// AI_monster_demon_archvile.cpp // Native state-machine replacement for ai_monster_demon_archvile.script. #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" rvmMonsterDemonArchvile::rvmMonsterDemonArchvile() { nextDodge = 0.0f; nextAttack = 0.0f; nextNoFOVAttack = 0.0f; painNextTime = 0.0f; keep_alive = 0.0f; num_start = 0.0f; summon_delay = 0.0f; summon_time = 0.0f; combat_node = NULL; resurrectionTarget = NULL; flameWallOrigin = vec3_zero; incinerateOrigin = vec3_zero; } void rvmMonsterDemonArchvile::Init( idAI* aiOwner ) { rvmMonsterBase::Init( aiOwner ); keep_alive = GetFloatKey( "keep_alive", "0" ); num_start = GetFloatKey( "num_start", "0" ); summon_delay = GetFloatKey( "summon_delay", "0" ); summon_time = Time() + summon_delay; SetState( "state_Begin" ); } stateResult_t rvmMonsterDemonArchvile::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_Resurrect", Torso_Resurrect ); AI_DISPATCH_STATE( "Torso_MeleeAttack", Torso_MeleeAttack ); AI_DISPATCH_STATE( "Torso_FlameWallAttack", Torso_FlameWallAttack ); AI_DISPATCH_STATE( "Torso_IncinerateAttack", Torso_IncinerateAttack ); AI_DISPATCH_STATE( "Torso_TurretAttack", Torso_TurretAttack ); AI_DISPATCH_STATE( "Legs_Idle", Legs_Idle ); AI_DISPATCH_STATE( "Legs_Walk", Legs_Walk ); AI_DISPATCH_STATE( "Legs_DodgeLeft", Legs_DodgeLeft ); AI_DISPATCH_STATE( "Legs_DodgeRight", Legs_DodgeRight ); AI_DISPATCH_STATE( "state_Begin", state_Begin ); AI_DISPATCH_STATE( "state_Idle", state_Idle ); AI_DISPATCH_STATE( "combat_resurrect", combat_resurrect ); AI_DISPATCH_STATE( "combat_flamewall", combat_flamewall ); AI_DISPATCH_STATE( "combat_incinerate", combat_incinerate ); AI_DISPATCH_STATE( "combat_melee", combat_melee ); AI_DISPATCH_STATE( "combat_dodge_left", combat_dodge_left ); AI_DISPATCH_STATE( "combat_dodge_right", combat_dodge_right ); AI_DISPATCH_STATE( "spawn_flame_wall", spawn_flame_wall ); AI_DISPATCH_STATE( "spawn_incerate", spawn_incerate ); AI_DISPATCH_STATE( "flame_wall_loop", flame_wall_loop ); AI_DISPATCH_STATE( "flame_wall", flame_wall ); AI_DISPATCH_STATE( "incinerate", incinerate ); AI_DISPATCH_STATE( "resurrection", resurrection ); return rvmMonsterBase::RunStateByName( stateName, parms ); } stateResult_t rvmMonsterDemonArchvile::Torso_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "stand" ); parms->stage = 1; } if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", ARCH_IDLE_TO_PAIN ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonArchvile::Torso_Pain( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() ); painNextTime = DelayTime( ARCH_PAIN_DELAY ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: if ( Pain() && Time() > painNextTime ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", ARCH_PAIN_TO_PAIN ); return SRESULT_DONE; } if ( AnimDone( ANIMCHANNEL_TORSO, ARCH_PAIN_TO_IDLE ) ) { FinishAction( "pain" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", ARCH_PAIN_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonArchvile::Torso_Resurrect( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: PreventPain( 1.0f ); SetSmokeVisibility( -1, true ); PlayAnim( ANIMCHANNEL_TORSO, "resurrection" ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: if ( AnimDone( ANIMCHANNEL_TORSO, ARCH_RESURRECT_TO_IDLE ) ) { SetSmokeVisibility( -1, false ); FinishAction( "resurrect" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", ARCH_RESURRECT_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonArchvile::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: LookAtEnemy( 0.2f ); if ( AnimDone( ANIMCHANNEL_TORSO, ARCH_MELEE_TO_IDLE ) ) { FinishAction( "melee_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", ARCH_MELEE_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonArchvile::Torso_FlameWallAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: PreventPain( 1.0f ); FaceEnemy(); SetSmokeVisibility( -1, true ); PlayAnim( ANIMCHANNEL_TORSO, "flamewall_attack" ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: LookAtEnemy( 1.0f ); if ( AnimDone( ANIMCHANNEL_TORSO, ARCH_FLAMEWALL_TO_IDLE ) ) { SetSmokeVisibility( -1, false ); nextAttack = DelayTime( ARCH_ATTACK_RATE ); FinishAction( "flamewall_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", ARCH_FLAMEWALL_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonArchvile::Torso_IncinerateAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: PreventPain( 1.0f ); FaceEnemy(); PlayAnim( ANIMCHANNEL_TORSO, "incinerate_attack" ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: LookAtEnemy( 1.0f ); if ( AnimDone( ANIMCHANNEL_TORSO, ARCH_INCINERATE_TO_IDLE ) ) { nextAttack = DelayTime( ARCH_ATTACK_RATE ); FinishAction( "incinerate_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", ARCH_INCINERATE_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonArchvile::Torso_TurretAttack( stateParms_t* parms ) { // The DoomScript turret attack can resurrect, flame-wall, or incinerate from the same entry. // Choose once at entry, then delegate to the concrete non-blocking torso state. if ( parms->stage == 0 ) { if ( num_minions() < keep_alive && Time() >= summon_time ) { waitActionName = "resurrect"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_Resurrect", ARCH_IDLE_TO_TURRETATTACK ); } else if ( EnemyRange() < ARCH_FLAME_WALL_RANGE && CanHitEnemy() ) { waitActionName = "flamewall_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_FlameWallAttack", ARCH_IDLE_TO_TURRETATTACK ); } else { waitActionName = "incinerate_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_IncinerateAttack", ARCH_IDLE_TO_TURRETATTACK ); } parms->stage = 1; return SRESULT_WAIT; } if ( InAnimState( ANIMCHANNEL_TORSO, "Torso_TurretAttack" ) ) { return SRESULT_WAIT; } FinishAction( "turret_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", ARCH_TURRETATTACK_TO_IDLE ); return SRESULT_DONE; } stateResult_t rvmMonsterDemonArchvile::Legs_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "stand" ); parms->stage = 1; } if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Walk", ARCH_IDLE_TO_WALK ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonArchvile::Legs_Walk( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_LEGS, "walk" ); parms->stage = 1; } if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", ARCH_WALK_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonArchvile::Legs_DodgeLeft( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_left" ); parms->stage = 1; } if ( AnimDone( ANIMCHANNEL_LEGS, ARCH_DODGE_LEFT_TO_IDLE ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", ARCH_DODGE_LEFT_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonArchvile::Legs_DodgeRight( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_right" ); parms->stage = 1; } if ( AnimDone( ANIMCHANNEL_LEGS, ARCH_DODGE_RIGHT_TO_IDLE ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", ARCH_DODGE_RIGHT_TO_IDLE ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonArchvile::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 rvmMonsterDemonArchvile::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; nextDodge = RandomTime( ARCH_DODGE_RATE ); summon_time = Time() + summon_delay; SetState( "state_Combat" ); return SRESULT_DONE; } return SRESULT_ERROR; } float rvmMonsterDemonArchvile::num_minions() { // Integration hook: the script counted live minion targets from its target list. Return zero here // so a native port can opt into resurrect behavior without blocking; replace with target iteration // if your project exposes the original target array to native AI objects. return 0; } int rvmMonsterDemonArchvile::check_attacks() { int flags = 0; const bool canMelee = CheckForMelee(); const float currentTime = Time(); if ( !canMelee && Pain() && currentTime >= nextDodge ) { if ( TestAnimMove( "evade_left" ) ) { flags |= ATTACK_DODGE_LEFT; } if ( TestAnimMove( "evade_right" ) ) { flags |= ATTACK_DODGE_RIGHT; if ( flags & ATTACK_DODGE_LEFT ) { if ( RandomFloat( 100.0f ) < 50.0f ) { flags &= ~ATTACK_DODGE_RIGHT; } else { flags &= ~ATTACK_DODGE_LEFT; } } } } if ( !canMelee ) { combat_node = GetCombatNode(); if ( combat_node.GetEntity() ) { flags |= ATTACK_COMBAT_NODE; } } if ( canMelee ) { flags |= ATTACK_MELEE; } if ( num_minions() < keep_alive && currentTime >= summon_time ) { flags |= ATTACK_RESURRECT; } if ( ( Time() > nextNoFOVAttack && EnemyVisible() ) || EnemyInFOV() ) { if ( currentTime >= nextAttack ) { if ( EnemyRange() < ARCH_FLAME_WALL_RANGE && CanHitEnemy() ) { flags |= ATTACK_FLAMEWALL; } if ( CanHitEnemy() ) { flags |= ATTACK_MISSILE; } } } return static_cast( flags ); } bool rvmMonsterDemonArchvile::do_attack( int attack_flags ) { nextNoFOVAttack = Time() + ARCH_NOFOVTIME; const int flags = attack_flags; if ( flags & ATTACK_DODGE_LEFT ) { StartAction( "combat_dodge_left" ); return true; } if ( flags & ATTACK_DODGE_RIGHT ) { StartAction( "combat_dodge_right" ); return true; } if ( flags & ATTACK_RESURRECT ) { StartAction( "combat_resurrect" ); return true; } if ( flags & ATTACK_FLAMEWALL ) { StartAction( "combat_flamewall" ); return true; } if ( flags & ATTACK_COMBAT_NODE ) { scratchEntity = combat_node.GetEntity(); StartAction( "combat_ainode" ); return true; } if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; } if ( flags & ATTACK_MISSILE ) { StartAction( "combat_incinerate" ); return true; } return false; } stateResult_t rvmMonsterDemonArchvile::combat_resurrect( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: StopMove(); FaceEnemy(); waitActionName = "resurrect"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_Resurrect", ARCH_IDLE_TO_RESURRECT ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "resurrect" ) ) { return SRESULT_WAIT; } summon_time = Time() + summon_delay; return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonArchvile::combat_flamewall( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: StopMove(); FaceEnemy(); waitActionName = "flamewall_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_FlameWallAttack", ARCH_IDLE_TO_FLAMEWALLATTACK ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "flamewall_attack" ) ) { return SRESULT_WAIT; } nextAttack = DelayTime( ARCH_ATTACK_RATE ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonArchvile::combat_incinerate( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: StopMove(); FaceEnemy(); waitActionName = "incinerate_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_IncinerateAttack", ARCH_IDLE_TO_INCINERATEATTACK ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "incinerate_attack" ) ) { return SRESULT_WAIT; } nextAttack = DelayTime( ARCH_ATTACK_RATE ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonArchvile::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", ARCH_WALK_TO_MELEE ); 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 rvmMonsterDemonArchvile::combat_dodge_left( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: StopMove(); FaceEnemy(); waitActionName = "strafe"; SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeLeft", ARCH_WALK_TO_DODGE_LEFT ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; } nextDodge = DelayTime( ARCH_DODGE_RATE ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonArchvile::combat_dodge_right( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: StopMove(); FaceEnemy(); waitActionName = "strafe"; SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeRight", ARCH_WALK_TO_DODGE_RIGHT ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; } nextDodge = DelayTime( ARCH_DODGE_RATE ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonArchvile::spawn_flame_wall( stateParms_t* parms ) { // Hook point for the original script's repeated sys.spawn of flame-wall projectiles. // The looping behavior is represented by flame_wall_loop() below, not a blocking wait. return SRESULT_DONE; } stateResult_t rvmMonsterDemonArchvile::spawn_incerate( stateParms_t* parms ) { // Hook point for the original script's incinerate projectile spawn. return SRESULT_DONE; } stateResult_t rvmMonsterDemonArchvile::flame_wall_loop( stateParms_t* parms ) { enum { STAGE_INIT, STAGE_SPAWN, STAGE_DELAY }; switch ( parms->stage ) { case STAGE_INIT: scratchCount = 0; parms->stage = STAGE_SPAWN; return SRESULT_WAIT; case STAGE_SPAWN: if ( scratchCount >= ARCH_FLAME_WALL_NUM ) { return SRESULT_DONE; } flameWallOrigin = GetEnemyPos(); StartAction( "spawn_flame_wall" ); scratchCount++; scratchEndTime = DelayTime( 0.05f ); parms->stage = STAGE_DELAY; return SRESULT_WAIT; case STAGE_DELAY: if ( InAction() || Time() < scratchEndTime ) { return SRESULT_WAIT; } parms->stage = STAGE_SPAWN; return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonArchvile::flame_wall( stateParms_t* parms ) { if ( parms->stage == 0 ) { StartAction( "flame_wall_loop" ); parms->stage = 1; return SRESULT_WAIT; } return InAction() ? SRESULT_WAIT : SRESULT_DONE; } stateResult_t rvmMonsterDemonArchvile::incinerate( stateParms_t* parms ) { incinerateOrigin = GetEnemyPos(); StartAction( "spawn_incerate" ); return SRESULT_DONE; } stateResult_t rvmMonsterDemonArchvile::resurrection( stateParms_t* parms ) { // Hook point for resurrecting a selected dead minion. This remains non-blocking. resurrectionTarget = NULL; return SRESULT_DONE; }