state_Killed( stateParms_t* parms ) { StopMove(); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 0 ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 0 ); StopThinking(); return SRESULT_DONE; } stateResult_t rvmFollower::state_Follow( stateParms_t* parms ) { return SRESULT_DONE; } stateResult_t rvmFollower::getCloser( stateParms_t* parms ) { return SRESULT_DONE; } float rvmFollower::should_turn_left( ) { return 0.0f; } float rvmFollower::should_turn_right( ) { return 0.0f; } void rvmFollower::playCustomCycle( const char* animname, float blendTime ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_CustomCycle", idMath::Ftoi( blendTime ) ); PlayCycle( ANIMCHANNEL_TORSO, animname ); } void rvmFollower::playCustomAnim( const char* animname, float blendIn, float blendOut ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_CustomAnim", idMath::Ftoi( blendIn ) ); PlayAnim( ANIMCHANNEL_TORSO, animname ); }