// AI_monster_demon_imp.cpp // Native state-machine replacement for ai_monster_demon_imp.script. #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" rvmMonsterDemonImp::rvmMonsterDemonImp() { nextDodge = 0.0f; nextAttack = 0.0f; nextNoFOVAttack = 0.0f; nextLeap = 0.0f; painNextTime = 0.0f; jumpVelocity = vec3_zero; combat_node = NULL; } void rvmMonsterDemonImp::Init( idAI* aiOwner ) { rvmMonsterBase::Init( aiOwner ); run_distance = IMP_RUNDISTANCE; walk_turn = IMP_WALKTURN; SetState( "state_Begin" ); } stateResult_t rvmMonsterDemonImp::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_RangeAttack", Torso_RangeAttack ); AI_DISPATCH_STATE( "Torso_TurretAttack", Torso_TurretAttack ); AI_DISPATCH_STATE( "Torso_TurretAttackIdle", Torso_TurretAttackIdle ); AI_DISPATCH_STATE( "Torso_LeapAttack", Torso_LeapAttack ); 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_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_range", combat_range ); AI_DISPATCH_STATE( "combat_melee", combat_melee ); AI_DISPATCH_STATE( "combat_leap", combat_leap ); AI_DISPATCH_STATE( "path_jump", path_jump ); AI_DISPATCH_STATE( "combat_dodge_left", combat_dodge_left ); AI_DISPATCH_STATE( "combat_dodge_right", combat_dodge_right ); return rvmMonsterBase::RunStateByName( stateName, parms ); } stateResult_t rvmMonsterDemonImp::Torso_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_TORSO, "stand" ); parms->stage = 1; } if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonImp::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", 3 ); return SRESULT_DONE; } if ( AnimDone( ANIMCHANNEL_TORSO, 6 ) ) { FinishAction( "pain" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 6 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonImp::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 rvmMonsterDemonImp::Torso_RangeAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: PreventPain( 1.0f ); FaceEnemy(); PlayAnim( ANIMCHANNEL_TORSO, range_attack_anim.c_str() ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: LookAtEnemy( 1.0f ); 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 rvmMonsterDemonImp::Torso_TurretAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_RUNNING }; switch ( parms->stage ) { case STAGE_START: AllowMovement( false ); PreventPain( 1.0f ); FaceEnemy(); PlayAnim( ANIMCHANNEL_TORSO, "turret_attack" ); parms->stage = STAGE_RUNNING; return SRESULT_WAIT; case STAGE_RUNNING: FaceEnemy(); if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { AllowMovement( true ); FinishAction( "turret_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonImp::Torso_TurretAttackIdle( stateParms_t* parms ) { if ( parms->stage == 0 ) { FaceEnemy(); IdleAnim( ANIMCHANNEL_TORSO, "turret_idle" ); parms->stage = 1; } FaceEnemy(); return SRESULT_WAIT; } stateResult_t rvmMonsterDemonImp::Torso_LeapAttack( stateParms_t* parms ) { enum { STAGE_START, STAGE_START_WAIT, STAGE_LOOP, STAGE_END_WAIT }; switch ( parms->stage ) { case STAGE_START: OverrideAnim( ANIMCHANNEL_LEGS ); PreventPain( 1.0f ); PlayAnim( ANIMCHANNEL_TORSO, "jump_start" ); parms->stage = STAGE_START_WAIT; return SRESULT_WAIT; case STAGE_START_WAIT: if ( !AnimDone( ANIMCHANNEL_TORSO, 2 ) ) { return SRESULT_WAIT; } AttackBegin( "melee_impLeapAttack" ); SetLinearVelocity( jumpVelocity ); PlayCycle( ANIMCHANNEL_TORSO, "jump_loop" ); parms->stage = STAGE_LOOP; return SRESULT_WAIT; case STAGE_LOOP: if ( owner && !owner->AI_ONGROUND ) { return SRESULT_WAIT; } AttackEnd(); PlayAnim( ANIMCHANNEL_TORSO, "jump_end" ); parms->stage = STAGE_END_WAIT; return SRESULT_WAIT; case STAGE_END_WAIT: if ( AnimDone( ANIMCHANNEL_TORSO, 4 ) ) { FinishAction( "leap_attack" ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonImp::Legs_Idle( stateParms_t* parms ) { if ( parms->stage == 0 ) { IdleAnim( ANIMCHANNEL_LEGS, "stand" ); 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 rvmMonsterDemonImp::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 rvmMonsterDemonImp::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 rvmMonsterDemonImp::Legs_DodgeLeft( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_left" ); parms->stage = 1; } if ( AnimDone( ANIMCHANNEL_LEGS, 4 ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonImp::Legs_DodgeRight( stateParms_t* parms ) { if ( parms->stage == 0 ) { PlayAnim( ANIMCHANNEL_LEGS, "evade_right" ); parms->stage = 1; } if ( AnimDone( ANIMCHANNEL_LEGS, 4 ) ) { FinishAction( "strafe" ); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); return SRESULT_DONE; } return SRESULT_WAIT; } stateResult_t rvmMonsterDemonImp::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 rvmMonsterDemonImp::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( IMP_DODGE_RATE ); nextLeap = RandomTime( IMP_LEAP_RATE ); SetState( "state_Combat" ); return SRESULT_DONE; } return