// AI_monster_boss_sabaoth.cpp // Native state-machine replacement for ai_monster_boss_sabaoth.script. #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" rvmMonsterBossSabaoth::rvmMonsterBossSabaoth() { nextAttack = 0.0f; nextMeleeAttack = 0.0f; pathSpeed = 0.0f; noSlowToStop = false; currentPath = NULL; nextPath = NULL; } void rvmMonsterBossSabaoth::Init( idAI* aiOwner ) { rvmMonsterBase::Init( aiOwner ); SetMoveType( MOVETYPE_SLIDE ); SetState( "state_Begin" ); } stateResult_t rvmMonsterBossSabaoth::RunStateByName( const char* stateName, stateParms_t* parms ) { AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle ); AI_DISPATCH_STATE( "Torso_MeleeAttack", Torso_MeleeAttack ); AI_DISPATCH_STATE( "Torso_RangeAttack", Torso_RangeAttack ); AI_DISPATCH_STATE( "Legs_Idle", Legs_Idle ); AI_DISPATCH_STATE( "Legs_Walk", Legs_Walk ); AI_DISPATCH_STATE( "state_Killed", state_Killed ); AI_DISPATCH_STATE( "state_Begin", state_Begin ); AI_DISPATCH_STATE( "state_Idle", state_Idle ); AI_DISPATCH_STATE( "move_to_corner", move_to_corner ); AI_DISPATCH_STATE( "turn_to_corner", turn_to_corner ); AI_DISPATCH_STATE( "closeSection", closeSection ); AI_DISPATCH_STATE( "openSection", openSection ); AI_DISPATCH_STATE( "state_Combat", state_Combat ); AI_DISPATCH_STATE( "combat_range", combat_range ); AI_DISPATCH_STATE( "combat_melee", combat_melee ); AI_DISPATCH_STATE( "fire_bfg", fire_bfg ); AI_DISPATCH_STATE( "open_section_1", open_section_1 ); AI_DISPATCH_STATE( "close_section_1", close_section_1 ); AI_DISPATCH_STATE( "open_section_2", open_section_2 ); AI_DISPATCH_STATE( "close_section_2", close_section_2 ); AI_DISPATCH_STATE( "open_section_3", open_section_3 ); AI_DISPATCH_STATE( "close_section_3", close_section_3 ); AI_DISPATCH_STATE( "open_section_4", open_section_4 ); AI_DISPATCH_STATE( "close_section_4", close_section_4 ); AI_DISPATCH_STATE( "open_section_5", open_section_5 ); AI_DISPATCH_STATE( "close_section_5", close_section_5 ); AI_DISPATCH_STATE( "open_section_6", open_section_6 ); AI_DISPATCH_STATE( "close_section_6", close_section_6 ); AI_DISPATCH_STATE( "open_section_7", open_section_7 ); AI_DISPATCH_STATE( "close_section_7", close_section_7 ); AI_DISPATCH_STATE( "open_section_8", open_section_8 ); AI_DISPATCH_STATE( "close_section_8", close_section_8 ); return rvmMonsterBase::RunStateByName( stateName, parms ); } stateResult_t rvmMonsterBossSabaoth::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 rvmMonsterBossSabaoth::Torso_MeleeAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: FaceEnemy(); AllowMovement( false ); PlayAnim( ANIMCHANNEL_TORSO, "melee_attack" ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { AllowMovement( true ); FinishAction( "melee_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterBossSabaoth::Torso_RangeAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: FaceEnemy(); AllowMovement( false ); PlayAnim( ANIMCHANNEL_TORSO, "range_attack" ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { AllowMovement( true ); FinishAction( "range_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterBossSabaoth::Legs_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "idle" ); parms->stage = 1; } if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterBossSabaoth::Legs_Walk( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterBossSabaoth::state_Killed( stateParms_t* parms ) { return rvmMonsterBase::state_Killed( parms ); } stateResult_t rvmMonsterBossSabaoth::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_SLIDE ); SetState( "state_Idle" ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterBossSabaoth::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 = DelayTime( 1.0f ); nextMeleeAttack = 0.0f; SetState( "state_Combat" ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterBossSabaoth::move_to_corner( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT }; switch ( parms->stage ) { case STAGE_START: if ( scratchEntity.GetEntity() ) { MoveToEntity( scratchEntity.GetEntity() ); } else { MoveToEnemy(); } SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", 4 ); parms->stage = STAGE_WAIT; return SRESULT_WAIT; case STAGE_WAIT: if ( check_attacks( false ) != 0 ) { return SRESULT_DONE; } if ( !MoveDone() ) { return SRESULT_WAIT; } return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterBossSabaoth::turn_to_corner( stateParms_t* parms ) { enum { STAGE_START, STAGE_WAIT }; switch ( parms->stage ) { case STAGE_START: if ( scratchEntity.GetEntity() ) { FaceEntity( scratchEntity.GetEntity() ); } else { FaceEnemy(); } parms->stage = STAGE_WAIT; return SRESULT_WAIT; case STAGE_WAIT: if ( check_attacks( false ) != 0 ) { return SRESULT_DONE; } if ( !FacingIdeal() ) { return SRESULT_WAIT; } return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterBossSabaoth::closeSection( stateParms_t* parms ) { // Native hook for the map section-close target dispatch used by the script. return SRESULT_DONE; } stateResult_t rvmMonsterBossSabaoth::openSection( stateParms_t* parms ) { // Native hook for the map section-open target dispatch used by the script. return SRESULT_DONE; } stateResult_t rvmMonsterBossSabaoth::state_Combat( stateParms_t* parms ) { enum { STAGE_SELECT, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_SELECT: if ( EnemyDead() ) { SetState( "state_LostCombat" ); return SRESULT_DONE; } if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); } if ( do_attack( check_attacks( false ) ) ) { parms->stage = STAGE_ACTION; return SRESULT_WAIT; } if ( !MoveDone() ) { return SRESULT_WAIT; } MoveToEnemy(); return SRESULT_WAIT; case STAGE_ACTION: if ( InAction() ) { return SRESULT_WAIT; } parms->stage = STAGE_SELECT; return SRESULT_WAIT; } return SRESULT_ERROR; } int rvmMonsterBossSabaoth::check_attacks( bool meleeOnly ) { int flags = 0; if ( CheckForMelee() && Time() >= nextMeleeAttack ) { flags |= ATTACK_MELEE; } if ( !meleeOnly && Time() >= nextAttack && CanHitEnemyFromAnim( "range_attack" ) ) { flags |= ATTACK_MISSILE; } return static_cast( flags ); } int rvmMonsterBossSabaoth::check_attacks() { return check_attacks( false ); } bool rvmMonsterBossSabaoth::do_attack( int attack_flags ) { const int flags = attack_flags; if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; } if ( flags & ATTACK_MISSILE ) { StartAction( "combat_range" ); return true; } return false; } stateResult_t rvmMonsterBossSabaoth::combat_range( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: StopMove(); FaceEnemy(); waitActionName = "range_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", 4 ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "range_attack" ) ) { return SRESULT_WAIT; } nextAttack = DelayTime( SABAOTH_ATTACK_RATE ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterBossSabaoth::combat_melee( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: StopMove(); 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; } nextMeleeAttack = DelayTime( SABAOTH_ATTACK_RATE_MELEE ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterBossSabaoth::fire_bfg( stateParms_t* parms ) { AttackMissile( "bfg" ); return SRESULT_DONE; } stateResult_t rvmMonsterBossSabaoth::set_section_open( stateParms_t* parms, int section, bool open ) { // Hook point for firing section-specific map targets. section is 1-8, open selects open/close. scratchCount = section; return SRESULT_DONE; } stateResult_t rvmMonsterBossSabaoth::open_section_1( stateParms_t* parms ) { return set_section_open( parms, 1, true ); } stateResult_t rvmMonsterBossSabaoth::close_section_1( stateParms_t* parms ) { return set_section_open( parms, 1, false ); } stateResult_t rvmMonsterBossSabaoth::open_section_2( stateParms_t* parms ) { return set_section_open( parms, 2, true ); } stateResult_t rvmMonsterBossSabaoth::close_section_2( stateParms_t* parms ) { return set_section_open( parms, 2, false ); } stateResult_t rvmMonsterBossSabaoth::open_section_3( stateParms_t* parms ) { return set_section_open( parms, 3, true ); } stateResult_t rvmMonsterBossSabaoth::close_section_3( stateParms_t* parms ) { return set_section_open( parms, 3, false ); } stateResult_t rvmMonsterBossSabaoth::open_section_4( stateParms_t* parms ) { return set_section_open( parms, 4, true ); } stateResult_t rvmMonsterBossSabaoth::close_section_4( stateParms_t* parms ) { return set_section_open( parms, 4, false ); } stateResult_t rvmMonsterBossSabaoth::open_section_5( stateParms_t* parms ) { return set_section_open( parms, 5, true ); } stateResult_t rvmMonsterBossSabaoth::close_section_5( stateParms_t* parms ) { return set_section_open( parms, 5, false ); } stateResult_t rvmMonsterBossSabaoth::open_section_6( stateParms_t* parms ) { return set_section_open( parms, 6, true ); } stateResult_t rvmMonsterBossSabaoth::close_section_6( stateParms_t* parms ) { return set_section_open( parms, 6, false ); } stateResult_t rvmMonsterBossSabaoth::open_section_7( stateParms_t* parms ) { return set_section_open( parms, 7, true ); } stateResult_t rvmMonsterBossSabaoth::close_section_7( stateParms_t* parms ) { return set_section_open( parms, 7, false ); } stateResult_t rvmMonsterBossSabaoth::open_section_8( stateParms_t* parms ) { return set_section_open( parms, 8, true ); } stateResult_t rvmMonsterBossSabaoth::close_section_8( stateParms_t* parms ) { return set_section_open( parms, 8, false ); }