SRESULT_ERROR; } int rvmMonsterDemonImp::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 ( ( Time() > nextNoFOVAttack && EnemyVisible() ) || EnemyInFOV() ) { const float range = EnemyRange(); if ( range >= IMP_LEAP_RANGE_MIN && range < IMP_LEAP_RANGE_MAX && currentTime >= nextLeap && CanHitEnemy() ) { const float t = AnimLength( ANIMCHANNEL_TORSO, "jump_start" ); const idVec3 jumpTarget = PredictEnemyPos( t ); jumpVelocity = GetJumpVelocity( jumpTarget, IMP_LEAP_SPEED, IMP_LEAP_MAXHEIGHT ); if ( jumpVelocity.LengthSqr() > 0.001f ) { flags |= ATTACK_LEAP; } else { nextLeap = DelayTime( 2.0f ); } } if ( !CanReachEnemy() || currentTime >= nextAttack ) { range_attack_anim = ChooseAnim( ANIMCHANNEL_LEGS, "turret_attack" ); if ( CanHitEnemyFromAnim( range_attack_anim.c_str() ) ) { flags |= ATTACK_MISSILE; } const char* movingAnim = ChooseAnim( ANIMCHANNEL_LEGS, "range_attack" ); if ( TestAnimMoveTowardEnemy( movingAnim ) && CanHitEnemyFromAnim( movingAnim ) ) { range_attack_anim = movingAnim; flags |= ATTACK_MISSILE; } } } return static_cast( flags ); } bool rvmMonsterDemonImp::do_attack( int attack_flags ) { nextNoFOVAttack = Time() + IMP_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_COMBAT_NODE ) { scratchEntity = combat_node.GetEntity(); StartAction( "combat_ainode" ); return true; } if ( flags & ATTACK_MELEE ) { StartAction( "combat_melee" ); return true; } if ( flags & ATTACK_LEAP ) { StartAction( "combat_leap" ); return true; } if ( flags & ATTACK_MISSILE ) { StartAction( "combat_range" ); return true; } return false; } stateResult_t rvmMonsterDemonImp::combat_range( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: 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( IMP_ATTACK_RATE ); nextNoFOVAttack = Time() + IMP_NOFOVTIME; return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonImp::combat_melee( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: LookAtEnemy( 100.0f ); FaceEnemy(); waitActionName = "melee_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 5 ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "melee_attack" ) ) { return SRESULT_WAIT; } LookAtEnemy( 1.0f ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonImp::combat_leap( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: StopMove(); TurnToPos( GetOrigin() + jumpVelocity ); waitActionName = "leap_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_LeapAttack", 4 ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "leap_attack" ) ) { return SRESULT_WAIT; } nextLeap = DelayTime( IMP_LEAP_RATE ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonImp::path_jump( stateParms_t* parms ) { enum { STAGE_PATH_CORNER, STAGE_SETUP, STAGE_TURN, STAGE_LEAP, STAGE_DONE }; idEntity* path = current_path.GetEntity(); switch ( parms->stage ) { case STAGE_PATH_CORNER: StartAction( "path_corner" ); parms->stage = STAGE_SETUP; return SRESULT_WAIT; case STAGE_SETUP: { if ( InAction() ) { return SRESULT_WAIT; } if ( checkForEnemy( true ) ) { return SRESULT_DONE; } idEntity* target = RandomPathFrom( path ); if ( !target ) { return SRESULT_DONE; } scratchEntity = target; const idVec3 jumpTarget = target->GetPhysics()->GetOrigin(); if ( path && path->spawnArgs.GetString( "up", "" )[0] ) { float forward = path->spawnArgs.GetFloat( "forward", "0" ); idVec3 dir = jumpTarget - GetOrigin(); dir.z = 0.0f; dir.Normalize(); jumpVelocity = dir * forward; jumpVelocity.z = path->spawnArgs.GetFloat( "up", "0" ); } else { jumpVelocity = GetJumpVelocity( jumpTarget, IMP_LEAP_SPEED, 1024.0f ); } StopMove(); TurnToPos( jumpTarget ); parms->stage = STAGE_TURN; return SRESULT_WAIT; } case STAGE_TURN: if ( checkForEnemy( true ) ) { return SRESULT_DONE; } if ( !FacingIdeal() ) { return SRESULT_WAIT; } waitActionName = "leap_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_LeapAttack", 4 ); parms->stage = STAGE_LEAP; return SRESULT_WAIT; case STAGE_LEAP: if ( !ActionDone( "leap_attack" ) ) { return SRESULT_WAIT; } StopMove(); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonImp::combat_dodge_left( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: FaceEnemy(); StopMove(); waitActionName = "strafe"; SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeLeft", 2 ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; } nextDodge = DelayTime( IMP_DODGE_RATE ); return SRESULT_DONE; } return SRESULT_ERROR; } stateResult_t rvmMonsterDemonImp::combat_dodge_right( stateParms_t* parms ) { enum { STAGE_START, STAGE_ACTION }; switch ( parms->stage ) { case STAGE_START: FaceEnemy(); StopMove(); waitActionName = "strafe"; SetAnimState( ANIMCHANNEL_LEGS, "Legs_DodgeRight", 2 ); parms->stage = STAGE_ACTION; return SRESULT_WAIT; case STAGE_ACTION: if ( !ActionDone( "strafe" ) ) { return SRESULT_WAIT; } nextDodge = DelayTime( IMP_DODGE_RATE ); return SRESULT_DONE; } return SRESULT_ERROR; }